Updated ImGui to v1.89.2 WIP.

Fixed IdxOffset support in imgui_sdl.
This commit is contained in:
Muzychenko Andrey 2022-12-11 07:57:49 +03:00
parent 3109a8ea75
commit ab3f3bd12b
17 changed files with 8734 additions and 4441 deletions

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@ -33,7 +33,7 @@ void font_selection::RenderDialog()
{
ImGui::Text("Font file to use: ");
ImGui::SameLine();
ImGui::InputText("", DialogInputBuffer, IM_ARRAYSIZE(DialogInputBuffer));
ImGui::InputText("##Font", DialogInputBuffer, IM_ARRAYSIZE(DialogInputBuffer));
if (ImGui::Button(pb::get_rc_string(Msg::HIGHSCORES_Ok)))
{

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@ -27,13 +27,14 @@
//#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
#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions.
//---- Disable all of Dear ImGui or don't implement standard windows.
// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp.
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended.
//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger window: ShowMetricsWindow() will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowStackToolWindow() will be empty (this was called IMGUI_DISABLE_METRICS_WINDOW before 1.88).
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
@ -61,12 +62,13 @@
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if enabled
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf.
// #define IMGUI_USE_STB_SPRINTF
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
@ -80,12 +82,12 @@
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
@ -106,11 +108,6 @@
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(),
// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.)
// This adds a small runtime cost which is why it is not enabled by default.
//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID

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@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP
// dear imgui, v1.89.2 WIP
// (main code and documentation)
// Help:
@ -11,7 +11,7 @@
// - 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/4451 (please post your screenshots/video there!)
// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
@ -65,11 +65,13 @@ CODE
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
// [SECTION] ImGuiStorage
// [SECTION] ImGuiTextFilter
// [SECTION] ImGuiTextBuffer
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
// [SECTION] ImGuiListClipper
// [SECTION] STYLING
// [SECTION] RENDER HELPERS
// [SECTION] INITIALIZATION, SHUTDOWN
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
// [SECTION] INPUTS
// [SECTION] ERROR CHECKING
// [SECTION] LAYOUT
// [SECTION] SCROLLING
@ -79,9 +81,12 @@ CODE
// [SECTION] DRAG AND DROP
// [SECTION] LOGGING/CAPTURING
// [SECTION] SETTINGS
// [SECTION] VIEWPORTS
// [SECTION] LOCALIZATION
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
// [SECTION] PLATFORM DEPENDENT HELPERS
// [SECTION] METRICS/DEBUGGER WINDOW
// [SECTION] DEBUG LOG WINDOW
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
*/
@ -99,6 +104,7 @@ CODE
- Easy to hack and improve.
- Minimize setup and maintenance.
- Minimize state storage on user side.
- Minimize state synchronization.
- Portable, minimize dependencies, run on target (consoles, phones, etc.).
- Efficient runtime and memory consumption.
@ -122,14 +128,13 @@ CODE
- Hold SHIFT or use mouse to select text.
- CTRL+Left/Right to word jump.
- CTRL+Shift+Left/Right to select words.
- CTRL+A our Double-Click to select all.
- CTRL+A or Double-Click to select all.
- CTRL+X,CTRL+C,CTRL+V to use OS clipboard/
- CTRL+Z,CTRL+Y to undo/redo.
- ESCAPE to revert text to its original value.
- 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://dearimgui.org/controls_sheets
- General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets
PROGRAMMER GUIDE
@ -253,9 +258,9 @@ CODE
io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds)
io.DisplaySize.x = 1920.0f; // set the current display width
io.DisplaySize.y = 1280.0f; // set the current display height here
io.MousePos = my_mouse_pos; // set the mouse position
io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states
io.MouseDown[1] = my_mouse_buttons[1];
io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position
io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states
io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states
// Call NewFrame(), after this point you can use ImGui::* functions anytime
// (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
@ -287,12 +292,14 @@ CODE
---------------------------------------------
The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
void void MyImGuiRenderFunction(ImDrawData* draw_data)
void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
ImVec2 clip_off = draw_data->DisplayPos;
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
const ImDrawList* cmd_list = draw_data->CmdLists[n];
@ -307,9 +314,11 @@ CODE
}
else
{
// The texture for the draw call is specified by pcmd->GetTexID().
// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
continue;
// We are using scissoring to clip some objects. All low-level graphics API should support it.
// - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
@ -320,14 +329,16 @@ CODE
// - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
// always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
// - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
ImVec2 pos = draw_data->DisplayPos;
MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y));
MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
// The texture for the draw call is specified by pcmd->GetTexID().
// The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
// Render 'pcmd->ElemCount/3' indexed triangles.
// By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
}
idx_buffer += pcmd->ElemCount;
}
}
}
@ -336,31 +347,27 @@ CODE
USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
------------------------------------------
- The gamepad/keyboard navigation is fairly functional and keeps being improved.
- Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse!
- You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787
- Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- Keyboard:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag
will be set. For more advanced uses, you may want to read from:
- Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable.
- When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard),
the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from:
- io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
- io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used).
- or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions.
Please reach out if you think the game vs navigation input sharing could be improved.
- Gamepad:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame().
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 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.).
- Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
- Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
- BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
- You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets
- If you need to share inputs between your game and the 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.
- If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
- Mouse:
- PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback.
- Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard.
- On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements.
@ -379,7 +386,82 @@ CODE
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.
- 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead.
- 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
- 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
- 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
- ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl
- ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
- ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt
- ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
- 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
this will require uses of legacy backend-dependent indices to be casted, e.g.
- with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
- with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A')
- etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
- 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
- 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
- DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
- SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
- BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
- 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
- previously this would make the window content size ~200x200:
Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
- instead, please submit an item:
Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
- alternative:
Begin(...) + Dummy(ImVec2(200,200)) + End();
- content size is now only extended when submitting an item!
- with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
- without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
- 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
- added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
- old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
- used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
- had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
- new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
- requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
- always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
- 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
- Official backends from 1.87+ -> no issue.
- Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
- Custom backends not writing to io.NavInputs[] -> no issue.
- Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
- TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
- 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
- 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
- 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
- 2022/01/20 (1.87) - inputs: reworded gamepad IO.
- Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
- 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
- 2022/01/17 (1.87) - inputs: reworked mouse IO.
- Backend writing to io.MousePos -> backend should call io.AddMousePosEvent()
- Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent()
- Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent()
- Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
read https://github.com/ocornut/imgui/issues/4921 for details.
- 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
- IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX)
- IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX)
- Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
- Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
- one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
- inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
- 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
- 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
- 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
- ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen()
- ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
- ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
- ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect
- ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
- 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
- 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
- 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
- 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
- ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
- ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder
@ -722,10 +804,12 @@ CODE
Q&A: Usage
----------
Q: Why is my widget not reacting when I click on it?
Q: How can I have widgets with an empty label?
Q: How can I have multiple widgets with the same label?
Q: How can I display an image? What is ImTextureID, how does it works?
Q: About the ID Stack system..
- Why is my widget not reacting when I click on it?
- How can I have widgets with an empty label?
- How can I have multiple widgets with the same label?
- How can I have multiple windows with the same label?
Q: How can I display an image? What is ImTextureID, how does it work?
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)
@ -784,7 +868,6 @@ CODE
#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
#include <stddef.h> // intptr_t
@ -831,7 +914,7 @@ CODE
#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later
#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types
#endif
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
#endif
@ -854,7 +937,7 @@ CODE
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#elif defined(__GNUC__)
// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association.
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size
@ -878,7 +961,7 @@ static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by 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 certain time, unless mouse moved.
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
//-------------------------------------------------------------------------
// [SECTION] FORWARD DECLARATIONS
@ -902,7 +985,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSetti
// Platform Dependents default implementation for IO functions
static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
namespace ImGui
{
@ -910,35 +993,45 @@ namespace ImGui
static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingOverlay();
static void NavUpdateInitResult();
static void NavUpdateCancelRequest();
static void NavUpdateCreateMoveRequest();
static void NavUpdateCreateTabbingRequest();
static float NavUpdatePageUpPageDown();
static inline void NavUpdateAnyRequestFlag();
static void NavUpdateCreateWrappingRequest();
static void NavEndFrame();
static bool NavScoreItem(ImGuiNavItemData* result, 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 bool NavScoreItem(ImGuiNavItemData* result);
static void NavApplyItemToResult(ImGuiNavItemData* result);
static void NavProcessItem();
static void NavProcessItemForTabbingRequest(ImGuiID id);
static ImVec2 NavCalcPreferredRefPos();
static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
static void NavRestoreLayer(ImGuiNavLayer layer);
static void NavRestoreHighlightAfterMove();
static int FindWindowFocusIndex(ImGuiWindow* window);
// Error Checking
// Error Checking and Debug Tools
static void ErrorCheckNewFrameSanityChecks();
static void ErrorCheckEndFrameSanityChecks();
static void UpdateDebugToolItemPicker();
static void UpdateDebugToolStackQueries();
// Inputs
static void UpdateKeyboardInputs();
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
// Misc
static void UpdateSettings();
static void UpdateMouseInputs();
static void UpdateMouseWheel();
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 RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
static void RenderDimmedBackgrounds();
static ImGuiWindow* FindBlockingModal(ImGuiWindow* window);
// Viewports
static void UpdateViewportsNewFrame();
@ -1016,12 +1109,12 @@ ImGuiStyle::ImGuiStyle()
ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar
ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar
GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
TabBorderSize = 0.0f; // Thickness of border around tabs.
TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@ -1029,7 +1122,7 @@ ImGuiStyle::ImGuiStyle()
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering.
AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
@ -1071,7 +1164,7 @@ ImGuiIO::ImGuiIO()
{
// Most fields are initialized with zero
memset(this, 0, sizeof(*this));
IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here.
IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
// Settings
ConfigFlags = ImGuiConfigFlags_None;
@ -1083,10 +1176,14 @@ ImGuiIO::ImGuiIO()
LogFilename = "imgui_log.txt";
MouseDoubleClickTime = 0.30f;
MouseDoubleClickMaxDist = 6.0f;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
for (int i = 0; i < ImGuiKey_COUNT; i++)
KeyMap[i] = -1;
#endif
KeyRepeatDelay = 0.275f;
KeyRepeatRate = 0.050f;
HoverDelayNormal = 0.30f;
HoverDelayShort = 0.10f;
UserData = NULL;
Fonts = NULL;
@ -1102,7 +1199,10 @@ ImGuiIO::ImGuiIO()
#else
ConfigMacOSXBehaviors = false;
#endif
ConfigInputTrickleEventQueue = true;
ConfigInputTextCursorBlink = true;
ConfigInputTextEnterKeepActive = false;
ConfigDragClickToInputText = false;
ConfigWindowsResizeFromEdges = true;
ConfigWindowsMoveFromTitleBarOnly = false;
ConfigMemoryCompactTimer = 60.0f;
@ -1113,38 +1213,48 @@ ImGuiIO::ImGuiIO()
GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
ClipboardUserData = NULL;
ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl;
ImeWindowHandle = NULL;
SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
// Input (NB: we already have memset zero the entire structure!)
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
MouseDragThreshold = 6.0f;
for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f;
for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
AppAcceptingEvents = true;
BackendUsingLegacyKeyArrays = (ImS8)-1;
BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
}
// Pass in translated ASCII characters for text input.
// - with glfw you can get those from the callback set in glfwSetCharCallback()
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
void ImGuiIO::AddInputCharacter(unsigned int c)
{
if (c != 0)
InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
if (c == 0 || !AppAcceptingEvents)
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_Text;
e.Source = ImGuiInputSource_Keyboard;
e.Text.Char = c;
g.InputEventsQueue.push_back(e);
}
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
// we should save the high surrogate.
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
{
if (c == 0 && InputQueueSurrogate == 0)
if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
return;
if ((c & 0xFC00) == 0xD800) // High surrogate, must save
{
if (InputQueueSurrogate != 0)
InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
InputQueueSurrogate = c;
return;
}
@ -1154,7 +1264,7 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
{
if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
{
InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID);
AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
}
else
{
@ -1167,39 +1277,230 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
InputQueueSurrogate = 0;
}
InputQueueCharacters.push_back(cp);
AddInputCharacter((unsigned)cp);
}
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
{
if (!AppAcceptingEvents)
return;
while (*utf8_chars != 0)
{
unsigned int c = 0;
utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
if (c != 0)
InputQueueCharacters.push_back((ImWchar)c);
AddInputCharacter(c);
}
}
// FIXME: Perhaps we could clear queued events as well?
void ImGuiIO::ClearInputCharacters()
{
InputQueueCharacters.resize(0);
}
void ImGuiIO::AddFocusEvent(bool focused)
// FIXME: Perhaps we could clear queued events as well?
void ImGuiIO::ClearInputKeys()
{
if (focused)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
memset(KeysDown, 0, sizeof(KeysDown));
#endif
for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
{
KeysData[n].Down = false;
KeysData[n].DownDuration = -1.0f;
KeysData[n].DownDurationPrev = -1.0f;
}
KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
KeyMods = ImGuiMod_None;
MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
{
MouseDown[n] = false;
MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
}
MouseWheel = MouseWheelH = 0.0f;
}
static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
{
ImGuiContext& g = *GImGui;
for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
{
ImGuiInputEvent* e = &g.InputEventsQueue[n];
if (e->Type != type)
continue;
if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
continue;
if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
continue;
return e;
}
return NULL;
}
// Queue a new key down/up event.
// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
// - bool down: Is the key down? use false to signify a key release.
// - float analog_value: 0.0f..1.0f
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
{
//if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
if (key == ImGuiKey_None || !AppAcceptingEvents)
return;
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
// Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
if (BackendUsingLegacyKeyArrays == -1)
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
BackendUsingLegacyKeyArrays = 0;
#endif
if (ImGui::IsGamepadKey(key))
BackendUsingLegacyNavInputArray = false;
// Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);
const ImGuiKeyData* key_data = ImGui::GetKeyData(key);
const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
if (latest_key_down == down && latest_key_analog == analog_value)
return;
// Clear buttons state when focus is lost
// (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle)
memset(KeysDown, 0, sizeof(KeysDown));
for (int n = 0; n < IM_ARRAYSIZE(KeysDownDuration); n++)
KeysDownDuration[n] = KeysDownDurationPrev[n] = -1.0f;
KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
KeyMods = KeyModsPrev = ImGuiKeyModFlags_None;
for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++)
NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f;
// Add event
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_Key;
e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
e.Key.Key = key;
e.Key.Down = down;
e.Key.AnalogValue = analog_value;
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
{
if (!AppAcceptingEvents)
return;
AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
}
// [Optional] Call after AddKeyEvent().
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
{
if (key == ImGuiKey_None)
return;
IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
IM_UNUSED(native_keycode); // Yet unused
IM_UNUSED(native_scancode); // Yet unused
// Build native->imgui map so old user code can still call key functions with native 0..511 values.
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
return;
KeyMap[legacy_key] = key;
KeyMap[key] = legacy_key;
#else
IM_UNUSED(key);
IM_UNUSED(native_legacy_index);
#endif
}
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
{
AppAcceptingEvents = accepting_events;
}
// Queue a mouse move event
void ImGuiIO::AddMousePosEvent(float x, float y)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
if (!AppAcceptingEvents)
return;
// Apply same flooring as UpdateMouseInputs()
ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);
const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
if (latest_pos.x == pos.x && latest_pos.y == pos.y)
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MousePos;
e.Source = ImGuiInputSource_Mouse;
e.MousePos.PosX = pos.x;
e.MousePos.PosY = pos.y;
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
if (!AppAcceptingEvents)
return;
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);
const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
if (latest_button_down == down)
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MouseButton;
e.Source = ImGuiInputSource_Mouse;
e.MouseButton.Button = mouse_button;
e.MouseButton.Down = down;
g.InputEventsQueue.push_back(e);
}
// Queue a mouse wheel event (most mouse/API will only have a Y component)
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
// Filter duplicate (unlike most events, wheel values are relative and easy to filter)
if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_MouseWheel;
e.Source = ImGuiInputSource_Mouse;
e.MouseWheel.WheelX = wheel_x;
e.MouseWheel.WheelY = wheel_y;
g.InputEventsQueue.push_back(e);
}
void ImGuiIO::AddFocusEvent(bool focused)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(&g.IO == this && "Can only add events to current context.");
// Filter duplicate
const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
if (latest_focused == focused)
return;
ImGuiInputEvent e;
e.Type = ImGuiInputEventType_Focus;
e.AppFocused.Focused = focused;
g.InputEventsQueue.push_back(e);
}
//-----------------------------------------------------------------------------
@ -1330,14 +1631,14 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
int ImStricmp(const char* str1, const char* str2)
{
int d;
while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; }
while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
return d;
}
int ImStrnicmp(const char* str1, const char* str2, size_t count)
{
int d = 0;
while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
return d;
}
@ -1404,14 +1705,14 @@ const char* ImStristr(const char* haystack, const char* haystack_end, const char
if (!needle_end)
needle_end = needle + strlen(needle);
const char un0 = (char)toupper(*needle);
const char un0 = (char)ImToUpper(*needle);
while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
{
if (toupper(*haystack) == un0)
if (ImToUpper(*haystack) == un0)
{
const char* b = needle + 1;
for (const char* a = haystack + 1; b < needle_end; a++, b++)
if (toupper(*a) != toupper(*b))
if (ImToUpper(*a) != ImToUpper(*b))
break;
if (b == needle_end)
return haystack;
@ -1455,8 +1756,12 @@ const char* ImStrSkipBlank(const char* str)
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
#ifdef IMGUI_USE_STB_SPRINTF
#define STB_SPRINTF_IMPLEMENTATION
#ifdef IMGUI_STB_SPRINTF_FILENAME
#include IMGUI_STB_SPRINTF_FILENAME
#else
#include "stb_sprintf.h"
#endif
#endif
#if defined(_MSC_VER) && !defined(vsnprintf)
#define vsnprintf _vsnprintf
@ -1496,6 +1801,25 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
}
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
{
ImGuiContext& g = *GImGui;
va_list args;
va_start(args, fmt);
int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
*out_buf = g.TempBuffer.Data;
if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
va_end(args);
}
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
{
ImGuiContext& g = *GImGui;
int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
*out_buf = g.TempBuffer.Data;
if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
}
// CRC32 needs a 1KB lookup table (not cache friendly)
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
@ -1937,7 +2261,7 @@ void ImGuiStorage::BuildSortByKey()
{
struct StaticFunc
{
static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs)
static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
{
// We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
@ -1945,8 +2269,7 @@ void ImGuiStorage::BuildSortByKey()
return 0;
}
};
if (Data.Size > 1)
ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID);
ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
}
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
@ -2058,18 +2381,15 @@ void ImGuiStorage::SetAllInt(int v)
//-----------------------------------------------------------------------------
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter)
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
{
InputBuf[0] = 0;
CountGrep = 0;
if (default_filter)
{
ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
Build();
}
else
{
InputBuf[0] = 0;
CountGrep = 0;
}
}
bool ImGuiTextFilter::Draw(const char* label, float width)
@ -2156,7 +2476,7 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
}
//-----------------------------------------------------------------------------
// [SECTION] ImGuiTextBuffer
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
//-----------------------------------------------------------------------------
// On some platform vsnprintf() takes va_list by reference and modifies it.
@ -2224,6 +2544,20 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
va_end(args_copy);
}
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
{
IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
if (old_size == new_size)
return;
if (EndOffset == 0 || base[EndOffset - 1] == '\n')
LineOffsets.push_back(EndOffset);
const char* base_end = base + new_size;
for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
if (++p < base_end) // Don't push a trailing offset on last \n
LineOffsets.push_back((int)(intptr_t)(p - base));
EndOffset = ImMax(EndOffset, new_size);
}
//-----------------------------------------------------------------------------
// [SECTION] ImGuiListClipper
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
@ -2238,9 +2572,10 @@ static bool GetSkipItemForListClipping()
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
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
{
ImGuiContext& g = *GImGui;
@ -2259,20 +2594,23 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
}
// We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
ImRect unclipped_rect = window->ClipRect;
// We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
ImRect rect = window->ClipRect;
if (g.NavMoveScoringItems)
unclipped_rect.Add(g.NavScoringRect);
rect.Add(g.NavScoringNoClipRect);
if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); // Could store and use NavJustMovedToRectRel
rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
const ImVec2 pos = window->DC.CursorPos;
int start = (int)((unclipped_rect.Min.y - pos.y) / items_height);
int end = (int)((unclipped_rect.Max.y - pos.y) / items_height);
int start = (int)((rect.Min.y - pos.y) / items_height);
int end = (int)((rect.Max.y - pos.y) / items_height);
// When performing a navigation request, ensure we have one item extra in the direction we are moving to
if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Up)
// FIXME: Verify this works with tabbing
const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
start--;
if (g.NavMoveScoringItems && g.NavMoveClipDir == ImGuiDir_Down)
if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
end++;
start = ImClamp(start, 0, items_count);
@ -2280,17 +2618,42 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
*out_items_display_start = start;
*out_items_display_end = end;
}
#endif
static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
{
if (ranges.Size - offset <= 1)
return;
// Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
for (int i = offset; i < sort_end + offset; ++i)
if (ranges[i].Min > ranges[i + 1].Min)
ImSwap(ranges[i], ranges[i + 1]);
// Now fuse ranges together as much as possible.
for (int i = 1 + offset; i < ranges.Size; i++)
{
IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
if (ranges[i - 1].Max < ranges[i].Min)
continue;
ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
ranges.erase(ranges.Data + i);
i--;
}
}
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
{
// Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
// FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
// The clipper should probably have a 4th step to display the last item in a regular manner.
// The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
float off_y = pos_y - window->DC.CursorPos.y;
window->DC.CursorPos.y = pos_y;
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
@ -2306,6 +2669,15 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height)
}
}
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
{
// StartPosY starts from ItemsFrozen hence the subtraction
// Perform the add and multiply with double to allow seeking through larger ranges
ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
}
ImGuiListClipper::ImGuiListClipper()
{
memset(this, 0, sizeof(*this));
@ -2314,16 +2686,14 @@ ImGuiListClipper::ImGuiListClipper()
ImGuiListClipper::~ImGuiListClipper()
{
IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?");
End();
}
// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1
// Use case B: Begin() called from constructor with items_height>0
// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style.
void ImGuiListClipper::Begin(int items_count, float items_height)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
if (ImGuiTable* table = g.CurrentTable)
if (table->IsInsideRow)
@ -2332,127 +2702,196 @@ void ImGuiListClipper::Begin(int items_count, float items_height)
StartPosY = window->DC.CursorPos.y;
ItemsHeight = items_height;
ItemsCount = items_count;
ItemsFrozen = 0;
StepNo = 0;
DisplayStart = -1;
DisplayEnd = 0;
// Acquire temporary buffer
if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
data->Reset(this);
data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
TempData = data;
}
void ImGuiListClipper::End()
{
if (ItemsCount < 0) // Already ended
return;
ImGuiContext& g = *GImGui;
if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
{
// In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
// 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 && DisplayStart >= 0)
SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight);
// Restore temporary buffer and fix back pointers which may be invalidated when nesting
IM_ASSERT(data->ListClipper == this);
data->StepNo = data->Ranges.Size;
if (--g.ClipperTempDataStacked > 0)
{
data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
data->ListClipper->TempData = data;
}
TempData = NULL;
}
ItemsCount = -1;
StepNo = 3;
}
bool ImGuiListClipper::Step()
void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)
{
ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
IM_ASSERT(item_min <= item_max);
if (item_min < item_max)
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));
}
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
ImGuiTable* table = g.CurrentTable;
if (table && table->IsInsideRow)
ImGui::TableEndRow(table);
// No items
if (ItemsCount == 0 || GetSkipItemForListClipping())
{
End();
if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
return false;
}
// 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)
// While we are in frozen row state, keep displaying items one by one, unclipped
// FIXME: Could be stored as a table-agnostic state.
if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
{
// 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;
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;
}
// Step 1: the clipper infer height from first element
if (StepNo == 1)
{
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;
}
// Step 2: calculate the actual range of elements to display, and position the cursor before the first element
if (StepNo == 2)
{
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;
clipper->DisplayStart = data->ItemsFrozen;
clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
if (clipper->DisplayStart < clipper->DisplayEnd)
data->ItemsFrozen++;
return true;
}
// 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)
// Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
bool calc_clipping = false;
if (data->StepNo == 0)
{
// Seek cursor
if (ItemsCount < INT_MAX)
SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor
ItemsCount = -1;
return false;
clipper->StartPosY = window->DC.CursorPos.y;
if (clipper->ItemsHeight <= 0.0f)
{
// Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
data->StepNo = 1;
return true;
}
calc_clipping = true; // If on the first step with known item height, calculate clipping.
}
IM_ASSERT(0);
// Step 1: Let the clipper infer height from first range
if (clipper->ItemsHeight <= 0.0f)
{
IM_ASSERT(data->StepNo == 1);
if (table)
IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
if (affected_by_floating_point_precision)
clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards.
}
// Step 0 or 1: Calculate the actual ranges of visible elements.
const int already_submitted = clipper->DisplayEnd;
if (calc_clipping)
{
if (g.LogEnabled)
{
// If logging is active, do not perform any clipping
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
}
else
{
// Add range selected to be included for navigation
const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (is_nav_request)
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
// Add focused/active item
ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
// Add visible range
const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
}
// Convert position ranges to item index ranges
// - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
// - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
// which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
for (int i = 0; i < data->Ranges.Size; i++)
if (data->Ranges[i].PosToIndexConvert)
{
int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
data->Ranges[i].PosToIndexConvert = false;
}
ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
}
// Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
if (data->StepNo < data->Ranges.Size)
{
clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
if (clipper->DisplayStart > already_submitted) //-V1051
ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
data->StepNo++;
return true;
}
// After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
// Advance the cursor to the end of the list and then returns 'false' to end the loop.
if (clipper->ItemsCount < INT_MAX)
ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
return false;
}
bool ImGuiListClipper::Step()
{
ImGuiContext& g = *GImGui;
bool need_items_height = (ItemsHeight <= 0.0f);
bool ret = ImGuiListClipper_StepInternal(this);
if (ret && (DisplayStart == DisplayEnd))
ret = false;
if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
if (need_items_height && ItemsHeight > 0.0f)
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
if (ret)
{
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
}
else
{
IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
End();
}
return ret;
}
//-----------------------------------------------------------------------------
// [SECTION] STYLING
//-----------------------------------------------------------------------------
@ -2519,6 +2958,11 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
void ImGui::PopStyleColor(int count)
{
ImGuiContext& g = *GImGui;
if (g.ColorStack.Size < count)
{
IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
count = g.ColorStack.Size;
}
while (count > 0)
{
ImGuiColorMod& backup = g.ColorStack.back();
@ -2603,6 +3047,11 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
void ImGui::PopStyleVar(int count)
{
ImGuiContext& g = *GImGui;
if (g.StyleVarStack.Size < count)
{
IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
count = g.StyleVarStack.Size;
}
while (count > 0)
{
// We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
@ -2926,6 +3375,241 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
}
}
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
for (int n = 0; n < g.Viewports.Size; n++)
{
ImGuiViewportP* viewport = g.Viewports[n];
ImDrawList* draw_list = GetForegroundDrawList(viewport);
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
const ImVec2 pos = base_pos - offset;
const float scale = base_scale;
ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
}
}
//-----------------------------------------------------------------------------
// [SECTION] INITIALIZATION, SHUTDOWN
//-----------------------------------------------------------------------------
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
ImGuiContext* ImGui::GetCurrentContext()
{
return GImGui;
}
void ImGui::SetCurrentContext(ImGuiContext* ctx)
{
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
#else
GImGui = ctx;
#endif
}
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
{
GImAllocatorAllocFunc = alloc_func;
GImAllocatorFreeFunc = free_func;
GImAllocatorUserData = user_data;
}
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
{
*p_alloc_func = GImAllocatorAllocFunc;
*p_free_func = GImAllocatorFreeFunc;
*p_user_data = GImAllocatorUserData;
}
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
{
ImGuiContext* prev_ctx = GetCurrentContext();
ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
SetCurrentContext(ctx);
Initialize();
if (prev_ctx != NULL)
SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
return ctx;
}
void ImGui::DestroyContext(ImGuiContext* ctx)
{
ImGuiContext* prev_ctx = GetCurrentContext();
if (ctx == NULL) //-V1051
ctx = prev_ctx;
SetCurrentContext(ctx);
Shutdown();
SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
IM_DELETE(ctx);
}
// IMPORTANT: ###xxx suffixes must be same in ALL languages
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
{
{ ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" },
{ ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" },
{ ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" },
{ ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" },
{ ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" },
{ ImGuiLocKey_WindowingPopup, "(Popup)" },
{ ImGuiLocKey_WindowingUntitled, "(Untitled)" },
};
void ImGui::Initialize()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
// Add .ini handle for ImGuiWindow and ImGuiTable types
{
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Window";
ini_handler.TypeHash = ImHashStr("Window");
ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
AddSettingsHandler(&ini_handler);
}
TableSettingsAddSettingsHandler();
// Setup default localization table
LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
// Create default viewport
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
g.Viewports.push_back(viewport);
g.TempBuffer.resize(1024 * 3 + 1, 0);
#ifdef IMGUI_HAS_DOCK
#endif
g.Initialized = true;
}
// This function is merely here to free heap allocations.
void ImGui::Shutdown()
{
// The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
ImGuiContext& g = *GImGui;
if (g.IO.Fonts && g.FontAtlasOwnedByContext)
{
g.IO.Fonts->Locked = false;
IM_DELETE(g.IO.Fonts);
}
g.IO.Fonts = NULL;
g.DrawListSharedData.TempBuffer.clear();
// Cleanup of other data are conditional on actually having initialized Dear ImGui.
if (!g.Initialized)
return;
// Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
if (g.SettingsLoaded && g.IO.IniFilename != NULL)
SaveIniSettingsToDisk(g.IO.IniFilename);
CallContextHooks(&g, ImGuiContextHookType_Shutdown);
// Clear everything else
g.Windows.clear_delete();
g.WindowsFocusOrder.clear();
g.WindowsTempSortBuffer.clear();
g.CurrentWindow = NULL;
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.KeysRoutingTable.Clear();
g.ColorStack.clear();
g.StyleVarStack.clear();
g.FontStack.clear();
g.OpenPopupStack.clear();
g.BeginPopupStack.clear();
g.Viewports.clear_delete();
g.TabBars.Clear();
g.CurrentTabBarStack.clear();
g.ShrinkWidthBuffer.clear();
g.ClipperTempData.clear_destruct();
g.Tables.Clear();
g.TablesTempData.clear_destruct();
g.DrawChannelsTempMergeBuffer.clear();
g.ClipboardHandlerData.clear();
g.MenusIdSubmittedThisFrame.clear();
g.InputTextState.ClearFreeMemory();
g.SettingsWindows.clear();
g.SettingsHandlers.clear();
if (g.LogFile)
{
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
if (g.LogFile != stdout)
#endif
ImFileClose(g.LogFile);
g.LogFile = NULL;
}
g.LogBuffer.clear();
g.DebugLogBuf.clear();
g.DebugLogIndex.clear();
g.Initialized = false;
}
// No specific ordering/dependency support, will see as needed
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
{
ImGuiContext& g = *ctx;
IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
g.Hooks.push_back(*hook);
g.Hooks.back().HookId = ++g.HookIdNext;
return g.HookIdNext;
}
// Deferred removal, avoiding issue with changing vector while iterating it
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
{
ImGuiContext& g = *ctx;
IM_ASSERT(hook_id != 0);
for (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]);
}
//-----------------------------------------------------------------------------
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
//-----------------------------------------------------------------------------
@ -2965,11 +3649,9 @@ 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
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
return id;
}
@ -2977,11 +3659,9 @@ 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
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
return id;
}
@ -2989,44 +3669,9 @@ 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();
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();
ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiContext& g = *GImGui;
IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr);
#endif
return id;
}
ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
{
ImGuiID seed = IDStack.back();
ImGuiID id = ImHashData(&n, sizeof(n), seed);
#ifdef IMGUI_ENABLE_TEST_ENGINE
ImGuiContext& g = *GImGui;
IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n);
#endif
if (g.DebugHookIdInfo == id)
ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
return id;
}
@ -3034,9 +3679,8 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n)
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
{
ImGuiID seed = IDStack.back();
const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
ImGui::KeepAliveID(id);
return id;
}
@ -3086,9 +3730,21 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
// While most behaved code would make an effort to not steal active id during window move/drag operations,
// we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch
// may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
g.MovingWindow = NULL;
}
// Set active id
g.ActiveIdIsJustActivated = (g.ActiveId != id);
if (g.ActiveIdIsJustActivated)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
g.ActiveIdTimer = 0.0f;
g.ActiveIdHasBeenPressedBefore = false;
g.ActiveIdHasBeenEditedBefore = false;
@ -3107,15 +3763,16 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
if (id)
{
g.ActiveIdIsAlive = id;
g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
}
// Clear declaration of inputs claimed by the widget
// (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
g.ActiveIdUsingMouseWheel = false;
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
g.ActiveIdUsingNavInputMask = 0x00;
g.ActiveIdUsingKeyInputMask = 0x00;
#endif
}
void ImGui::ClearActiveID()
@ -3128,7 +3785,6 @@ 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;
}
@ -3139,6 +3795,8 @@ ImGuiID ImGui::GetHoveredID()
return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
}
// This is called by ItemAdd().
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
void ImGui::KeepAliveID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
@ -3151,7 +3809,7 @@ void ImGui::KeepAliveID(ImGuiID id)
void ImGui::MarkItemEdited(ImGuiID id)
{
// This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data.
// ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
@ -3171,11 +3829,17 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla
if (focused_root_window->WasActive && focused_root_window != window->RootWindow)
{
// For the purpose of those flags we differentiate "standard popup" from "modal popup"
// NB: The order of those two tests is important because Modal windows are also Popups.
// NB: The 'else' is important because Modal windows are also Popups.
bool want_inhibit = false;
if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
return false;
if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
return false;
want_inhibit = true;
else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
want_inhibit = true;
// Inhibit hover unless the window is within the stack of our modal/popup
if (want_inhibit)
if (!ImGui::IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
return false;
}
return true;
}
@ -3187,46 +3851,69 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavDisableMouseHover && !g.NavDisableHighlight)
if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
{
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
return IsItemFocused();
if (!IsItemFocused())
return false;
}
else
{
// Test for bounding box overlap, as updated as ItemAdd()
ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
return false;
IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function
// Done with rectangle culling so we can perform heavier checks now
// Test if we are hovering the right window (our window could be behind another window)
// [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
// to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
// the test that has been running for a long while.
if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
return false;
// Test if another item is active (e.g. being dragged)
if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
return false;
// Test if interactions on this window are blocked by an active popup or modal.
// The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
return false;
// Test if the item is disabled
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
// Special handling for calling after Begin() which represent the title bar or tab.
// When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
return false;
}
// Test for bounding box overlap, as updated as ItemAdd()
ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
return false;
IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function
// Handle hover delay
// (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
float delay;
if (flags & ImGuiHoveredFlags_DelayNormal)
delay = g.IO.HoverDelayNormal;
else if (flags & ImGuiHoveredFlags_DelayShort)
delay = g.IO.HoverDelayShort;
else
delay = 0.0f;
if (delay > 0.0f)
{
ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))
g.HoverDelayTimer = 0.0f;
g.HoverDelayId = hover_delay_id;
return g.HoverDelayTimer >= delay;
}
// Test if we are hovering the right window (our window could be behind another window)
// [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
// [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
// to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
// the test that has been running for a long while.
if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
return false;
// Test if another item is active (e.g. being dragged)
if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId)
return false;
// Test if interactions on this window are blocked by an active popup or modal.
// The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
if (!IsWindowContentHoverable(window, flags))
return false;
// Test if the item is disabled
if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
// Special handling for calling after Begin() which represent the title bar or tab.
// When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
return false;
return true;
}
@ -3244,9 +3931,10 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
return false;
if (!IsMouseHoveringRect(bb.Min, bb.Max))
return false;
if (g.NavDisableMouseHover)
return false;
if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
// Done with rectangle culling so we can perform heavier checks now.
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
{
g.HoveredIdDisabled = true;
return false;
@ -3258,7 +3946,6 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
SetHoveredID(id);
// When disabled we'll return false but still set HoveredId
ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
if (item_flags & ImGuiItemFlags_Disabled)
{
// Release active id if turning disabled
@ -3273,73 +3960,40 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID 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().
// items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
if (g.DebugItemPickerBreakId == id)
IM_DEBUG_BREAK();
}
if (g.NavDisableMouseHover)
return false;
return true;
}
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged)
// FIXME: This is inlined/duplicated in ItemAdd()
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (!bb.Overlaps(window->ClipRect))
if (id == 0 || (id != g.ActiveId && id != g.NavId))
if (clip_even_when_logged || !g.LogEnabled)
if (!g.LogEnabled)
return true;
return false;
}
// Called by ItemAdd()
// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out.
void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id)
// This is also inlined in ItemAdd()
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect!
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0 && id == g.LastItemData.ID);
// Increment counters
// FIXME: ImGuiItemFlags_Disabled should disable more.
const bool is_tab_stop = (g.LastItemData.InFlags & (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.TabFocusPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.TabFocusRequestNextWindow == NULL)
{
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.TabFocusRequestCurrWindow == window)
{
if (window->DC.FocusCounterRegular == g.TabFocusRequestCurrCounterRegular)
{
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByCode;
return;
}
if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop)
{
g.NavJustTabbedId = id;
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing;
return;
}
// If another item is about to be focused, we clear our own active id
if (g.ActiveId == id)
ClearActiveID();
}
g.LastItemData.ID = item_id;
g.LastItemData.InFlags = in_flags;
g.LastItemData.StatusFlags = item_flags;
g.LastItemData.Rect = item_rect;
}
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
@ -3401,86 +4055,6 @@ const char* ImGui::GetVersion()
return IMGUI_VERSION;
}
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
ImGuiContext* ImGui::GetCurrentContext()
{
return GImGui;
}
void ImGui::SetCurrentContext(ImGuiContext* ctx)
{
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
#else
GImGui = ctx;
#endif
}
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
{
GImAllocatorAllocFunc = alloc_func;
GImAllocatorFreeFunc = free_func;
GImAllocatorUserData = user_data;
}
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
{
*p_alloc_func = GImAllocatorAllocFunc;
*p_free_func = GImAllocatorFreeFunc;
*p_user_data = GImAllocatorUserData;
}
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
{
ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
if (GImGui == NULL)
SetCurrentContext(ctx);
Initialize(ctx);
return ctx;
}
void ImGui::DestroyContext(ImGuiContext* ctx)
{
if (ctx == NULL)
ctx = GImGui;
Shutdown(ctx);
if (GImGui == ctx)
SetCurrentContext(NULL);
IM_DELETE(ctx);
}
// No specific ordering/dependency support, will see as needed
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
{
ImGuiContext& g = *ctx;
IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
g.Hooks.push_back(*hook);
g.Hooks.back().HookId = ++g.HookIdNext;
return g.HookIdNext;
}
// Deferred removal, avoiding issue with changing vector while iterating it
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
{
ImGuiContext& g = *ctx;
IM_ASSERT(hook_id != 0);
for (int n = 0; n < g.Hooks.Size; n++)
if (g.Hooks[n].HookId == hook_id)
g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
}
// Call context hooks (used by e.g. test engine)
// We assume a small number of hooks so all stored in same array
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
{
ImGuiContext& g = *ctx;
for (int n = 0; n < g.Hooks.Size; n++)
if (g.Hooks[n].Type == hook_type)
g.Hooks[n].Callback(&g, &g.Hooks[n]);
}
ImGuiIO& ImGui::GetIO()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
@ -3567,7 +4141,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos;
g.ActiveIdNoClearOnFocusLoss = true;
SetActiveIdUsingNavAndKeys();
SetActiveIdUsingAllKeyboardKeys();
bool can_move_window = true;
if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
@ -3594,11 +4168,7 @@ void ImGui::UpdateMouseMovingWindowNewFrame()
if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos))
{
ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
{
MarkIniSettingsDirty(moving_window);
SetWindowPos(moving_window, pos, ImGuiCond_Always);
}
SetWindowPos(moving_window, pos, ImGuiCond_Always);
FocusWindow(g.MovingWindow);
}
else
@ -3668,7 +4238,7 @@ 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 = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal);
bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
}
}
@ -3678,196 +4248,6 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window)
return (window->Active) && (!window->Hidden);
}
static void ImGui::UpdateMouseInputs()
{
ImGuiContext& g = *GImGui;
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
if (IsMousePosValid(&g.IO.MousePos))
g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos);
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev))
g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev;
else
g.IO.MouseDelta = ImVec2(0.0f, 0.0f);
if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f)
g.NavDisableMouseHover = false;
g.IO.MousePosPrev = g.IO.MousePos;
for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++)
{
g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f;
g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f;
g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i];
g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f;
g.IO.MouseDoubleClicked[i] = false;
if (g.IO.MouseClicked[i])
{
if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime)
{
ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist)
g.IO.MouseDoubleClicked[i] = true;
g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click
}
else
{
g.IO.MouseClickedTime[i] = g.Time;
}
g.IO.MouseClickedPos[i] = g.IO.MousePos;
g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i];
g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
g.IO.MouseDragMaxDistanceSqr[i] = 0.0f;
}
else if (g.IO.MouseDown[i])
{
// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
}
if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i])
g.IO.MouseDownWasDoubleClick[i] = false;
if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
g.NavDisableMouseHover = false;
}
}
static void StartLockWheelingWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.WheelingWindow == window)
return;
g.WheelingWindow = window;
g.WheelingWindowRefMousePos = g.IO.MousePos;
g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER;
}
void ImGui::UpdateMouseWheel()
{
ImGuiContext& g = *GImGui;
// Reset the locked window if we move the mouse or after the timer elapses
if (g.WheelingWindow != NULL)
{
g.WheelingWindowTimer -= g.IO.DeltaTime;
if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
g.WheelingWindowTimer = 0.0f;
if (g.WheelingWindowTimer <= 0.0f)
{
g.WheelingWindow = NULL;
g.WheelingWindowTimer = 0.0f;
}
}
if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f)
return;
if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel))
return;
ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
if (!window || window->Collapsed)
return;
// Zoom / Scale window
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
StartLockWheelingWindow(window);
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
const float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
if (window == window->RootWindow)
{
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
SetWindowPos(window, window->Pos + offset, 0);
window->Size = ImFloor(window->Size * scale);
window->SizeFull = ImFloor(window->SizeFull * scale);
}
return;
}
// Mouse wheel scrolling
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent
if (g.IO.KeyCtrl)
return;
// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
// (we avoid doing it on OSX as it the OS input layer handles this already)
const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel;
const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH;
// Vertical Mouse Wheel scrolling
if (wheel_y != 0.0f)
{
StartLockWheelingWindow(window);
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
window = window->ParentWindow;
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
SetScrollY(window, window->Scroll.y - wheel_y * scroll_step);
}
}
// Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held
if (wheel_x != 0.0f)
{
StartLockWheelingWindow(window);
while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))))
window = window->ParentWindow;
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
SetScrollX(window, window->Scroll.x - wheel_x * scroll_step);
}
}
}
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()
{
@ -3884,7 +4264,7 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
// Modal windows prevents mouse from hovering behind them.
ImGuiWindow* modal_window = GetTopMostPopupModal();
if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindow, modal_window))
if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window))
clear_hovered_windows = true;
// Disabled mouse?
@ -3945,17 +4325,6 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
}
ImGuiKeyModFlags ImGui::GetMergedKeyModFlags()
{
ImGuiContext& g = *GImGui;
ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None;
if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; }
if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; }
if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; }
if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; }
return key_mod_flags;
}
void ImGui::NewFrame()
{
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
@ -4032,15 +4401,20 @@ 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)
// Clear ActiveID if the item is not alive anymore.
// In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
// As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
{
IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
ClearActiveID();
}
// Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
if (g.ActiveId)
g.ActiveIdTimer += g.IO.DeltaTime;
g.LastActiveIdTimer += g.IO.DeltaTime;
@ -4056,8 +4430,41 @@ void ImGui::NewFrame()
if (g.ActiveId == 0)
{
g.ActiveIdUsingNavDirMask = 0x00;
g.ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
g.ActiveIdUsingNavInputMask = 0x00;
g.ActiveIdUsingKeyInputMask = 0x00;
#endif
}
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
if (g.ActiveId == 0)
g.ActiveIdUsingNavInputMask = 0;
else if (g.ActiveIdUsingNavInputMask != 0)
{
// If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
// Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
IM_ASSERT(0); // Other values unsupported
}
#endif
// Update hover delay for IsItemHovered() with delays and tooltips
g.HoverDelayIdPreviousFrame = g.HoverDelayId;
if (g.HoverDelayId != 0)
{
//if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
g.HoverDelayTimer += g.IO.DeltaTime;
g.HoverDelayClearTimer = 0.0f;
g.HoverDelayId = 0;
}
else if (g.HoverDelayTimer > 0.0f)
{
// This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
g.HoverDelayClearTimer += g.IO.DeltaTime;
if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate
g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
}
// Drag and drop
@ -4068,12 +4475,21 @@ void ImGui::NewFrame()
g.DragDropWithinTarget = false;
g.DragDropHoldJustPressedId = 0;
// Close popups on focus lost (currently wip/opt-in)
//if (g.IO.AppFocusLost)
// ClosePopupsExceptModals();
// Process input queue (trickle as many events as possible)
g.InputEventsTrail.resize(0);
UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
// Update keyboard input state
// 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;
UpdateKeyboardInputs();
//IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
//IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
//IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
//IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
// Update gamepad/keyboard navigation
NavUpdate();
@ -4096,14 +4512,14 @@ void ImGui::NewFrame()
g.MouseCursor = ImGuiMouseCursor_Arrow;
g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default
// Platform IME data: reset for the frame
g.PlatformImeDataPrev = g.PlatformImeData;
g.PlatformImeData.WantVisible = false;
// Mouse wheel scrolling, scale
UpdateMouseWheel();
// 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.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
@ -4111,9 +4527,10 @@ void ImGui::NewFrame()
{
ImGuiWindow* window = g.Windows[i];
window->WasActive = window->Active;
window->BeginCount = 0;
window->Active = false;
window->WriteAccessed = false;
window->BeginCountPreviousFrame = window->BeginCount;
window->BeginCount = 0;
// Garbage collect transient buffers of recently unused windows
if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
@ -4124,9 +4541,9 @@ void ImGui::NewFrame()
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]);
for (int i = 0; i < g.TablesTempData.Size; i++)
if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
TableGcCompactTransientBuffers(&g.TablesTempData[i]);
if (g.GcCompactAll)
GcCompactTransientMiscBuffers();
g.GcCompactAll = false;
@ -4143,12 +4560,15 @@ void ImGui::NewFrame()
g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
g.GroupStack.resize(0);
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
// [DEBUG] Update debug features
UpdateDebugToolItemPicker();
UpdateDebugToolStackQueries();
if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
g.DebugLocateId = 0;
// Create implicit/fallback window - which we will only render it if the user has added something to it.
// We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
// This fallback is particularly important as it avoid ImGui:: calls from crashing.
// This fallback is particularly important as it prevents ImGui:: calls from crashing.
g.WithinFrameScopeWithImplicitWindow = true;
SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
@ -4157,136 +4577,6 @@ void ImGui::NewFrame()
CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
}
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
void ImGui::UpdateDebugToolItemPicker()
{
ImGuiContext& g = *GImGui;
g.DebugItemPickerBreakId = 0;
if (g.DebugItemPickerActive)
{
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
SetMouseCursor(ImGuiMouseCursor_Hand);
if (IsKeyPressedMap(ImGuiKey_Escape))
g.DebugItemPickerActive = false;
if (IsMouseClicked(0) && hovered_id)
{
g.DebugItemPickerBreakId = hovered_id;
g.DebugItemPickerActive = false;
}
SetNextWindowBgAlpha(0.60f);
BeginTooltip();
Text("HoveredId: 0x%08X", hovered_id);
Text("Press ESC to abort picking.");
TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!");
EndTooltip();
}
}
void ImGui::Initialize(ImGuiContext* context)
{
ImGuiContext& g = *context;
IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
// Add .ini handle for ImGuiWindow type
{
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Window";
ini_handler.TypeHash = ImHashStr("Window");
ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
g.SettingsHandlers.push_back(ini_handler);
}
// Add .ini handle for ImGuiTable type
TableSettingsInstallHandler(context);
// Create default viewport
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
g.Viewports.push_back(viewport);
#ifdef IMGUI_HAS_DOCK
#endif
g.Initialized = true;
}
// This function is merely here to free heap allocations.
void ImGui::Shutdown(ImGuiContext* context)
{
// The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
ImGuiContext& g = *context;
if (g.IO.Fonts && g.FontAtlasOwnedByContext)
{
g.IO.Fonts->Locked = false;
IM_DELETE(g.IO.Fonts);
}
g.IO.Fonts = NULL;
// Cleanup of other data are conditional on actually having initialized Dear ImGui.
if (!g.Initialized)
return;
// Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
if (g.SettingsLoaded && g.IO.IniFilename != NULL)
{
ImGuiContext* backup_context = GImGui;
SetCurrentContext(&g);
SaveIniSettingsToDisk(g.IO.IniFilename);
SetCurrentContext(backup_context);
}
CallContextHooks(&g, ImGuiContextHookType_Shutdown);
// Clear everything else
g.Windows.clear_delete();
g.WindowsFocusOrder.clear();
g.WindowsTempSortBuffer.clear();
g.CurrentWindow = NULL;
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.ColorStack.clear();
g.StyleVarStack.clear();
g.FontStack.clear();
g.OpenPopupStack.clear();
g.BeginPopupStack.clear();
g.Viewports.clear_delete();
g.TabBars.Clear();
g.CurrentTabBarStack.clear();
g.ShrinkWidthBuffer.clear();
g.Tables.Clear();
g.TablesTempDataStack.clear_destruct();
g.DrawChannelsTempMergeBuffer.clear();
g.ClipboardHandlerData.clear();
g.MenusIdSubmittedThisFrame.clear();
g.InputTextState.ClearFreeMemory();
g.SettingsWindows.clear();
g.SettingsHandlers.clear();
if (g.LogFile)
{
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
if (g.LogFile != stdout)
#endif
ImFileClose(g.LogFile);
g.LogFile = NULL;
}
g.LogBuffer.clear();
g.Initialized = false;
}
// FIXME: Add a more explicit sort order in the window structure.
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
{
@ -4305,8 +4595,7 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
if (window->Active)
{
int count = window->DC.ChildWindows.Size;
if (count > 1)
ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
for (int i = 0; i < count; i++)
{
ImGuiWindow* child = window->DC.ChildWindows[i];
@ -4318,11 +4607,10 @@ static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, Im
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
{
// 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;
if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
return;
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
// May trigger for you if you are using PrimXXX functions incorrectly.
@ -4366,11 +4654,15 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer)
}
}
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static void AddRootWindowToDrawData(ImGuiWindow* window)
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
{
int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
AddWindowToDrawData(window, layer);
return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
}
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
{
AddWindowToDrawData(window, GetWindowDisplayLayer(window));
}
void ImDrawDataBuilder::FlattenIntoSingleLayer()
@ -4404,8 +4696,10 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*
draw_data->FramebufferScale = io.DisplayFramebufferScale;
for (int n = 0; n < draw_lists->Size; n++)
{
draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
ImDrawList* draw_list = draw_lists->Data[n];
draw_list->_PopUnusedDrawCmd();
draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
}
}
@ -4429,6 +4723,88 @@ void ImGui::PopClipRect()
window->ClipRect = window->DrawList->_ClipRectStack.back();
}
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
ImGuiViewportP* viewport = (ImGuiViewportP*)GetMainViewport();
ImRect viewport_rect = viewport->GetMainRect();
// Draw behind window by moving the draw command at the FRONT of the draw list
{
// We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
// and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
// FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
ImDrawList* draw_list = window->RootWindow->DrawList;
if (draw_list->CmdBuffer.Size == 0)
draw_list->AddDrawCmd();
draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
ImDrawCmd cmd = draw_list->CmdBuffer.back();
IM_ASSERT(cmd.ElemCount == 6);
draw_list->CmdBuffer.pop_back();
draw_list->CmdBuffer.push_front(cmd);
draw_list->PopClipRect();
draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
}
}
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* bottom_most_visible_window = parent_window;
for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
if (window->Flags & ImGuiWindowFlags_ChildWindow)
continue;
if (!IsWindowWithinBeginStackOf(window, parent_window))
break;
if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
bottom_most_visible_window = window;
}
return bottom_most_visible_window;
}
static void ImGui::RenderDimmedBackgrounds()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
return;
const bool dim_bg_for_modal = (modal_window != NULL);
const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
if (!dim_bg_for_modal && !dim_bg_for_window_list)
return;
if (dim_bg_for_modal)
{
// Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
}
else if (dim_bg_for_window_list)
{
// Draw dimming behind CTRL+Tab target window
RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
// Draw border around CTRL+Tab target window
ImGuiWindow* window = g.NavWindowingTargetAnim;
ImGuiViewport* viewport = GetMainViewport();
float distance = g.FontSize;
ImRect bb = window->Rect();
bb.Expand(distance);
if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
if (window->DrawList->CmdBuffer.Size == 0)
window->DrawList->AddDrawCmd();
window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
window->DrawList->PopClipRect();
}
}
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
void ImGui::EndFrame()
{
@ -4444,12 +4820,9 @@ void ImGui::EndFrame()
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))
{
g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
g.PlatformImeLastPos = g.PlatformImePos;
}
// Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
g.IO.SetPlatformImeDataFn(GetMainViewport(), &g.PlatformImeData);
// Hide implicit/fallback "Debug" window if it hasn't been used
g.WithinFrameScopeWithImplicitWindow = false;
@ -4505,10 +4878,9 @@ void ImGui::EndFrame()
g.IO.Fonts->Locked = false;
// Clear Input data for next frame
g.IO.AppFocusLost = false;
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
g.IO.InputQueueCharacters.resize(0);
g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it.
memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
}
@ -4523,6 +4895,7 @@ void ImGui::Render()
if (g.FrameCountEnded != g.FrameCount)
EndFrame();
const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
g.FrameCountRendered = g.FrameCount;
g.IO.MetricsRenderWindows = 0;
@ -4537,6 +4910,10 @@ void ImGui::Render()
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
}
// Draw modal/window whitening backgrounds
if (first_render_of_frame)
RenderDimmedBackgrounds();
// Add ImDrawList to render
ImGuiWindow* windows_to_render_top_most[2];
windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
@ -4552,6 +4929,10 @@ void ImGui::Render()
if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
AddRootWindowToDrawData(windows_to_render_top_most[n]);
// Draw software mouse cursor if requested by io.MouseDrawCursor flag
if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
// Setup ImDrawData structures for end-user
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
for (int n = 0; n < g.Viewports.Size; n++)
@ -4559,10 +4940,6 @@ void ImGui::Render()
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawDataBuilder.FlattenIntoSingleLayer();
// 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));
// Add foreground ImDrawList (for each active viewport)
if (viewport->DrawLists[1] != NULL)
AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
@ -4660,231 +5037,6 @@ static void FindHoveredWindow()
g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
}
// Test if mouse cursor is hovering given rectangle
// NB- Rectangle is clipped by our current clip setting
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
{
ImGuiContext& g = *GImGui;
// Clip
ImRect rect_clipped(r_min, r_max);
if (clip)
rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
// Expand for touch input
const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
if (!rect_for_touch.Contains(g.IO.MousePos))
return false;
return true;
}
int ImGui::GetKeyIndex(ImGuiKey imgui_key)
{
IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT);
ImGuiContext& g = *GImGui;
return g.IO.KeyMap[imgui_key];
}
// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]!
// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]!
bool ImGui::IsKeyDown(int user_key_index)
{
if (user_key_index < 0)
return false;
ImGuiContext& g = *GImGui;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
return g.IO.KeysDown[user_key_index];
}
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
// t1 = current time (e.g.: g.Time)
// An event is triggered at:
// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
{
if (t1 == 0.0f)
return 1;
if (t0 >= t1)
return 0;
if (repeat_rate <= 0.0f)
return (t0 < repeat_delay) && (t1 >= repeat_delay);
const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
const int count = count_t1 - count_t0;
return count;
}
int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
{
ImGuiContext& g = *GImGui;
if (key_index < 0)
return 0;
IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownDuration[key_index];
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
}
bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
{
ImGuiContext& g = *GImGui;
if (user_key_index < 0)
return false;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
const float t = g.IO.KeysDownDuration[user_key_index];
if (t == 0.0f)
return true;
if (repeat && t > g.IO.KeyRepeatDelay)
return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
return false;
}
bool ImGui::IsKeyReleased(int user_key_index)
{
ImGuiContext& g = *GImGui;
if (user_key_index < 0) return false;
IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown));
return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index];
}
bool ImGui::IsMouseDown(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button];
}
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
const float t = g.IO.MouseDownDuration[button];
if (t == 0.0f)
return true;
if (repeat && t > g.IO.KeyRepeatDelay)
{
// FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold.
int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f);
if (amount > 0)
return true;
}
return false;
}
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseReleased[button];
}
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.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)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (lock_threshold < 0.0f)
lock_threshold = g.IO.MouseDragThreshold;
return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
}
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (!g.IO.MouseDown[button])
return false;
return IsMouseDragPastThreshold(button, lock_threshold);
}
ImVec2 ImGui::GetMousePos()
{
ImGuiContext& g = *GImGui;
return g.IO.MousePos;
}
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
{
ImGuiContext& g = *GImGui;
if (g.BeginPopupStack.Size > 0)
return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
return g.IO.MousePos;
}
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
{
// The assert is only to silence a false-positive in XCode Static Analysis.
// Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
IM_ASSERT(GImGui != NULL);
const float MOUSE_INVALID = -256000.0f;
ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
}
bool ImGui::IsAnyMouseDown()
{
ImGuiContext& g = *GImGui;
for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
if (g.IO.MouseDown[n])
return true;
return false;
}
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (lock_threshold < 0.0f)
lock_threshold = g.IO.MouseDragThreshold;
if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
return g.IO.MousePos - g.IO.MouseClickedPos[button];
return ImVec2(0.0f, 0.0f);
}
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
// NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
g.IO.MouseClickedPos[button] = g.IO.MousePos;
}
ImGuiMouseCursor ImGui::GetMouseCursor()
{
return GImGui->MouseCursor;
}
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
{
GImGui->MouseCursor = cursor_type;
}
void ImGui::CaptureKeyboardFromApp(bool capture)
{
GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0;
}
void ImGui::CaptureMouseFromApp(bool capture)
{
GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0;
}
bool ImGui::IsItemActive()
{
ImGuiContext& g = *GImGui;
@ -4965,7 +5117,7 @@ bool ImGui::IsAnyItemFocused()
bool ImGui::IsItemVisible()
{
ImGuiContext& g = *GImGui;
return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect);
return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
}
bool ImGui::IsItemEdited()
@ -4986,26 +5138,22 @@ void ImGui::SetItemAllowOverlap()
g.ActiveIdAllowOverlap = true;
}
void ImGui::SetItemUsingMouseWheel()
{
ImGuiContext& g = *GImGui;
ImGuiID id = g.LastItemData.ID;
if (g.HoveredId == id)
g.HoveredIdUsingMouseWheel = true;
if (g.ActiveId == id)
g.ActiveIdUsingMouseWheel = true;
}
void ImGui::SetActiveIdUsingNavAndKeys()
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
void ImGui::SetActiveIdUsingAllKeyboardKeys()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId != 0);
g.ActiveIdUsingNavDirMask = ~(ImU32)0;
g.ActiveIdUsingNavInputMask = ~(ImU32)0;
g.ActiveIdUsingKeyInputMask = ~(ImU64)0;
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
g.ActiveIdUsingAllKeyboardKeys = true;
NavMoveRequestCancel();
}
ImGuiID ImGui::GetItemID()
{
ImGuiContext& g = *GImGui;
return g.LastItemData.ID;
}
ImVec2 ImGui::GetItemRectMin()
{
ImGuiContext& g = *GImGui;
@ -5037,21 +5185,22 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b
ImVec2 size = ImFloor(size_arg);
const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
if (size.x <= 0.0f)
size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
if (size.y <= 0.0f)
size.y = ImMax(content_avail.y + size.y, 4.0f);
SetNextWindowSize(size);
// Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
const char* temp_window_name;
if (name)
ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id);
ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
else
ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id);
ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
const float backup_border_size = g.Style.ChildBorderSize;
if (!border)
g.Style.ChildBorderSize = 0.0f;
bool ret = Begin(g.TempBuffer, NULL, flags);
bool ret = Begin(temp_window_name, NULL, flags);
g.Style.ChildBorderSize = backup_border_size;
ImGuiWindow* child_window = g.CurrentWindow;
@ -5116,7 +5265,7 @@ void ImGui::EndChild()
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
// When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
}
@ -5179,6 +5328,29 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin
window->Collapsed = settings->Collapsed;
}
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
{
ImGuiContext& g = *GImGui;
const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
if ((just_created || child_flag_changed) && !new_is_explicit_child)
{
IM_ASSERT(!g.WindowsFocusOrder.contains(window));
g.WindowsFocusOrder.push_back(window);
window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
}
else if (!just_created && child_flag_changed && new_is_explicit_child)
{
IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
g.WindowsFocusOrder[n]->FocusOrder--;
g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
window->FocusOrder = -1;
}
window->IsExplicitChild = new_is_explicit_child;
}
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
@ -5202,7 +5374,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
ApplyWindowSettings(window, settings);
}
window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values
window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
{
@ -5218,16 +5390,11 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
}
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
g.Windows.push_back(window);
return window;
}
@ -5259,9 +5426,9 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s
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, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
}
return new_size;
}
@ -5290,9 +5457,10 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
ImVec2 size_pad = window->WindowPadding * 2.0f;
ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height);
ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
if (window->Flags & ImGuiWindowFlags_Tooltip)
{
// Tooltip always resize
@ -5307,15 +5475,14 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont
if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
// FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows?
ImVec2 avail_size = ImGui::GetMainViewport()->Size;
ImVec2 avail_size = ImGui::GetMainViewport()->WorkSize;
ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
// When the window cannot fit all contents (either because of constraints, either because screen is too small),
// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
if (will_have_scrollbar_x)
size_auto_fit.y += style.ScrollbarSize;
if (will_have_scrollbar_y)
@ -5334,11 +5501,11 @@ ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
return size_final;
}
static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags)
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
{
if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
return ImGuiCol_PopupBg;
if (flags & ImGuiWindowFlags_ChildWindow)
if (window->Flags & ImGuiWindowFlags_ChildWindow)
return ImGuiCol_ChildBg;
return ImGuiCol_WindowBg;
}
@ -5422,7 +5589,7 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
}
// Handle resize for: Resize Grips, Borders, Gamepad
// Return true when using auto-fit (double click on resize grip)
// Return true when using auto-fit (double-click on resize grip)
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
{
ImGuiContext& g = *GImGui;
@ -5430,7 +5597,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
return false;
if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.
if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
return false;
bool ret_auto_fit = false;
@ -5458,12 +5625,13 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
if (hovered || held)
g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0)
if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
{
// Manual auto-fit when double-clicking
size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
@ -5493,7 +5661,8 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
bool hovered, held;
ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren);
ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
//GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
{
@ -5517,23 +5686,31 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
// Navigation resize (keyboard/gamepad)
// FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
// Not even sure the callback works here.
if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window)
{
ImVec2 nav_resize_delta;
ImVec2 nav_resize_dir;
if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
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)
nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
{
const float NAV_RESIZE_SPEED = 600.0f;
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);
const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size
g.NavWindowingToggleLayer = false;
g.NavDisableMouseHover = true;
resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta);
ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
{
// FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
g.NavWindowingAccumDeltaSize -= accum_floored;
}
}
}
@ -5553,7 +5730,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s
return ret_auto_fit;
}
static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect)
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
{
ImGuiContext& g = *GImGui;
ImVec2 size_for_clamping = window->Size;
@ -5588,7 +5765,7 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
// Draw background and borders
// Draw and handle scrollbars
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
{
ImGuiContext& g = *GImGui;
ImGuiStyle& style = g.Style;
@ -5599,7 +5776,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
window->SkipItems = false;
// Draw window + handle manual resize
// As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
// As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
const float window_rounding = window->WindowRounding;
const float window_border_size = window->WindowBorderSize;
if (window->Collapsed)
@ -5616,7 +5793,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
// Window background
if (!(flags & ImGuiWindowFlags_NoBackground))
{
ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
bool override_alpha = false;
float alpha = 1.0f;
if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
@ -5653,7 +5830,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
Scrollbar(ImGuiAxis_Y);
// Render resize grips (after their input handling so we don't have a frame of latency)
if (!(flags & ImGuiWindowFlags_NoResize))
if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
{
for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
{
@ -5667,7 +5844,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar
}
// Borders
RenderWindowOuterBorders(window);
if (handle_borders_and_resize_grips)
RenderWindowOuterBorders(window);
}
}
@ -5682,6 +5860,7 @@ 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)
// FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
@ -5762,9 +5941,11 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
{
window->ParentWindow = parent_window;
window->RootWindow = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
window->RootWindow = window->RootWindowPopupTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
window->RootWindow = parent_window->RootWindow;
if (parent_window && (flags & ImGuiWindowFlags_Popup))
window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
@ -5774,6 +5955,38 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
}
}
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
// - Window // FindBlockingModal() returns Modal1
// - Window // .. returns Modal1
// - Modal1 // .. returns Modal2
// - Window // .. returns Modal2
// - Window // .. returns Modal2
// - Modal2 // .. returns Modal2
static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.OpenPopupStack.Size <= 0)
return NULL;
// Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
{
ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
continue;
if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
continue;
if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed.
break;
for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)
if (IsWindowWithinBeginStackOf(window, parent))
return popup_window; // Place window above its begin stack parent.
}
return NULL;
}
// Push a new Dear ImGui window to add widgets to.
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
// - Begin/End can be called multiple times during the frame with the same window name to append content.
@ -5821,6 +6034,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Update Flags, LastFrameActive, BeginOrderXXX fields
if (first_begin_of_the_frame)
{
UpdateWindowInFocusOrderList(window, window_just_created, flags);
window->Flags = (ImGuiWindowFlags)flags;
window->LastFrameActive = current_frame;
window->LastTimeActive = (float)g.Time;
@ -5843,26 +6057,37 @@ 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.CurrentWindow = window;
ImGuiWindowStackData window_stack_data;
window_stack_data.Window = window;
window_stack_data.ParentLastItemDataBackup = g.LastItemData;
window_stack_data.StackSizesOnBegin.SetToCurrentState();
g.CurrentWindowStack.push_back(window_stack_data);
g.CurrentWindow = window;
window->DC.StackSizesOnBegin.SetToCurrentState();
if (flags & ImGuiWindowFlags_ChildMenu)
g.BeginMenuCount++;
// Update ->RootWindow and others pointers (before any possible call to FocusWindow)
if (first_begin_of_the_frame)
{
UpdateWindowParentAndRootLinks(window, flags, parent_window);
window->ParentWindowInBeginStack = parent_window_in_stack;
}
// Add to focus scope stack
PushFocusScope(window->ID);
window->NavRootFocusScopeId = g.CurrentFocusScopeId;
g.CurrentWindow = NULL;
// Add to popup stack
if (flags & ImGuiWindowFlags_Popup)
{
ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
popup_ref.Window = window;
popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
g.BeginPopupStack.push_back(popup_ref);
window->PopupId = popup_ref.PopupId;
}
// 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;
@ -5918,6 +6143,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
// Initialize
const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
window->Active = true;
window->HasCloseButton = (p_open != NULL);
window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
@ -5944,7 +6170,6 @@ 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)
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
if (window->HiddenFramesCanSkipItems > 0)
window->HiddenFramesCanSkipItems--;
@ -5974,6 +6199,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// SELECT VIEWPORT
// FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style)
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
SetWindowViewport(window, viewport);
SetCurrentWindow(window);
// LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
@ -5990,17 +6218,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
bool use_current_size_for_scrollbar_x = window_just_created;
bool use_current_size_for_scrollbar_y = window_just_created;
// Collapse window by double-clicking on title bar
// At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse))
{
// We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
ImRect title_bar_rect = window->TitleBarRect();
if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0])
if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
window->WantCollapseToggle = true;
if (window->WantCollapseToggle)
{
window->Collapsed = !window->Collapsed;
if (!window->Collapsed)
use_current_size_for_scrollbar_y = true;
MarkIniSettingsDirty(window);
}
}
@ -6012,10 +6245,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// SIZE
// Outer Decoration Sizes
// (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
window->DecoOuterSizeX1 = 0.0f;
window->DecoOuterSizeX2 = 0.0f;
window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
window->DecoOuterSizeY2 = 0.0f;
window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
// Calculate auto-fit size, handle automatic resize
const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
bool use_current_size_for_scrollbar_x = window_just_created;
bool use_current_size_for_scrollbar_y = window_just_created;
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
{
// Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
@ -6052,9 +6292,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
// Decoration size
const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight();
// POSITION
// Popup latch its initial position, will position itself when it appears next frame
@ -6087,7 +6324,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
// When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport();
ImRect viewport_rect(viewport->GetMainRect());
ImRect viewport_work_rect(viewport->GetWorkRect());
ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
@ -6095,9 +6331,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// 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.
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f)
ClampWindowRect(window, visibility_rect);
ClampWindowPos(window, visibility_rect);
window->Pos = ImFloor(window->Pos);
// Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
@ -6116,8 +6352,36 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
want_focus = true;
else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
want_focus = true;
ImGuiWindow* modal = GetTopMostPopupModal();
if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))
{
// Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.
// Since window is not focused it would reappear at the same display position like the last time it was visible.
// In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.
// Position window behind a modal that is not a begin-parent of this window.
want_focus = false;
if (window == window->RootWindow)
{
ImGuiWindow* blocking_modal = FindBlockingModal(window);
IM_ASSERT(blocking_modal != NULL);
BringWindowToDisplayBehind(window, blocking_modal);
}
}
}
// [Test Engine] Register whole window in the item system
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (g.TestEngineHookItems)
{
IM_ASSERT(window->IDStack.Size == 1);
window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID);
IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
window->IDStack.Size = 1;
}
#endif
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_held = -1;
ImU32 resize_grip_col[4] = {};
@ -6134,9 +6398,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (!window->Collapsed)
{
// When reading the current size we need to read it after size constraints have been applied.
// When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again.
ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height);
ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes;
// Intentionally use previous frame values for InnerRect and ScrollbarSizes.
// And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
@ -6146,10 +6411,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
if (window->ScrollbarX && !window->ScrollbarY)
window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
// Amend the partially filled window->DecorationXXX values.
window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
}
// UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
// Update various regions. Variables they depends on should be set above in this function.
// Update various regions. Variables they depend on should be set above in this function.
// We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
// Outer rectangle
@ -6166,13 +6435,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Inner rectangle
// Not affected by window border size. Used by:
// - InnerClipRect
// - ScrollToBringRectIntoView()
// - ScrollToRectEx()
// - NavUpdatePageUpPageDown()
// - Scrollbar()
window->InnerRect.Min.x = window->Pos.x;
window->InnerRect.Min.y = window->Pos.y + decoration_up_height;
window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;
window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;
window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
// Inner clipping rectangle.
// Will extend a little bit outside the normal work region.
@ -6205,6 +6474,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Apply scrolling
window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
// DRAWING
@ -6213,24 +6483,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
PushClipRect(host_rect.Min, host_rect.Max, false);
// Draw modal window background (darkens what is behind them, all viewports)
const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && window->HiddenFramesCannotSkipItems <= 0;
const bool dim_bg_for_window_list = g.NavWindowingTargetAnim && (window == g.NavWindowingTargetAnim->RootWindow);
if (dim_bg_for_modal || dim_bg_for_window_list)
{
const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col);
}
// Draw navigation selection/windowing rectangle background
if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim)
{
ImRect bb = window->Rect();
bb.Expand(g.FontSize);
if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway
window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), g.Style.WindowRounding);
}
// Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
// When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
// FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
@ -6252,26 +6504,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Handle title bar, scrollbar, resize grips and resize borders
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight);
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size);
const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch.
RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
if (render_decorations_in_parent)
window->DrawList = &window->DrawListInst;
}
// Draw navigation selection/windowing rectangle border
if (g.NavWindowingTargetAnim == window)
{
float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding);
ImRect bb = window->Rect();
bb.Expand(g.FontSize);
if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward
{
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);
}
// UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
// Work rectangle.
@ -6281,8 +6520,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// - BeginTabBar() for right-most edge
const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));
const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));
const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
@ -6293,23 +6532,30 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
// Used by:
// - Mouse wheel scrolling + many other things
window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x;
window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height;
window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x));
window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y));
window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
// Setup drawing context
// (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;
window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
window->DC.GroupOffset.x = 0.0f;
window->DC.ColumnsOffset.x = 0.0f;
window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y);
// Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
// This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
window->DC.CursorPos = window->DC.CursorStartPos;
window->DC.CursorPosPrevLine = window->DC.CursorPos;
window->DC.CursorMaxPos = window->DC.CursorStartPos;
window->DC.IdealMaxPos = window->DC.CursorStartPos;
window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.IsSameLine = window->DC.IsSetPos = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
@ -6326,7 +6572,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->DC.CurrentColumns = NULL;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1;
window->DC.ItemWidth = window->ItemWidthDefault;
window->DC.TextWrapPos = -1.0f; // disabled
@ -6358,17 +6603,21 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
/*
//if (g.NavWindow == window && g.ActiveId == 0)
if (g.ActiveId == window->MoveId)
if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
if (g.IO.KeyCtrl && IsKeyPressed(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.
g.LastItemData.ID = window->MoveId;
g.LastItemData.InFlags = g.CurrentItemFlags;
g.LastItemData.StatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
g.LastItemData.Rect = title_bar_rect;
SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
// [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
DebugLocateItemResolveWithLastItem();
#endif
// [Test Engine] Register title bar / tab
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID);
@ -6380,9 +6629,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
SetCurrentWindow(window);
}
// Pull/inherit current state
window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595
PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
// Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
@ -6399,9 +6645,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// 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)
{
const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
if (!g.LogEnabled && !nav_request)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesCanSkipItems = 1;
}
// Hide along with parent or if parent is collapsed
if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
@ -6415,7 +6664,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->HiddenFramesCanSkipItems = 1;
// Update the Hidden flag
window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0);
bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
// Disable inputs for requested number of frames
if (window->DisableInputsFrames > 0)
@ -6426,7 +6676,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// 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->Collapsed || !window->Active || hidden_regular)
if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
skip_items = true;
window->SkipItems = skip_items;
@ -6456,17 +6706,23 @@ void ImGui::End()
if (window->DC.CurrentColumns)
EndColumns();
PopClipRect(); // Inner window clip rectangle
PopFocusScope();
// Stop logging
if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging
LogFinish();
if (window->DC.IsSetPos)
ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
// Pop from window stack
g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
g.CurrentWindowStack.pop_back();
if (window->Flags & ImGuiWindowFlags_ChildMenu)
g.BeginMenuCount--;
if (window->Flags & ImGuiWindowFlags_Popup)
g.BeginPopupStack.pop_back();
window->DC.StackSizesOnBegin.CompareWithCurrentState();
g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState();
g.CurrentWindowStack.pop_back();
SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
}
@ -6520,6 +6776,34 @@ void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
}
}
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
{
IM_ASSERT(window != NULL && behind_window != NULL);
ImGuiContext& g = *GImGui;
window = window->RootWindow;
behind_window = behind_window->RootWindow;
int pos_wnd = FindWindowDisplayIndex(window);
int pos_beh = FindWindowDisplayIndex(behind_window);
if (pos_wnd < pos_beh)
{
size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
g.Windows[pos_beh - 1] = window;
}
else
{
size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
g.Windows[pos_beh] = window;
}
}
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
return g.Windows.index_from_ptr(g.Windows.find(window));
}
// Moving window to front of display and set focus (which happens to be back of our sorted list)
void ImGui::FocusWindow(ImGuiWindow* window)
{
@ -6527,20 +6811,17 @@ void ImGui::FocusWindow(ImGuiWindow* window)
if (g.NavWindow != window)
{
g.NavWindow = window;
SetNavWindow(window);
if (window && g.NavDisableMouseHover)
g.NavMousePosDirty = true;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavFocusScopeId = 0;
g.NavIdIsAlive = false;
g.NavLayer = ImGuiNavLayer_Main;
g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
}
g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
g.NavIdIsAlive = false;
// Close popups if any
ClosePopupsOverWindow(window, false);
// Close popups if any
ClosePopupsOverWindow(window, false);
}
// Move the root window to the top of the pile
IM_ASSERT(window == NULL || window->RootWindow != NULL);
@ -6567,8 +6848,18 @@ void ImGui::FocusWindow(ImGuiWindow* window)
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
{
ImGuiContext& g = *GImGui;
const int start_idx = ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1;
int start_idx = g.WindowsFocusOrder.Size - 1;
if (under_this_window != NULL)
{
// Aim at root window behind us, if we are in a child window that's our own root (see #4640)
int offset = -1;
while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
{
under_this_window = under_this_window->ParentWindow;
offset = 0;
}
start_idx = FindWindowFocusIndex(under_this_window) + offset;
}
for (int i = start_idx; i >= 0; i--)
{
// We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
@ -6659,11 +6950,14 @@ void ImGui::BeginDisabled(bool disabled)
if (was_disabled || disabled)
g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
g.ItemFlagsStack.push_back(g.CurrentItemFlags);
g.DisabledStackSize++;
}
void ImGui::EndDisabled()
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.DisabledStackSize > 0);
g.DisabledStackSize--;
bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
//PopItemFlag();
g.ItemFlagsStack.pop_back();
@ -6707,7 +7001,36 @@ void ImGui::PopTextWrapPos()
window->DC.TextWrapPosStack.pop_back();
}
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy)
{
ImGuiWindow* last_window = NULL;
while (last_window != window)
{
last_window = window;
window = window->RootWindow;
if (popup_hierarchy)
window = window->RootWindowPopupTree;
}
return window;
}
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy)
{
ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy);
if (window_root == potential_parent)
return true;
while (window != NULL)
{
if (window == potential_parent)
return true;
if (window == window_root) // end of chain
return false;
window = window->ParentWindow;
}
return false;
}
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
{
if (window->RootWindow == potential_parent)
return true;
@ -6715,7 +7038,7 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
{
if (window == potential_parent)
return true;
window = window->ParentWindow;
window = window->ParentWindowInBeginStack;
}
return false;
}
@ -6723,6 +7046,12 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
{
ImGuiContext& g = *GImGui;
// It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
if (display_layer_delta != 0)
return display_layer_delta > 0;
for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* candidate_window = g.Windows[i];
@ -6736,39 +7065,33 @@ bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_b
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
{
IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function
IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function
ImGuiContext& g = *GImGui;
if (g.HoveredWindow == NULL)
ImGuiWindow* ref_window = g.HoveredWindow;
ImGuiWindow* cur_window = g.CurrentWindow;
if (ref_window == 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.HoveredWindow->RootWindow != window->RootWindow)
return false;
break;
case ImGuiHoveredFlags_RootWindow:
if (g.HoveredWindow != window->RootWindow)
return false;
break;
case ImGuiHoveredFlags_ChildWindows:
if (!IsWindowChildOf(g.HoveredWindow, window))
return false;
break;
default:
if (g.HoveredWindow != window)
return false;
break;
}
IM_ASSERT(cur_window); // Not inside a Begin()/End()
const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
if (flags & ImGuiHoveredFlags_RootWindow)
cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
bool result;
if (flags & ImGuiHoveredFlags_ChildWindows)
result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
else
result = (ref_window == cur_window);
if (!result)
return false;
}
if (!IsWindowContentHoverable(g.HoveredWindow, flags))
if (!IsWindowContentHoverable(ref_window, flags))
return false;
if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId)
if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
return false;
return true;
}
@ -6776,22 +7099,23 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* ref_window = g.NavWindow;
ImGuiWindow* cur_window = g.CurrentWindow;
if (ref_window == NULL)
return false;
if (flags & ImGuiFocusedFlags_AnyWindow)
return g.NavWindow != NULL;
return true;
IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
{
case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow;
case ImGuiFocusedFlags_RootWindow:
return g.NavWindow == g.CurrentWindow->RootWindow;
case ImGuiFocusedFlags_ChildWindows:
return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow);
default:
return g.NavWindow == g.CurrentWindow;
}
IM_ASSERT(cur_window); // Not inside a Begin()/End()
const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
if (flags & ImGuiHoveredFlags_RootWindow)
cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy);
if (flags & ImGuiHoveredFlags_ChildWindows)
return IsWindowChildOf(ref_window, cur_window, popup_hierarchy);
else
return (ref_window == cur_window);
}
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
@ -6835,6 +7159,9 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
const ImVec2 old_pos = window->Pos;
window->Pos = ImFloor(pos);
ImVec2 offset = window->Pos - old_pos;
if (offset.x == 0.0f && offset.y == 0.0f)
return;
MarkIniSettingsDirty(window);
window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
window->DC.IdealMaxPos += offset;
@ -6869,26 +7196,19 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con
window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
// Set
if (size.x > 0.0f)
{
window->AutoFitFramesX = 0;
ImVec2 old_size = window->SizeFull;
window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
if (size.x <= 0.0f)
window->AutoFitOnlyGrows = false;
else
window->SizeFull.x = IM_FLOOR(size.x);
}
else
{
window->AutoFitFramesX = 2;
if (size.y <= 0.0f)
window->AutoFitOnlyGrows = false;
}
if (size.y > 0.0f)
{
window->AutoFitFramesY = 0;
else
window->SizeFull.y = IM_FLOOR(size.y);
}
else
{
window->AutoFitFramesY = 2;
window->AutoFitOnlyGrows = false;
}
if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
MarkIniSettingsDirty(window);
}
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
@ -7061,33 +7381,55 @@ void ImGui::ActivateItem(ImGuiID id)
{
ImGuiContext& g = *GImGui;
g.NavNextActivateId = id;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
}
void ImGui::PushFocusScope(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent);
window->DC.NavFocusScopeIdCurrent = id;
g.FocusScopeStack.push_back(id);
g.CurrentFocusScopeId = id;
}
void ImGui::PopFocusScope()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back();
g.FocusScopeStack.pop_back();
g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
}
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
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;
IM_ASSERT(offset >= -1); // -1 is allowed but not below
IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
// It makes sense in the vast majority of cases to never interrupt a drag and drop.
// When we refactor this function into ActivateItem() we may want to make this an option.
// MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
// is also automatically dropped in the event g.ActiveId is stolen.
if (g.DragDropActive || g.MovingWindow != NULL)
{
IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
return;
}
SetNavWindow(window);
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
if (offset == -1)
{
NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
}
else
{
g.NavTabbingDir = 1;
g.NavTabbingCounter = offset + 1;
}
}
void ImGui::SetItemDefaultFocus()
@ -7096,15 +7438,17 @@ void ImGui::SetItemDefaultFocus()
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 = g.LastItemData.ID;
g.NavInitResultRectRel = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos);
NavUpdateAnyRequestFlag();
if (!IsItemVisible())
SetScrollHereY();
}
if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)
return;
g.NavInitRequest = false;
g.NavInitResultId = g.LastItemData.ID;
g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);
NavUpdateAnyRequestFlag();
// Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
if (!IsItemVisible())
ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
}
void ImGui::SetStateStorage(ImGuiStorage* tree)
@ -7123,7 +7467,7 @@ void ImGui::PushID(const char* str_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiID id = window->GetIDNoKeepAlive(str_id);
ImGuiID id = window->GetID(str_id);
window->IDStack.push_back(id);
}
@ -7131,7 +7475,7 @@ 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);
ImGuiID id = window->GetID(str_id_begin, str_id_end);
window->IDStack.push_back(id);
}
@ -7139,7 +7483,7 @@ void ImGui::PushID(const void* ptr_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiID id = window->GetIDNoKeepAlive(ptr_id);
ImGuiID id = window->GetID(ptr_id);
window->IDStack.push_back(id);
}
@ -7147,7 +7491,7 @@ void ImGui::PushID(int int_id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiID id = window->GetIDNoKeepAlive(int_id);
ImGuiID id = window->GetID(int_id);
window->IDStack.push_back(id);
}
@ -7156,6 +7500,8 @@ void ImGui::PushOverrideID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.DebugHookIdInfo == id)
DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
window->IDStack.push_back(id);
}
@ -7165,11 +7511,9 @@ void ImGui::PushOverrideID(ImGuiID id)
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
if (g.DebugHookIdInfo == id)
DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
return id;
}
@ -7211,15 +7555,1267 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
}
//-----------------------------------------------------------------------------
// [SECTION] INPUTS
//-----------------------------------------------------------------------------
// - GetKeyData() [Internal]
// - GetKeyIndex() [Internal]
// - GetKeyName()
// - GetKeyChordName() [Internal]
// - CalcTypematicRepeatAmount() [Internal]
// - GetTypematicRepeatRate() [Internal]
// - GetKeyPressedAmount() [Internal]
// - GetKeyMagnitude2d() [Internal]
//-----------------------------------------------------------------------------
// - UpdateKeyRoutingTable() [Internal]
// - GetRoutingIdFromOwnerId() [Internal]
// - GetShortcutRoutingData() [Internal]
// - CalcRoutingScore() [Internal]
// - SetShortcutRouting() [Internal]
// - TestShortcutRouting() [Internal]
//-----------------------------------------------------------------------------
// - IsKeyDown()
// - IsKeyPressed()
// - IsKeyReleased()
//-----------------------------------------------------------------------------
// - IsMouseDown()
// - IsMouseClicked()
// - IsMouseReleased()
// - IsMouseDoubleClicked()
// - GetMouseClickedCount()
// - IsMouseHoveringRect() [Internal]
// - IsMouseDragPastThreshold() [Internal]
// - IsMouseDragging()
// - GetMousePos()
// - GetMousePosOnOpeningCurrentPopup()
// - IsMousePosValid()
// - IsAnyMouseDown()
// - GetMouseDragDelta()
// - ResetMouseDragDelta()
// - GetMouseCursor()
// - SetMouseCursor()
//-----------------------------------------------------------------------------
// - UpdateAliasKey()
// - GetMergedModsFromKeys()
// - UpdateKeyboardInputs()
// - UpdateMouseInputs()
//-----------------------------------------------------------------------------
// - LockWheelingWindow [Internal]
// - FindBestWheelingWindow [Internal]
// - UpdateMouseWheel() [Internal]
//-----------------------------------------------------------------------------
// - SetNextFrameWantCaptureKeyboard()
// - SetNextFrameWantCaptureMouse()
//-----------------------------------------------------------------------------
// - GetInputSourceName() [Internal]
// - DebugPrintInputEvent() [Internal]
// - UpdateInputEvents() [Internal]
//-----------------------------------------------------------------------------
// - GetKeyOwner() [Internal]
// - TestKeyOwner() [Internal]
// - SetKeyOwner() [Internal]
// - SetItemKeyOwner() [Internal]
// - Shortcut() [Internal]
//-----------------------------------------------------------------------------
ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)
{
ImGuiContext& g = *GImGui;
// Special storage location for mods
if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(key);
int index;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
if (IsLegacyKey(key))
index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native
else
index = key;
#else
IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
index = key - ImGuiKey_NamedKey_BEGIN;
#endif
return &g.IO.KeysData[index];
}
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(IsNamedKey(key));
const ImGuiKeyData* key_data = GetKeyData(key);
return (ImGuiKey)(key_data - g.IO.KeysData);
}
#endif
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
static const char* const GKeyNames[] =
{
"Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
"Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
"LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
"0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
"I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
"F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
"Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
"Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
"Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
"Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
"KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
"GamepadStart", "GamepadBack",
"GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
"GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
"GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
"GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
"MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
"ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
};
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
const char* ImGui::GetKeyName(ImGuiKey key)
{
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
#else
if (IsLegacyKey(key))
{
ImGuiIO& io = GetIO();
if (io.KeyMap[key] == -1)
return "N/A";
IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));
key = (ImGuiKey)io.KeyMap[key];
}
#endif
if (key == ImGuiKey_None)
return "None";
if (key & ImGuiMod_Mask_)
key = ConvertSingleModFlagToKey(key);
if (!IsNamedKey(key))
return "Unknown";
return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
}
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
{
ImGuiContext& g = *GImGui;
if (key_chord & ImGuiMod_Shortcut)
key_chord = ConvertShortcutMod(key_chord);
ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
(key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
(key_chord & ImGuiMod_Shift) ? "Shift+" : "",
(key_chord & ImGuiMod_Alt) ? "Alt+" : "",
(key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
}
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
// t1 = current time (e.g.: g.Time)
// An event is triggered at:
// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
{
if (t1 == 0.0f)
return 1;
if (t0 >= t1)
return 0;
if (repeat_rate <= 0.0f)
return (t0 < repeat_delay) && (t1 >= repeat_delay);
const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
const int count = count_t1 - count_t0;
return count;
}
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
{
ImGuiContext& g = *GImGui;
switch (flags & ImGuiInputFlags_RepeatRateMask_)
{
case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
}
}
// Return value representing the number of presses in the last time period, for the given repeat rate
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
{
ImGuiContext& g = *GImGui;
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return 0;
const float t = key_data->DownDuration;
return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
}
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
{
return ImVec2(
GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
}
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D
// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
{
ImGuiContext& g = *GImGui;
rt->EntriesNext.resize(0);
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
const int new_routing_start_idx = rt->EntriesNext.Size;
ImGuiKeyRoutingData* routing_entry;
for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
{
routing_entry = &rt->Entries[old_routing_idx];
routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
routing_entry->RoutingNext = ImGuiKeyOwner_None;
routing_entry->RoutingNextScore = 255;
if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
continue;
rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
// Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
if (routing_entry->Mods == g.IO.KeyMods)
{
ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
owner_data->OwnerCurr = routing_entry->RoutingCurr;
}
}
// Rewrite linked-list
rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
}
rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
}
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
}
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
{
// Majority of shortcuts will be Key + any number of Mods
// We accept _Single_ mod with ImGuiKey_None.
// - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal
// - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal
// - Shortcut(ImGuiMod_Ctrl); // Legal
// - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal
ImGuiContext& g = *GImGui;
ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
ImGuiKeyRoutingData* routing_data;
if (key_chord & ImGuiMod_Shortcut)
key_chord = ConvertShortcutMod(key_chord);
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(mods);
IM_ASSERT(IsNamedKey(key));
// Get (in the majority of case, the linked list will have one element so this should be 2 reads.
// Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
{
routing_data = &rt->Entries[idx];
if (routing_data->Mods == mods)
return routing_data;
}
// Add to linked-list
ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
rt->Entries.push_back(ImGuiKeyRoutingData());
routing_data = &rt->Entries[routing_data_idx];
routing_data->Mods = (ImU16)mods;
routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
return routing_data;
}
// Current score encoding (lower is highest priority):
// - 0: ImGuiInputFlags_RouteGlobalHigh
// - 1: ImGuiInputFlags_RouteFocused (if item active)
// - 2: ImGuiInputFlags_RouteGlobal
// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
// - 254: ImGuiInputFlags_RouteGlobalLow
// - 255: never route
// 'flags' should include an explicit routing policy
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
{
if (flags & ImGuiInputFlags_RouteFocused)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* focused = g.NavWindow;
// ActiveID gets top priority
// (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
if (owner_id != 0 && g.ActiveId == owner_id)
return 1;
// Score based on distance to focused window (lower is better)
// Assuming both windows are submitting a routing request,
// - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
// - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best)
// Assuming only WindowA is submitting a routing request,
// - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
if (focused != NULL && focused->RootWindow == location->RootWindow)
for (int next_score = 3; focused != NULL; next_score++)
{
if (focused == location)
{
IM_ASSERT(next_score < 255);
return next_score;
}
focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
}
return 255;
}
// ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
if (flags & ImGuiInputFlags_RouteGlobal)
return 2;
if (flags & ImGuiInputFlags_RouteGlobalLow)
return 254;
return 0;
}
// Request a desired route for an input chord (key + mods).
// Return true if the route is available this frame.
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
// (Conceptually this does a "Submit for next frame" + "Test for current frame".
// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
if ((flags & ImGuiInputFlags_RouteMask_) == 0)
flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
else
IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
if (g.NavWindow == NULL)
return false;
if (flags & ImGuiInputFlags_RouteAlways)
return true;
const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
if (score == 255)
return false;
// Submit routing for NEXT frame (assuming score is sufficient)
// FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
//const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
if (score < routing_data->RoutingNextScore)
{
routing_data->RoutingNext = routing_id;
routing_data->RoutingNextScore = (ImU8)score;
}
// Return routing state for CURRENT frame
return routing_data->RoutingCurr == routing_id;
}
// Currently unused by core (but used by tests)
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
{
const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
return routing_data->RoutingCurr == routing_id;
}
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
bool ImGui::IsKeyDown(ImGuiKey key)
{
return IsKeyDown(key, ImGuiKeyOwner_Any);
}
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
{
return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
}
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return false;
const float t = key_data->DownDuration;
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
bool pressed = (t == 0.0f);
if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
{
float repeat_delay, repeat_rate;
GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
}
if (!pressed)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
bool ImGui::IsKeyReleased(ImGuiKey key)
{
return IsKeyReleased(key, ImGuiKeyOwner_Any);
}
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
{
const ImGuiKeyData* key_data = GetKeyData(key);
if (key_data->DownDurationPrev < 0.0f || key_data->Down)
return false;
if (!TestKeyOwner(key, owner_id))
return false;
return true;
}
bool ImGui::IsMouseDown(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
}
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
}
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
{
return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
}
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
return false;
const float t = g.IO.MouseDownDuration[button];
if (t < 0.0f)
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
if (!pressed)
return false;
if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
return false;
return true;
}
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
}
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
}
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
}
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
return g.IO.MouseClickedCount[button];
}
// Test if mouse cursor is hovering given rectangle
// NB- Rectangle is clipped by our current clip setting
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
{
ImGuiContext& g = *GImGui;
// Clip
ImRect rect_clipped(r_min, r_max);
if (clip)
rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
// Expand for touch input
const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
if (!rect_for_touch.Contains(g.IO.MousePos))
return false;
return true;
}
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
// [Internal] This doesn't test if the button is pressed
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (lock_threshold < 0.0f)
lock_threshold = g.IO.MouseDragThreshold;
return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
}
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (!g.IO.MouseDown[button])
return false;
return IsMouseDragPastThreshold(button, lock_threshold);
}
ImVec2 ImGui::GetMousePos()
{
ImGuiContext& g = *GImGui;
return g.IO.MousePos;
}
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
{
ImGuiContext& g = *GImGui;
if (g.BeginPopupStack.Size > 0)
return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
return g.IO.MousePos;
}
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
{
// The assert is only to silence a false-positive in XCode Static Analysis.
// Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
IM_ASSERT(GImGui != NULL);
const float MOUSE_INVALID = -256000.0f;
ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
}
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
bool ImGui::IsAnyMouseDown()
{
ImGuiContext& g = *GImGui;
for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
if (g.IO.MouseDown[n])
return true;
return false;
}
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
if (lock_threshold < 0.0f)
lock_threshold = g.IO.MouseDragThreshold;
if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
return g.IO.MousePos - g.IO.MouseClickedPos[button];
return ImVec2(0.0f, 0.0f);
}
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
// NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
g.IO.MouseClickedPos[button] = g.IO.MousePos;
}
// Get desired mouse cursor shape.
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
// updated during the frame, and locked in EndFrame()/Render().
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
ImGuiMouseCursor ImGui::GetMouseCursor()
{
ImGuiContext& g = *GImGui;
return g.MouseCursor;
}
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
{
ImGuiContext& g = *GImGui;
g.MouseCursor = cursor_type;
}
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
{
IM_ASSERT(ImGui::IsAliasKey(key));
ImGuiKeyData* key_data = ImGui::GetKeyData(key);
key_data->Down = v;
key_data->AnalogValue = analog_value;
}
// [Internal] Do not use directly
static ImGuiKeyChord GetMergedModsFromKeys()
{
ImGuiKeyChord mods = 0;
if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; }
if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; }
if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; }
if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; }
return mods;
}
static void ImGui::UpdateKeyboardInputs()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
// Import legacy keys or verify they are not used
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
if (io.BackendUsingLegacyKeyArrays == 0)
{
// Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
}
else
{
if (g.FrameCount == 0)
for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
// Build reverse KeyMap (Named -> Legacy)
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
if (io.KeyMap[n] != -1)
{
IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
io.KeyMap[io.KeyMap[n]] = n;
}
// Import legacy keys into new ones
for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
{
const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
io.KeysData[key].Down = io.KeysDown[n];
if (key != n)
io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
io.BackendUsingLegacyKeyArrays = 1;
}
if (io.BackendUsingLegacyKeyArrays == 1)
{
GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
}
}
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
{
#define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
#define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
#undef NAV_MAP_KEY
}
#endif
#endif
// Update aliases
for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
// Synchronize io.KeyMods and io.KeyXXX values.
// - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
// So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
io.KeyMods = GetMergedModsFromKeys();
io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
// Clear gamepad data if disabled
if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
{
io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
}
// Update keys
for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
{
ImGuiKeyData* key_data = &io.KeysData[i];
key_data->DownDurationPrev = key_data->DownDuration;
key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
}
// Update keys/input owner (named keys only): one entry per key
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
owner_data->OwnerCurr = owner_data->OwnerNext;
if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
owner_data->OwnerNext = ImGuiKeyOwner_None;
owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore
}
UpdateKeyRoutingTable(&g.KeysRoutingTable);
}
static void ImGui::UpdateMouseInputs()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
// Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
if (IsMousePosValid(&io.MousePos))
io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
// If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
io.MouseDelta = io.MousePos - io.MousePosPrev;
else
io.MouseDelta = ImVec2(0.0f, 0.0f);
// If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
g.NavDisableMouseHover = false;
io.MousePosPrev = io.MousePos;
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
{
io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
io.MouseClickedCount[i] = 0; // Will be filled below
io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
if (io.MouseClicked[i])
{
bool is_repeated_click = false;
if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
{
ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
is_repeated_click = true;
}
if (is_repeated_click)
io.MouseClickedLastCount[i]++;
else
io.MouseClickedLastCount[i] = 1;
io.MouseClickedTime[i] = g.Time;
io.MouseClickedPos[i] = io.MousePos;
io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
io.MouseDragMaxDistanceSqr[i] = 0.0f;
}
else if (io.MouseDown[i])
{
// Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f;
io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos);
}
// We provide io.MouseDoubleClicked[] as a legacy service
io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
// Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
if (io.MouseClicked[i])
g.NavDisableMouseHover = false;
}
}
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
{
ImGuiContext& g = *GImGui;
if (window)
g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
else
g.WheelingWindowReleaseTimer = 0.0f;
if (g.WheelingWindow == window)
return;
IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
g.WheelingWindow = window;
g.WheelingWindowRefMousePos = g.IO.MousePos;
if (window == NULL)
{
g.WheelingWindowStartFrame = -1;
g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
}
}
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
{
// For each axis, find window in the hierarchy that may want to use scrolling
ImGuiContext& g = *GImGui;
ImGuiWindow* windows[2] = { NULL, NULL };
for (int axis = 0; axis < 2; axis++)
if (wheel[axis] != 0.0f)
for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
{
// Bubble up into parent window if:
// - a child window doesn't allow any scrolling.
// - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
//// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
//const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
break; // select this window
}
if (windows[0] == NULL && windows[1] == NULL)
return NULL;
// If there's only one window or only one axis then there's no ambiguity
if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
return windows[1] ? windows[1] : windows[0];
// If candidate are different windows we need to decide which one to prioritize
// - First frame: only find a winner if one axis is zero.
// - Subsequent frames: only find a winner when one is more than the other.
if (g.WheelingWindowStartFrame == -1)
g.WheelingWindowStartFrame = g.FrameCount;
if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
{
g.WheelingWindowWheelRemainder = wheel;
return NULL;
}
return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
}
// Called by NewFrame()
void ImGui::UpdateMouseWheel()
{
// Reset the locked window if we move the mouse or after the timer elapses.
// FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
ImGuiContext& g = *GImGui;
if (g.WheelingWindow != NULL)
{
g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
g.WheelingWindowReleaseTimer = 0.0f;
if (g.WheelingWindowReleaseTimer <= 0.0f)
LockWheelingWindow(NULL, 0.0f);
}
ImVec2 wheel;
wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
//IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
if (!mouse_window || mouse_window->Collapsed)
return;
// Zoom / Scale window
// FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
{
LockWheelingWindow(mouse_window, wheel.y);
ImGuiWindow* window = mouse_window;
const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
const float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
if (window == window->RootWindow)
{
const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
SetWindowPos(window, window->Pos + offset, 0);
window->Size = ImFloor(window->Size * scale);
window->SizeFull = ImFloor(window->SizeFull * scale);
}
return;
}
if (g.IO.KeyCtrl)
return;
// Mouse wheel scrolling
// As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
// (we avoid doing it on OSX as it the OS input layer handles this already)
const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
if (swap_axis)
{
wheel.x = wheel.y;
wheel.y = 0.0f;
}
// Maintain a rough average of moving magnitude on both axises
// FIXME: should by based on wall clock time rather than frame-counter
g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
// In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
wheel += g.WheelingWindowWheelRemainder;
g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
if (wheel.x == 0.0f && wheel.y == 0.0f)
return;
// Mouse wheel scrolling: find target and apply
// - don't renew lock if axis doesn't apply on the window.
// - select a main axis when both axises are being moved.
if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
{
bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
if (do_scroll[ImGuiAxis_X])
{
LockWheelingWindow(window, wheel.x);
float max_step = window->InnerRect.GetWidth() * 0.67f;
float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
}
if (do_scroll[ImGuiAxis_Y])
{
LockWheelingWindow(window, wheel.y);
float max_step = window->InnerRect.GetHeight() * 0.67f;
float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
}
}
}
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
{
ImGuiContext& g = *GImGui;
g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
}
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
{
ImGuiContext& g = *GImGui;
g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
}
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
static const char* GetInputSourceName(ImGuiInputSource source)
{
const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" };
IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
return input_source_names[source];
}
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
{
ImGuiContext& g = *GImGui;
if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
}
#endif
// Process input queue
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
// Only trickle chars<>key when working with InputText()
// FIXME: InputText() could parse event trail?
// FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
int mouse_button_changed = 0x00;
ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
int event_n = 0;
for (; event_n < g.InputEventsQueue.Size; event_n++)
{
ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
if (e->Type == ImGuiInputEventType_MousePos)
{
// Trickling Rule: Stop processing queued events if we already handled a mouse button change
ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
break;
io.MousePos = event_pos;
mouse_moved = true;
}
else if (e->Type == ImGuiInputEventType_MouseButton)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
const ImGuiMouseButton button = e->MouseButton.Button;
IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
break;
io.MouseDown[button] = e->MouseButton.Down;
mouse_button_changed |= (1 << button);
}
else if (e->Type == ImGuiInputEventType_MouseWheel)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the event
if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
break;
io.MouseWheelH += e->MouseWheel.WheelX;
io.MouseWheel += e->MouseWheel.WheelY;
mouse_wheeled = true;
}
else if (e->Type == ImGuiInputEventType_Key)
{
// Trickling Rule: Stop processing queued events if we got multiple action on the same button
ImGuiKey key = e->Key.Key;
IM_ASSERT(key != ImGuiKey_None);
ImGuiKeyData* key_data = GetKeyData(key);
const int key_data_index = (int)(key_data - g.IO.KeysData);
if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
break;
key_data->Down = e->Key.Down;
key_data->AnalogValue = e->Key.AnalogValue;
key_changed = true;
key_changed_mask.SetBit(key_data_index);
// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
io.KeysDown[key_data_index] = key_data->Down;
if (io.KeyMap[key_data_index] != -1)
io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
#endif
}
else if (e->Type == ImGuiInputEventType_Text)
{
// Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
break;
unsigned int c = e->Text.Char;
io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
if (trickle_interleaved_keys_and_text)
text_inputted = true;
}
else if (e->Type == ImGuiInputEventType_Focus)
{
// We intentionally overwrite this and process in NewFrame(), in order to give a chance
// to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
const bool focus_lost = !e->AppFocused.Focused;
io.AppFocusLost = focus_lost;
}
else
{
IM_ASSERT(0 && "Unknown event!");
}
}
// Record trail (for domain-specific applications wanting to access a precise trail)
//if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
for (int n = 0; n < event_n; n++)
g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
// [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
for (int n = 0; n < g.InputEventsQueue.Size; n++)
DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
#endif
// Remaining events will be processed on the next frame
if (event_n == g.InputEventsQueue.Size)
g.InputEventsQueue.resize(0);
else
g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
// Clear buttons state when focus is lost
// - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
// - we clear in EndFrame() and not now in order allow application/user code polling this flag
// (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
if (g.IO.AppFocusLost)
g.IO.ClearInputKeys();
}
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
{
if (!IsNamedKeyOrModKey(key))
return ImGuiKeyOwner_None;
ImGuiContext& g = *GImGui;
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
ImGuiID owner_id = owner_data->OwnerCurr;
if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
return ImGuiKeyOwner_None;
return owner_id;
}
// TestKeyOwner(..., ID) : (owner == None || owner == ID)
// TestKeyOwner(..., None) : (owner == None)
// TestKeyOwner(..., Any) : no owner test
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
{
if (!IsNamedKeyOrModKey(key))
return true;
ImGuiContext& g = *GImGui;
if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
return false;
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
if (owner_id == ImGuiKeyOwner_Any)
return (owner_data->LockThisFrame == false);
// Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
// are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
// Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
if (owner_data->OwnerCurr != owner_id)
{
if (owner_data->LockThisFrame)
return false;
if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
return false;
}
return true;
}
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
// - SetKeyOwner(..., None) : clears owner
// - SetKeyOwner(..., Any, !Lock) : illegal (assert)
// - SetKeyOwner(..., Any or None, Lock) : set lock
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
{
IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
// We cannot lock by default as it would likely break lots of legacy code.
// In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
}
// This is more or less equivalent to:
// if (IsItemHovered() || IsItemActive())
// SetKeyOwner(key, GetItemID());
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiID id = g.LastItemData.ID;
if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
return;
if ((flags & ImGuiInputFlags_CondMask_) == 0)
flags |= ImGuiInputFlags_CondDefault_;
if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
{
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
}
}
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
{
ImGuiContext& g = *GImGui;
// When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
if ((flags & ImGuiInputFlags_RouteMask_) == 0)
flags |= ImGuiInputFlags_RouteFocused;
if (!SetShortcutRouting(key_chord, owner_id, flags))
return false;
if (key_chord & ImGuiMod_Shortcut)
key_chord = ConvertShortcutMod(key_chord);
ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
if (g.IO.KeyMods != mods)
return false;
// Special storage location for mods
ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
if (key == ImGuiKey_None)
key = ConvertSingleModFlagToKey(mods);
if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
return false;
IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
return true;
}
//-----------------------------------------------------------------------------
// [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.
// If this triggers you have an issue:
// - Most commonly: mismatched headers and compiled code version.
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
// which is way it is required you put them in your imconfig file (and not just before including imgui.h).
// Otherwise it is possible that different compilation units would see different structure layout
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
{
bool error = false;
@ -7233,6 +8829,38 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si
return !error;
}
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
// This is causing issues and ambiguity and we need to retire that.
// See https://github.com/ocornut/imgui/issues/5548 for more details.
// [Scenario 1]
// Previously this would make the window content size ~200x200:
// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK
// Instead, please submit an item:
// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
// Alternative:
// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
// [Scenario 2]
// For reference this is one of the issue what we aim to fix with this change:
// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window->DC.IsSetPos);
window->DC.IsSetPos = false;
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
return;
if (window->SkipItems)
return;
IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
#else
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
#endif
}
static void ImGui::ErrorCheckNewFrameSanityChecks()
{
ImGuiContext& g = *GImGui;
@ -7253,16 +8881,19 @@ static void ImGui::ErrorCheckNewFrameSanityChecks()
IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!");
IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!");
IM_ASSERT(g.Style.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)");
IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
// Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
#endif
// Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
@ -7277,13 +8908,13 @@ static void ImGui::ErrorCheckEndFrameSanityChecks()
// 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),
// 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);
const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
IM_UNUSED(key_mods);
// Recover from errors
// [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
//ErrorCheckEndFrameRecover();
// Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
@ -7314,56 +8945,15 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi
{
// PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
ImGuiContext& g = *GImGui;
while (g.CurrentWindowStack.Size > 0)
while (g.CurrentWindowStack.Size > 0) //-V1044
{
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();
}
ErrorCheckEndWindowRecover(log_callback, user_data);
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);
IM_ASSERT(window->IsFallbackWindow);
break;
}
IM_ASSERT(window == g.CurrentWindow);
if (window->Flags & ImGuiWindowFlags_ChildWindow)
{
if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
@ -7377,6 +8967,66 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi
}
}
// Must be called before End()/EndChild()
void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
{
ImGuiContext& g = *GImGui;
while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
{
if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
EndTable();
}
ImGuiWindow* window = g.CurrentWindow;
ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
IM_ASSERT(window != NULL);
while (g.CurrentTabBar != NULL) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
EndTabBar();
}
while (window->DC.TreeDepth > 0)
{
if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
TreePop();
}
while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
EndGroup();
}
while (window->IDStack.Size > 1)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
PopID();
}
while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
EndDisabled();
}
while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
{
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
PopStyleColor();
}
while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
PopItemFlag();
}
while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
PopStyleVar();
}
while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
{
if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
PopFocusScope();
}
}
// Save current stack sizes for later compare
void ImGuiStackSizes::SetToCurrentState()
{
@ -7388,7 +9038,9 @@ void ImGuiStackSizes::SetToCurrentState()
SizeOfFontStack = (short)g.FontStack.Size;
SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
SizeOfGroupStack = (short)g.GroupStack.Size;
SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
SizeOfDisabledStack = (short)g.DisabledStackSize;
}
// Compare to detect usage errors
@ -7406,6 +9058,8 @@ void ImGuiStackSizes::CompareWithCurrentState()
// For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!");
IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!");
IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!");
IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!");
IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!");
IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!");
@ -7442,7 +9096,7 @@ void ImGuiStackSizes::CompareWithCurrentState()
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
// - BeginGroup()
// - EndGroup()
// Also see in imgui_widgets: tab bars, columns.
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
//-----------------------------------------------------------------------------
// Advance cursor given item size for layout.
@ -7459,14 +9113,16 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
// 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);
const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
// Always align ourselves on pixel boundaries
//if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y;
window->DC.CursorPosPrevLine.y = line_y1;
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line
window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line
window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
//if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
@ -7475,34 +9131,34 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
window->DC.CurrLineSize.y = 0.0f;
window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
window->DC.CurrLineTextBaseOffset = 0.0f;
window->DC.IsSameLine = window->DC.IsSetPos = false;
// Horizontal layout mode
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
SameLine();
}
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 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)
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
// Set item data
// (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
g.LastItemData.ID = id;
g.LastItemData.Rect = bb;
g.LastItemData.InFlags = g.CurrentItemFlags;
g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
// Directional navigation processing
if (id != 0)
{
KeepAliveID(id);
// Runs prior to clipping early-out
// (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
// (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
@ -7512,20 +9168,19 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// 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)
if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
{
IM_DEBUG_BREAK();
g.DebugItemPickerBreakId = 0;
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();
}
#endif
// [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
// Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
// READ THE FAQ: https://dearimgui.org/faq
IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
}
g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
@ -7535,17 +9190,26 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
#endif
// Clipping test
const bool is_clipped = IsClippedEx(bb, id, false);
if (is_clipped)
return false;
// (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
//const bool is_clipped = IsClippedEx(bb, id);
//if (is_clipped)
// return false;
const bool is_rect_visible = bb.Overlaps(window->ClipRect);
if (!is_rect_visible)
if (id == 0 || (id != g.ActiveId && id != g.NavId))
if (!g.LogEnabled)
return false;
// [DEBUG]
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
if (id != 0 && id == g.DebugLocateId)
DebugLocateItemResolveWithLastItem();
#endif
//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 (is_rect_visible)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
if (IsMouseHoveringRect(bb.Min, bb.Max))
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
return true;
@ -7558,25 +9222,28 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu
// spacing_w >= 0 : enforce spacing amount
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
{
ImGuiWindow* window = GetCurrentWindow();
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
if (offset_from_start_x != 0.0f)
{
if (spacing_w < 0.0f) spacing_w = 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;
if (spacing_w < 0.0f)
spacing_w = g.Style.ItemSpacing.x;
window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
window->DC.CurrLineSize = window->DC.PrevLineSize;
window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
window->DC.IsSameLine = true;
}
ImVec2 ImGui::GetCursorScreenPos()
@ -7585,11 +9252,15 @@ ImVec2 ImGui::GetCursorScreenPos()
return window->DC.CursorPos;
}
// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.
// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)
// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...
void ImGui::SetCursorScreenPos(const ImVec2& pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
//window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
window->DC.IsSetPos = true;
}
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
@ -7616,21 +9287,24 @@ void ImGui::SetCursorPos(const ImVec2& local_pos)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
//window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
window->DC.IsSetPos = true;
}
void ImGui::SetCursorPosX(float x)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
//window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
window->DC.IsSetPos = true;
}
void ImGui::SetCursorPosY(float y)
{
ImGuiWindow* window = GetCurrentWindow();
window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
//window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
window->DC.IsSetPos = true;
}
ImVec2 ImGui::GetCursorStartPos()
@ -7721,7 +9395,8 @@ float ImGui::CalcItemWidth()
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
{
ImGuiWindow* window = GImGui->CurrentWindow;
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImVec2 region_max;
if (size.x < 0.0f || size.y < 0.0f)
@ -7809,6 +9484,7 @@ ImVec2 ImGui::GetWindowContentRegionMax()
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
// FIXME-OPT: Could we safely early out on ->SkipItems?
void ImGui::BeginGroup()
{
ImGuiContext& g = *GImGui;
@ -7845,6 +9521,9 @@ void ImGui::EndGroup()
ImGuiGroupData& group_data = g.GroupStack.back();
IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
if (window->DC.IsSetPos)
ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
window->DC.CursorPos = group_data.BackupCursorPos;
@ -7864,10 +9543,10 @@ void ImGui::EndGroup()
window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
ItemSize(group_bb.GetSize());
ItemAdd(group_bb, 0);
ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
// If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
// It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
// It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
// Also if you grep for LastItemId you'll notice it is only used in that context.
// (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
@ -7917,68 +9596,109 @@ static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, fl
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
{
ImVec2 scroll = window->Scroll;
if (window->ScrollTarget.x < FLT_MAX)
ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
for (int axis = 0; axis < 2; axis++)
{
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)
if (window->ScrollTarget[axis] < FLT_MAX)
{
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);
float center_ratio = window->ScrollTargetCenterRatio[axis];
float scroll_target = window->ScrollTarget[axis];
if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
{
float snap_min = 0.0f;
float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
}
scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
}
scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width);
}
if (window->ScrollTarget.y < FLT_MAX)
{
float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y;
float center_y_ratio = window->ScrollTargetCenterRatio.y;
float scroll_target_y = window->ScrollTarget.y;
if (window->ScrollTargetEdgeSnapDist.y > 0.0f)
{
float snap_y_min = 0.0f;
float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height;
scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio);
}
scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height);
}
scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f));
scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f));
if (!window->Collapsed && !window->SkipItems)
{
scroll.x = ImMin(scroll.x, window->ScrollMax.x);
scroll.y = ImMin(scroll.y, window->ScrollMax.y);
scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
if (!window->Collapsed && !window->SkipItems)
scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
}
return scroll;
}
// Scroll to keep newly navigated item fully into view
ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect)
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
{
ImGuiContext& g = *GImGui;
ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
//GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
ImGuiWindow* window = g.CurrentWindow;
ScrollToRectEx(window, g.LastItemData.NavRect, flags);
}
ImVec2 delta_scroll;
if (!window_rect.Contains(item_rect))
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
{
ScrollToRectEx(window, item_rect, flags);
}
// Scroll to keep newly navigated item fully into view
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
{
ImGuiContext& g = *GImGui;
ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
//GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
//GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
// Check that only one behavior is selected per axis
IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
// Defaults
ImGuiScrollFlags in_flags = flags;
if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
if ((flags & ImGuiScrollFlags_MaskY_) == 0)
flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
{
if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f);
else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f);
if (item_rect.Min.y < window_rect.Min.y)
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f);
else if (item_rect.Max.y >= window_rect.Max.y)
SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f);
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
delta_scroll = next_scroll - window->Scroll;
if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
else if (item_rect.Max.x >= scroll_rect.Max.x)
SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
}
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
{
if (can_be_fully_visible_x)
SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.y) * 0.5f) - window->Pos.x, 0.5f);
else
SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
}
if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
{
if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
else if (item_rect.Max.y >= scroll_rect.Max.y)
SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
}
else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
{
if (can_be_fully_visible_y)
SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
else
SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
}
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
ImVec2 delta_scroll = next_scroll - window->Scroll;
// Also scroll parent window to keep us into view if necessary
if (window->Flags & ImGuiWindowFlags_ChildWindow)
delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll));
if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
{
// FIXME-SCROLL: May be an option?
if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
}
return delta_scroll;
}
@ -8038,7 +9758,7 @@ void ImGui::SetScrollY(float scroll_y)
// - local_pos = (absolution_pos - window->Pos)
// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
// - They mostly exists because of legacy API.
// - They mostly exist because of legacy API.
// Following the rules above, when trying to work with scrolling code, consider that:
// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
@ -8046,7 +9766,7 @@ void ImGui::SetScrollY(float scroll_y)
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
{
IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset
window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
window->ScrollTargetCenterRatio.x = center_x_ratio;
window->ScrollTargetEdgeSnapDist.x = 0.0f;
}
@ -8054,9 +9774,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
{
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect;
local_y -= decoration_up_height;
window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset
window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
window->ScrollTargetCenterRatio.y = center_y_ratio;
window->ScrollTargetEdgeSnapDist.y = 0.0f;
}
@ -8105,10 +9823,10 @@ void ImGui::SetScrollHereY(float center_y_ratio)
void ImGui::BeginTooltip()
{
BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None);
BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
}
void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags)
void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
{
ImGuiContext& g = *GImGui;
@ -8137,7 +9855,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt
ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
}
ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize;
Begin(window_name, NULL, flags | extra_flags);
Begin(window_name, NULL, flags | extra_window_flags);
}
void ImGui::EndTooltip()
@ -8148,7 +9866,7 @@ void ImGui::EndTooltip()
void ImGui::SetTooltipV(const char* fmt, va_list args)
{
BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);
BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);
TextV(fmt, args);
EndTooltip();
}
@ -8216,10 +9934,22 @@ ImGuiWindow* ImGui::GetTopMostPopupModal()
return NULL;
}
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
{
ImGuiContext& g = *GImGui;
for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
return popup;
return NULL;
}
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
{
ImGuiContext& g = *GImGui;
OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags);
ImGuiID id = g.CurrentWindow->GetID(str_id);
IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X\n", str_id, id);
OpenPopupEx(id, popup_flags);
}
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
@ -8244,13 +9974,13 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
popup_ref.PopupId = id;
popup_ref.Window = NULL;
popup_ref.SourceWindow = g.NavWindow;
popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type).
popup_ref.OpenFrameCount = g.FrameCount;
popup_ref.OpenParentId = parent_window->IDStack.back();
popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id);
IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
if (g.OpenPopupStack.Size < current_stack_size + 1)
{
g.OpenPopupStack.push_back(popup_ref);
@ -8308,7 +10038,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
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)
if (IsWindowWithinBeginStackOf(ref_window, popup_window))
{
ref_window_is_descendent_of_popup = true;
break;
@ -8319,24 +10049,40 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to
}
if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
{
IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
}
}
void ImGui::ClosePopupsExceptModals()
{
ImGuiContext& g = *GImGui;
int popup_count_to_keep;
for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
{
ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
if (!window || window->Flags & ImGuiWindowFlags_Modal)
break;
}
if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
ClosePopupToLevel(popup_count_to_keep, true);
}
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
{
ImGuiContext& g = *GImGui;
IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
// Trim open popup stack
ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow;
ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
g.OpenPopupStack.resize(remaining);
if (restore_focus_to_window_under_popup)
{
ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
if (focus_window && !focus_window->WasActive && popup_window)
{
// Fallback
@ -8366,13 +10112,13 @@ void ImGui::CloseCurrentPopup()
ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
bool close_parent = false;
if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal))
if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
close_parent = true;
if (!close_parent)
break;
popup_idx--;
}
IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
ClosePopupToLevel(popup_idx, true);
// A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
@ -8394,7 +10140,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
char name[20];
if (flags & ImGuiWindowFlags_ChildMenu)
ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
else
ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
@ -8415,7 +10161,8 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
return false;
}
flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags);
ImGuiID id = g.CurrentWindow->GetID(str_id);
return BeginPopupEx(id, flags);
}
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
@ -8494,7 +10241,7 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags
// - 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);
// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
// return BeginPopup(id);
// Which is essentially the same as:
// id = str_id ? GetID(str_id) : GetItemID();
@ -8590,7 +10337,7 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s
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 there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
continue;
if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
@ -8655,8 +10402,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
}
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, ImGuiPopupPositionPolicy_Default);
return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
}
if (window->Flags & ImGuiWindowFlags_Tooltip)
{
@ -8678,7 +10424,22 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
//-----------------------------------------------------------------------------
// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked.
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
// In our terminology those should be interchangeable, yet right now this is super confusing.
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
void ImGui::SetNavWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.NavWindow != window)
{
IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
g.NavWindow = window;
}
g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
}
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
@ -8689,8 +10450,6 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id
g.NavFocusScopeId = focus_scope_id;
g.NavWindow->NavLastIds[nav_layer] = id;
g.NavWindow->NavRectRel[nav_layer] = rect_rel;
//g.NavDisableHighlight = false;
//g.NavDisableMouseHover = g.NavMousePosDirty = true;
}
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
@ -8698,18 +10457,18 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid.
if (g.NavWindow != window)
SetNavWindow(window);
// Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
// Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window)
g.NavInitRequest = false;
g.NavWindow = window;
g.NavId = id;
g.NavLayer = nav_layer;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
g.NavFocusScopeId = g.CurrentFocusScopeId;
window->NavLastIds[nav_layer] = id;
if (g.LastItemData.ID == id)
window->NavRectRel[nav_layer] = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos);
window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
if (g.ActiveIdSource == ImGuiInputSource_Nav)
g.NavDisableMouseHover = true;
@ -8740,7 +10499,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
}
else
else // FIXME: PageUp/PageDown are leaving move_dir == None
{
r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
@ -8748,15 +10507,17 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect
}
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavLayer != window->DC.NavLayerCurrent)
return false;
const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
g.NavScoringCount++;
// FIXME: Those are not good variables names
ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle
const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
g.NavScoringDebugCount++;
// When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
if (window->ParentWindow == g.NavWindow)
@ -8768,7 +10529,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
}
// We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
// For example, this ensure that items in one column are not reached when moving vertically from items in another column.
// For example, this ensures that items in one column are not reached when moving vertically from items in another column.
NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
// Compute distance between boxes
@ -8818,7 +10579,7 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
draw_list->AddText(cand.Max, ~0U, buf);
}
else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
{
@ -8827,12 +10588,12 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
ImDrawList* draw_list = GetForegroundDrawList(window);
draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf);
draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
}
}
#endif
// Is it in the quadrant we're interesting in moving to?
// Is it in the quadrant we're interested in moving to?
bool new_best = false;
const ImGuiDir move_dir = g.NavMoveDir;
if (quadrant == move_dir)
@ -8879,30 +10640,36 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand)
return new_best;
}
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel)
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
result->Window = window;
result->ID = id;
result->FocusScopeId = window->DC.NavFocusScopeIdCurrent;
result->RectRel = nav_bb_rel;
result->ID = g.LastItemData.ID;
result->FocusScopeId = g.CurrentFocusScopeId;
result->InFlags = g.LastItemData.InFlags;
result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
}
// 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)
// This is called after LastItemData is set.
static void ImGui::NavProcessItem()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiID id = g.LastItemData.ID;
const ImRect nav_bb = g.LastItemData.NavRect;
const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
// Process Init Request
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
{
// Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0;
const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
{
g.NavInitResultId = id;
g.NavInitResultRectRel = nav_bb_rel;
g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);
}
if (candidate_for_nav_default_focus)
{
@ -8915,36 +10682,87 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con
// FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
if (g.NavMoveScoringItems)
{
if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav)))
const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
if (is_tabbing)
{
if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi))
NavProcessItemForTabbingRequest(id);
}
else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_Disabled))
{
ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
bool new_best = NavScoreItem(result, nav_bb);
if (!is_tabbing)
{
if (NavScoreItem(result))
NavApplyItemToResult(result);
#if IMGUI_DEBUG_NAV_SCORING
// [DEBUG] Scoring all items in NavWindow at all times
if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult)
new_best = false;
#endif
if (new_best)
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.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
if (NavScoreItem(&g.NavMoveResultLocalVisible, nav_bb))
NavApplyItemToResult(&g.NavMoveResultLocalVisible, 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.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
if (NavScoreItem(&g.NavMoveResultLocalVisible))
NavApplyItemToResult(&g.NavMoveResultLocalVisible);
}
}
}
// Update window-relative bounding box of navigated item
if (g.NavId == id)
{
g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
if (g.NavWindow != window)
SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
g.NavLayer = window->DC.NavLayerCurrent;
g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent;
g.NavFocusScopeId = g.CurrentFocusScopeId;
g.NavIdIsAlive = true;
window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
}
}
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
// - Case 1: no nav/active id: set result to first eligible item, stop storing.
// - Case 2: tab forward: on ref id set counter, on counter elapse store result
// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
// - Case 4: tab backward: store all results, on ref id pick prev, stop storing
// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id)
{
ImGuiContext& g = *GImGui;
// Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
ImGuiNavItemData* result = &g.NavMoveResultLocal;
if (g.NavTabbingDir == +1)
{
// Tab Forward or SetKeyboardFocusHere() with >= 0
if (g.NavTabbingResultFirst.ID == 0)
NavApplyItemToResult(&g.NavTabbingResultFirst);
if (--g.NavTabbingCounter == 0)
NavMoveRequestResolveWithLastItem(result);
else if (g.NavId == id)
g.NavTabbingCounter = 1;
}
else if (g.NavTabbingDir == -1)
{
// Tab Backward
if (g.NavId == id)
{
if (result->ID)
{
g.NavMoveScoringItems = false;
NavUpdateAnyRequestFlag();
}
}
else
{
NavApplyItemToResult(result);
}
}
else if (g.NavTabbingDir == 0)
{
// Tab Init
if (g.NavTabbingResultFirst.ID == 0)
NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst);
}
}
@ -8954,6 +10772,39 @@ bool ImGui::NavMoveRequestButNoResultYet()
return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
}
// FIXME: ScoringRect is not set
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindow != NULL);
if (move_flags & ImGuiNavMoveFlags_Tabbing)
move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
g.NavMoveSubmitted = g.NavMoveScoringItems = true;
g.NavMoveDir = move_dir;
g.NavMoveDirForDebug = move_dir;
g.NavMoveClipDir = clip_dir;
g.NavMoveFlags = move_flags;
g.NavMoveScrollFlags = scroll_flags;
g.NavMoveForwardToNextFrame = false;
g.NavMoveKeyMods = g.IO.KeyMods;
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisible.Clear();
g.NavMoveResultOther.Clear();
g.NavTabbingCounter = 0;
g.NavTabbingResultFirst.Clear();
NavUpdateAnyRequestFlag();
}
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
{
ImGuiContext& g = *GImGui;
g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
NavApplyItemToResult(result);
NavUpdateAnyRequestFlag();
}
void ImGui::NavMoveRequestCancel()
{
ImGuiContext& g = *GImGui;
@ -8962,7 +10813,7 @@ void ImGui::NavMoveRequestCancel()
}
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags)
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavMoveForwardToNextFrame == false);
@ -8971,6 +10822,7 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNav
g.NavMoveDir = move_dir;
g.NavMoveClipDir = clip_dir;
g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
g.NavMoveScrollFlags = scroll_flags;
}
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
@ -9008,13 +10860,16 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
{
ImGuiContext& g = *GImGui;
if (layer == ImGuiNavLayer_Main)
g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
{
ImGuiWindow* prev_nav_window = g.NavWindow;
g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests?
if (prev_nav_window)
IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
}
ImGuiWindow* window = g.NavWindow;
if (window->NavLastIds[layer] != 0)
{
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavDisableHighlight = false;
g.NavDisableMouseHover = g.NavMousePosDirty = true;
}
else
{
@ -9023,6 +10878,13 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
}
}
void ImGui::NavRestoreHighlightAfterMove()
{
ImGuiContext& g = *GImGui;
g.NavDisableHighlight = false;
g.NavDisableMouseHover = g.NavMousePosDirty = true;
}
static inline void ImGui::NavUpdateAnyRequestFlag()
{
ImGuiContext& g = *GImGui;
@ -9039,7 +10901,8 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
if (window->Flags & ImGuiWindowFlags_NoNavInputs)
{
g.NavId = g.NavFocusScopeId = 0;
g.NavId = 0;
g.NavFocusScopeId = window->NavRootFocusScopeId;
return;
}
@ -9049,7 +10912,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
if (init_for_nav)
{
SetNavID(0, g.NavLayer, 0, ImRect());
SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
g.NavInitRequest = true;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
@ -9059,66 +10922,59 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
else
{
g.NavId = window->NavLastIds[0];
g.NavFocusScopeId = 0;
g.NavFocusScopeId = window->NavRootFocusScopeId;
}
}
static ImVec2 ImGui::NavCalcPreferredRefPos()
{
ImGuiContext& g = *GImGui;
if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
ImGuiWindow* window = g.NavWindow;
if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
{
// Mouse (we need a fallback in case the mouse becomes invalid after being used)
if (IsMousePosValid(&g.IO.MousePos))
return g.IO.MousePos;
return g.LastValidMousePos;
// The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
// In theory we could move that +1.0f offset in OpenPopupEx()
ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
return ImVec2(p.x + 1.0f, p.y);
}
else
{
// When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item.
const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer];
ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
// When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
// Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
{
ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
rect_rel.Translate(window->Scroll - next_scroll);
}
ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
ImGuiViewport* viewport = GetMainViewport();
return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
}
}
float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
{
ImGuiContext& g = *GImGui;
if (mode == ImGuiInputReadMode_Down)
return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
float repeat_delay, repeat_rate;
GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
const float t = g.IO.NavInputsDownDuration[n];
if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input.
return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f);
if (t < 0.0f)
return 0.0f;
if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input.
return (t == 0.0f) ? 1.0f : 0.0f;
if (mode == ImGuiInputReadMode_Repeat)
return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f);
if (mode == ImGuiInputReadMode_RepeatSlow)
return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f);
if (mode == ImGuiInputReadMode_RepeatFast)
return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f);
return 0.0f;
}
ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
ImVec2 delta(0.0f, 0.0f);
if (dir_sources & ImGuiNavDirSourceFlags_Keyboard)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadDPad)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode));
if (dir_sources & ImGuiNavDirSourceFlags_PadLStick)
delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode));
if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow))
delta *= slow_factor;
if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast))
delta *= fast_factor;
return delta;
ImGuiKey key_less, key_more;
if (g.NavInputSource == ImGuiInputSource_Gamepad)
{
key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
}
else
{
key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
}
float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
amount = 0.0f;
return amount;
}
static void ImGui::NavUpdate()
@ -9127,45 +10983,26 @@ static void ImGui::NavUpdate()
ImGuiIO& io = g.IO;
io.WantSetMousePos = false;
#if 0
if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
#endif
//if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
// Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard)
// (do it before we map Keyboard input!)
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
// Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
// FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
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
const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
if (nav_gamepad_active)
for (ImGuiKey key : nav_gamepad_keys_to_change_source)
if (IsKeyDown(key))
g.NavInputSource = ImGuiInputSource_Gamepad;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
if (nav_keyboard_active)
{
#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 );
NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ );
NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_);
NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ );
NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ );
if (io.KeyCtrl)
io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
if (io.KeyShift)
io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
#undef NAV_MAP_KEY
}
memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration));
for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++)
io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f;
for (ImGuiKey key : nav_keyboard_keys_to_change_source)
if (IsKeyDown(key))
g.NavInputSource = ImGuiInputSource_Keyboard;
// Process navigation init request (select first/default focus)
if (g.NavInitResultId != 0)
NavUpdateInitResult();
NavInitRequestApplyResult();
g.NavInitRequest = false;
g.NavInitRequestFromMove = false;
g.NavInitResultId = 0;
@ -9174,23 +11011,16 @@ static void ImGui::NavUpdate()
// Process navigation move request
if (g.NavMoveSubmitted)
NavMoveRequestApplyResult();
g.NavTabbingCounter = 0;
g.NavMoveSubmitted = g.NavMoveScoringItems = false;
// Apply application mouse position movement, after we had a chance to process move request result.
// Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
bool set_mouse_pos = false;
if (g.NavMousePosDirty && g.NavIdIsAlive)
{
// Set mouse position given our knowledge of the navigated item position from last frame
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
{
io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
io.WantSetMousePos = true;
}
g.NavMousePosDirty = false;
}
g.NavIdIsAlive = false;
g.NavJustTabbedId = 0;
IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
set_mouse_pos = true;
g.NavMousePosDirty = false;
IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
// Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
if (g.NavWindow)
@ -9209,19 +11039,28 @@ static void ImGui::NavUpdate()
NavUpdateCancelRequest();
// Process manual activation request
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0;
g.NavActivateFlags = ImGuiActivateFlags_None;
if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
if (g.ActiveId == 0 && activate_pressed)
{
g.NavActivateId = g.NavId;
g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
}
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
{
g.NavActivateInputId = g.NavId;
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
}
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down)
g.NavActivateDownId = g.NavId;
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed)
g.NavActivatePressedId = g.NavId;
if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed))
g.NavInputId = g.NavId;
}
if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
g.NavDisableHighlight = true;
@ -9229,13 +11068,23 @@ static void ImGui::NavUpdate()
IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
// Process programmatic activation request
// FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
if (g.NavNextActivateId != 0)
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
{
if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput)
g.NavActivateInputId = g.NavNextActivateId;
else
g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
g.NavActivateFlags = g.NavNextActivateFlags;
}
g.NavNextActivateId = 0;
// Process move requests
NavUpdateCreateMoveRequest();
if (g.NavMoveDir == ImGuiDir_None)
NavUpdateCreateTabbingRequest();
NavUpdateAnyRequestFlag();
g.NavIdIsAlive = false;
// Scrolling
if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
@ -9252,28 +11101,48 @@ static void ImGui::NavUpdate()
SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
}
// *Normal* Manual scroll with NavScrollXXX keys
// *Normal* Manual scroll with LStick
// Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f);
if (scroll_dir.x != 0.0f && window->ScrollbarX)
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
if (scroll_dir.y != 0.0f)
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
if (nav_gamepad_active)
{
const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
if (scroll_dir.x != 0.0f && window->ScrollbarX)
SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
if (scroll_dir.y != 0.0f)
SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
}
}
// Always prioritize mouse highlight if navigation is disabled
if (!nav_keyboard_active && !nav_gamepad_active)
{
g.NavDisableHighlight = true;
g.NavDisableMouseHover = set_mouse_pos = false;
}
// Update mouse position if requested
// (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
{
io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
io.WantSetMousePos = true;
//IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
}
// [DEBUG]
g.NavScoringCount = 0;
g.NavScoringDebugCount = 0;
#if IMGUI_DEBUG_NAV_RECTS
if (g.NavWindow)
{
ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG]
if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]
if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
}
#endif
}
static void ImGui::NavUpdateInitResult()
void ImGui::NavInitRequestApplyResult()
{
// In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
ImGuiContext& g = *GImGui;
@ -9282,13 +11151,11 @@ static void ImGui::NavUpdateInitResult()
// 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);
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
if (g.NavInitRequestFromMove)
{
g.NavDisableHighlight = false;
g.NavDisableMouseHover = g.NavMousePosDirty = true;
}
NavRestoreHighlightAfterMove();
}
void ImGui::NavUpdateCreateMoveRequest()
@ -9296,6 +11163,8 @@ void ImGui::NavUpdateCreateMoveRequest()
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiWindow* window = g.NavWindow;
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (g.NavMoveForwardToNextFrame && window != NULL)
{
@ -9304,34 +11173,39 @@ void ImGui::NavUpdateCreateMoveRequest()
IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
g.NavMoveForwardToNextFrame = false;
}
else
{
// Initiate directional inputs request
g.NavMoveDir = ImGuiDir_None;
g.NavMoveFlags = ImGuiNavMoveFlags_None;
g.NavMoveScrollFlags = ImGuiScrollFlags_None;
if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
{
const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; }
const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
}
g.NavMoveClipDir = g.NavMoveDir;
g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
}
// Update PageUp/PageDown/Home/End scroll
// FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
float scoring_rect_offset_y = 0.0f;
if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
scoring_rect_offset_y = NavUpdatePageUpPageDown();
if (scoring_rect_offset_y != 0.0f)
{
g.NavScoringNoClipRect = window->InnerRect;
g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
}
// [DEBUG] Always send a request
#if IMGUI_DEBUG_NAV_SCORING
if (io.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)
{
@ -9340,41 +11214,39 @@ void ImGui::NavUpdateCreateMoveRequest()
}
#endif
// If we initiate a movement request and have no current NavId, we initiate a InitDefaultRequest that will be used as a fallback if the direction fails to find a match
// FIXME: Would be nice to call a single function to initiate a new request
// Submit
g.NavMoveForwardToNextFrame = false;
if (g.NavMoveDir != ImGuiDir_None)
{
IM_ASSERT(window != NULL);
g.NavMoveSubmitted = g.NavMoveScoringItems = true;
g.NavMoveKeyMods = io.KeyMods;
g.NavMoveDirForDebug = g.NavMoveDir;
g.NavMoveResultLocal.Clear();
g.NavMoveResultLocalVisible.Clear();
g.NavMoveResultOther.Clear();
}
NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
// Moving with no reference triggers a init request
// Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
if (g.NavMoveSubmitted && g.NavId == 0)
{
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer);
IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
g.NavInitRequest = g.NavInitRequestFromMove = true;
g.NavInitResultId = 0;
g.NavDisableHighlight = false;
}
// When using gamepad, we project the reference nav bounding box into window visible area.
// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative
// This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad all movements are relative
// (can't focus a visible object like we can with the mouse).
if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)
if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
{
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]))
bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n");
float pad = window->CalcFontSize() * 0.5f;
window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel);
g.NavId = g.NavFocusScopeId = 0;
//IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
g.NavId = 0;
}
}
@ -9383,34 +11255,68 @@ void ImGui::NavUpdateCreateMoveRequest()
if (window != NULL)
{
ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
scoring_rect = ImRect(window->Pos + nav_rect_rel.Min, window->Pos + nav_rect_rel.Max);
scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
scoring_rect.TranslateY(scoring_rect_offset_y);
scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);
scoring_rect.Max.x = scoring_rect.Min.x;
IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
//GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
//if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
}
g.NavScoringRect = scoring_rect;
g.NavScoringNoClipRect.Add(scoring_rect);
}
void ImGui::NavUpdateCreateTabbingRequest()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.NavWindow;
IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
return;
const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
if (!tab_pressed)
return;
// Initiate tabbing request
// (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
// Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
// See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
//// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything
g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
g.NavTabbingCounter = -1;
}
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
void ImGui::NavMoveRequestApplyResult()
{
ImGuiContext& g = *GImGui;
if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
{
// In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
if (g.NavId != 0)
{
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
}
#if IMGUI_DEBUG_NAV_SCORING
if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
return;
}
#endif
// Select which result to use
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
// Tabbing forward wrap
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
result = &g.NavTabbingResultFirst;
// In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
if (result == NULL)
{
if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
return;
}
// PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
@ -9426,26 +11332,26 @@ void ImGui::NavMoveRequestApplyResult()
// Scroll to keep newly navigated item fully into view.
if (g.NavLayer == ImGuiNavLayer_Main)
{
ImVec2 delta_scroll;
if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdge)
if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
{
// FIXME: Should remove this
float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
delta_scroll.y = result->Window->Scroll.y - scroll_target;
SetScrollY(result->Window, scroll_target);
}
else
{
ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs);
ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
}
// Offset our result position so mouse position can be applied immediately after in NavUpdate()
result->RectRel.TranslateX(-delta_scroll.x);
result->RectRel.TranslateY(-delta_scroll.y);
}
ClearActiveID();
g.NavWindow = result->Window;
if (g.NavWindow != result->Window)
{
IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
g.NavWindow = result->Window;
}
if (g.ActiveId != result->ID)
ClearActiveID();
if (g.NavId != result->ID)
{
// Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
@ -9453,10 +11359,29 @@ void ImGui::NavMoveRequestApplyResult()
g.NavJustMovedToFocusScopeId = result->FocusScopeId;
g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
}
// Focus
IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
g.NavDisableHighlight = false;
g.NavDisableMouseHover = g.NavMousePosDirty = true;
// Tabbing: Activates Inputable or Focus non-Inputable
if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
{
g.NavNextActivateId = result->ID;
g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
}
// Activate
if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
{
g.NavNextActivateId = result->ID;
g.NavNextActivateFlags = ImGuiActivateFlags_None;
}
// Enable nav highlight
if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
NavRestoreHighlightAfterMove();
}
// Process NavCancel input (to close a popup, get back to parent, clear focus)
@ -9466,19 +11391,21 @@ void ImGui::NavMoveRequestApplyResult()
static void ImGui::NavUpdateCancelRequest()
{
ImGuiContext& g = *GImGui;
if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
return;
IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n");
IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
if (g.ActiveId != 0)
{
if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel))
ClearActiveID();
ClearActiveID();
}
else if (g.NavLayer != ImGuiNavLayer_Main)
{
// Leave the "menu" layer
NavRestoreLayer(ImGuiNavLayer_Main);
NavRestoreHighlightAfterMove();
}
else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
{
@ -9488,48 +11415,50 @@ static void ImGui::NavUpdateCancelRequest()
IM_ASSERT(child_window->ChildId != 0);
ImRect child_rect = child_window->Rect();
FocusWindow(parent_window);
SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos));
SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
NavRestoreHighlightAfterMove();
}
else if (g.OpenPopupStack.Size > 0)
else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
{
// Close open popup/menu
if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
}
else
{
// Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
g.NavWindow->NavLastIds[0] = 0;
g.NavId = g.NavFocusScopeId = 0;
g.NavId = 0;
}
}
// Handle PageUp/PageDown/Home/End keys
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
static float ImGui::NavUpdatePageUpPageDown()
{
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiWindow* window = g.NavWindow;
if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main)
if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
return 0.0f;
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);
const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
return 0.0f;
if (g.NavLayer != ImGuiNavLayer_Main)
NavRestoreLayer(ImGuiNavLayer_Main);
if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
{
// Fallback manual-scroll when window has no navigable item
if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true))
if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
else if (home_pressed)
SetScrollY(window, 0.0f);
@ -9541,14 +11470,14 @@ 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(io.KeyMap[ImGuiKey_PageUp], true))
if (IsKeyPressed(ImGuiKey_PageUp, true))
{
nav_scoring_rect_offset_y = -page_offset_y;
g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
g.NavMoveClipDir = ImGuiDir_Up;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
}
else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true))
else if (IsKeyPressed(ImGuiKey_PageDown, true))
{
nav_scoring_rect_offset_y = +page_offset_y;
g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
@ -9558,22 +11487,22 @@ static float ImGui::NavUpdatePageUpPageDown()
else if (home_pressed)
{
// FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
// Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we don't scroll immediately to avoid scrolling happening before nav result.
// Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
// Preserve current horizontal position if we have any.
nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y;
nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
if (nav_rect_rel.IsInverted())
nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
g.NavMoveDir = ImGuiDir_Down;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
// FIXME-NAV: MoveClipDir left to _None, intentional?
}
else if (end_pressed)
{
nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y;
nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
if (nav_rect_rel.IsInverted())
nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
g.NavMoveDir = ImGuiDir_Up;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge;
g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
// FIXME-NAV: MoveClipDir left to _None, intentional?
}
return nav_scoring_rect_offset_y;
@ -9590,63 +11519,66 @@ static void ImGui::NavEndFrame()
NavUpdateWindowingOverlay();
// Perform wrap-around in menus
// FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
// FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
ImGuiWindow* window = g.NavWindow;
const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
if (window && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
NavUpdateCreateWrappingRequest();
}
static void ImGui::NavUpdateCreateWrappingRequest()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.NavWindow;
bool do_forward = false;
ImRect bb_rel = window->NavRectRel[g.NavLayer];
ImGuiDir clip_dir = g.NavMoveDir;
const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
bool do_forward = false;
ImRect bb_rel = window->NavRectRel[g.NavLayer];
ImGuiDir clip_dir = g.NavMoveDir;
if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
if (move_flags & ImGuiNavMoveFlags_WrapX)
{
bb_rel.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;
}
do_forward = true;
}
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;
}
do_forward = true;
}
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;
}
do_forward = true;
}
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;
}
do_forward = true;
}
if (do_forward)
{
window->NavRectRel[g.NavLayer] = bb_rel;
NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags);
bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
clip_dir = ImGuiDir_Up;
}
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
if (move_flags & ImGuiNavMoveFlags_WrapX)
{
bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
clip_dir = ImGuiDir_Down;
}
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
if (move_flags & ImGuiNavMoveFlags_WrapY)
{
bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
clip_dir = ImGuiDir_Left;
}
do_forward = true;
}
if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
if (move_flags & ImGuiNavMoveFlags_WrapY)
{
bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
clip_dir = ImGuiDir_Right;
}
do_forward = true;
}
if (!do_forward)
return;
window->NavRectRel[g.NavLayer] = bb_rel;
NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
}
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
@ -9654,6 +11586,7 @@ static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
ImGuiContext& g = *GImGui;
IM_UNUSED(g);
int order = window->FocusOrder;
IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
IM_ASSERT(g.WindowsFocusOrder[order] == window);
return order;
}
@ -9679,7 +11612,10 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
if (!window_target)
window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
if (window_target) // Don't reset windowing target if there's a single window in the list
{
g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
}
g.NavWindowingToggleLayer = false;
}
@ -9707,14 +11643,19 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingTargetAnim = NULL;
}
// Start CTRL-TAB or Square+L/R window selection
bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
// Start CTRL+Tab or Square+L/R window selection
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
if (start_windowing_with_gamepad || start_windowing_with_keyboard)
if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{
g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
}
@ -9727,7 +11668,7 @@ static void ImGui::NavUpdateWindowing()
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
// Select window to focus
const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
if (focus_change_dir != 0)
{
NavUpdateWindowingHighlightWindow(focus_change_dir);
@ -9735,7 +11676,7 @@ static void ImGui::NavUpdateWindowing()
}
// Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
if (!IsNavInputDown(ImGuiNavInput_Menu))
if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
{
g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
if (g.NavWindowingToggleLayer && g.NavWindow)
@ -9750,17 +11691,19 @@ static void ImGui::NavUpdateWindowing()
if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
{
// Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
if (IsKeyPressedMap(ImGuiKey_Tab, true))
NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1);
if (!io.KeyCtrl)
if (keyboard_next_window || keyboard_prev_window)
NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
else if ((io.KeyMods & shared_mods) != shared_mods)
apply_focus_window = g.NavWindowingTarget;
}
// Keyboard: Press and Release ALT to toggle menu layer
// - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
// - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0)
if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
{
g.NavWindowingToggleLayer = true;
g.NavInputSource = ImGuiInputSource_Keyboard;
@ -9769,36 +11712,41 @@ static void ImGui::NavUpdateWindowing()
{
// We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
// We cancel toggling nav layer when other modifiers are pressed. (See #4439)
if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper)
// We cancel toggling nav layer if an owner has claimed the key.
if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
g.NavWindowingToggleLayer = false;
// Apply layer toggle on release
// Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false)
// Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer)
if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
apply_toggle_layer = true;
if (!io.KeyAlt)
if (!IsKeyDown(ImGuiMod_Alt))
g.NavWindowingToggleLayer = false;
}
// Move window
if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
ImVec2 move_delta;
ImVec2 nav_move_dir;
if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down);
nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
if (g.NavInputSource == ImGuiInputSource_Gamepad)
move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down);
if (move_delta.x != 0.0f || move_delta.y != 0.0f)
nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
{
const float NAV_MOVE_SPEED = 800.0f;
const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well
ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always);
MarkIniSettingsDirty(moving_window);
const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
g.NavDisableMouseHover = true;
ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
{
ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow;
SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
g.NavWindowingAccumDeltaPos -= accum_floored;
}
}
}
@ -9806,8 +11754,7 @@ static void ImGui::NavUpdateWindowing()
if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
{
ClearActiveID();
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
NavRestoreHighlightAfterMove();
apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
ClosePopupsOverWindow(apply_focus_window, false);
FocusWindow(apply_focus_window);
@ -9845,14 +11792,17 @@ static void ImGui::NavUpdateWindowing()
FocusWindow(new_nav_window);
new_nav_window->NavLastChildNavWindow = old_nav_window;
}
g.NavDisableHighlight = false;
g.NavDisableMouseHover = true;
// Reinitialize navigation when entering menu bar with the Alt key.
// Toggle layer
const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
if (new_nav_layer == ImGuiNavLayer_Menu)
g.NavWindow->NavLastIds[new_nav_layer] = 0;
NavRestoreLayer(new_nav_layer);
if (new_nav_layer != g.NavLayer)
{
// Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
if (new_nav_layer == ImGuiNavLayer_Menu)
g.NavWindow->NavLastIds[new_nav_layer] = 0;
NavRestoreLayer(new_nav_layer);
NavRestoreHighlightAfterMove();
}
}
}
@ -9860,10 +11810,10 @@ static void ImGui::NavUpdateWindowing()
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
{
if (window->Flags & ImGuiWindowFlags_Popup)
return "(Popup)";
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
return "(Main menu bar)";
return "(Untitled)";
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
}
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
@ -9902,6 +11852,12 @@ void ImGui::NavUpdateWindowingOverlay()
// [SECTION] DRAG AND DROP
//-----------------------------------------------------------------------------
bool ImGui::IsDragDropActive()
{
ImGuiContext& g = *GImGui;
return g.DragDropActive;
}
void ImGui::ClearDragDrop()
{
ImGuiContext& g = *GImGui;
@ -9945,34 +11901,33 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
return false;
if (g.ActiveIdMouseButton != -1)
mouse_button = g.ActiveIdMouseButton;
if (g.IO.MouseDown[mouse_button] == false)
if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
return false;
g.ActiveIdAllowOverlap = false;
}
else
{
// Uncommon path: items without ID
if (g.IO.MouseDown[mouse_button] == false)
if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
return false;
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
return false;
// If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
// A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride.
// A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
{
IM_ASSERT(0);
return false;
}
// Early out
if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
return false;
// Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image()
// Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
// We build a throwaway ID based on current ID stack + relative AABB of items in window.
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
// THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
// We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
// Rely on keeping other window->LastItemXXX fields intact.
source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
KeepAliveID(source_id);
bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
if (is_hovered && g.IO.MouseClicked[mouse_button])
{
@ -9988,7 +11943,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
source_drag_active = IsMouseDragging(mouse_button);
// Disable navigation and key inputs while dragging + cancel existing request if any
SetActiveIdUsingNavAndKeys();
SetActiveIdUsingAllKeyboardKeys();
}
else
{
@ -10092,6 +12047,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s
}
payload.DataFrameCount = g.FrameCount;
// Return whether the payload has been accepted
return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
}
@ -10119,7 +12075,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
}
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
bool ImGui::BeginDragDropTarget()
@ -10132,13 +12088,16 @@ bool ImGui::BeginDragDropTarget()
if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
return false;
ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow)
if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow || window->SkipItems)
return false;
const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
ImGuiID id = g.LastItemData.ID;
if (id == 0)
{
id = window->GetIDFromRectangle(display_rect);
KeepAliveID(id);
}
if (g.DragDropPayload.SourceId == id)
return false;
@ -10178,9 +12137,8 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
}
// Render default drop visuals
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
payload.Preview = was_accepted_previously;
flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame)
flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
@ -10192,10 +12150,16 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
return &payload;
}
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
{
GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
}
const ImGuiPayload* ImGui::GetDragDropPayload()
{
ImGuiContext& g = *GImGui;
return g.DragDropActive ? &g.DragDropPayload : NULL;
return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
}
// We don't really use/need this now, but added it for the sake of consistency and because we might need it later.
@ -10552,6 +12516,20 @@ ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
return CreateNewWindowSettings(name);
}
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
g.SettingsHandlers.push_back(*handler);
}
void ImGui::RemoveSettingsHandler(const char* type_name)
{
ImGuiContext& g = *GImGui;
if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
g.SettingsHandlers.erase(handler);
}
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
{
ImGuiContext& g = *GImGui;
@ -10577,7 +12555,8 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
if (!file_data)
return;
LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
if (file_data_size > 0)
LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
IM_FREE(file_data);
}
@ -10764,10 +12743,23 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl
}
//-----------------------------------------------------------------------------
// [SECTION] LOCALIZATION
//-----------------------------------------------------------------------------
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
{
ImGuiContext& g = *GImGui;
for (int n = 0; n < count; n++)
g.LocalizationTable[entries[n].Key] = entries[n].Text;
}
//-----------------------------------------------------------------------------
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
//-----------------------------------------------------------------------------
// - GetMainViewport()
// - SetWindowViewport() [Internal]
// - UpdateViewportsNewFrame() [Internal]
// (this section is more complete in the 'docking' branch)
//-----------------------------------------------------------------------------
@ -10778,6 +12770,11 @@ ImGuiViewport* ImGui::GetMainViewport()
return g.Viewports[0];
}
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
{
window->Viewport = viewport;
}
// Update viewports and monitor infos
static void ImGui::UpdateViewportsNewFrame()
{
@ -10948,25 +12945,37 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
#pragma comment(lib, "imm32")
#endif
static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y)
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
{
// Notify OS Input Method Editor of text input position
ImGuiIO& io = ImGui::GetIO();
if (HWND hwnd = (HWND)io.ImeWindowHandle)
if (HIMC himc = ::ImmGetContext(hwnd))
{
COMPOSITIONFORM cf;
cf.ptCurrentPos.x = x;
cf.ptCurrentPos.y = y;
cf.dwStyle = CFS_FORCE_POSITION;
::ImmSetCompositionWindow(himc, &cf);
::ImmReleaseContext(hwnd, himc);
}
HWND hwnd = (HWND)viewport->PlatformHandleRaw;
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (hwnd == 0)
hwnd = (HWND)ImGui::GetIO().ImeWindowHandle;
#endif
if (hwnd == 0)
return;
//::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
if (HIMC himc = ::ImmGetContext(hwnd))
{
COMPOSITIONFORM composition_form = {};
composition_form.ptCurrentPos.x = (LONG)data->InputPos.x;
composition_form.ptCurrentPos.y = (LONG)data->InputPos.y;
composition_form.dwStyle = CFS_FORCE_POSITION;
::ImmSetCompositionWindow(himc, &composition_form);
CANDIDATEFORM candidate_form = {};
candidate_form.dwStyle = CFS_CANDIDATEPOS;
candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x;
candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y;
::ImmSetCandidateWindow(himc, &candidate_form);
::ImmReleaseContext(hwnd, himc);
}
}
#else
static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
#endif
@ -10975,20 +12984,25 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
//-----------------------------------------------------------------------------
// - RenderViewportThumbnail() [Internal]
// - RenderViewportsThumbnails() [Internal]
// - DebugTextEncoding()
// - MetricsHelpMarker() [Internal]
// - ShowFontAtlas() [Internal]
// - ShowMetricsWindow()
// - DebugNodeColumns() [Internal]
// - DebugNodeDrawList() [Internal]
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
// - DebugNodeFont() [Internal]
// - DebugNodeFontGlyph() [Internal]
// - DebugNodeStorage() [Internal]
// - DebugNodeTabBar() [Internal]
// - DebugNodeViewport() [Internal]
// - DebugNodeWindow() [Internal]
// - DebugNodeWindowSettings() [Internal]
// - DebugNodeWindowsList() [Internal]
// - DebugNodeWindowsListByBeginStackParent() [Internal]
//-----------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_METRICS_WINDOW
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
{
@ -11041,11 +13055,96 @@ static void RenderViewportsThumbnails()
ImGui::Dummy(bb_full.GetSize() * SCALE);
}
// Draw an arbitrary US keyboard layout to visualize translated keys
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
{
const ImVec2 key_size = ImVec2(35.0f, 35.0f);
const float key_rounding = 3.0f;
const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
const float key_face_rounding = 2.0f;
const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
const float key_row_offset = 9.0f;
ImVec2 board_min = GetCursorScreenPos();
ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
const KeyLayoutData keys_to_display[] =
{
{ 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
{ 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
{ 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
};
// Elements rendered manually via ImDrawList API are not clipped automatically.
// While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
Dummy(board_max - board_min);
if (!IsItemVisible())
return;
draw_list->PushClipRect(board_min, board_max, true);
for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
{
const KeyLayoutData* key_data = &keys_to_display[n];
ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
ImVec2 key_max = key_min + key_size;
draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
if (ImGui::IsKeyDown(key_data->Key))
draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
}
draw_list->PopClipRect();
}
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
void ImGui::DebugTextEncoding(const char* str)
{
Text("Text: \"%s\"", str);
if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))
return;
TableSetupColumn("Offset");
TableSetupColumn("UTF-8");
TableSetupColumn("Glyph");
TableSetupColumn("Codepoint");
TableHeadersRow();
for (const char* p = str; *p != 0; )
{
unsigned int c;
const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
TableNextColumn();
Text("%d", (int)(p - str));
TableNextColumn();
for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
{
if (byte_index > 0)
SameLine();
Text("0x%02X", (int)(unsigned char)p[byte_index]);
}
TableNextColumn();
if (GetFont()->FindGlyphNoFallback((ImWchar)c))
TextUnformatted(p, p + c_utf8_len);
else
TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
TableNextColumn();
Text("U+%04X", (int)c);
p += c_utf8_len;
}
EndTable();
}
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
static void MetricsHelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort))
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
@ -11055,28 +13154,46 @@ static void MetricsHelpMarker(const char* desc)
}
}
#ifndef IMGUI_DISABLE_DEMO_WINDOWS
namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); }
#endif
// [DEBUG] List fonts in a font atlas and display its texture
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
{
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
PushID(font);
DebugNodeFont(font);
PopID();
}
if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
TreePop();
}
}
void ImGui::ShowMetricsWindow(bool* p_open)
{
if (!Begin("Dear ImGui Metrics/Debugger", p_open))
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
if (cfg->ShowDebugLog)
ShowDebugLogWindow(&cfg->ShowDebugLog);
if (cfg->ShowStackTool)
ShowStackToolWindow(&cfg->ShowStackTool);
if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
{
End();
return;
}
ImGuiContext& g = *GImGui;
ImGuiIO& io = g.IO;
ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
// Basic info
Text("Dear ImGui %s", GetVersion());
Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
Text("%d active allocations", io.MetricsActiveAllocations);
Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
//SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
Separator();
@ -11095,19 +13212,20 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
{
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
if (rect_type == TRT_OuterRect) { return table->OuterRect; }
else if (rect_type == TRT_InnerRect) { return table->InnerRect; }
else if (rect_type == TRT_WorkRect) { return table->WorkRect; }
else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; }
else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; }
else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; }
else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); }
else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->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); }
else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->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_instance->LastFirstRowHeight); }
else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
IM_ASSERT(0);
return ImRect();
}
@ -11130,12 +13248,35 @@ void ImGui::ShowMetricsWindow(bool* p_open)
// Tools
if (TreeNode("Tools"))
{
bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
SameLine();
MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
if (show_encoding_viewer)
{
static char buf[100] = "";
SetNextItemWidth(-FLT_MIN);
InputText("##Text", buf, IM_ARRAYSIZE(buf));
if (buf[0] != 0)
DebugTextEncoding(buf);
TreePop();
}
// The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
if (Button("Item Picker.."))
if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
DebugStartItemPicker();
SameLine();
MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
// Stack Tool is your best friend!
Checkbox("Show Debug Log", &cfg->ShowDebugLog);
SameLine();
MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
// Stack Tool is your best friend!
Checkbox("Show Stack Tool", &cfg->ShowStackTool);
SameLine();
MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
SameLine();
@ -11152,8 +13293,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
Unindent();
}
Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
SameLine();
@ -11204,8 +13343,27 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
// Windows
DebugNodeWindowsList(&g.Windows, "Windows");
//DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder");
if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
{
//SetNextItemOpen(true, ImGuiCond_Once);
DebugNodeWindowsList(&g.Windows, "By display order");
DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
if (TreeNode("By submission order (begin stack)"))
{
// Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
temp_buffer.resize(0);
for (int i = 0; i < g.Windows.Size; i++)
if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
temp_buffer.push_back(g.Windows[i]);
struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
TreePop();
}
TreePop();
}
// DrawLists
int drawlist_count = 0;
@ -11213,6 +13371,8 @@ void ImGui::ShowMetricsWindow(bool* p_open)
drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
{
Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
{
ImGuiViewportP* viewport = g.Viewports[viewport_i];
@ -11239,8 +13399,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
{
for (int i = 0; i < g.OpenPopupStack.Size; i++)
{
ImGuiWindow* window = g.OpenPopupStack[i].Window;
BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : "");
// As it's difficult to interact with tree nodes while popups are open, we display everything inline.
const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
ImGuiWindow* window = popup_data->Window;
BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
}
TreePop();
}
@ -11268,14 +13432,19 @@ void ImGui::ShowMetricsWindow(bool* p_open)
}
// Details for Fonts
#ifndef IMGUI_DISABLE_DEMO_WINDOWS
ImFontAtlas* atlas = g.IO.Fonts;
if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
{
ShowFontAtlas(atlas);
TreePop();
}
#endif
// Details for InputText
if (TreeNode("InputText"))
{
DebugNodeInputTextState(&g.InputTextState);
TreePop();
}
// Details for Docking
#ifdef IMGUI_HAS_DOCK
@ -11333,11 +13502,100 @@ void ImGui::ShowMetricsWindow(bool* p_open)
TreePop();
}
// Misc Details
if (TreeNode("Inputs"))
{
Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
{
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
Indent();
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
//Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
#endif
Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
DebugRenderKeyboardPreview(GetWindowDrawList());
Unindent();
}
Text("MOUSE STATE");
{
Indent();
if (IsMousePosValid())
Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
Text("Mouse pos: <INVALID>");
Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
int count = IM_ARRAYSIZE(io.MouseDown);
Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
Text("Mouse wheel: %.1f", io.MouseWheel);
Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
Unindent();
}
Text("MOUSE WHEELING");
{
Indent();
Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
Unindent();
}
Text("KEY OWNERS");
{
Indent();
if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
{
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
continue;
Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
DebugLocateItemOnHover(owner_data->OwnerCurr);
}
EndListBox();
}
Unindent();
}
Text("SHORTCUT ROUTING");
{
Indent();
if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
{
for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
{
ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
{
char key_chord_name[64];
ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
DebugLocateItemOnHover(routing_data->RoutingCurr);
idx = routing_data->NextEntryIndex;
}
}
EndListBox();
}
Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
Unindent();
}
TreePop();
}
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");
@ -11348,20 +13606,25 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
DebugLocateItemOnHover(g.ActiveId);
Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %llX", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, g.ActiveIdUsingKeyInputMask);
Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
DebugLocateItemOnHover(g.DragDropPayload.SourceId);
Unindent();
Text("NAV,FOCUS");
Indent();
Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
DebugLocateItemOnHover(g.NavId);
Text("NavInputSource: %s", GetInputSourceName(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("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId);
Text("NavActivateFlags: %04X", g.NavActivateFlags);
Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
@ -11432,25 +13695,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
End();
}
// [DEBUG] List fonts in a font atlas and display its texture
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
{
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
PushID(font);
DebugNodeFont(font);
PopID();
}
if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
TreePop();
}
}
// [DEBUG] Display contents of Columns
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
{
@ -11481,7 +13725,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list,
}
ImDrawList* fg_draw_list = GetForegroundDrawList(window); // Render additional visuals into the top-most draw list
if (window && IsItemHovered())
if (window && IsItemHovered() && fg_draw_list)
fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
if (!node_open)
return;
@ -11660,17 +13904,13 @@ void ImGui::DebugNodeFont(ImFont* font)
ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
if (glyph)
font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
if (glyph && IsMouseHoveringRect(cell_p1, cell_p2))
if (!glyph)
continue;
font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
if (IsMouseHoveringRect(cell_p1, cell_p2))
{
BeginTooltip();
Text("Codepoint: U+%04X", base + n);
Separator();
Text("Visible: %d", glyph->Visible);
Text("AdvanceX: %.1f", glyph->AdvanceX);
Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
DebugNodeFontGlyph(font, glyph);
EndTooltip();
}
}
@ -11682,6 +13922,16 @@ void ImGui::DebugNodeFont(ImFont* font)
TreePop();
}
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
{
Text("Codepoint: U+%04X", glyph->Codepoint);
Separator();
Text("Visible: %d", glyph->Visible);
Text("AdvanceX: %.1f", glyph->AdvanceX);
Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
}
// [DEBUG] Display contents of ImGuiStorage
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
{
@ -11730,7 +13980,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
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",
Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth);
PopID();
}
@ -11794,13 +14044,10 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
{
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));
else
BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
DebugLocateItemOnHover(window->NavLastIds[layer]);
}
BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); }
@ -11826,7 +14073,6 @@ void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* la
{
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]);
@ -11836,6 +14082,359 @@ void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* la
TreePop();
}
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
{
for (int i = 0; i < windows_size; i++)
{
ImGuiWindow* window = windows[i];
if (window->ParentWindowInBeginStack != parent_in_begin_stack)
continue;
char buf[20];
ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
//BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
DebugNodeWindow(window, buf);
Indent();
DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
Unindent();
}
}
//-----------------------------------------------------------------------------
// [SECTION] DEBUG LOG WINDOW
//-----------------------------------------------------------------------------
void ImGui::DebugLog(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
DebugLogV(fmt, args);
va_end(args);
}
void ImGui::DebugLogV(const char* fmt, va_list args)
{
ImGuiContext& g = *GImGui;
const int old_size = g.DebugLogBuf.size();
g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
g.DebugLogBuf.appendfv(fmt, args);
if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
}
void ImGui::ShowDebugLogWindow(bool* p_open)
{
ImGuiContext& g = *GImGui;
if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
{
End();
return;
}
AlignTextToFramePadding();
Text("Log events:");
SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
SameLine(); CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper);
SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
if (SmallButton("Clear"))
{
g.DebugLogBuf.clear();
g.DebugLogIndex.clear();
}
SameLine();
if (SmallButton("Copy"))
SetClipboardText(g.DebugLogBuf.c_str());
BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
ImGuiListClipper clipper;
clipper.Begin(g.DebugLogIndex.size());
while (clipper.Step())
for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
{
const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
TextUnformatted(line_begin, line_end);
ImRect text_rect = g.LastItemData.Rect;
if (IsItemHovered())
for (const char* p = line_begin; p < line_end - 10; p++)
{
ImGuiID id = 0;
if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
continue;
ImVec2 p0 = CalcTextSize(line_begin, p);
ImVec2 p1 = CalcTextSize(p, p + 10);
g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
DebugLocateItemOnHover(id);
p += 10;
}
}
if (GetScrollY() >= GetScrollMaxY())
SetScrollHereY(1.0f);
EndChild();
End();
}
//-----------------------------------------------------------------------------
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
//-----------------------------------------------------------------------------
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green
void ImGui::DebugLocateItem(ImGuiID target_id)
{
ImGuiContext& g = *GImGui;
g.DebugLocateId = target_id;
g.DebugLocateFrames = 2;
}
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
{
if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
return;
ImGuiContext& g = *GImGui;
DebugLocateItem(target_id);
GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
}
void ImGui::DebugLocateItemResolveWithLastItem()
{
ImGuiContext& g = *GImGui;
ImGuiLastItemData item_data = g.LastItemData;
g.DebugLocateId = 0;
ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
ImRect r = item_data.Rect;
r.Expand(3.0f);
ImVec2 p1 = g.IO.MousePos;
ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
}
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
void ImGui::UpdateDebugToolItemPicker()
{
ImGuiContext& g = *GImGui;
g.DebugItemPickerBreakId = 0;
if (!g.DebugItemPickerActive)
return;
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
SetMouseCursor(ImGuiMouseCursor_Hand);
if (IsKeyPressed(ImGuiKey_Escape))
g.DebugItemPickerActive = false;
const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
{
g.DebugItemPickerBreakId = hovered_id;
g.DebugItemPickerActive = false;
}
for (int mouse_button = 0; mouse_button < 3; mouse_button++)
if (change_mapping && IsMouseClicked(mouse_button))
g.DebugItemPickerMouseButton = (ImU8)mouse_button;
SetNextWindowBgAlpha(0.70f);
BeginTooltip();
Text("HoveredId: 0x%08X", hovered_id);
Text("Press ESC to abort picking.");
const char* mouse_button_names[] = { "Left", "Right", "Middle" };
if (change_mapping)
Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
else
TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
EndTooltip();
}
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
void ImGui::UpdateDebugToolStackQueries()
{
ImGuiContext& g = *GImGui;
ImGuiStackTool* tool = &g.DebugStackTool;
// Clear hook when stack tool is not visible
g.DebugHookIdInfo = 0;
if (g.FrameCount != tool->LastActiveFrame + 1)
return;
// Update queries. The steps are: -1: query Stack, >= 0: query each stack item
// We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
if (tool->QueryId != query_id)
{
tool->QueryId = query_id;
tool->StackLevel = -1;
tool->Results.resize(0);
}
if (query_id == 0)
return;
// Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
int stack_level = tool->StackLevel;
if (stack_level >= 0 && stack_level < tool->Results.Size)
if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
tool->StackLevel++;
// Update hook
stack_level = tool->StackLevel;
if (stack_level == -1)
g.DebugHookIdInfo = query_id;
if (stack_level >= 0 && stack_level < tool->Results.Size)
{
g.DebugHookIdInfo = tool->Results[stack_level].ID;
tool->Results[stack_level].QueryFrameCount++;
}
}
// [DEBUG] Stack tool: hooks called by GetID() family functions
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
ImGuiStackTool* tool = &g.DebugStackTool;
// Step 0: stack query
// This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
if (tool->StackLevel == -1)
{
tool->StackLevel++;
tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
for (int n = 0; n < window->IDStack.Size + 1; n++)
tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
return;
}
// Step 1+: query for individual level
IM_ASSERT(tool->StackLevel >= 0);
if (tool->StackLevel != window->IDStack.Size)
return;
ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
switch (data_type)
{
case ImGuiDataType_S32:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
break;
case ImGuiDataType_String:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
break;
case ImGuiDataType_Pointer:
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
break;
case ImGuiDataType_ID:
if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
return;
ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
break;
default:
IM_ASSERT(0);
}
info->QuerySuccess = true;
info->DataType = data_type;
}
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
{
ImGuiStackLevelInfo* info = &tool->Results[n];
ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
return (*buf = 0);
#ifdef IMGUI_ENABLE_TEST_ENGINE
if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo()
return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
#endif
return ImFormatString(buf, buf_size, "???");
}
// Stack Tool: Display UI
void ImGui::ShowStackToolWindow(bool* p_open)
{
ImGuiContext& g = *GImGui;
if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
{
End();
return;
}
// Display hovered/active status
ImGuiStackTool* tool = &g.DebugStackTool;
const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
const ImGuiID active_id = g.ActiveId;
#ifdef IMGUI_ENABLE_TEST_ENGINE
Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
#else
Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id);
#endif
SameLine();
MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
// CTRL+C to copy path
const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
SameLine();
TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
{
tool->CopyToClipboardLastTime = (float)g.Time;
char* p = g.TempBuffer.Data;
char* p_end = p + g.TempBuffer.Size;
for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
{
*p++ = '/';
char level_desc[256];
StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
{
if (level_desc[n] == '/')
*p++ = '\\';
*p++ = level_desc[n];
}
}
*p = '\0';
SetClipboardText(g.TempBuffer.Data);
}
// Display decorated stack
tool->LastActiveFrame = g.FrameCount;
if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
{
const float id_width = CalcTextSize("0xDDDDDDDD").x;
TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
TableHeadersRow();
for (int n = 0; n < tool->Results.Size; n++)
{
ImGuiStackLevelInfo* info = &tool->Results[n];
TableNextColumn();
Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
TableNextColumn();
StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
TextUnformatted(g.TempBuffer.Data);
TableNextColumn();
Text("0x%08X", info->ID);
if (n == tool->Results.Size - 1)
TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
}
EndTable();
}
End();
}
#else
void ImGui::ShowMetricsWindow(bool*) {}
@ -11851,7 +14450,15 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
#endif
void ImGui::DebugLog(const char*, ...) {}
void ImGui::DebugLogV(const char*, va_list) {}
void ImGui::ShowDebugLogWindow(bool*) {}
void ImGui::ShowStackToolWindow(bool*) {}
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
void ImGui::UpdateDebugToolItemPicker() {}
void ImGui::UpdateDebugToolStackQueries() {}
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
//-----------------------------------------------------------------------------

View File

@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP
// dear imgui, v1.89.2 WIP
// (headers)
// Help:
@ -11,7 +11,7 @@
// - 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/4451 (please post your screenshots/video there!)
// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!)
// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there)
// - Glossary https://github.com/ocornut/imgui/wiki/Glossary
// - Issues & support https://github.com/ocornut/imgui/issues
@ -20,6 +20,12 @@
// - For first-time users having issues compiling/linking/running or issues loading fonts:
// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
// Library Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345')
#define IMGUI_VERSION "1.89.2 WIP"
#define IMGUI_VERSION_NUM 18916
#define IMGUI_HAS_TABLE
/*
Index of this file:
@ -35,19 +41,19 @@ Index of this file:
// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData)
// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont)
// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport)
// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData)
// [SECTION] Obsolete functions and types
*/
#pragma once
// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
// Configuration file with compile-time options
// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system')
#ifdef IMGUI_USER_CONFIG
#include IMGUI_USER_CONFIG
#endif
#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H)
#include "imconfig.h"
#endif
#ifndef IMGUI_DISABLE
@ -61,13 +67,6 @@ Index of this file:
#include <stddef.h> // ptrdiff_t, NULL
#include <string.h> // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp
// Version
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
#define IMGUI_VERSION "1.85 WIP"
#define IMGUI_VERSION_NUM 18410
#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 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)
@ -85,14 +84,11 @@ Index of this file:
#endif
#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers!
#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds.
#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
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
// Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions.
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__)
#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__)
#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1)))
#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0)))
#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__))
@ -104,7 +100,7 @@ Index of this file:
#endif
// 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)
#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID)
#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off))
#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop))
#else
@ -151,9 +147,11 @@ struct ImColor; // Helper functions to create a color that c
struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h)
struct ImGuiIO; // Main configuration and I/O between your application and ImGui
struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use)
struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions.
struct ImGuiListClipper; // Helper to manually clip large list of items
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro
struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame
struct ImGuiPayload; // User data payload for drag and drop operations
struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function.
struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use)
struct ImGuiStorage; // Helper for key->value storage
struct ImGuiStyle; // Runtime data for styling/colors
@ -163,21 +161,26 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf
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
// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
// Enumerations
// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value)
typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling
typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions
typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type
typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction
typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum)
typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation
typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle)
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier
typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape
typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending)
typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling
typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor()
// Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file)
// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists!
// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
typedef int 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
@ -189,8 +192,9 @@ typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: f
typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload()
typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused()
typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc.
typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for Shortcut() (+ upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() currently in imgui_internal.h)
typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline()
typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super)
typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values.
typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen()
typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable()
typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
@ -225,17 +229,8 @@ typedef signed short ImS16; // 16-bit signed integer
typedef unsigned short ImU16; // 16-bit unsigned integer
typedef signed int ImS32; // 32-bit signed integer == int
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio)
typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio)
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t ImS64; // 64-bit signed integer (pre C++11)
typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11)
#else
typedef signed long long ImS64; // 64-bit signed integer (post C++11)
typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11)
#endif
typedef signed long long ImS64; // 64-bit signed integer
typedef unsigned long long ImU64; // 64-bit unsigned integer
// Character types
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
@ -259,8 +254,8 @@ IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec2
{
float x, y;
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; }
constexpr ImVec2() : x(0.0f), y(0.0f) { }
constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { }
float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); 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
@ -271,9 +266,9 @@ struct ImVec2
// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type]
struct ImVec4
{
float x, y, z, w;
ImVec4() { x = y = z = w = 0.0f; }
ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; }
float x, y, z, w;
constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { }
constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { }
#ifdef IM_VEC4_CLASS_EXTRA
IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4.
#endif
@ -307,11 +302,13 @@ namespace ImGui
// Demo, Debug, Information
IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application!
IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc.
IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events.
IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID.
IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information.
IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style)
IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles.
IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts.
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls).
IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls).
IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp)
// Styles
@ -366,6 +363,7 @@ namespace ImGui
IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin()
IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin()
IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin()
IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis).
IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground.
IMGUI_API void 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.
@ -383,9 +381,11 @@ namespace ImGui
IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos()
IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates
IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates
IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates
// Windows Scrolling
// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin().
// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY().
IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()]
IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()]
IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()]
@ -438,7 +438,7 @@ namespace ImGui
// 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 NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context.
IMGUI_API void Spacing(); // add vertical spacing.
IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into.
IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0
@ -502,8 +502,6 @@ namespace ImGui
IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text
IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.)
IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0));
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding
IMGUI_API bool Checkbox(const char* label, bool* v);
IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value);
IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value);
@ -512,7 +510,12 @@ namespace ImGui
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
// Widgets: Images
// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1));
// Widgets: Combo Box (Dropdown)
// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items.
// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created.
IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0);
@ -522,15 +525,16 @@ namespace ImGui
IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1);
// Widgets: Drag Sliders
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped 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
// - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v',
// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision).
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits.
// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used.
// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum.
// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound
IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
@ -546,10 +550,10 @@ namespace ImGui
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.
// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp.
// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc.
// - Format string may also be set to NULL or use the default format ("%f" or "%d").
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument.
// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display.
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0);
@ -591,7 +595,7 @@ namespace ImGui
IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0);
IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL);
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed.
IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls.
// Widgets: Trees
@ -607,7 +611,7 @@ namespace ImGui
IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired.
IMGUI_API void TreePush(const void* ptr_id = NULL); // "
IMGUI_API void TreePush(const void* ptr_id); // "
IMGUI_API void TreePop(); // ~ Unindent()+PopId()
IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode
IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop().
@ -677,7 +681,7 @@ namespace ImGui
// 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.
// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar.
IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it.
IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it.
IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true!
@ -689,6 +693,7 @@ namespace ImGui
// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options).
// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup().
// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened.
// - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter
IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!).
IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks
IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors)
@ -698,7 +703,7 @@ namespace ImGui
// - 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.
// - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight.
IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp!
IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window.
IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows).
@ -710,19 +715,17 @@ namespace ImGui
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 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().
// - 1. Call BeginTable(), early out if returning false.
// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults.
// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows.
// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data.
// - 5. Populate contents:
// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column.
// - If you are using tables as a sort of grid, where every columns is holding the same type of contents,
// - If you are using tables as a sort of grid, where every column is holding the same type of contents,
// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex().
// TableNextColumn() will automatically wrap-around into the next row if needed.
// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column!
@ -735,10 +738,10 @@ namespace ImGui
// --------------------------------------------------------------------------------------------------------
// - 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 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.
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.
@ -749,20 +752,17 @@ namespace ImGui
// 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)
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
// Tables: Sorting & Miscellaneous functions
// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting.
// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have
// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting,
// else you may wastefully sort your data every frame!
// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index.
IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable().
IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable)
IMGUI_API int TableGetColumnIndex(); // return current column index.
IMGUI_API int TableGetRowIndex(); // return current row index.
@ -783,6 +783,7 @@ namespace ImGui
IMGUI_API int GetColumnsCount();
// Tab Bars, Tabs
// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself.
IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar
IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true!
IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected.
@ -806,7 +807,7 @@ namespace ImGui
// - 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 bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted.
IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true!
IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget()
IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released.
@ -836,16 +837,17 @@ namespace ImGui
IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options.
IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false)
IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation?
IMGUI_API bool IsItemClicked(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 IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition.
IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling)
IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets.
IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive).
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing.
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing.
IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item).
IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode().
IMGUI_API bool IsAnyItemHovered(); // is any item hovered?
IMGUI_API bool IsAnyItemActive(); // is any item active?
IMGUI_API bool IsAnyItemFocused(); // is any item focused?
IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand)
IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space)
IMGUI_API ImVec2 GetItemRectSize(); // get size of last item
@ -857,18 +859,19 @@ namespace ImGui
// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode.
IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL.
// Background/Foreground Draw Lists
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Miscellaneous Utilities
IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped.
IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side.
IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame.
IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame.
IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents.
IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances.
IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.).
IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it)
IMGUI_API ImGuiStorage* GetStateStorage();
IMGUI_API 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)
@ -881,35 +884,53 @@ namespace ImGui
IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v);
IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b);
// Inputs Utilities: Keyboard
// - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[].
// - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index.
IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key]
IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index].
IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)?
IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call.
// Inputs Utilities: Keyboard/Mouse/Gamepad
// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...).
// - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values:
// - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey.
// - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined).
IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held.
IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate
IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)?
IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate
IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call.
// Inputs Utilities: Mouse
// Inputs Utilities: Shortcut testing (with Routing Resolution)
// - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super/ImGuiMod_Shortcut.
// ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord)
// ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord)
// ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values.
// - The general idea of routing is that multiple locations may register interest in a shortcut,
// and only one location will be granted access to the shortcut.
// - The default routing policy (ImGuiInputFlags_RouteFocused) checks for current window being in
// the focus stack, and route the shortcut to the deepest requesting window in the focus stack.
// - Consider Shortcut() to be a widget: the calling location matters + it has side-effects as shortcut routes are
// registered into the system (for it to be able to pick the best one). This is why this is not called 'IsShortcutPressed()'.
// - If this is called for a specific widget, pass its ID as 'owner_id' in order for key ownership and routing priorities
// to be honored (e.g. with default ImGuiInputFlags_RouteFocused, the highest priority is given to active item).
IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
// Inputs Utilities: Mouse specific
// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right.
// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle.
// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold')
IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held?
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down)
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1.
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down)
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true)
IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true)
IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0).
IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block.
IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available
IMGUI_API bool IsAnyMouseDown(); // is any mouse button held?
IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves)
IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold)
IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); //
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type
IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call.
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you
IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape
IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call.
// Clipboard Utilities
// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard.
@ -926,7 +947,7 @@ namespace ImGui
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 void DebugTextEncoding(const char* text);
IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro.
// Memory Allocators
@ -945,6 +966,7 @@ namespace ImGui
//-----------------------------------------------------------------------------
// Flags for ImGui::Begin()
// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly)
enum ImGuiWindowFlags_
{
ImGuiWindowFlags_None = 0,
@ -953,7 +975,7 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window
ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically)
ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it
ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as Window Menu Button (e.g. within a docking node).
ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame
ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file
@ -973,18 +995,16 @@ enum ImGuiWindowFlags_
ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,
// [Internal]
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!)
ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows.
ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild()
ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip()
ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup()
ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal()
ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu()
// [Obsolete]
//ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors)
ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu()
};
// Flags for ImGui::InputText()
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive)
enum ImGuiInputTextFlags_
{
ImGuiInputTextFlags_None = 0,
@ -1007,11 +1027,12 @@ enum ImGuiInputTextFlags_
ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID().
ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input)
ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this)
ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active)
ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert)
// Obsolete names (will be removed soon)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior
#endif
};
@ -1034,7 +1055,7 @@ enum ImGuiTreeNodeFlags_
ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area).
ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop)
//ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog
ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog,
};
// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions.
@ -1043,7 +1064,7 @@ enum ImGuiTreeNodeFlags_
// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags.
// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0.
// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter
// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag.
// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly.
// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later).
enum ImGuiPopupFlags_
{
@ -1057,18 +1078,18 @@ enum ImGuiPopupFlags_
ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space
ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup.
ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level)
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel
ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel,
};
// Flags for ImGui::Selectable()
enum ImGuiSelectableFlags_
{
ImGuiSelectableFlags_None = 0,
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window
ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window
ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column)
ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too
ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text
ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one
ImGuiSelectableFlags_AllowItemOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one
};
// Flags for ImGui::BeginCombo()
@ -1082,7 +1103,7 @@ enum ImGuiComboFlags_
ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible
ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button
ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest
ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest,
};
// Flags for ImGui::BeginTabBar()
@ -1098,7 +1119,7 @@ enum ImGuiTabBarFlags_
ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit
ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit
ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown
ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown,
};
// Flags for ImGui::BeginTabItem()
@ -1112,12 +1133,11 @@ enum ImGuiTabItemFlags_
ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab
ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab
ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button)
ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons)
ImGuiTabItemFlags_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.
// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect.
// Read comments/demos carefully + experiment with live demos to get acquainted with them.
// - The DEFAULT sizing policies are:
// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize.
@ -1125,15 +1145,15 @@ enum ImGuiTabItemFlags_
// - 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.
// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all).
// - Stretch Columns will share the remaining width according to their respective weight.
// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors.
// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns.
// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing).
// - When ScrollX is on:
// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed
// - Columns sizing policy allowed: Fixed/Auto mostly.
// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed.
// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed.
// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop.
// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable().
// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again.
@ -1159,8 +1179,8 @@ enum ImGuiTableFlags_
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
ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style
ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style
// Sizing Policy (read above for defaults)
ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width.
ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible.
@ -1174,24 +1194,18 @@ enum ImGuiTableFlags_
// 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_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers.
ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding.
ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off).
// Scrolling
ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX.
ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX.
ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size.
// Sorting
ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1).
ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0).
// [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
ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame,
};
// Flags for ImGui::TableSetupColumn()
@ -1228,19 +1242,14 @@ enum ImGuiTableColumnFlags_
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
ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge)
};
// Flags for ImGui::TableNextRow()
enum ImGuiTableRowFlags_
{
ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width)
ImGuiTableRowFlags_None = 0,
ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width)
};
// Enum for ImGui::TableSetBgColor()
@ -1248,26 +1257,28 @@ enum ImGuiTableRowFlags_
// - 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.
// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color.
// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows.
// If you set the color of RowBg0 target, your color will override the existing RowBg0 color.
// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color.
enum ImGuiTableBgTarget_
{
ImGuiTableBgTarget_None = 0,
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color)
ImGuiTableBgTarget_None = 0,
ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used)
ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking)
ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color)
};
// Flags for ImGui::IsWindowFocused()
enum ImGuiFocusedFlags_
{
ImGuiFocusedFlags_None = 0,
ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows
ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused
ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy)
ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ!
ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
//ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows,
};
// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered()
@ -1279,13 +1290,21 @@ enum ImGuiHoveredFlags_
ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered
ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy)
ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled
ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow)
//ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow)
ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window
//ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet.
ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns.
ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window
ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled
ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse.
ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped,
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows
ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows,
// Hovering delays (for tooltips)
ImGuiHoveredFlags_DelayNormal = 1 << 11, // Return true after io.HoverDelayNormal elapsed (~0.30 sec)
ImGuiHoveredFlags_DelayShort = 1 << 12, // Return true after io.HoverDelayShort elapsed (~0.10 sec)
ImGuiHoveredFlags_NoSharedDelay = 1 << 13, // Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays)
};
// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload()
@ -1293,8 +1312,8 @@ enum ImGuiDragDropFlags_
{
ImGuiDragDropFlags_None = 0,
// BeginDragDropSource() flags
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior.
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item.
ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior.
ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item.
ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item.
ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit.
ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously.
@ -1303,7 +1322,7 @@ enum ImGuiDragDropFlags_
ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered.
ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target.
ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site.
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery.
ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery.
};
// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui.
@ -1345,10 +1364,15 @@ enum ImGuiSortDirection_
ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc.
};
// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array
enum ImGuiKey_
// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values.
// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87).
// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey.
// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921
enum ImGuiKey : int
{
ImGuiKey_Tab,
// Keyboard
ImGuiKey_None = 0,
ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN
ImGuiKey_LeftArrow,
ImGuiKey_RightArrow,
ImGuiKey_UpArrow,
@ -1363,74 +1387,165 @@ enum ImGuiKey_
ImGuiKey_Space,
ImGuiKey_Enter,
ImGuiKey_Escape,
ImGuiKey_KeyPadEnter,
ImGuiKey_A, // for text edit CTRL+A: select all
ImGuiKey_C, // for text edit CTRL+C: copy
ImGuiKey_V, // for text edit CTRL+V: paste
ImGuiKey_X, // for text edit CTRL+X: cut
ImGuiKey_Y, // for text edit CTRL+Y: redo
ImGuiKey_Z, // for text edit CTRL+Z: undo
ImGuiKey_COUNT
ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper,
ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper,
ImGuiKey_Menu,
ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9,
ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J,
ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T,
ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z,
ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6,
ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12,
ImGuiKey_Apostrophe, // '
ImGuiKey_Comma, // ,
ImGuiKey_Minus, // -
ImGuiKey_Period, // .
ImGuiKey_Slash, // /
ImGuiKey_Semicolon, // ;
ImGuiKey_Equal, // =
ImGuiKey_LeftBracket, // [
ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash)
ImGuiKey_RightBracket, // ]
ImGuiKey_GraveAccent, // `
ImGuiKey_CapsLock,
ImGuiKey_ScrollLock,
ImGuiKey_NumLock,
ImGuiKey_PrintScreen,
ImGuiKey_Pause,
ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4,
ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9,
ImGuiKey_KeypadDecimal,
ImGuiKey_KeypadDivide,
ImGuiKey_KeypadMultiply,
ImGuiKey_KeypadSubtract,
ImGuiKey_KeypadAdd,
ImGuiKey_KeypadEnter,
ImGuiKey_KeypadEqual,
// Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION
// (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets)
ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS)
ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS)
ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows)
ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit
ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard
ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak
ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode)
ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode)
ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode)
ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog]
ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog]
ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS)
ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS)
ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode)
ImGuiKey_GamepadRStickLeft, // [Analog]
ImGuiKey_GamepadRStickRight, // [Analog]
ImGuiKey_GamepadRStickUp, // [Analog]
ImGuiKey_GamepadRStickDown, // [Analog]
// Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
// [Internal] Reserved for mod storage
ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper,
ImGuiKey_COUNT,
// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
// - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those
// and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl).
// - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys.
// In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and
// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
ImGuiMod_None = 0,
ImGuiMod_Ctrl = 1 << 12, // Ctrl
ImGuiMod_Shift = 1 << 13, // Shift
ImGuiMod_Alt = 1 << 14, // Option/Menu
ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows
ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS).
ImGuiMod_Mask_ = 0xF800, // 5-bits
// [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array.
// We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE)
ImGuiKey_NamedKey_BEGIN = 512,
ImGuiKey_NamedKey_END = ImGuiKey_COUNT,
ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN,
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys
ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
#else
ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys
ImGuiKey_KeysData_OFFSET = 0, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET).
#endif
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89
ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87
#endif
};
// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend)
enum ImGuiKeyModFlags_
// Flags for Shortcut()
// (+ for upcoming advanced versions of IsKeyPressed()/IsMouseClicked()/SetKeyOwner()/SetItemKeyOwner() that are currently in imgui_internal.h)
enum ImGuiInputFlags_
{
ImGuiKeyModFlags_None = 0,
ImGuiKeyModFlags_Ctrl = 1 << 0,
ImGuiKeyModFlags_Shift = 1 << 1,
ImGuiKeyModFlags_Alt = 1 << 2,
ImGuiKeyModFlags_Super = 1 << 3
ImGuiInputFlags_None = 0,
ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1.
// Routing policies for Shortcut() + low-level SetShortcutRouting()
// - The general idea is that several callers register interest in a shortcut, and only one owner gets it.
// - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(),
// allowing the system to decide where to route the input among other route-aware calls.
// - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll
// will register a route and only succeed when parent window is in the focus stack and if no-one
// with a higher priority is claiming the shortcut.
// - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods.
// - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow.
// Policies (can select only 1 policy among all available)
ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window.
ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority.
ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText).
ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items)
ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly.
// Policies Options
ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications.
};
// 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. 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_
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[].
// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set.
// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
enum ImGuiNavInput
{
// Gamepad Mapping
ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard)
ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard)
ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard)
ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard)
ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard)
ImGuiNavInput_DpadRight, //
ImGuiNavInput_DpadUp, //
ImGuiNavInput_DpadDown, //
ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down
ImGuiNavInput_LStickRight, //
ImGuiNavInput_LStickUp, //
ImGuiNavInput_LStickDown, //
ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch)
ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch)
// [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them.
// Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[].
ImGuiNavInput_KeyLeft_, // move left // = Arrow keys
ImGuiNavInput_KeyRight_, // move right
ImGuiNavInput_KeyUp_, // move up
ImGuiNavInput_KeyDown_, // move down
ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown,
ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast,
ImGuiNavInput_COUNT,
ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_
};
#endif
// Configuration flags stored in io.ConfigFlags. Set by user/application.
enum ImGuiConfigFlags_
{
ImGuiConfigFlags_None = 0,
ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[].
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_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag.
ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad.
ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth.
ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set.
ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend.
ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead.
// 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)
// 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.
ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse.
};
// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend.
@ -1440,7 +1555,7 @@ enum ImGuiBackendFlags_
ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected.
ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape.
ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set).
ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices.
ImGuiBackendFlags_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()
@ -1476,10 +1591,10 @@ enum ImGuiCol_
ImGuiCol_Separator,
ImGuiCol_SeparatorHovered,
ImGuiCol_SeparatorActive,
ImGuiCol_ResizeGrip,
ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows.
ImGuiCol_ResizeGripHovered,
ImGuiCol_ResizeGripActive,
ImGuiCol_Tab,
ImGuiCol_Tab, // TabItem in a TabBar
ImGuiCol_TabHovered,
ImGuiCol_TabActive,
ImGuiCol_TabUnfocused,
@ -1494,7 +1609,7 @@ enum ImGuiCol_
ImGuiCol_TableRowBg, // Table row background (even rows)
ImGuiCol_TableRowBgAlt, // Table row background (odd rows)
ImGuiCol_TextSelectedBg,
ImGuiCol_DragDropTarget,
ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target
ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item
ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB
ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active
@ -1506,7 +1621,7 @@ enum ImGuiCol_
// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code.
// During initialization or between frames, feel free to just poke into ImGuiStyle directly.
// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description.
// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type.
enum ImGuiStyleVar_
@ -1550,7 +1665,7 @@ enum ImGuiButtonFlags_
// [Internal]
ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle,
ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft
ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft,
};
// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton()
@ -1591,16 +1706,15 @@ enum ImGuiColorEditFlags_
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_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV,
// Obsolete names (will be removed)
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
, ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
#endif
// ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69]
};
// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc.
// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them.
// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText)
enum ImGuiSliderFlags_
{
ImGuiSliderFlags_None = 0,
@ -1608,11 +1722,11 @@ enum ImGuiSliderFlags_
ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits.
ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits)
ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget
ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed.
ImGuiSliderFlags_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]
ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79]
#endif
};
@ -1634,7 +1748,7 @@ enum ImGuiMouseCursor_
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput, // When hovering over InputText, etc.
ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions)
ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border
ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border
ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column
ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window
ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window
@ -1649,10 +1763,10 @@ enum ImGuiMouseCursor_
enum ImGuiCond_
{
ImGuiCond_None = 0, // No condition (always set the variable), same as _Always
ImGuiCond_Always = 1 << 0, // No condition (always set the variable)
ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None
ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed)
ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file)
ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
};
//-----------------------------------------------------------------------------
@ -1701,7 +1815,7 @@ struct ImVector
// Constructors, destructor
inline ImVector() { Size = Capacity = 0; Data = NULL; }
inline ImVector(const ImVector<T>& src) { Size = Capacity = 0; Data = NULL; operator=(src); }
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
inline ImVector<T>& operator=(const ImVector<T>& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; }
inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything
inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything
@ -1731,13 +1845,14 @@ struct ImVector
inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; }
inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation
inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; }
inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; }
// NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden.
inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; }
inline void pop_back() { IM_ASSERT(Size > 0); Size--; }
inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); }
inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; }
inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; }
inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; }
inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; }
inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; }
inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; }
@ -1764,7 +1879,7 @@ struct ImGuiStyle
ImVec2 WindowPadding; // Padding within a window.
float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly).
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints().
ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered.
ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left.
float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows.
@ -1787,7 +1902,7 @@ struct ImGuiStyle
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.
float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered).
ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
@ -1795,7 +1910,7 @@ struct ImGuiStyle
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-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 AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList).
bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList).
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
@ -1812,26 +1927,37 @@ struct ImGuiStyle
// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage.
//-----------------------------------------------------------------------------
// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
struct ImGuiKeyData
{
bool Down; // True for if key is down
float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held)
float DownDurationPrev; // Last frame duration the key has been down
float AnalogValue; // 0.0f..1.0f for gamepad values
};
struct ImGuiIO
{
//------------------------------------------------------------------
// Configuration (fill once) // Default value
// Configuration // Default value
//------------------------------------------------------------------
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by 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.
ImVec2 DisplaySize; // <unset> // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame.
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame.
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions.
const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified).
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging.
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state.
float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.).
float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds.
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
float HoverDelayNormal; // = 0.30 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true.
float HoverDelayShort; // = 0.10 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true.
void* UserData; // = NULL // Store your own data.
ImFontAtlas*Fonts; // <auto> // Font atlas: load, rasterize and pack one or more fonts into a single texture.
float FontGlobalScale; // = 1.0f // Global scale all fonts
@ -1842,7 +1968,9 @@ struct ImGuiIO
// Miscellaneous options
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations.
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl.
bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.
bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting).
bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only).
bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard.
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar.
@ -1868,30 +1996,32 @@ struct ImGuiIO
// Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows)
// (default to use native imm32 api on Windows)
void (*ImeSetInputScreenPosFn)(int x, int y);
void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning.
void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning.
#else
void* _UnusedPadding; // Unused field to keep data structure the same size.
#endif
//------------------------------------------------------------------
// Input - Fill before calling NewFrame()
// Input - Call before calling NewFrame()
//------------------------------------------------------------------
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends.
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeyAlt; // Keyboard modifier pressed: Alt
bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows
bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys).
float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame().
// Input Functions
IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend.
IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered)
IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change
IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update
IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window)
IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input
IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate
IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string
// 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
IMGUI_API void AddFocusEvent(bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus
IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode.
IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually
IMGUI_API void ClearInputKeys(); // [Internal] Release all keys
//------------------------------------------------------------------
// Output - Updated by NewFrame() or EndFrame()/Render()
@ -1899,48 +2029,70 @@ struct ImGuiIO
// generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!)
//------------------------------------------------------------------
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsRenderWindows; // Number of visible windows
int MetricsActiveWindows; // Number of active windows
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.).
bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.).
bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active).
bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled.
bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving!
bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag.
bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events).
float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally.
int MetricsRenderVertices; // Vertices output during last call to Render()
int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3
int MetricsRenderWindows; // Number of visible windows
int MetricsActiveWindows; // Number of active windows
int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts.
ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta.
// Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame.
// This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent().
// Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512.
bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow.
float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums.
#endif
//------------------------------------------------------------------
// [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed!
//------------------------------------------------------------------
bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame()
ImGuiKeyModFlags KeyModsPrev; // Previous key mods
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
bool MouseClicked[5]; // Mouse button went from !Down to Down
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked?
bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window.
bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point
float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed)
float KeysDownDurationPrev[512]; // Previous duration the key has been down
float NavInputsDownDuration[ImGuiNavInput_COUNT];
float NavInputsDownDurationPrev[ImGuiNavInput_COUNT];
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
// Main Input State
// (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead)
// (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere)
ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.)
bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API.
float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text.
float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends.
bool KeyCtrl; // Keyboard modifier down: Control
bool KeyShift; // Keyboard modifier down: Shift
bool KeyAlt; // Keyboard modifier down: Alt
bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows
// Other state maintained from data above + IO function calls
ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame()
ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this.
bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup.
ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid)
ImVec2 MouseClickedPos[5]; // Position at time of clicking
double MouseClickedTime[5]; // Time of last click (used to figure out double-click)
bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0)
bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2)
ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down
ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done.
bool MouseReleased[5]; // Mouse button went from Down to !Down
bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds.
bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window.
float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked)
float MouseDownDurationPrev[5]; // Previous time the mouse button has been down
float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds)
float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui.
bool AppFocusLost; // Only modify via AddFocusEvent()
bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents()
ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[]
bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly
ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16()
ImVector<ImWchar> InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper.
IMGUI_API ImGuiIO();
};
@ -1991,7 +2143,7 @@ struct ImGuiInputTextCallbackData
// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough.
struct ImGuiSizeCallbackData
{
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints()
void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>).
ImVec2 Pos; // Read-only. Window position, for reference.
ImVec2 CurrentSize; // Read-only. Current window size.
ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing.
@ -2055,7 +2207,7 @@ struct ImGuiTableSortSpecs
#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build.
#endif
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame.
// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame.
// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame");
struct ImGuiOnceUponAFrame
{
@ -2163,10 +2315,12 @@ struct ImGuiStorage
};
// Helper: Manually clip large list of items.
// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse
// clipping based on visibility to save yourself from processing those items at all.
// If you have lots evenly spaced items and you have random access to the list, you can perform coarse
// clipping based on visibility to only submit items that are in view.
// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped.
// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null)
// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally
// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily
// scale using lists with tens of thousands of items without a problem)
// Usage:
// ImGuiListClipper clipper;
// clipper.Begin(1000); // We have 1000 elements, evenly spaced.
@ -2175,30 +2329,30 @@ struct ImGuiStorage
// 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.
// - User code submit that one element.
// - Clipper can measure the height of the first element
// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element.
// - User code submit visible elements.
// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc.
struct ImGuiListClipper
{
int DisplayStart;
int DisplayEnd;
// [Internal]
int ItemsCount;
int StepNo;
int ItemsFrozen;
float ItemsHeight;
float StartPosY;
IMGUI_API ImGuiListClipper();
IMGUI_API ~ImGuiListClipper();
int DisplayStart; // First item to display, updated by each call to Step()
int DisplayEnd; // End of items to display (exclusive)
int ItemsCount; // [Internal] Number of items
float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it
float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed
void* TempData; // [Internal] Internal data
// items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step)
// items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing().
IMGUI_API 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.
IMGUI_API ImGuiListClipper();
IMGUI_API ~ImGuiListClipper();
IMGUI_API void Begin(int items_count, float items_height = -1.0f);
IMGUI_API void End(); // Automatically called on the last call of Step() that returns false.
IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items.
// Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility.
IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range.
#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]
@ -2206,6 +2360,8 @@ struct ImGuiListClipper
};
// Helpers macros to generate 32-bit encoded colors
// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file.
#ifndef IM_COL32_R_SHIFT
#ifdef IMGUI_USE_BGRA_PACKED_COLOR
#define IM_COL32_R_SHIFT 16
#define IM_COL32_G_SHIFT 8
@ -2219,6 +2375,7 @@ struct ImGuiListClipper
#define IM_COL32_A_SHIFT 24
#define IM_COL32_A_MASK 0xFF000000
#endif
#endif
#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
@ -2230,13 +2387,13 @@ struct ImGuiListClipper
// **None of the ImGui API are using ImColor directly but you can use it as a convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast to ImU32 or ImVec4 if needed.
struct ImColor
{
ImVec4 Value;
ImVec4 Value;
ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; }
constexpr ImColor() { }
constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { }
constexpr ImColor(const ImVec4& col) : Value(col) {}
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); }
inline operator ImVec4() const { return Value; }
@ -2273,16 +2430,16 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1)
// Typically, 1 command = 1 GPU draw call (unless command is a callback)
// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields.
// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled,
// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices.
// Backends made for <1.71. will typically ignore the VtxOffset fields.
// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for).
struct ImDrawCmd
{
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 IdxOffset; // 4 // Start offset in index buffer.
unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally.
void* UserCallbackData; // 4-8 // The draw callback code can access this.
@ -2304,7 +2461,7 @@ struct ImDrawVert
#else
// You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h
// The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine.
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up.
// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up.
// NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM.
IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT;
#endif
@ -2359,7 +2516,7 @@ enum ImDrawFlags_
ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight,
ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight,
ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified.
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone
ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone,
};
// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly.
@ -2368,9 +2525,9 @@ enum ImDrawListFlags_
{
ImDrawListFlags_None = 0,
ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles)
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering.
ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles).
ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled.
};
// Draw command list
@ -2392,7 +2549,7 @@ struct ImDrawList
// [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)
ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
const char* _OwnerName; // Pointer to owner window's name for debugging
ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much)
@ -2404,10 +2561,10 @@ struct ImDrawList
float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content
// If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui)
ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; }
ImDrawList(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 PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
IMGUI_API void PushClipRectFullScreen();
IMGUI_API void PopClipRect();
IMGUI_API void PushTextureID(ImTextureID texture_id);
@ -2416,11 +2573,12 @@ struct ImDrawList
inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); }
// Primitives
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners.
// - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred).
// In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12.
// In future versions we will use textures to provide cheaper and higher-quality circles.
// Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides.
// Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides.
IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f);
IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size)
IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size)
@ -2436,7 +2594,7 @@ struct ImDrawList
IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL);
IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col);
IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
@ -2449,10 +2607,11 @@ struct ImDrawList
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
inline void PathClear() { _Path.Size = 0; }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order.
inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; }
inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; }
IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0);
IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
@ -2488,8 +2647,8 @@ struct ImDrawList
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); }
inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021)
#endif
// [Internal helpers]
@ -2604,7 +2763,7 @@ enum ImFontAtlasFlags_
ImFontAtlasFlags_None = 0,
ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two
ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory)
ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU).
};
// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding:
@ -2623,7 +2782,7 @@ enum ImFontAtlasFlags_
// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction.
// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed,
// - Even though many functions are suffixed with "TTF", OTF data is supported just as well.
// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future!
// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future!
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
@ -2647,7 +2806,7 @@ struct ImFontAtlas
IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent...
bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent...
void SetTexID(ImTextureID id) { TexID = id; }
//-------------------------------------------
@ -2658,6 +2817,7 @@ struct ImFontAtlas
// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs
@ -2692,8 +2852,9 @@ struct ImFontAtlas
ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false).
bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert.
void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas).
// [Internal]
// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
@ -2718,11 +2879,9 @@ struct ImFontAtlas
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+
// [Obsolete]
//typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+
//typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+
#endif
// Compressed base85 is useful for more than embedded TTF
static char* DecompressCompressedBase85Data(const char* compressed_data_base85); // 'compressed_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter.
};
@ -2767,8 +2926,8 @@ struct ImFont
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const;
IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const;
// [Internal] Don't use!
IMGUI_API void BuildLookupTable();
@ -2790,7 +2949,7 @@ enum ImGuiViewportFlags_
ImGuiViewportFlags_None = 0,
ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window
ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet)
ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend)
ImGuiViewportFlags_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.
@ -2808,6 +2967,9 @@ struct ImGuiViewport
ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos)
ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size)
// Platform/Backend Dependent Data
void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms)
ImGuiViewport() { memset(this, 0, sizeof(*this)); }
// Helpers
@ -2815,58 +2977,97 @@ struct ImGuiViewport
ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); }
};
//-----------------------------------------------------------------------------
// [SECTION] Platform Dependent Interfaces
//-----------------------------------------------------------------------------
// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function.
struct ImGuiPlatformImeData
{
bool WantVisible; // A widget wants the IME to be visible
ImVec2 InputPos; // Position of the input cursor
float InputLineHeight; // Line height
ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); }
};
//-----------------------------------------------------------------------------
// [SECTION] Obsolete functions and types
// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details)
// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead.
//-----------------------------------------------------------------------------
namespace ImGui
{
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key]
#else
static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; }
#endif
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
namespace ImGui
{
// OBSOLETED in 1.89 (from August 2022)
IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding)
// OBSOLETED in 1.88 (from May 2022)
static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value.
static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value.
// OBSOLETED in 1.86 (from November 2021)
IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper.
// OBSOLETED in 1.85 (from August 2021)
static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; }
// OBSOLETED in 1.81 (from February 2021)
IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items
static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); }
static inline void ListBoxFooter() { EndListBox(); }
// OBSOLETED in 1.79 (from August 2020)
static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
// OBSOLETED in 1.78 (from June 2020)
// Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags.
// For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power);
static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); }
static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); }
static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); }
static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); }
IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power);
IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power);
static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); }
static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); }
static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); }
static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); }
// OBSOLETED in 1.77 (from June 2020)
static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); }
// 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; }
static inline void ListBoxFooter() { EndListBox(); }
// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE)
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//-- OBSOLETED in 1.79 (from August 2020)
//static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry!
//-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details.
//IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020)
//-- OBSOLETED in 1.77 and before
//static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020)
//static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019)
//static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019)
//static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019)
//static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019)
//static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018)
//static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018)
//-- OBSOLETED in 1.60 and before
//static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018)
//static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018)
//static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017)
//IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha().
//static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017)
//static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead.
//static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017)
//-- OBSOLETED in 1.50 and before
//static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49
//static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48
//static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48
//static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42
}
// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect()
@ -2882,11 +3083,26 @@ enum ImDrawCornerFlags_
ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight,
ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight,
ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft,
ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight
ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight,
};
// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022)
// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place.
typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there.
enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super };
//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int
//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super };
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022)
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS)
#define IMGUI_DISABLE_DEBUG_TOOLS
#endif
#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS)
#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name.
#endif
//-----------------------------------------------------------------------------
#if defined(__clang__)

View File

@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP
// dear imgui, v1.89.2 WIP
// (demo code)
// Help:
@ -8,11 +8,15 @@
// Read imgui.cpp for more details, documentation and comments.
// Get the latest version at https://github.com/ocornut/imgui
// -------------------------------------------------
// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT!
// -------------------------------------------------
// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase:
// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other
// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available
// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone
// in your team, likely leading you to poorer usage of the library.
// Think again! It is the most useful reference code that you and other coders will want to refer to and call.
// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app!
// Also include Metrics! ItemPicker! DebugLog! and other debug features.
// Removing this file from your project is hindering access to documentation for everyone in your team,
// likely leading you to poorer usage of the library.
// Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow().
// If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be
// linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty.
@ -39,22 +43,25 @@
// Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp.
// Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
/*
Index of this file:
// [SECTION] Forward Declarations, Helpers
// [SECTION] Forward Declarations
// [SECTION] Helpers
// [SECTION] Demo Window / ShowDemoWindow()
// - ShowDemoWindow()
// - sub section: ShowDemoWindowWidgets()
// - sub section: ShowDemoWindowLayout()
// - sub section: ShowDemoWindowPopups()
// - sub section: ShowDemoWindowTables()
// - sub section: ShowDemoWindowMisc()
// - sub section: ShowDemoWindowInputs()
// [SECTION] About Window / ShowAboutWindow()
// [SECTION] Style Editor / ShowStyleEditor()
// [SECTION] User Guide / ShowUserGuide()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
// [SECTION] Example App: Debug Log / ShowExampleAppLog()
@ -92,8 +99,9 @@ Index of this file:
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#endif
// Clang/GCC warnings with -Weverything
@ -185,12 +193,25 @@ static void ShowExampleAppWindowTitles(bool* p_open);
static void ShowExampleAppCustomRendering(bool* p_open);
static void ShowExampleMenuFile();
// We split the contents of the big ShowDemoWindow() function into smaller functions
// (because the link time of very large functions grow non-linearly)
static void ShowDemoWindowWidgets();
static void ShowDemoWindowLayout();
static void ShowDemoWindowPopups();
static void ShowDemoWindowTables();
static void ShowDemoWindowColumns();
static void ShowDemoWindowInputs();
//-----------------------------------------------------------------------------
// [SECTION] Helpers
//-----------------------------------------------------------------------------
// Helper to display a little (?) mark which shows a tooltip when hovered.
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)
static void HelpMarker(const char* desc)
{
ImGui::TextDisabled("(?)");
if (ImGui::IsItemHovered())
if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort))
{
ImGui::BeginTooltip();
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
@ -200,71 +221,38 @@ static void HelpMarker(const char* desc)
}
}
// Helper to display basic user controls.
void ImGui::ShowUserGuide()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText(
"Click and drag on lower corner to resize window\n"
"(double-click to auto fit window to its contents).");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
if (io.FontAllowUserScaling)
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui::BulletText("While inputing text:\n");
ImGui::Indent();
ImGui::BulletText("CTRL+Left/Right to word jump.");
ImGui::BulletText("CTRL+A or double-click to select all.");
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui::BulletText("ESCAPE to revert.");
ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
ImGui::BulletText("Arrow keys to navigate.");
ImGui::BulletText("Space to activate a widget.");
ImGui::BulletText("Return to input text into a widget.");
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui::BulletText("Alt to jump to the menu layer of a window.");
ImGui::BulletText("CTRL+Tab to select a window.");
ImGui::Unindent();
}
// Helper to wire demo markers located in code to an interactive browser
typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data);
extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback;
extern void* GImGuiDemoMarkerCallbackUserData;
ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL;
void* GImGuiDemoMarkerCallbackUserData = NULL;
#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0)
//-----------------------------------------------------------------------------
// [SECTION] Demo Window / ShowDemoWindow()
//-----------------------------------------------------------------------------
// - ShowDemoWindow()
// - ShowDemoWindowWidgets()
// - ShowDemoWindowLayout()
// - ShowDemoWindowPopups()
// - ShowDemoWindowTables()
// - ShowDemoWindowColumns()
// - ShowDemoWindowMisc()
// - ShowDemoWindowInputs()
//-----------------------------------------------------------------------------
// We split the contents of the big ShowDemoWindow() function into smaller functions
// (because the link time of very large functions grow non-linearly)
static void ShowDemoWindowWidgets();
static void ShowDemoWindowLayout();
static void ShowDemoWindowPopups();
static void ShowDemoWindowTables();
static void ShowDemoWindowColumns();
static void ShowDemoWindowMisc();
// Demonstrate most Dear ImGui features (this is big function!)
// You may execute this function to experiment with the UI and understand what it does.
// You may then search for keywords in the code when you are interested by a specific feature.
void ImGui::ShowDemoWindow(bool* p_open)
{
// Exceptionally add an extra assert here for people confused about initial Dear ImGui setup
// Most ImGui functions would normally just crash if the context is missing.
// Most functions would normally just crash if the context is missing.
IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!");
// Examples Apps (accessible from the "Examples" menu)
static bool show_app_main_menu_bar = false;
static bool show_app_documents = false;
static bool show_app_console = false;
static bool show_app_log = false;
static bool show_app_layout = false;
@ -279,7 +267,6 @@ void ImGui::ShowDemoWindow(bool* p_open)
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);
@ -292,13 +279,21 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles);
if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering);
// Dear ImGui Apps (accessible from the "Tools" menu)
// Dear ImGui Tools/Apps (accessible from the "Tools" menu)
static bool show_app_metrics = false;
static bool show_app_style_editor = false;
static bool show_app_debug_log = false;
static bool show_app_stack_tool = false;
static bool show_app_about = false;
static bool show_app_style_editor = false;
if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); }
if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); }
if (show_app_metrics)
ImGui::ShowMetricsWindow(&show_app_metrics);
if (show_app_debug_log)
ImGui::ShowDebugLogWindow(&show_app_debug_log);
if (show_app_stack_tool)
ImGui::ShowStackToolWindow(&show_app_stack_tool);
if (show_app_about)
ImGui::ShowAboutWindow(&show_app_about);
if (show_app_style_editor)
{
ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor);
@ -347,10 +342,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
}
// 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);
@ -359,11 +352,13 @@ void ImGui::ShowDemoWindow(bool* p_open)
{
if (ImGui::BeginMenu("Menu"))
{
IMGUI_DEMO_MARKER("Menu/File");
ShowExampleMenuFile();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Examples"))
{
IMGUI_DEMO_MARKER("Menu/Examples");
ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar);
ImGui::MenuItem("Console", NULL, &show_app_console);
ImGui::MenuItem("Log", NULL, &show_app_log);
@ -379,9 +374,18 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::MenuItem("Documents", NULL, &show_app_documents);
ImGui::EndMenu();
}
//if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar!
if (ImGui::BeginMenu("Tools"))
{
ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics);
IMGUI_DEMO_MARKER("Menu/Tools");
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
const bool has_debug_tools = true;
#else
const bool has_debug_tools = false;
#endif
ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools);
ImGui::MenuItem("Debug Log", NULL, &show_app_debug_log, has_debug_tools);
ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool, has_debug_tools);
ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor);
ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about);
ImGui::EndMenu();
@ -389,9 +393,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::EndMenuBar();
}
ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION);
ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
ImGui::Spacing();
IMGUI_DEMO_MARKER("Help");
if (ImGui::CollapsingHeader("Help"))
{
ImGui::Text("ABOUT THIS DEMO:");
@ -414,6 +419,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::ShowUserGuide();
}
IMGUI_DEMO_MARKER("Configuration");
if (ImGui::CollapsingHeader("Configuration"))
{
ImGuiIO& io = ImGui::GetIO();
@ -435,13 +441,17 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::SameLine();
ImGui::Text("<<PRESS SPACE TO DISABLE>>");
}
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space)))
if (ImGui::IsKeyPressed(ImGuiKey_Space))
io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse;
}
ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange);
ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility.");
ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue);
ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates.");
ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink);
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)");
ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting).");
ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive);
ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only).");
ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText);
ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving).");
ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges);
@ -454,6 +464,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Separator();
}
IMGUI_DEMO_MARKER("Configuration/Backend Flags");
if (ImGui::TreeNode("Backend Flags"))
{
HelpMarker(
@ -461,6 +472,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
"Here we expose them as read-only fields to avoid breaking interactions with your backend.");
// Make a local copy to avoid modifying actual backend flags.
// FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent..
ImGuiBackendFlags backend_flags = io.BackendFlags;
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors);
@ -470,6 +482,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Separator();
}
IMGUI_DEMO_MARKER("Configuration/Style");
if (ImGui::TreeNode("Style"))
{
HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function.");
@ -478,6 +491,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Separator();
}
IMGUI_DEMO_MARKER("Configuration/Capture, Logging");
if (ImGui::TreeNode("Capture/Logging"))
{
HelpMarker(
@ -497,6 +511,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
}
}
IMGUI_DEMO_MARKER("Window options");
if (ImGui::CollapsingHeader("Window options"))
{
if (ImGui::BeginTable("split", 3))
@ -521,7 +536,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ShowDemoWindowLayout();
ShowDemoWindowPopups();
ShowDemoWindowTables();
ShowDemoWindowMisc();
ShowDemoWindowInputs();
// End of ShowDemoWindow()
ImGui::PopItemWidth();
@ -530,6 +545,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
static void ShowDemoWindowWidgets()
{
IMGUI_DEMO_MARKER("Widgets");
if (!ImGui::CollapsingHeader("Widgets"))
return;
@ -537,8 +553,10 @@ static void ShowDemoWindowWidgets()
if (disable_all)
ImGui::BeginDisabled();
IMGUI_DEMO_MARKER("Widgets/Basic");
if (ImGui::TreeNode("Basic"))
{
IMGUI_DEMO_MARKER("Widgets/Basic/Button");
static int clicked = 0;
if (ImGui::Button("Button"))
clicked++;
@ -548,15 +566,18 @@ static void ShowDemoWindowWidgets()
ImGui::Text("Thanks for clicking me!");
}
IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox");
static bool check = true;
ImGui::Checkbox("checkbox", &check);
IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton");
static int e = 0;
ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
ImGui::RadioButton("radio c", &e, 2);
// Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style.
IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)");
for (int i = 0; i < 7; i++)
{
if (i > 0)
@ -578,6 +599,7 @@ static void ShowDemoWindowWidgets()
ImGui::SameLine();
// Arrow buttons with Repeater
IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)");
static int counter = 0;
float spacing = ImGui::GetStyle().ItemInnerSpacing.x;
ImGui::PushButtonRepeat(true);
@ -588,28 +610,13 @@ static void ShowDemoWindowWidgets()
ImGui::SameLine();
ImGui::Text("%d", counter);
ImGui::Text("Hover over me");
if (ImGui::IsItemHovered())
ImGui::SetTooltip("I am a tooltip");
ImGui::SameLine();
ImGui::Text("- or me");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("I am a fancy tooltip");
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
ImGui::EndTooltip();
}
ImGui::Separator();
ImGui::LabelText("label", "Value");
{
// Using the _simplified_ one-liner Combo() api here
// See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api.
IMGUI_DEMO_MARKER("Widgets/Basic/Combo");
const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" };
static int item_current = 0;
ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items));
@ -620,13 +627,14 @@ static void ShowDemoWindowWidgets()
{
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
IMGUI_DEMO_MARKER("Widgets/Basic/InputText");
static char str0[128] = "Hello, world!";
ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0));
ImGui::SameLine(); HelpMarker(
"USER:\n"
"Hold SHIFT or use mouse to select text.\n"
"CTRL+Left/Right to word jump.\n"
"CTRL+A or double-click to select all.\n"
"CTRL+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"
@ -638,12 +646,9 @@ static void ShowDemoWindowWidgets()
static char str1[128] = "";
ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1));
IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat");
static int i0 = 123;
ImGui::InputInt("input int", &i0);
ImGui::SameLine(); HelpMarker(
"You can apply arithmetic operators +,*,/ on numerical values.\n"
" e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\n"
"Use +- to subtract.");
static float f0 = 0.001f;
ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f");
@ -662,6 +667,7 @@ static void ShowDemoWindowWidgets()
}
{
IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat");
static int i1 = 50, i2 = 42;
ImGui::DragInt("drag int", &i1, 1);
ImGui::SameLine(); HelpMarker(
@ -677,6 +683,7 @@ static void ShowDemoWindowWidgets()
}
{
IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat");
static int i1 = 0;
ImGui::SliderInt("slider int", &i1, -1, 3);
ImGui::SameLine(); HelpMarker("CTRL+click to input value.");
@ -685,12 +692,14 @@ static void ShowDemoWindowWidgets()
ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f");
ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic);
IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle");
static float angle = 0.0f;
ImGui::SliderAngle("slider angle", &angle);
// Using the format string to display a name instead of an integer.
// Here we completely omit '%d' from the format string, so it'll only display a name.
// This technique can also be used with DragInt().
IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)");
enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT };
static int elem = Element_Fire;
const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" };
@ -700,6 +709,7 @@ static void ShowDemoWindowWidgets()
}
{
IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4");
static float col1[3] = { 1.0f, 0.0f, 0.2f };
static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f };
ImGui::ColorEdit3("color 1", col1);
@ -715,6 +725,7 @@ static void ShowDemoWindowWidgets()
{
// Using the _simplified_ one-liner ListBox() api here
// See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api.
IMGUI_DEMO_MARKER("Widgets/Basic/ListBox");
const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" };
static int item_current = 1;
ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4);
@ -722,6 +733,40 @@ static void ShowDemoWindowWidgets()
"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.");
}
{
// Tooltips
IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips");
ImGui::AlignTextToFramePadding();
ImGui::Text("Tooltips:");
ImGui::SameLine();
ImGui::Button("Button");
if (ImGui::IsItemHovered())
ImGui::SetTooltip("I am a tooltip");
ImGui::SameLine();
ImGui::Button("Fancy");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("I am a fancy tooltip");
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr));
ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime()));
ImGui::EndTooltip();
}
ImGui::SameLine();
ImGui::Button("Delayed");
if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal)) // Delay best used on items that highlight on hover, so this not a great example!
ImGui::SetTooltip("I am a tooltip with a delay.");
ImGui::SameLine();
HelpMarker(
"Tooltip are created by using the IsItemHovered() function over any kind of item.");
}
ImGui::TreePop();
}
@ -731,8 +776,10 @@ static void ShowDemoWindowWidgets()
// if (once)
// ImGui::Text("This will be displayed only once.");
IMGUI_DEMO_MARKER("Widgets/Trees");
if (ImGui::TreeNode("Trees"))
{
IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees");
if (ImGui::TreeNode("Basic trees"))
{
for (int i = 0; i < 5; i++)
@ -753,6 +800,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes");
if (ImGui::TreeNode("Advanced, with Selectable nodes"))
{
HelpMarker(
@ -780,6 +828,7 @@ static void ShowDemoWindowWidgets()
for (int i = 0; i < 6; i++)
{
// Disable the default "open on single-click behavior" + set Selected flag according to our selection.
// To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection.
ImGuiTreeNodeFlags node_flags = base_flags;
const bool is_selected = (selection_mask & (1 << i)) != 0;
if (is_selected)
@ -788,7 +837,7 @@ static void ShowDemoWindowWidgets()
{
// Items 0..2 are Tree Node
bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i);
if (ImGui::IsItemClicked())
if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
node_clicked = i;
if (test_drag_and_drop && ImGui::BeginDragDropSource())
{
@ -809,7 +858,7 @@ static void ShowDemoWindowWidgets()
// use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text().
node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet
ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i);
if (ImGui::IsItemClicked())
if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen())
node_clicked = i;
if (test_drag_and_drop && ImGui::BeginDragDropSource())
{
@ -835,6 +884,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Collapsing Headers");
if (ImGui::TreeNode("Collapsing Headers"))
{
static bool closable_group = true;
@ -858,6 +908,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Bullets");
if (ImGui::TreeNode("Bullets"))
{
ImGui::BulletText("Bullet point 1");
@ -872,8 +923,10 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text");
if (ImGui::TreeNode("Text"))
{
IMGUI_DEMO_MARKER("Widgets/Text/Colored Text");
if (ImGui::TreeNode("Colorful Text"))
{
// Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility.
@ -884,6 +937,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping");
if (ImGui::TreeNode("Word Wrapping"))
{
// Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility.
@ -917,6 +971,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text");
if (ImGui::TreeNode("UTF-8 Text"))
{
// UTF-8 test with Japanese characters
@ -930,7 +985,7 @@ static void ShowDemoWindowWidgets()
// 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. "
"CJK text will only appear if the font was loaded with the appropriate CJK character ranges. "
"Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. "
"Read docs/FONTS.md for details.");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
@ -943,6 +998,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Images");
if (ImGui::TreeNode("Images"))
{
ImGuiIO& io = ImGui::GetIO();
@ -996,19 +1052,27 @@ static void ShowDemoWindowWidgets()
ImGui::EndTooltip();
}
}
IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons");
ImGui::TextWrapped("And now some textured buttons..");
static int pressed_count = 0;
for (int i = 0; i < 8; i++)
{
// UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures.
// Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation.
// Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
ImGui::PushID(i);
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))
if (i > 0)
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f));
ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible
ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left
ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture
ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint
if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col))
pressed_count += 1;
if (i > 0)
ImGui::PopStyleVar();
ImGui::PopID();
ImGui::SameLine();
}
@ -1017,8 +1081,10 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Combo");
if (ImGui::TreeNode("Combo"))
{
// Combo Boxes are also called "Dropdown" in other systems
// Expose flags as checkbox for the demo
static ImGuiComboFlags flags = 0;
ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft);
@ -1067,6 +1133,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/List Boxes");
if (ImGui::TreeNode("List boxes"))
{
// Using the generic BeginListBox() API, you have full control over how to display the combo contents.
@ -1109,6 +1176,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables");
if (ImGui::TreeNode("Selectables"))
{
// Selectable() has 2 overloads:
@ -1117,6 +1185,7 @@ static void ShowDemoWindowWidgets()
// - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases)
// The earlier is more flexible, as in real application your selection may be stored in many different ways
// and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc).
IMGUI_DEMO_MARKER("Widgets/Selectables/Basic");
if (ImGui::TreeNode("Basic"))
{
static bool selection[5] = { false, true, false, false, false };
@ -1129,6 +1198,7 @@ static void ShowDemoWindowWidgets()
selection[4] = !selection[4];
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection");
if (ImGui::TreeNode("Selection State: Single Selection"))
{
static int selected = -1;
@ -1141,6 +1211,7 @@ static void ShowDemoWindowWidgets()
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection");
if (ImGui::TreeNode("Selection State: Multiple Selection"))
{
HelpMarker("Hold CTRL and click to select multiple items.");
@ -1158,6 +1229,7 @@ static void ShowDemoWindowWidgets()
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line");
if (ImGui::TreeNode("Rendering more text into the same line"))
{
// Using the Selectable() override that takes "bool* p_selected" parameter,
@ -1168,6 +1240,7 @@ static void ShowDemoWindowWidgets()
ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/In columns");
if (ImGui::TreeNode("In columns"))
{
static bool selected[10] = {};
@ -1202,6 +1275,7 @@ static void ShowDemoWindowWidgets()
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Grid");
if (ImGui::TreeNode("Grid"))
{
static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } };
@ -1234,6 +1308,7 @@ static void ShowDemoWindowWidgets()
ImGui::PopStyleVar();
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment");
if (ImGui::TreeNode("Alignment"))
{
HelpMarker(
@ -1261,8 +1336,10 @@ static void ShowDemoWindowWidgets()
// To wire InputText() with std::string or any other custom string type,
// see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file.
IMGUI_DEMO_MARKER("Widgets/Text Input");
if (ImGui::TreeNode("Text Input"))
{
IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input");
if (ImGui::TreeNode("Multi-line Text Input"))
{
// Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize
@ -1288,6 +1365,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input");
if (ImGui::TreeNode("Filtered Text Input"))
{
struct TextFilters
@ -1310,6 +1388,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Password input");
if (ImGui::TreeNode("Password Input"))
{
static char password[64] = "password123";
@ -1370,12 +1449,13 @@ static void ShowDemoWindowWidgets()
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(); HelpMarker("Here we toggle the casing of the first character on every edit + count edits.");
ImGui::SameLine(); ImGui::Text("(%d)", edit_count);
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback");
if (ImGui::TreeNode("Resize Callback"))
{
// To wire InputText() with std::string or any other custom string type,
@ -1422,8 +1502,10 @@ static void ShowDemoWindowWidgets()
}
// Tabs
IMGUI_DEMO_MARKER("Widgets/Tabs");
if (ImGui::TreeNode("Tabs"))
{
IMGUI_DEMO_MARKER("Widgets/Tabs/Basic");
if (ImGui::TreeNode("Basic"))
{
ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
@ -1450,6 +1532,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button");
if (ImGui::TreeNode("Advanced & Close Button"))
{
// Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0).
@ -1492,6 +1575,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags");
if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags"))
{
static ImVector<int> active_tabs;
@ -1563,12 +1647,14 @@ static void ShowDemoWindowWidgets()
// Plot/Graph widgets are not very good.
// Consider using a third-party library such as ImPlot: https://github.com/epezent/implot
// (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions)
if (ImGui::TreeNode("Plots Widgets"))
IMGUI_DEMO_MARKER("Widgets/Plotting");
if (ImGui::TreeNode("Plotting"))
{
static bool animate = true;
ImGui::Checkbox("Animate", &animate);
// Plot as lines and plot as histogram
IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram");
static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f };
ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr));
ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f));
@ -1622,6 +1708,7 @@ static void ShowDemoWindowWidgets()
ImGui::Separator();
// Animate a simple progress bar
IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar");
static float progress = 0.0f, progress_dir = 1.0f;
if (animate)
{
@ -1643,6 +1730,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Color");
if (ImGui::TreeNode("Color/Picker Widgets"))
{
static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f);
@ -1659,18 +1747,22 @@ static void ShowDemoWindowWidgets()
ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets.");
ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions);
IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit");
ImGui::Text("Color widget:");
ImGui::SameLine(); HelpMarker(
"Click on the color square to open a color picker.\n"
"CTRL+click on individual component to input value.\n");
ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags);
IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)");
ImGui::Text("Color widget HSV with Alpha:");
ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags);
IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)");
ImGui::Text("Color widget with Float Display:");
ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags);
IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)");
ImGui::Text("Color button with Picker:");
ImGui::SameLine(); HelpMarker(
"With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n"
@ -1678,6 +1770,7 @@ static void ShowDemoWindowWidgets()
"be used for the tooltip and picker popup.");
ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags);
IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)");
ImGui::Text("Color button with Custom Picker Popup:");
// Generate a default palette. The palette will persist and can be edited.
@ -1745,11 +1838,13 @@ static void ShowDemoWindowWidgets()
ImGui::EndPopup();
}
IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)");
ImGui::Text("Color button only:");
static bool no_border = false;
ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border);
ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80));
IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker");
ImGui::Text("Color picker:");
static bool alpha = true;
static bool alpha_bar = true;
@ -1774,10 +1869,9 @@ 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 "
"but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex "
"if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions().");
ImGui::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.");
ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode.");
ImGuiColorEditFlags flags = misc_flags;
if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4()
if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar;
@ -1801,6 +1895,15 @@ static void ShowDemoWindowWidgets()
if (ImGui::Button("Default: Float + HDR + Hue Wheel"))
ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel);
// Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it)
ImGui::Text("Both types:");
float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f;
ImGui::SetNextItemWidth(w);
ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
ImGui::SameLine();
ImGui::SetNextItemWidth(w);
ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha);
// HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0)
static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV!
ImGui::Spacing();
@ -1817,6 +1920,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags");
if (ImGui::TreeNode("Drag/Slider Flags"))
{
// Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same!
@ -1850,6 +1954,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Range Widgets");
if (ImGui::TreeNode("Range Widgets"))
{
static float begin = 10, end = 90;
@ -1860,6 +1965,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Data Types");
if (ImGui::TreeNode("Data Types"))
{
// DragScalar/InputScalar/SliderScalar functions allow various data types
@ -1868,7 +1974,7 @@ static void ShowDemoWindowWidgets()
// - 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.
// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each type.
// In practice, if you frequently use a given type that is not covered by the normal API entry points,
// you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*,
// and then pass their address to the generic function. For example:
@ -1909,16 +2015,18 @@ static void ShowDemoWindowWidgets()
const float drag_speed = 0.2f;
static bool drag_clamp = false;
IMGUI_DEMO_MARKER("Widgets/Data Types/Drags");
ImGui::Text("Drags:");
ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp);
ImGui::SameLine(); HelpMarker(
"As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n"
"As with every widget in dear imgui, we never modify values unless there is a user interaction.\n"
"You can override the clamping limits by using CTRL+Click to input a value.");
ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL);
ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL);
ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL);
ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X");
ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms");
ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL);
ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL);
@ -1927,6 +2035,7 @@ static void ShowDemoWindowWidgets()
ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams");
ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic);
IMGUI_DEMO_MARKER("Widgets/Data Types/Sliders");
ImGui::Text("Sliders");
ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d");
ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u");
@ -1935,6 +2044,7 @@ static void ShowDemoWindowWidgets()
ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d");
ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d");
ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d");
ImGui::SliderScalar("slider s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X");
ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u");
ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u");
ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u");
@ -1959,6 +2069,7 @@ static void ShowDemoWindowWidgets()
ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64);
ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms");
IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs");
static bool inputs_step = true;
ImGui::Text("Inputs");
ImGui::Checkbox("Show step buttons", &inputs_step);
@ -1967,9 +2078,9 @@ static void ShowDemoWindowWidgets()
ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d");
ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u");
ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d");
ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal);
ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%04X");
ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u");
ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal);
ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X");
ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL);
ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL);
ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL);
@ -1978,6 +2089,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets");
if (ImGui::TreeNode("Multi-component Widgets"))
{
static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f };
@ -2009,6 +2121,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Vertical Sliders");
if (ImGui::TreeNode("Vertical Sliders"))
{
const float spacing = 4;
@ -2073,8 +2186,10 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and drop");
if (ImGui::TreeNode("Drag and Drop"))
{
IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets");
if (ImGui::TreeNode("Drag and drop in standard widgets"))
{
// ColorEdit widgets automatically act as drag source and drag target.
@ -2089,6 +2204,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items");
if (ImGui::TreeNode("Drag and drop to copy/swap items"))
{
enum Mode
@ -2156,6 +2272,7 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)");
if (ImGui::TreeNode("Drag to reorder items (simple)"))
{
// Simple reordering
@ -2185,12 +2302,13 @@ static void ShowDemoWindowWidgets()
ImGui::TreePop();
}
if (ImGui::TreeNode("Querying Status (Edited/Active/Hovered etc.)"))
IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)");
if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)"))
{
// Select an item type
const char* item_names[] =
{
"Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputFloat",
"Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat",
"InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox"
};
static int item_type = 4;
@ -2200,7 +2318,7 @@ static void ShowDemoWindowWidgets()
HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered().");
ImGui::Checkbox("Item Disabled", &item_disabled);
// Submit selected item item so we can query their status in the code following it.
// Submit selected items so we can query their status in the code following it.
bool ret = false;
static bool b = false;
static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f };
@ -2213,15 +2331,20 @@ static void ShowDemoWindowWidgets()
if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox
if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item
if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing)
if (item_type == 6) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
if (item_type == 7) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 8) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 9) { ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item
if (item_type == 10){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
if (item_type == 11){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
if (item_type == 12){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 13){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
if (item_type == 14){ 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 == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window)
if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input
if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged)
if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item
if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy)
if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node
if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy.
if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", &current, items, IM_ARRAYSIZE(items)); }
if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", &current, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); }
bool hovered_delay_none = ImGui::IsItemHovered();
bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort);
bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal);
// Display the values of IsItemHovered() and other common item state functions.
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
@ -2267,47 +2390,70 @@ static void ShowDemoWindowWidgets()
ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y,
ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y
);
ImGui::BulletText(
"w/ Hovering Delay: None = %d, Fast %d, Normal = %d", hovered_delay_none, hovered_delay_short, hovered_delay_normal);
if (item_disabled)
ImGui::EndDisabled();
char buf[1] = "";
ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly);
ImGui::SameLine();
HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status.");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)");
if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)"))
{
static bool embed_all_inside_a_child_window = false;
ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window);
ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window);
if (embed_all_inside_a_child_window)
ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true);
// Testing IsWindowFocused() function with its various flags.
// Note that the ImGuiFocusedFlags_XXX flags can be combined.
ImGui::BulletText(
"IsWindowFocused() = %d\n"
"IsWindowFocused(_ChildWindows) = %d\n"
"IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow) = %d\n"
"IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_RootWindow) = %d\n"
"IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowFocused(_AnyWindow) = %d\n",
ImGui::IsWindowFocused(),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow),
ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy),
ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow));
// Testing IsWindowHovered() function with its various flags.
// Note that the ImGuiHoveredFlags_XXX flags can be combined.
ImGui::BulletText(
"IsWindowHovered() = %d\n"
"IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n"
"IsWindowHovered(_ChildWindows) = %d\n"
"IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow) = %d\n"
"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_RootWindow) = %d\n"
"IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n"
"IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n"
"IsWindowHovered(_AnyWindow) = %d\n",
ImGui::IsWindowHovered(),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow),
ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy),
ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup),
ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow));
ImGui::BeginChild("child", ImVec2(0, 50), true);
@ -2316,9 +2462,6 @@ static void ShowDemoWindowWidgets()
if (embed_all_inside_a_child_window)
ImGui::EndChild();
static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above.";
ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly);
// Calling IsItemHovered() after begin returns the hovered status of the title bar.
// This is useful in particular if you want to create a context menu associated to the title bar of a window.
static bool test_window = false;
@ -2346,19 +2489,42 @@ static void ShowDemoWindowWidgets()
if (disable_all)
ImGui::EndDisabled();
IMGUI_DEMO_MARKER("Widgets/Disable Block");
if (ImGui::TreeNode("Disable block"))
{
ImGui::Checkbox("Disable entire section above", &disable_all);
ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section.");
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Widgets/Text Filter");
if (ImGui::TreeNode("Text Filter"))
{
// Helper class to easy setup a text filter.
// You may want to implement a more feature-full filtering scheme in your own application.
HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings.");
static ImGuiTextFilter filter;
ImGui::Text("Filter usage:\n"
" \"\" display all lines\n"
" \"xxx\" display lines containing \"xxx\"\n"
" \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n"
" \"-xxx\" hide lines containing \"xxx\"");
filter.Draw();
const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
if (filter.PassFilter(lines[i]))
ImGui::BulletText("%s", lines[i]);
ImGui::TreePop();
}
}
static void ShowDemoWindowLayout()
{
IMGUI_DEMO_MARKER("Layout");
if (!ImGui::CollapsingHeader("Layout & Scrolling"))
return;
IMGUI_DEMO_MARKER("Layout/Child windows");
if (ImGui::TreeNode("Child windows"))
{
HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window.");
@ -2444,6 +2610,7 @@ static void ShowDemoWindowLayout()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Widgets Width");
if (ImGui::TreeNode("Widgets Width"))
{
static float f = 0.0f;
@ -2520,11 +2687,13 @@ static void ShowDemoWindowLayout()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout");
if (ImGui::TreeNode("Basic Horizontal Layout"))
{
ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)");
// Text
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine");
ImGui::Text("Two items: Hello"); ImGui::SameLine();
ImGui::TextColored(ImVec4(1,1,0,1), "Sailor");
@ -2545,6 +2714,7 @@ static void ShowDemoWindowLayout()
ImGui::Text("can fit within a text block.");
// Aligned to arbitrary position. Easy/cheap column.
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)");
ImGui::Text("Aligned");
ImGui::SameLine(150); ImGui::Text("x=150");
ImGui::SameLine(300); ImGui::Text("x=300");
@ -2553,6 +2723,7 @@ static void ShowDemoWindowLayout()
ImGui::SameLine(300); ImGui::SmallButton("x=300");
// Checkbox
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)");
static bool c1 = false, c2 = false, c3 = false, c4 = false;
ImGui::Checkbox("My", &c1); ImGui::SameLine();
ImGui::Checkbox("Tailor", &c2); ImGui::SameLine();
@ -2584,6 +2755,7 @@ static void ShowDemoWindowLayout()
ImGui::PopItemWidth();
// Dummy
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy");
ImVec2 button_sz(40, 40);
ImGui::Button("A", button_sz); ImGui::SameLine();
ImGui::Dummy(button_sz); ImGui::SameLine();
@ -2591,7 +2763,8 @@ static void ShowDemoWindowLayout()
// Manually wrapping
// (we should eventually provide this as an automatic layout feature, but for now you can do it manually)
ImGui::Text("Manually wrapping:");
IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping");
ImGui::Text("Manual wrapping:");
ImGuiStyle& style = ImGui::GetStyle();
int buttons_count = 20;
float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x;
@ -2609,6 +2782,7 @@ static void ShowDemoWindowLayout()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Groups");
if (ImGui::TreeNode("Groups"))
{
HelpMarker(
@ -2656,6 +2830,7 @@ static void ShowDemoWindowLayout()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment");
if (ImGui::TreeNode("Text Baseline Alignment"))
{
{
@ -2774,9 +2949,11 @@ static void ShowDemoWindowLayout()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Scrolling");
if (ImGui::TreeNode("Scrolling"))
{
// Vertical scroll functions
IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical");
HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position.");
static int track_item = 50;
@ -2849,6 +3026,7 @@ static void ShowDemoWindowLayout()
ImGui::PopID();
// Horizontal scroll functions
IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal");
ImGui::Spacing();
HelpMarker(
"Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n"
@ -2894,6 +3072,7 @@ static void ShowDemoWindowLayout()
ImGui::PopID();
// Miscellaneous Horizontal Scrolling Demo
IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)");
HelpMarker(
"Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n"
"You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin().");
@ -2968,6 +3147,7 @@ static void ShowDemoWindowLayout()
if (explicit_content_size)
ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f));
ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0);
IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window");
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0));
HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles.");
@ -3054,6 +3234,7 @@ static void ShowDemoWindowLayout()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Layout/Clipping");
if (ImGui::TreeNode("Clipping"))
{
static ImVec2 size(100.0f, 100.0f);
@ -3061,59 +3242,58 @@ static void ShowDemoWindowLayout()
ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f");
ImGui::TextWrapped("(Click and drag to scroll)");
HelpMarker(
"(Left) Using ImGui::PushClipRect():\n"
"Will alter ImGui hit-testing logic + ImDrawList rendering.\n"
"(use this if you want your clipping rectangle to affect interactions)\n\n"
"(Center) Using ImDrawList::PushClipRect():\n"
"Will alter ImDrawList rendering only.\n"
"(use this as a shortcut if you are only using ImDrawList calls)\n\n"
"(Right) Using ImDrawList::AddText() with a fine ClipRect:\n"
"Will alter only this specific ImDrawList::AddText() rendering.\n"
"This is often used internally to avoid altering the clipping rectangle and minimize draw calls.");
for (int n = 0; n < 3; n++)
{
if (n > 0)
ImGui::SameLine();
ImGui::PushID(n);
ImGui::BeginGroup(); // Lock X position
ImGui::InvisibleButton("##empty", size);
ImGui::PushID(n);
ImGui::InvisibleButton("##canvas", size);
if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left))
{
offset.x += ImGui::GetIO().MouseDelta.x;
offset.y += ImGui::GetIO().MouseDelta.y;
}
ImGui::PopID();
if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped.
continue;
const ImVec2 p0 = ImGui::GetItemRectMin();
const ImVec2 p1 = ImGui::GetItemRectMax();
const char* text_str = "Line 1 hello\nLine 2 clip me!";
const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
switch (n)
{
case 0:
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();
@ -3122,6 +3302,7 @@ static void ShowDemoWindowLayout()
static void ShowDemoWindowPopups()
{
IMGUI_DEMO_MARKER("Popups");
if (!ImGui::CollapsingHeader("Popups & Modal windows"))
return;
@ -3143,6 +3324,7 @@ static void ShowDemoWindowPopups()
// With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state.
// This may be a bit confusing at first but it should quickly make sense. Follow on the examples below.
IMGUI_DEMO_MARKER("Popups/Popups");
if (ImGui::TreeNode("Popups"))
{
ImGui::TextWrapped(
@ -3211,17 +3393,33 @@ static void ShowDemoWindowPopups()
}
// Call the more complete ShowExampleMenuFile which we use in various places of this demo
if (ImGui::Button("File Menu.."))
if (ImGui::Button("With a menu.."))
ImGui::OpenPopup("my_file_popup");
if (ImGui::BeginPopup("my_file_popup"))
if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar))
{
ShowExampleMenuFile();
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Edit"))
{
ImGui::MenuItem("Dummy");
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Text("Hello from popup!");
ImGui::Button("This is a dummy button..");
ImGui::EndPopup();
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Popups/Context menus");
if (ImGui::TreeNode("Context menus"))
{
HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier.");
@ -3232,7 +3430,7 @@ static void ShowDemoWindowPopups()
// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
// OpenPopup(id);
// return BeginPopup(id);
// For advanced advanced uses you may want to replicate and customize this code.
// For advanced uses you may want to replicate and customize this code.
// See more details in BeginPopupContextItem().
// Example 1
@ -3261,7 +3459,7 @@ static void ShowDemoWindowPopups()
{
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);
ImGui::Text("Value = %.3f <-- (1) right-click this text", value);
if (ImGui::BeginPopupContextItem("my popup"))
{
if (ImGui::Selectable("Set to zero")) value = 0.0f;
@ -3306,6 +3504,7 @@ static void ShowDemoWindowPopups()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Popups/Modals");
if (ImGui::TreeNode("Modals"))
{
ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside.");
@ -3381,31 +3580,25 @@ static void ShowDemoWindowPopups()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Popups/Menus inside a regular window");
if (ImGui::TreeNode("Menus inside a regular window"))
{
ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!");
ImGui::Separator();
// Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the
// parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block
// to make them two different menusets. If we don't, opening any popup above and hovering our menu here would
// open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it,
// which is the desired behavior for regular menus.
ImGui::PushID("foo");
ImGui::MenuItem("Menu item", "CTRL+M");
if (ImGui::BeginMenu("Menu inside a regular window"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
ImGui::PopID();
ImGui::Separator();
ImGui::TreePop();
}
}
// 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)
// (pre-C++11 doesn't allow us to instantiate ImVector<MyItem> template if this structure is defined inside the demo function)
namespace
{
// We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code.
@ -3560,6 +3753,7 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags)
static void ShowDemoWindowTables()
{
//ImGui::SetNextItemOpen(true, ImGuiCond_Once);
IMGUI_DEMO_MARKER("Tables");
if (!ImGui::CollapsingHeader("Tables & Columns"))
return;
@ -3599,6 +3793,7 @@ static void ShowDemoWindowTables()
// Demos
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Basic");
if (ImGui::TreeNode("Basic"))
{
// Here we will showcase three different ways to output a table.
@ -3622,7 +3817,7 @@ static void ShowDemoWindowTables()
}
// [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.
// This is generally more convenient when you have code manually submitting the contents of each column.
HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually.");
if (ImGui::BeginTable("table2", 3))
{
@ -3640,10 +3835,10 @@ static void ShowDemoWindowTables()
}
// [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(),
// as TableNextColumn() will automatically wrap around and create new roes as needed.
// as TableNextColumn() will automatically wrap around and create new rows as needed.
// This is generally more convenient when your cells all contains the same type of data.
HelpMarker(
"Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n"
"Only using TableNextColumn(), which tends to be convenient for tables where every cell contains the same type of contents.\n"
"This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition.");
if (ImGui::BeginTable("table3", 3))
{
@ -3660,6 +3855,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Borders, background");
if (ImGui::TreeNode("Borders, background"))
{
// Expose a few Borders related flags interactively
@ -3694,7 +3890,7 @@ static void ShowDemoWindowTables()
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");
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags))
@ -3719,7 +3915,7 @@ static void ShowDemoWindowTables()
sprintf(buf, "Hello %d,%d", column, row);
if (contents_type == CT_Text)
ImGui::TextUnformatted(buf);
else if (contents_type)
else if (contents_type == CT_FillButton)
ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f));
}
}
@ -3730,10 +3926,11 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Resizable, stretch");
if (ImGui::TreeNode("Resizable, stretch"))
{
// By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch"
// Each columns maintain a sizing weight, and they will occupy all available width.
// By default, if we don't enable ScrollX the sizing policy for each column is "Stretch"
// All columns maintain a sizing weight, and they will occupy all available width.
static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody;
PushStyleCompact();
ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable);
@ -3759,6 +3956,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Resizable, fixed");
if (ImGui::TreeNode("Resizable, fixed"))
{
// Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set)
@ -3792,6 +3990,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Resizable, mixed");
if (ImGui::TreeNode("Resizable, mixed"))
{
HelpMarker(
@ -3841,6 +4040,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers");
if (ImGui::TreeNode("Reorderable, hideable, with headers"))
{
HelpMarker(
@ -3852,7 +4052,7 @@ static void ShowDemoWindowTables()
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)");
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
PopStyleCompact();
if (ImGui::BeginTable("table1", 3, flags))
@ -3898,6 +4098,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Padding");
if (ImGui::TreeNode("Padding"))
{
// First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding.
@ -3909,7 +4110,7 @@ static void ShowDemoWindowTables()
"- 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.");
"In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding.");
static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV;
PushStyleCompact();
@ -4006,6 +4207,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Explicit widths");
if (ImGui::TreeNode("Sizing policies"))
{
static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody;
@ -4109,6 +4311,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping");
if (ImGui::TreeNode("Vertical scrolling, with clipping"))
{
HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items.");
@ -4151,6 +4354,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Horizontal scrolling");
if (ImGui::TreeNode("Horizontal scrolling"))
{
HelpMarker(
@ -4239,6 +4443,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Columns flags");
if (ImGui::TreeNode("Columns flags"))
{
// Create a first table just to show all the options/flags we want to make visible in our example!
@ -4254,14 +4459,16 @@ static void ShowDemoWindowTables()
{
ImGui::TableNextColumn();
ImGui::PushID(column);
ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation
ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns
ImGui::Text("'%s'", column_names[column]);
ImGui::Spacing();
ImGui::Text("Input flags:");
EditTableColumnsFlags(&column_flags[column]);
ImGui::Spacing();
ImGui::Text("Output flags:");
ImGui::BeginDisabled();
ShowTableColumnsStatusFlags(column_flags_out[column]);
ImGui::EndDisabled();
ImGui::PopID();
}
PopStyleCompact();
@ -4303,6 +4510,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Columns widths");
if (ImGui::TreeNode("Columns widths"))
{
HelpMarker("Using TableSetupColumn() to setup default width.");
@ -4368,9 +4576,10 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Nested tables");
if (ImGui::TreeNode("Nested tables"))
{
HelpMarker("This demonstrate embedding a table into another table cell.");
HelpMarker("This demonstrates embedding a table into another table cell.");
if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable))
{
@ -4412,9 +4621,10 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Row height");
if (ImGui::TreeNode("Row height"))
{
HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row.");
HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row.");
if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV))
{
for (int row = 0; row < 10; row++)
@ -4431,6 +4641,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Outer size");
if (ImGui::TreeNode("Outer size"))
{
// Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY
@ -4497,6 +4708,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Background color");
if (ImGui::TreeNode("Background color"))
{
static ImGuiTableFlags flags = ImGuiTableFlags_RowBg;
@ -4554,6 +4766,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Tree view");
if (ImGui::TreeNode("Tree view"))
{
static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody;
@ -4625,6 +4838,7 @@ static void ShowDemoWindowTables()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Item width");
if (ImGui::TreeNode("Item width"))
{
HelpMarker(
@ -4659,7 +4873,7 @@ static void ShowDemoWindowTables()
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::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned
ImGui::PopID();
}
ImGui::EndTable();
@ -4670,6 +4884,7 @@ static void ShowDemoWindowTables()
// Demonstrate using TableHeader() calls instead of TableHeadersRow()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Custom headers");
if (ImGui::TreeNode("Custom headers"))
{
const int COLUMNS_COUNT = 3;
@ -4717,6 +4932,7 @@ static void ShowDemoWindowTables()
// Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader()
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Context menus");
if (ImGui::TreeNode("Context menus"))
{
HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body.");
@ -4823,21 +5039,27 @@ static void ShowDemoWindowTables()
// Demonstrate creating multiple tables with the same ID
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Synced instances");
if (ImGui::TreeNode("Synced instances"))
{
HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc.");
static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings;
ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY);
ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit);
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))
if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5)))
{
ImGui::TableSetupColumn("One");
ImGui::TableSetupColumn("Two");
ImGui::TableSetupColumn("Three");
ImGui::TableHeadersRow();
for (int cell = 0; cell < 9; cell++)
const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions.
for (int cell = 0; cell < cell_count; cell++)
{
ImGui::TableNextColumn();
ImGui::Text("this cell %d", cell);
@ -4858,6 +5080,7 @@ static void ShowDemoWindowTables()
};
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Sorting");
if (ImGui::TreeNode("Sorting"))
{
// Create item list
@ -4945,6 +5168,7 @@ static void ShowDemoWindowTables()
//ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG]
if (open_action != -1)
ImGui::SetNextItemOpen(open_action != 0);
IMGUI_DEMO_MARKER("Tables/Advanced");
if (ImGui::TreeNode("Advanced"))
{
static ImGuiTableFlags flags =
@ -4967,7 +5191,7 @@ static void ShowDemoWindowTables()
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
//ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing
if (ImGui::TreeNode("Options"))
{
// Make the UI compact because there are so many fields
@ -4994,8 +5218,8 @@ static void ShowDemoWindowTables()
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::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers");
ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)");
ImGui::TreePop();
}
@ -5058,7 +5282,7 @@ static void ShowDemoWindowTables()
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.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n"
"- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set).");
// From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling.
@ -5261,6 +5485,7 @@ static void ShowDemoWindowTables()
// [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!]
static void ShowDemoWindowColumns()
{
IMGUI_DEMO_MARKER("Columns (legacy API)");
bool open = ImGui::TreeNode("Legacy Columns API");
ImGui::SameLine();
HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!");
@ -5268,6 +5493,7 @@ static void ShowDemoWindowColumns()
return;
// Basic columns
IMGUI_DEMO_MARKER("Columns (legacy API)/Basic");
if (ImGui::TreeNode("Basic"))
{
ImGui::Text("Without border:");
@ -5312,6 +5538,7 @@ static void ShowDemoWindowColumns()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Columns (legacy API)/Borders");
if (ImGui::TreeNode("Borders"))
{
// NB: Future columns API should allow automatic horizontal borders.
@ -5347,6 +5574,7 @@ static void ShowDemoWindowColumns()
}
// Create multiple items in a same cell before switching to next column
IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items");
if (ImGui::TreeNode("Mixed items"))
{
ImGui::Columns(3, "mixed");
@ -5378,6 +5606,7 @@ static void ShowDemoWindowColumns()
}
// Word wrapping
IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping");
if (ImGui::TreeNode("Word-wrapping"))
{
ImGui::Columns(2, "word-wrapping");
@ -5392,6 +5621,7 @@ static void ShowDemoWindowColumns()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling");
if (ImGui::TreeNode("Horizontal Scrolling"))
{
ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f));
@ -5417,6 +5647,7 @@ static void ShowDemoWindowColumns()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Columns (legacy API)/Tree");
if (ImGui::TreeNode("Tree"))
{
ImGui::Columns(2, "tree", true);
@ -5456,76 +5687,191 @@ static void ShowDemoWindowColumns()
ImGui::TreePop();
}
static void ShowDemoWindowMisc()
{
if (ImGui::CollapsingHeader("Filtering"))
{
// Helper class to easy setup a text filter.
// You may want to implement a more feature-full filtering scheme in your own application.
static ImGuiTextFilter filter;
ImGui::Text("Filter usage:\n"
" \"\" display all lines\n"
" \"xxx\" display lines containing \"xxx\"\n"
" \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n"
" \"-xxx\" hide lines containing \"xxx\"");
filter.Draw();
const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" };
for (int i = 0; i < IM_ARRAYSIZE(lines); i++)
if (filter.PassFilter(lines[i]))
ImGui::BulletText("%s", lines[i]);
}
namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); }
if (ImGui::CollapsingHeader("Inputs, Navigation & Focus"))
static void ShowDemoWindowInputs()
{
IMGUI_DEMO_MARKER("Inputs & Focus");
if (ImGui::CollapsingHeader("Inputs & Focus"))
{
ImGuiIO& io = ImGui::GetIO();
// Display ImGuiIO output flags
ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("WantTextInput: %d", io.WantTextInput);
ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible);
// Display Mouse state
if (ImGui::TreeNode("Mouse State"))
// Display inputs submitted to ImGuiIO
IMGUI_DEMO_MARKER("Inputs & Focus/Inputs");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Inputs"))
{
HelpMarker(
"This is a simplified view. See more detailed input state:\n"
"- in 'Tools->Metrics/Debugger->Inputs'.\n"
"- in 'Tools->Debug Log->IO'.");
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
else
ImGui::Text("Mouse pos: <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 (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 down:");
for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
ImGui::Text("Mouse wheel: %.1f", io.MouseWheel);
ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
ImGui::TreePop();
}
// 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); }
// We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
// User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes.
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
#else
struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
#endif
ImGui::Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); ImGui::SameLine(); ImGui::Text("(%.02f)", ImGui::GetKeyData(key)->DownDuration); }
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 (%.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())
ImGui::CaptureKeyboardFromApp(true);
ImGui::SameLine();
ImGui::Button("Holding me clears the\nthe keyboard capture flag");
if (ImGui::IsItemActive())
ImGui::CaptureKeyboardFromApp(false);
ImGui::TreePop();
}
// Display ImGuiIO output flags
IMGUI_DEMO_MARKER("Inputs & Focus/Outputs");
ImGui::SetNextItemOpen(true, ImGuiCond_Once);
if (ImGui::TreeNode("Outputs"))
{
HelpMarker(
"The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui "
"to instruct your application of how to route inputs. Typically, when a value is true, it means "
"Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n"
"The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, "
"and underlying application should ignore mouse inputs (in practice there are many and more subtle "
"rules leading to how those flags are set).");
ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse);
ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose);
ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard);
ImGui::Text("io.WantTextInput: %d", io.WantTextInput);
ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos);
ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible);
IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override");
if (ImGui::TreeNode("WantCapture override"))
{
HelpMarker(
"Hovering the colored canvas will override io.WantCaptureXXX fields.\n"
"Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking.");
static int capture_override_mouse = -1;
static int capture_override_keyboard = -1;
const char* capture_override_desc[] = { "None", "Set to false", "Set to true" };
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp);
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15);
ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp);
ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item
if (ImGui::IsItemHovered() && capture_override_mouse != -1)
ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1);
if (ImGui::IsItemHovered() && capture_override_keyboard != -1)
ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1);
ImGui::TreePop();
}
ImGui::TreePop();
}
// Demonstrate using Shortcut() and Routing Policies.
// The general flow is:
// - Code interested in a chord (e.g. "Ctrl+A") declares their intent.
// - Multiple locations may be interested in same chord! Routing helps find a winner.
// - Every frame, we resolve all claims and assign one owner if the modifiers are matching.
// - The lower-level function is 'bool SetShortcutRouting()', returns true when caller got the route.
// - Most of the times, SetShortcutRouting() is not called directly. User mostly calls Shortcut() with routing flags.
// - If you call Shortcut() WITHOUT any routing option, it uses ImGuiInputFlags_RouteFocused.
// TL;DR: Most uses will simply be:
// - Shortcut(ImGuiMod_Ctrl | ImGuiKey_A); // Use ImGuiInputFlags_RouteFocused policy.
if (ImGui::TreeNode("Shortcut Routing"))
{
const float line_height = ImGui::GetTextLineHeightWithSpacing();
const ImGuiKeyChord key_chord = ImGuiMod_Ctrl | ImGuiKey_A;
static ImGuiInputFlags repeat_flags = ImGuiInputFlags_Repeat;
static ImGuiInputFlags routing_flags = ImGuiInputFlags_RouteFocused;
ImGui::CheckboxFlags("ImGuiInputFlags_Repeat", &repeat_flags, ImGuiInputFlags_Repeat);
ImGui::RadioButton("ImGuiInputFlags_RouteFocused (default)", &routing_flags, ImGuiInputFlags_RouteFocused);
ImGui::RadioButton("ImGuiInputFlags_RouteAlways", &routing_flags, ImGuiInputFlags_RouteAlways);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobal", &routing_flags, ImGuiInputFlags_RouteGlobal);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobalHigh", &routing_flags, ImGuiInputFlags_RouteGlobalHigh);
ImGui::RadioButton("ImGuiInputFlags_RouteGlobalLow", &routing_flags, ImGuiInputFlags_RouteGlobalLow);
const ImGuiInputFlags flags = repeat_flags | routing_flags; // Merged flags
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "...");
ImGui::BeginChild("WindowA", ImVec2(-FLT_MIN, line_height * 18), true);
ImGui::Text("Press CTRL+A and see who receives it!");
ImGui::Separator();
// 1: Window polling for CTRL+A
ImGui::Text("(in WindowA)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "...");
// 2: InputText also polling for CTRL+A: it always uses _RouteFocused internally (gets priority when active)
char str[16] = "Press CTRL+A";
ImGui::Spacing();
ImGui::InputText("InputTextB", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
ImGuiID item_id = ImGui::GetItemID();
ImGui::SameLine(); HelpMarker("Internal widgets always use _RouteFocused");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, item_id, flags) ? "PRESSED" : "...");
// 3: Dummy child is not claiming the route: focusing them shouldn't steal route away from WindowA
ImGui::BeginChild("ChildD", ImVec2(-FLT_MIN, line_height * 4), true);
ImGui::Text("(in ChildD: not using same Shortcut)");
ImGui::Text("IsWindowFocused: %d", ImGui::IsWindowFocused());
ImGui::EndChild();
// 4: Child window polling for CTRL+A. It is deeper than WindowA and gets priority when focused.
ImGui::BeginChild("ChildE", ImVec2(-FLT_MIN, line_height * 4), true);
ImGui::Text("(in ChildE: using same Shortcut)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "...");
ImGui::EndChild();
// 5: In a popup
if (ImGui::Button("Open Popup"))
ImGui::OpenPopup("PopupF");
if (ImGui::BeginPopup("PopupF"))
{
ImGui::Text("(in PopupF)");
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, 0, flags) ? "PRESSED" : "...");
ImGui::InputText("InputTextG", str, IM_ARRAYSIZE(str), ImGuiInputTextFlags_ReadOnly);
ImGui::Text("IsWindowFocused: %d, Shortcut: %s", ImGui::IsWindowFocused(), ImGui::Shortcut(key_chord, ImGui::GetItemID(), flags) ? "PRESSED" : "...");
ImGui::EndPopup();
}
ImGui::EndChild();
ImGui::TreePop();
}
// Display mouse cursors
IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors");
if (ImGui::TreeNode("Mouse Cursors"))
{
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGuiMouseCursor current = ImGui::GetMouseCursor();
ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
ImGui::BeginDisabled(true);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors);
ImGui::EndDisabled();
ImGui::Text("Hover to see mouse cursors:");
ImGui::SameLine(); HelpMarker(
"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
"otherwise your backend needs to handle it.");
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
{
char label[32];
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
ImGui::Bullet(); ImGui::Selectable(label, false);
if (ImGui::IsItemHovered())
ImGui::SetMouseCursor(i);
}
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing");
if (ImGui::TreeNode("Tabbing"))
{
ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields.");
@ -5541,6 +5887,7 @@ static void ShowDemoWindowMisc()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code");
if (ImGui::TreeNode("Focus from code"))
{
bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine();
@ -5582,6 +5929,7 @@ static void ShowDemoWindowMisc()
ImGui::TreePop();
}
IMGUI_DEMO_MARKER("Inputs & Focus/Dragging");
if (ImGui::TreeNode("Dragging"))
{
ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget.");
@ -5609,29 +5957,6 @@ static void ShowDemoWindowMisc()
ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y);
ImGui::TreePop();
}
if (ImGui::TreeNode("Mouse cursors"))
{
const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" };
IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT);
ImGuiMouseCursor current = ImGui::GetMouseCursor();
ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]);
ImGui::Text("Hover to see mouse cursors:");
ImGui::SameLine(); HelpMarker(
"Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. "
"If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, "
"otherwise your backend needs to handle it.");
for (int i = 0; i < ImGuiMouseCursor_COUNT; i++)
{
char label[32];
sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]);
ImGui::Bullet(); ImGui::Selectable(label, false);
if (ImGui::IsItemHovered())
ImGui::SetMouseCursor(i);
}
ImGui::TreePop();
}
}
}
@ -5647,6 +5972,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Tools/About Dear ImGui");
ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
ImGui::Separator();
ImGui::Text("By Omar Cornut and all Dear ImGui contributors.");
@ -5675,6 +6001,9 @@ void ImGui::ShowAboutWindow(bool* p_open)
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS");
#endif
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO");
#endif
#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS");
#endif
@ -5788,7 +6117,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
// Demo helper function to select among loaded fonts.
// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
void ImGui::ShowFontSelector(const char* label)
{
ImGuiIO& io = ImGui::GetIO();
@ -5834,6 +6163,7 @@ bool ImGui::ShowStyleSelector(const char* label)
void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
IMGUI_DEMO_MARKER("Tools/Style Editor");
// You can pass in a reference ImGuiStyle structure to compare to, revert to and save to
// (without a reference style pointer, we will use one compared locally as a reference)
ImGuiStyle& style = ImGui::GetStyle();
@ -6079,6 +6409,40 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGui::PopItemWidth();
}
//-----------------------------------------------------------------------------
// [SECTION] User Guide / ShowUserGuide()
//-----------------------------------------------------------------------------
void ImGui::ShowUserGuide()
{
ImGuiIO& io = ImGui::GetIO();
ImGui::BulletText("Double-click on title bar to collapse window.");
ImGui::BulletText(
"Click and drag on lower corner to resize window\n"
"(double-click to auto fit window to its contents).");
ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text.");
ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields.");
ImGui::BulletText("CTRL+Tab to select a window.");
if (io.FontAllowUserScaling)
ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents.");
ImGui::BulletText("While inputing text:\n");
ImGui::Indent();
ImGui::BulletText("CTRL+Left/Right to word jump.");
ImGui::BulletText("CTRL+A or double-click to select all.");
ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste.");
ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo.");
ImGui::BulletText("ESCAPE to revert.");
ImGui::Unindent();
ImGui::BulletText("With keyboard navigation enabled:");
ImGui::Indent();
ImGui::BulletText("Arrow keys to navigate.");
ImGui::BulletText("Space to activate a widget.");
ImGui::BulletText("Return to input text into a widget.");
ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window.");
ImGui::BulletText("Alt to jump to the menu layer of a window.");
ImGui::Unindent();
}
//-----------------------------------------------------------------------------
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
//-----------------------------------------------------------------------------
@ -6117,6 +6481,7 @@ static void ShowExampleAppMainMenuBar()
// (future version will add explicit flags to BeginMenu() to request processing shortcuts)
static void ShowExampleMenuFile()
{
IMGUI_DEMO_MARKER("Examples/Menu");
ImGui::MenuItem("(demo menu)", NULL, false, false);
if (ImGui::MenuItem("New")) {}
if (ImGui::MenuItem("Open", "Ctrl+O")) {}
@ -6142,6 +6507,7 @@ static void ShowExampleMenuFile()
if (ImGui::MenuItem("Save As..")) {}
ImGui::Separator();
IMGUI_DEMO_MARKER("Examples/Menu/Options");
if (ImGui::BeginMenu("Options"))
{
static bool enabled = true;
@ -6158,6 +6524,7 @@ static void ShowExampleMenuFile()
ImGui::EndMenu();
}
IMGUI_DEMO_MARKER("Examples/Menu/Colors");
if (ImGui::BeginMenu("Colors"))
{
float sz = ImGui::GetTextLineHeight();
@ -6178,6 +6545,7 @@ static void ShowExampleMenuFile()
// In a real code-base using it would make senses to use this feature from very different code locations.
if (ImGui::BeginMenu("Options")) // <-- Append!
{
IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu");
static bool b = true;
ImGui::Checkbox("SomeOption", &b);
ImGui::EndMenu();
@ -6210,6 +6578,7 @@ struct ExampleAppConsole
ExampleAppConsole()
{
IMGUI_DEMO_MARKER("Examples/Console");
ClearLog();
memset(InputBuf, 0, sizeof(InputBuf));
HistoryPos = -1;
@ -6308,72 +6677,76 @@ struct ExampleAppConsole
// 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::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar))
{
if (ImGui::Selectable("Clear")) ClearLog();
ImGui::EndPopup();
if (ImGui::BeginPopupContextWindow())
{
if (ImGui::Selectable("Clear")) ClearLog();
ImGui::EndPopup();
}
// Display every line as a separate entry so we can change their color or add custom widgets.
// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
// to only process visible items. The clipper will automatically measure the height of your first item and then
// "seek" to display only items in the visible area.
// To use the clipper we can replace your standard loop:
// for (int i = 0; i < Items.Size; i++)
// With:
// ImGuiListClipper clipper;
// clipper.Begin(Items.Size);
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// - That your items are evenly spaced (same height)
// - That you have cheap random access to your elements (you can access them given their index,
// without processing all the ones before)
// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
// We would need random-access on the post-filtered list.
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
// to improve this example code!
// If your items are of variable height:
// - Split them into same height items would be simpler and facilitate random-seeking into your list.
// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
for (int i = 0; i < Items.Size; i++)
{
const char* item = Items[i];
if (!Filter.PassFilter(item))
continue;
// Normally you would store more information in your item than just a string.
// (e.g. make Items[] an array of structure, store color/type etc.)
ImVec4 color;
bool has_color = false;
if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
if (has_color)
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextUnformatted(item);
if (has_color)
ImGui::PopStyleColor();
}
if (copy_to_clipboard)
ImGui::LogFinish();
// Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
// Using a scrollbar or mouse-wheel will take away from the bottom edge.
if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
ImGui::SetScrollHereY(1.0f);
ScrollToBottom = false;
ImGui::PopStyleVar();
}
// Display every line as a separate entry so we can change their color or add custom widgets.
// If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end());
// NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping
// to only process visible items. The clipper will automatically measure the height of your first item and then
// "seek" to display only items in the visible area.
// To use the clipper we can replace your standard loop:
// for (int i = 0; i < Items.Size; i++)
// With:
// ImGuiListClipper clipper;
// clipper.Begin(Items.Size);
// while (clipper.Step())
// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
// - That your items are evenly spaced (same height)
// - That you have cheap random access to your elements (you can access them given their index,
// without processing all the ones before)
// You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property.
// We would need random-access on the post-filtered list.
// A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices
// or offsets of items that passed the filtering test, recomputing this array when user changes the filter,
// and appending newly elements as they are inserted. This is left as a task to the user until we can manage
// to improve this example code!
// If your items are of variable height:
// - Split them into same height items would be simpler and facilitate random-seeking into your list.
// - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items.
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing
if (copy_to_clipboard)
ImGui::LogToClipboard();
for (int i = 0; i < Items.Size; i++)
{
const char* item = Items[i];
if (!Filter.PassFilter(item))
continue;
// Normally you would store more information in your item than just a string.
// (e.g. make Items[] an array of structure, store color/type etc.)
ImVec4 color;
bool has_color = false;
if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; }
else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; }
if (has_color)
ImGui::PushStyleColor(ImGuiCol_Text, color);
ImGui::TextUnformatted(item);
if (has_color)
ImGui::PopStyleColor();
}
if (copy_to_clipboard)
ImGui::LogFinish();
if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()))
ImGui::SetScrollHereY(1.0f);
ScrollToBottom = false;
ImGui::PopStyleVar();
ImGui::EndChild();
ImGui::Separator();
// Command-line
bool reclaim_focus = false;
ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory;
if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this))
{
char* s = InputBuf;
@ -6615,63 +6988,66 @@ struct ExampleAppLog
Filter.Draw("Filter", -100.0f);
ImGui::Separator();
ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
if (clear)
Clear();
if (copy)
ImGui::LogToClipboard();
if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar))
{
if (clear)
Clear();
if (copy)
ImGui::LogToClipboard();
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
const char* buf = Buf.begin();
const char* buf_end = Buf.end();
if (Filter.IsActive())
{
// In this example we don't use the clipper when Filter is enabled.
// This is because we don't have a random access on the result on our filter.
// A real application processing logs with ten of thousands of entries may want to store the result of
// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
const char* buf = Buf.begin();
const char* buf_end = Buf.end();
if (Filter.IsActive())
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
if (Filter.PassFilter(line_start, line_end))
ImGui::TextUnformatted(line_start, line_end);
}
}
else
{
// The simplest and easy way to display the entire buffer:
// ImGui::TextUnformatted(buf_begin, buf_end);
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
// to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
// within the visible area.
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
// on your side is recommended. Using ImGuiListClipper requires
// - A) random access into your data
// - B) items all being the same height,
// both of which we can handle since we an array pointing to the beginning of each line of text.
// When using the filter (in the block of code above) we don't have random access into the data to display
// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
// it possible (and would be recommended if you want to search through tens of thousands of entries).
ImGuiListClipper clipper;
clipper.Begin(LineOffsets.Size);
while (clipper.Step())
{
for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
// In this example we don't use the clipper when Filter is enabled.
// This is because we don't have random access to the result of our filter.
// A real application processing logs with ten of thousands of entries may want to store the result of
// search/filter.. especially if the filtering function is not trivial (e.g. reg-exp).
for (int line_no = 0; line_no < LineOffsets.Size; line_no++)
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
ImGui::TextUnformatted(line_start, line_end);
if (Filter.PassFilter(line_start, line_end))
ImGui::TextUnformatted(line_start, line_end);
}
}
clipper.End();
else
{
// The simplest and easy way to display the entire buffer:
// ImGui::TextUnformatted(buf_begin, buf_end);
// And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward
// to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are
// within the visible area.
// If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them
// on your side is recommended. Using ImGuiListClipper requires
// - A) random access into your data
// - B) items all being the same height,
// both of which we can handle since we have an array pointing to the beginning of each line of text.
// When using the filter (in the block of code above) we don't have random access into the data to display
// anymore, which is why we don't use the clipper. Storing or skimming through the search result would make
// it possible (and would be recommended if you want to search through tens of thousands of entries).
ImGuiListClipper clipper;
clipper.Begin(LineOffsets.Size);
while (clipper.Step())
{
for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
{
const char* line_start = buf + LineOffsets[line_no];
const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end;
ImGui::TextUnformatted(line_start, line_end);
}
}
clipper.End();
}
ImGui::PopStyleVar();
// Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame.
// Using a scrollbar or mouse-wheel will take away from the bottom edge.
if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
ImGui::SetScrollHereY(1.0f);
}
ImGui::PopStyleVar();
if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
ImGui::SetScrollHereY(1.0f);
ImGui::EndChild();
ImGui::End();
}
@ -6687,6 +7063,7 @@ static void ShowExampleAppLog(bool* p_open)
// Most of the contents of the window will be added by the log.Draw() call.
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
ImGui::Begin("Example: Log", p_open);
IMGUI_DEMO_MARKER("Examples/Log");
if (ImGui::SmallButton("[Debug] Add 5 entries"))
{
static int counter = 0;
@ -6717,16 +7094,20 @@ static void ShowExampleAppLayout(bool* p_open)
ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver);
if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar))
{
IMGUI_DEMO_MARKER("Examples/Simple layout");
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("Close")) *p_open = false;
if (ImGui::MenuItem("Close", "Ctrl+W")) { *p_open = false; }
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_W))
*p_open = false;
// Left
static int selected = 0;
{
@ -6833,6 +7214,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open)
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Property Editor");
HelpMarker(
"This example shows how you may implement a property editor using two columns.\n"
@ -6868,6 +7250,7 @@ static void ShowExampleAppLongText(bool* p_open)
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Long text display");
static int test_type = 0;
static ImGuiTextBuffer log;
@ -6929,6 +7312,7 @@ static void ShowExampleAppAutoResize(bool* p_open)
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Auto-resizing window");
static int lines = 10;
ImGui::TextUnformatted(
@ -6946,50 +7330,82 @@ static void ShowExampleAppAutoResize(bool* p_open)
//-----------------------------------------------------------------------------
// Demonstrate creating a window with custom resize constraints.
// Note that size constraints currently don't work on a docked window (when in 'docking' branch)
static void ShowExampleAppConstrainedResize(bool* p_open)
{
struct CustomConstraints
{
// Helper functions to demonstrate programmatic constraints
static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); }
static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); }
// FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier.
static void AspectRatio(ImGuiSizeCallbackData* data) { float aspect_ratio = *(float*)data->UserData; data->DesiredSize.x = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); }
static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); }
static void Step(ImGuiSizeCallbackData* data) { float step = *(float*)data->UserData; data->DesiredSize = ImVec2((int)(data->CurrentSize.x / step + 0.5f) * step, (int)(data->CurrentSize.y / step + 0.5f) * step); }
};
const char* test_desc[] =
{
"Between 100x100 and 500x500",
"At least 100x100",
"Resize vertical only",
"Resize horizontal only",
"Width > 100, Height > 100",
"Width 400-500",
"Height 400-500",
"Width Between 400 and 500",
"Custom: Aspect Ratio 16:9",
"Custom: Always Square",
"Custom: Fixed Steps (100)",
};
// Options
static bool auto_resize = false;
static int type = 0;
static bool window_padding = true;
static int type = 5; // Aspect Ratio
static int display_lines = 10;
if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only
if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step
ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
if (ImGui::Begin("Example: Constrained Resize", p_open, flags))
// Submit constraint
float aspect_ratio = 16.0f / 9.0f;
float fixed_step = 100.0f;
if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500
if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100
if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only
if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only
if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500
if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio
if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square
if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step
// Submit window
if (!window_padding)
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0;
const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags);
if (!window_padding)
ImGui::PopStyleVar();
if (window_open)
{
if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
ImGui::SetNextItemWidth(200);
ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));
ImGui::SetNextItemWidth(200);
ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
ImGui::Checkbox("Auto-resize", &auto_resize);
for (int i = 0; i < display_lines; i++)
ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
IMGUI_DEMO_MARKER("Examples/Constrained Resizing window");
if (ImGui::GetIO().KeyShift)
{
// Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture.
ImVec2 avail_size = ImGui::GetContentRegionAvail();
ImVec2 pos = ImGui::GetCursorScreenPos();
ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size);
ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10));
ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y);
}
else
{
ImGui::Text("(Hold SHIFT to display a dummy viewport)");
if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine();
if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine();
if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); }
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);
ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc));
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20);
ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100);
ImGui::Checkbox("Auto-resize", &auto_resize);
ImGui::Checkbox("Window padding", &window_padding);
for (int i = 0; i < display_lines; i++)
ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, "");
}
}
ImGui::End();
}
@ -7002,27 +7418,34 @@ static void ShowExampleAppConstrainedResize(bool* p_open)
// + a context-menu to choose which corner of the screen to use.
static void ShowExampleAppSimpleOverlay(bool* p_open)
{
static int corner = 0;
static int location = 0;
ImGuiIO& io = ImGui::GetIO();
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav;
if (corner != -1)
if (location >= 0)
{
const float PAD = 10.0f;
const ImGuiViewport* viewport = ImGui::GetMainViewport();
ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any!
ImVec2 work_size = viewport->WorkSize;
ImVec2 window_pos, window_pos_pivot;
window_pos.x = (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;
window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD);
window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD);
window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f;
window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f;
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
window_flags |= ImGuiWindowFlags_NoMove;
}
else if (location == -2)
{
// Center window
ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
window_flags |= ImGuiWindowFlags_NoMove;
}
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
if (ImGui::Begin("Example: Simple overlay", p_open, window_flags))
{
ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)");
IMGUI_DEMO_MARKER("Examples/Simple Overlay");
ImGui::Text("Simple overlay\n" "(right-click to change position)");
ImGui::Separator();
if (ImGui::IsMousePosValid())
ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y);
@ -7030,11 +7453,12 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
ImGui::Text("Mouse Position: <invalid>");
if (ImGui::BeginPopupContextWindow())
{
if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1;
if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0;
if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1;
if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2;
if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3;
if (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1;
if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2;
if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0;
if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1;
if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2;
if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3;
if (p_open && ImGui::MenuItem("Close")) *p_open = false;
ImGui::EndPopup();
}
@ -7050,7 +7474,7 @@ static void ShowExampleAppSimpleOverlay(bool* p_open)
static void ShowExampleAppFullscreen(bool* p_open)
{
static bool use_work_area = true;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings;
// We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.)
// Based on your use case you may want one of the other.
@ -7082,8 +7506,8 @@ static void ShowExampleAppFullscreen(bool* p_open)
// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles()
//-----------------------------------------------------------------------------
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
// This apply to all regular items as well.
// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation.
// This applies to all regular items as well.
// Read FAQ section "How can I have multiple widgets with the same label?" for details.
static void ShowExampleAppWindowTitles(bool*)
{
@ -7096,6 +7520,7 @@ static void ShowExampleAppWindowTitles(bool*)
// Using "##" to display same title but have unique identifier.
ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver);
ImGui::Begin("Same title as another window##1");
IMGUI_DEMO_MARKER("Examples/Manipulating window titles");
ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique.");
ImGui::End();
@ -7125,6 +7550,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
ImGui::End();
return;
}
IMGUI_DEMO_MARKER("Examples/Custom Rendering");
// Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of
// overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your
@ -7301,8 +7727,8 @@ static void ShowExampleAppCustomRendering(bool* p_open)
// 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 (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f)
ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopup("context"))
{
if (adding_line)
@ -7389,11 +7815,14 @@ struct MyDocument
ImGui::PushStyleColor(ImGuiCol_Text, doc->Color);
ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.");
ImGui::PopStyleColor();
if (ImGui::Button("Modify", ImVec2(100, 0)))
if (ImGui::Button("Modify (Ctrl+M)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_M))
doc->Dirty = true;
ImGui::SameLine();
if (ImGui::Button("Save", ImVec2(100, 0)))
if (ImGui::Button("Save (Ctrl+S)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_S))
doc->DoSave();
ImGui::SameLine();
if (ImGui::Button("Close (Ctrl+W)") || ImGui::Shortcut(ImGuiMod_Shortcut | ImGuiKey_W))
doc->DoQueueClose();
ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior.
ImGui::PopID();
}
@ -7406,9 +7835,9 @@ struct MyDocument
char buf[256];
sprintf(buf, "Save %s", doc->Name);
if (ImGui::MenuItem(buf, "CTRL+S", false, doc->Open))
if (ImGui::MenuItem(buf, "Ctrl+S", false, doc->Open))
doc->DoSave();
if (ImGui::MenuItem("Close", "CTRL+W", false, doc->Open))
if (ImGui::MenuItem("Close", "Ctrl+W", false, doc->Open))
doc->DoQueueClose();
ImGui::EndPopup();
}
@ -7486,7 +7915,8 @@ void ShowExampleAppDocuments(bool* p_open)
if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0))
for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++)
app.Documents[doc_n].DoQueueClose();
if (ImGui::MenuItem("Exit", "Alt+F4")) {}
if (ImGui::MenuItem("Exit") && p_open)
*p_open = false;
ImGui::EndMenu();
}
ImGui::EndMenuBar();

View File

@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP
// dear imgui, v1.89.2 WIP
// (drawing and font code)
/*
@ -39,25 +39,12 @@ Index of this file:
#endif
#include <stdio.h> // vsnprintf, sscanf, printf
#if !defined(alloca)
#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
#if !defined(alloca)
#define alloca _alloca // for clang with MS Codegen
#endif
#else
#include <stdlib.h> // alloca
#endif
#endif
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead.
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#endif
@ -67,9 +54,6 @@ Index of this file:
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#if __has_warning("-Walloca")
#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
@ -90,7 +74,7 @@ Index of this file:
#endif
//-------------------------------------------------------------------------
// [SECTION] STB libraries implementation
// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)
//-------------------------------------------------------------------------
// Compile time options:
@ -393,7 +377,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = (float)i;
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0);
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
@ -402,10 +386,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
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));
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
CmdBuffer.resize(0);
IdxBuffer.resize(0);
@ -464,15 +447,18 @@ void ImDrawList::AddDrawCmd()
// 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)
while (CmdBuffer.Size > 0)
{
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
return;// break;
CmdBuffer.pop_back();
}
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
@ -487,16 +473,18 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
}
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
// Try to merge two last draw commands
void ImDrawList::_TryMergeDrawCmds()
{
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
{
prev_cmd->ElemCount += curr_cmd->ElemCount;
CmdBuffer.pop_back();
@ -508,6 +496,7 @@ void ImDrawList::_TryMergeDrawCmds()
void ImDrawList::_OnChangedClipRect()
{
// If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
{
@ -518,7 +507,7 @@ void ImDrawList::_OnChangedClipRect()
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
@ -530,6 +519,7 @@ void ImDrawList::_OnChangedClipRect()
void ImDrawList::_OnChangedTextureID()
{
// If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
{
@ -540,7 +530,7 @@ void ImDrawList::_OnChangedTextureID()
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL)
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
@ -553,6 +543,7 @@ void ImDrawList::_OnChangedVtxOffset()
{
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
_VtxCurrentIdx = 0;
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
//IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
if (curr_cmd->ElemCount != 0)
@ -575,7 +566,7 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect)
void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
{
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect)
@ -748,7 +739,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
// Temporary buffer
// 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
_Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));
ImVec2* temp_normals = _Data->TempBuffer.Data;
ImVec2* temp_points = temp_normals + points_count;
// Calculate normals (tangents) for each line segment
@ -968,7 +960,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
}
}
// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3)
@ -995,7 +988,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
}
// Compute normals
ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630
_Data->TempBuffer.reserve_discard(points_count);
ImVec2* temp_normals = _Data->TempBuffer.Data;
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
const ImVec2& p0 = points[i0];
@ -1052,7 +1046,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@ -1144,7 +1138,7 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@ -1163,7 +1157,7 @@ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, fl
// 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)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@ -1173,7 +1167,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius <= 0.0f)
if (radius < 0.5f)
{
_Path.push_back(center);
return;
@ -1201,8 +1195,8 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
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;
const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;
const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;
_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
if (a_emit_start)
@ -1289,6 +1283,7 @@ void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, cons
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
}
else
@ -1304,6 +1299,7 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3,
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
}
else
@ -1318,6 +1314,7 @@ IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
{
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Obsoleted in 1.82 (from February 2021)
// Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
// ~0 --> ImDrawFlags_RoundCornersAll or 0
if (flags == ~0)
@ -1354,7 +1351,7 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr
rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y));
@ -1400,7 +1397,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PrimReserve(6, 4);
PrimRect(p_min, p_max, col);
@ -1476,7 +1473,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
@ -1500,7 +1497,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f)
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
@ -1640,7 +1637,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi
return;
flags = FixRectCornerFlags(flags);
if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
@ -1728,13 +1725,13 @@ 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)
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{
// Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.
// Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.
ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
{
@ -1919,37 +1916,38 @@ ImFontConfig::ImFontConfig()
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// 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.
// (This is used when io.MouseDrawCursor = true)
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X "
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X "
"X - X.X - X.....X - X.....X -X...X - X...X- X..X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X"
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X"
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X"
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X"
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X "
" X..X - X...X - X...X - X..X X..X - - X........X "
" XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX "
"------------ - X - X -X.....................X- ------------------"
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - "
" - X.X X.X - "
" - XX XX - "
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X"
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X"
"X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X "
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X "
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X "
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX "
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X - "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X - "
" X..X - - X...X - X...X - X..X X..X - - X........X - "
" XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - "
"------------- - X - X -X.....................X- ------------------- "
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - "
" - X.X X.X - "
" - XX XX - "
};
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
@ -1963,6 +1961,7 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
};
ImFontAtlas::ImFontAtlas()
@ -2290,10 +2289,11 @@ void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], fl
void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
{
IM_ASSERT_PARANOID(w <= stride);
unsigned char* data = pixels + x + y * stride;
for (int j = h; j > 0; j--, data += stride)
for (int i = 0; i < w; i++)
data[i] = table[data[i]];
for (int j = h; j > 0; j--, data += stride - w)
for (int i = w; i > 0; i--, data++)
*data = table[*data];
}
#ifdef IMGUI_ENABLE_STB_TRUETYPE
@ -2310,7 +2310,7 @@ struct ImFontBuildSrcData
int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap)
ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet)
};
// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
@ -2630,8 +2630,8 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa
for (int i = 0; i < pack_rects.Size; i++)
if (pack_rects[i].was_packed)
{
user_rects[i].X = pack_rects[i].x;
user_rects[i].Y = pack_rects[i].y;
user_rects[i].X = (unsigned short)pack_rects[i].x;
user_rects[i].Y = (unsigned short)pack_rects[i].y;
IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
}
@ -2731,13 +2731,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
{
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;
*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS;
*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
}
// Calculate UVs for this line
@ -2810,6 +2810,17 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesGreek()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0370, 0x03FF, // Greek and Coptic
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
{
static const ImWchar ranges[] =
@ -3073,8 +3084,8 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{
for (; ranges[0]; ranges += 2)
for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
AddChar(c);
for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
AddChar((ImWchar)c);
}
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
@ -3322,11 +3333,21 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
return &Glyphs.Data[i];
}
// Wrapping skips upcoming blanks
static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
{
while (text < text_end && ImCharIsBlankA(*text))
text++;
if (*text == '\n')
text++;
return text;
}
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
{
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
// For references, possible wrap point marked with ^
// "aaa bbb, ccc,ddd. eee fff. ggg!"
// ^ ^ ^ ^ ^__ ^ ^
@ -3338,7 +3359,6 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
// Cut words that cannot possibly fit within one line.
// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
float line_width = 0.0f;
float word_width = 0.0f;
float blank_width = 0.0f;
@ -3418,6 +3438,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
s = next_s;
}
// Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
// +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
if (s == text && text < text_end)
return s + 1;
return s;
}
@ -3442,11 +3466,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
}
if (s >= word_wrap_eol)
{
@ -3455,13 +3475,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
text_size.y += line_height;
line_width = 0.0f;
word_wrap_eol = NULL;
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
}
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
continue;
}
}
@ -3516,7 +3530,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
{
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
@ -3524,38 +3538,48 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 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);
float x = IM_FLOOR(pos.x);
float 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);
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect
pos.x = IM_FLOOR(pos.x);
pos.y = IM_FLOOR(pos.y);
float x = pos.x;
float y = pos.y;
float x = IM_FLOOR(pos.x);
float y = IM_FLOOR(pos.y);
if (y > clip_rect.w)
return;
const float start_x = x;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
// Fast-forward to first visible line
const char* s = text_begin;
if (y + line_height < clip_rect.y && !word_wrap_enabled)
if (y + line_height < clip_rect.y)
while (y + line_height < clip_rect.y && s < text_end)
{
s = (const char*)memchr(s, '\n', text_end - s);
s = s ? s + 1 : text_end;
const char* line_end = (const char*)memchr(s, '\n', text_end - s);
const char* line_next = line_end ? line_end + 1 : text_end;
if (word_wrap_enabled)
{
// FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
// If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
// However it is still better than nothing performing the fast-forward!
s = CalcWordWrapPositionA(scale, s, line_next, wrap_width);
s = CalcWordWrapNextLineStartA(s, text_end);
}
else
{
s = line_next;
}
y += line_height;
}
@ -3587,6 +3611,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx;
const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
const char* word_wrap_eol = NULL;
while (s < text_end)
{
@ -3594,24 +3619,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
{
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x));
if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below
}
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
if (s >= word_wrap_eol)
{
x = pos.x;
x = start_x;
y += line_height;
word_wrap_eol = NULL;
// Wrapping skips upcoming blanks
while (s < text_end)
{
const char c = *s;
if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; }
}
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
continue;
}
}
@ -3633,7 +3648,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
{
if (c == '\n')
{
x = pos.x;
x = start_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
@ -3729,7 +3744,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderMouseCursor()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderRectFilledWithHole()
@ -3790,27 +3804,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
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)
{
if (mouse_cursor == ImGuiMouseCursor_None)
return;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
pos -= offset;
ImTextureID tex_id = font_atlas->TexID;
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
{
@ -3893,16 +3886,16 @@ 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)
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding)
{
const bool fill_L = (inner.Min.x > outer.Min.x);
const bool fill_R = (inner.Max.x < outer.Max.x);
const bool fill_U = (inner.Min.y > outer.Min.y);
const bool fill_D = (inner.Max.y < outer.Max.y);
if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (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) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));
if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));
if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));
if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));
if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);
if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);
if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);

View File

@ -4,10 +4,10 @@
// (Prefer SDL 2.0.5+ for full feature support.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@ -18,6 +18,19 @@
// CHANGELOG
// (minor and older changes stripped away, please see git history for details)
// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11.
// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710)
// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported).
// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations.
// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2).
// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer.
// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates.
// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API.
// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted.
// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range.
// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST.
// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+)
// 2021-06-29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary.
@ -62,25 +75,26 @@
#include <TargetConditionals.h>
#endif
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS)
#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__)
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1
#else
#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0
#endif
#define SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH SDL_VERSION_ATLEAST(2,0,5)
#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6)
// SDL Data
struct ImGui_ImplSDL2_Data
{
SDL_Window* Window;
Uint64 Time;
bool MousePressed[3];
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
char* ClipboardTextData;
bool MouseCanUseGlobalState;
SDL_Window* Window;
SDL_Renderer* Renderer;
Uint64 Time;
int MouseButtonsDown;
SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT];
int PendingMouseLeaveFrame;
char* ClipboardTextData;
bool MouseCanUseGlobalState;
ImGui_ImplSDL2_Data() { memset(this, 0, sizeof(*this)); }
ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); }
};
// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts
@ -89,7 +103,7 @@ struct ImGui_ImplSDL2_Data
// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context.
static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : NULL;
return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr;
}
// Functions
@ -107,9 +121,131 @@ static void ImGui_ImplSDL2_SetClipboardText(void*, const char* text)
SDL_SetClipboardText(text);
}
static ImGuiKey ImGui_ImplSDL2_KeycodeToImGuiKey(int keycode)
{
switch (keycode)
{
case SDLK_TAB: return ImGuiKey_Tab;
case SDLK_LEFT: return ImGuiKey_LeftArrow;
case SDLK_RIGHT: return ImGuiKey_RightArrow;
case SDLK_UP: return ImGuiKey_UpArrow;
case SDLK_DOWN: return ImGuiKey_DownArrow;
case SDLK_PAGEUP: return ImGuiKey_PageUp;
case SDLK_PAGEDOWN: return ImGuiKey_PageDown;
case SDLK_HOME: return ImGuiKey_Home;
case SDLK_END: return ImGuiKey_End;
case SDLK_INSERT: return ImGuiKey_Insert;
case SDLK_DELETE: return ImGuiKey_Delete;
case SDLK_BACKSPACE: return ImGuiKey_Backspace;
case SDLK_SPACE: return ImGuiKey_Space;
case SDLK_RETURN: return ImGuiKey_Enter;
case SDLK_ESCAPE: return ImGuiKey_Escape;
case SDLK_QUOTE: return ImGuiKey_Apostrophe;
case SDLK_COMMA: return ImGuiKey_Comma;
case SDLK_MINUS: return ImGuiKey_Minus;
case SDLK_PERIOD: return ImGuiKey_Period;
case SDLK_SLASH: return ImGuiKey_Slash;
case SDLK_SEMICOLON: return ImGuiKey_Semicolon;
case SDLK_EQUALS: return ImGuiKey_Equal;
case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket;
case SDLK_BACKSLASH: return ImGuiKey_Backslash;
case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket;
case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent;
case SDLK_CAPSLOCK: return ImGuiKey_CapsLock;
case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock;
case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock;
case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen;
case SDLK_PAUSE: return ImGuiKey_Pause;
case SDLK_KP_0: return ImGuiKey_Keypad0;
case SDLK_KP_1: return ImGuiKey_Keypad1;
case SDLK_KP_2: return ImGuiKey_Keypad2;
case SDLK_KP_3: return ImGuiKey_Keypad3;
case SDLK_KP_4: return ImGuiKey_Keypad4;
case SDLK_KP_5: return ImGuiKey_Keypad5;
case SDLK_KP_6: return ImGuiKey_Keypad6;
case SDLK_KP_7: return ImGuiKey_Keypad7;
case SDLK_KP_8: return ImGuiKey_Keypad8;
case SDLK_KP_9: return ImGuiKey_Keypad9;
case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal;
case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide;
case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply;
case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract;
case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd;
case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter;
case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual;
case SDLK_LCTRL: return ImGuiKey_LeftCtrl;
case SDLK_LSHIFT: return ImGuiKey_LeftShift;
case SDLK_LALT: return ImGuiKey_LeftAlt;
case SDLK_LGUI: return ImGuiKey_LeftSuper;
case SDLK_RCTRL: return ImGuiKey_RightCtrl;
case SDLK_RSHIFT: return ImGuiKey_RightShift;
case SDLK_RALT: return ImGuiKey_RightAlt;
case SDLK_RGUI: return ImGuiKey_RightSuper;
case SDLK_APPLICATION: return ImGuiKey_Menu;
case SDLK_0: return ImGuiKey_0;
case SDLK_1: return ImGuiKey_1;
case SDLK_2: return ImGuiKey_2;
case SDLK_3: return ImGuiKey_3;
case SDLK_4: return ImGuiKey_4;
case SDLK_5: return ImGuiKey_5;
case SDLK_6: return ImGuiKey_6;
case SDLK_7: return ImGuiKey_7;
case SDLK_8: return ImGuiKey_8;
case SDLK_9: return ImGuiKey_9;
case SDLK_a: return ImGuiKey_A;
case SDLK_b: return ImGuiKey_B;
case SDLK_c: return ImGuiKey_C;
case SDLK_d: return ImGuiKey_D;
case SDLK_e: return ImGuiKey_E;
case SDLK_f: return ImGuiKey_F;
case SDLK_g: return ImGuiKey_G;
case SDLK_h: return ImGuiKey_H;
case SDLK_i: return ImGuiKey_I;
case SDLK_j: return ImGuiKey_J;
case SDLK_k: return ImGuiKey_K;
case SDLK_l: return ImGuiKey_L;
case SDLK_m: return ImGuiKey_M;
case SDLK_n: return ImGuiKey_N;
case SDLK_o: return ImGuiKey_O;
case SDLK_p: return ImGuiKey_P;
case SDLK_q: return ImGuiKey_Q;
case SDLK_r: return ImGuiKey_R;
case SDLK_s: return ImGuiKey_S;
case SDLK_t: return ImGuiKey_T;
case SDLK_u: return ImGuiKey_U;
case SDLK_v: return ImGuiKey_V;
case SDLK_w: return ImGuiKey_W;
case SDLK_x: return ImGuiKey_X;
case SDLK_y: return ImGuiKey_Y;
case SDLK_z: return ImGuiKey_Z;
case SDLK_F1: return ImGuiKey_F1;
case SDLK_F2: return ImGuiKey_F2;
case SDLK_F3: return ImGuiKey_F3;
case SDLK_F4: return ImGuiKey_F4;
case SDLK_F5: return ImGuiKey_F5;
case SDLK_F6: return ImGuiKey_F6;
case SDLK_F7: return ImGuiKey_F7;
case SDLK_F8: return ImGuiKey_F8;
case SDLK_F9: return ImGuiKey_F9;
case SDLK_F10: return ImGuiKey_F10;
case SDLK_F11: return ImGuiKey_F11;
case SDLK_F12: return ImGuiKey_F12;
}
return ImGuiKey_None;
}
static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
{
ImGuiIO& io = ImGui::GetIO();
io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0);
io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0);
io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0);
io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0);
}
// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application.
// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
// If you have multiple SDL events and some of them are not meant to be used by dear imgui, you may need to filter events based on their windowID field.
bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
@ -119,45 +255,60 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
switch (event->type)
{
case SDL_MOUSEWHEEL:
case SDL_MOUSEMOTION:
{
if (event->wheel.x > 0) io.MouseWheelH += 1;
if (event->wheel.x < 0) io.MouseWheelH -= 1;
if (event->wheel.y > 0) io.MouseWheel += 1;
if (event->wheel.y < 0) io.MouseWheel -= 1;
io.AddMousePosEvent((float)event->motion.x, (float)event->motion.y);
return true;
}
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEWHEEL:
{
if (event->button.button == SDL_BUTTON_LEFT) { bd->MousePressed[0] = true; }
if (event->button.button == SDL_BUTTON_RIGHT) { bd->MousePressed[1] = true; }
if (event->button.button == SDL_BUTTON_MIDDLE) { bd->MousePressed[2] = true; }
float wheel_x = (event->wheel.x > 0) ? 1.0f : (event->wheel.x < 0) ? -1.0f : 0.0f;
float wheel_y = (event->wheel.y > 0) ? 1.0f : (event->wheel.y < 0) ? -1.0f : 0.0f;
io.AddMouseWheelEvent(wheel_x, wheel_y);
return true;
}
case SDL_TEXTINPUT:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
{
int mouse_button = -1;
if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; }
if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; }
if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; }
if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; }
if (mouse_button == -1)
break;
io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN));
bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button));
return true;
}
case SDL_TEXTINPUT:
{
io.AddInputCharactersUTF8(event->text.text);
return true;
}
case SDL_KEYDOWN:
case SDL_KEYUP:
case SDL_KEYDOWN:
case SDL_KEYUP:
{
int key = event->key.keysym.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
io.KeyAlt = ((SDL_GetModState() & KMOD_ALT) != 0);
#ifdef _WIN32
io.KeySuper = false;
#else
io.KeySuper = ((SDL_GetModState() & KMOD_GUI) != 0);
#endif
ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
ImGuiKey key = ImGui_ImplSDL2_KeycodeToImGuiKey(event->key.keysym.sym);
io.AddKeyEvent(key, (event->type == SDL_KEYDOWN));
io.SetKeyEventNativeData(key, event->key.keysym.sym, event->key.keysym.scancode, event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions.
return true;
}
case SDL_WINDOWEVENT:
case SDL_WINDOWEVENT:
{
if (event->window.event == SDL_WINDOWEVENT_FOCUS_GAINED)
// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
// - However we won't get a correct LEAVE event for a captured window.
// - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late,
// causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why
// we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details.
Uint8 window_event = event->window.event;
if (window_event == SDL_WINDOWEVENT_ENTER)
bd->PendingMouseLeaveFrame = 0;
if (window_event == SDL_WINDOWEVENT_LEAVE)
bd->PendingMouseLeaveFrame = ImGui::GetFrameCount() + 1;
if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED)
io.AddFocusEvent(true);
else if (event->window.event == SDL_WINDOWEVENT_FOCUS_LOST)
io.AddFocusEvent(false);
@ -167,10 +318,10 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
return false;
}
static bool ImGui_ImplSDL2_Init(SDL_Window* window)
static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer)
{
ImGuiIO& io = ImGui::GetIO();
IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!");
IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!");
// Check and store if we are on a SDL backend that supports global mouse position
// ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list)
@ -191,35 +342,12 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used)
bd->Window = window;
bd->Renderer = renderer;
bd->MouseCanUseGlobalState = mouse_can_use_global_state;
// Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
io.KeyMap[ImGuiKey_DownArrow] = SDL_SCANCODE_DOWN;
io.KeyMap[ImGuiKey_PageUp] = SDL_SCANCODE_PAGEUP;
io.KeyMap[ImGuiKey_PageDown] = SDL_SCANCODE_PAGEDOWN;
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Space] = SDL_SCANCODE_SPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_KeyPadEnter] = SDL_SCANCODE_KP_ENTER;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText;
io.GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText;
io.ClipboardUserData = NULL;
io.ClipboardUserData = nullptr;
// Load mouse cursors
bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW);
@ -232,31 +360,37 @@ static bool ImGui_ImplSDL2_Init(SDL_Window* window)
bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND);
bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO);
// Set platform dependent data in viewport
#ifdef _WIN32
SDL_SysWMinfo info;
SDL_VERSION(&info.version);
if (SDL_GetWindowWMInfo(window, &info))
io.ImeWindowHandle = info.info.win.window;
ImGui::GetMainViewport()->PlatformHandleRaw = (void*)info.info.win.window;
#else
(void)window;
#endif
// Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event.
// Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered.
// (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application.
// It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click:
// you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED)
#if SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH
#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH
SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1");
#endif
// From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710)
#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE
SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0");
#endif
return true;
}
bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context)
{
IM_UNUSED(sdl_gl_context); // Viewport branch will need this.
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
@ -264,7 +398,7 @@ bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window)
#if !SDL_HAS_VULKAN
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
@ -272,83 +406,63 @@ bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window)
#if !defined(_WIN32)
IM_ASSERT(0 && "Unsupported");
#endif
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window)
{
return ImGui_ImplSDL2_Init(window);
return ImGui_ImplSDL2_Init(window, nullptr);
}
bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer)
{
return ImGui_ImplSDL2_Init(window, renderer);
}
void ImGui_ImplSDL2_Shutdown()
{
ImGuiIO& io = ImGui::GetIO();
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?");
ImGuiIO& io = ImGui::GetIO();
if (bd->ClipboardTextData)
SDL_free(bd->ClipboardTextData);
for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++)
SDL_FreeCursor(bd->MouseCursors[cursor_n]);
io.BackendPlatformName = NULL;
io.BackendPlatformUserData = NULL;
io.BackendPlatformName = nullptr;
io.BackendPlatformUserData = nullptr;
IM_DELETE(bd);
}
static void ImGui_ImplSDL2_UpdateMousePosAndButtons()
static void ImGui_ImplSDL2_UpdateMouseData()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
ImGuiIO& io = ImGui::GetIO();
ImVec2 mouse_pos_prev = io.MousePos;
io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
// Update mouse buttons
int mouse_x_local, mouse_y_local;
Uint32 mouse_buttons = SDL_GetMouseState(&mouse_x_local, &mouse_y_local);
io.MouseDown[0] = bd->MousePressed[0] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_LEFT)) != 0; // If a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame.
io.MouseDown[1] = bd->MousePressed[1] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_RIGHT)) != 0;
io.MouseDown[2] = bd->MousePressed[2] || (mouse_buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE)) != 0;
bd->MousePressed[0] = bd->MousePressed[1] = bd->MousePressed[2] = false;
// Obtain focused and hovered window. We forward mouse input when focused or when hovered (and no other window is capturing)
// We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below)
#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE
SDL_Window* focused_window = SDL_GetKeyboardFocus();
SDL_Window* hovered_window = SDL_HAS_MOUSE_FOCUS_CLICKTHROUGH ? SDL_GetMouseFocus() : NULL; // This is better but is only reliably useful with SDL 2.0.5+ and SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH.
SDL_Window* mouse_window = NULL;
if (hovered_window && bd->Window == hovered_window)
mouse_window = hovered_window;
else if (focused_window && bd->Window == focused_window)
mouse_window = focused_window;
// SDL_CaptureMouse() let the OS know e.g. that our imgui drag outside the SDL window boundaries shouldn't e.g. trigger other operations outside
SDL_CaptureMouse(ImGui::IsAnyMouseDown() ? SDL_TRUE : SDL_FALSE);
SDL_CaptureMouse((bd->MouseButtonsDown != 0 && ImGui::GetDragDropPayload() == nullptr) ? SDL_TRUE : SDL_FALSE);
SDL_Window* focused_window = SDL_GetKeyboardFocus();
const bool is_app_focused = (bd->Window == focused_window);
#else
// SDL 2.0.3 and non-windowed systems: single-viewport only
SDL_Window* mouse_window = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) ? bd->Window : NULL;
const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only
#endif
if (mouse_window == NULL)
return;
// Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)mouse_pos_prev.x, (int)mouse_pos_prev.y);
// Set Dear ImGui mouse position from OS position + get buttons. (this is the common behavior)
if (bd->MouseCanUseGlobalState)
if (is_app_focused)
{
// Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window)
// Unlike local position obtained earlier this will be valid when straying out of bounds.
int mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
int window_x, window_y;
SDL_GetWindowPosition(mouse_window, &window_x, &window_y);
io.MousePos = ImVec2((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
}
else
{
io.MousePos = ImVec2((float)mouse_x_local, (float)mouse_y_local);
// (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user)
if (io.WantSetMousePos)
SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y);
// (Optional) Fallback to provide mouse position when focused (SDL_MOUSEMOTION already provides this when hovered or captured)
if (bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0)
{
int window_x, window_y, mouse_x_global, mouse_y_global;
SDL_GetGlobalMouseState(&mouse_x_global, &mouse_y_global);
SDL_GetWindowPosition(bd->Window, &window_x, &window_y);
io.AddMousePosEvent((float)(mouse_x_global - window_x), (float)(mouse_y_global - window_y));
}
}
}
@ -376,42 +490,47 @@ static void ImGui_ImplSDL2_UpdateMouseCursor()
static void ImGui_ImplSDL2_UpdateGamepads()
{
ImGuiIO& io = ImGui::GetIO();
memset(io.NavInputs, 0, sizeof(io.NavInputs));
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs.
return;
// Get gamepad
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
SDL_GameController* game_controller = nullptr;
if (SDL_NumJoysticks() > 0 && SDL_IsGameController(0))
game_controller = SDL_GameControllerOpen(0);
if (!game_controller)
{
io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
return;
}
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
// Update gamepad inputs
#define MAP_BUTTON(NAV_NO, BUTTON_NO) { io.NavInputs[NAV_NO] = (SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0) ? 1.0f : 0.0f; }
#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); if (vn > 1.0f) vn = 1.0f; if (vn > 0.0f && io.NavInputs[NAV_NO] < vn) io.NavInputs[NAV_NO] = vn; }
#define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V)
#define MAP_BUTTON(KEY_NO, BUTTON_NO) { io.AddKeyEvent(KEY_NO, SDL_GameControllerGetButton(game_controller, BUTTON_NO) != 0); }
#define MAP_ANALOG(KEY_NO, AXIS_NO, V0, V1) { float vn = (float)(SDL_GameControllerGetAxis(game_controller, AXIS_NO) - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value.
MAP_BUTTON(ImGuiNavInput_Activate, SDL_CONTROLLER_BUTTON_A); // Cross / A
MAP_BUTTON(ImGuiNavInput_Cancel, SDL_CONTROLLER_BUTTON_B); // Circle / B
MAP_BUTTON(ImGuiNavInput_Menu, SDL_CONTROLLER_BUTTON_X); // Square / X
MAP_BUTTON(ImGuiNavInput_Input, SDL_CONTROLLER_BUTTON_Y); // Triangle / Y
MAP_BUTTON(ImGuiNavInput_DpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); // D-Pad Left
MAP_BUTTON(ImGuiNavInput_DpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // D-Pad Right
MAP_BUTTON(ImGuiNavInput_DpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); // D-Pad Up
MAP_BUTTON(ImGuiNavInput_DpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); // D-Pad Down
MAP_BUTTON(ImGuiNavInput_FocusPrev, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_FocusNext, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
MAP_BUTTON(ImGuiNavInput_TweakSlow, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); // L1 / LB
MAP_BUTTON(ImGuiNavInput_TweakFast, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); // R1 / RB
MAP_ANALOG(ImGuiNavInput_LStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiNavInput_LStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiNavInput_LStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32767);
MAP_ANALOG(ImGuiNavInput_LStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
MAP_BUTTON(ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START);
MAP_BUTTON(ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK);
MAP_BUTTON(ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square
MAP_BUTTON(ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle
MAP_BUTTON(ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle
MAP_BUTTON(ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross
MAP_BUTTON(ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
MAP_BUTTON(ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
MAP_BUTTON(ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP);
MAP_BUTTON(ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
MAP_BUTTON(ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER);
MAP_BUTTON(ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER);
MAP_ANALOG(ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767);
MAP_ANALOG(ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767);
MAP_BUTTON(ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK);
MAP_BUTTON(ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK);
MAP_ANALOG(ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767);
MAP_ANALOG(ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768);
MAP_ANALOG(ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767);
#undef MAP_BUTTON
#undef MAP_ANALOG
}
@ -419,7 +538,7 @@ static void ImGui_ImplSDL2_UpdateGamepads()
void ImGui_ImplSDL2_NewFrame()
{
ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
IM_ASSERT(bd != NULL && "Did you call ImGui_ImplSDL2_Init()?");
IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplSDL2_Init()?");
ImGuiIO& io = ImGui::GetIO();
// Setup display size (every frame to accommodate for window resizing)
@ -428,7 +547,10 @@ void ImGui_ImplSDL2_NewFrame()
SDL_GetWindowSize(bd->Window, &w, &h);
if (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_MINIMIZED)
w = h = 0;
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
if (bd->Renderer != nullptr)
SDL_GetRendererOutputSize(bd->Renderer, &display_w, &display_h);
else
SDL_GL_GetDrawableSize(bd->Window, &display_w, &display_h);
io.DisplaySize = ImVec2((float)w, (float)h);
if (w > 0 && h > 0)
io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h);
@ -439,7 +561,13 @@ void ImGui_ImplSDL2_NewFrame()
io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / frequency) : (float)(1.0f / 60.0f);
bd->Time = current_time;
ImGui_ImplSDL2_UpdateMousePosAndButtons();
if (bd->PendingMouseLeaveFrame && bd->PendingMouseLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0)
{
io.AddMousePosEvent(-FLT_MAX, -FLT_MAX);
bd->PendingMouseLeaveFrame = 0;
}
ImGui_ImplSDL2_UpdateMouseData();
ImGui_ImplSDL2_UpdateMouseCursor();
// Update game controllers (if enabled and available)

View File

@ -3,10 +3,10 @@
// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.)
// Implemented features:
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Clipboard support.
// [X] Platform: Keyboard arrays indexed using SDL_SCANCODE_* codes, e.g. ImGui::IsKeyPressed(SDL_SCANCODE_SPACE).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set]
// [X] Platform: Gamepad support. Enabled with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// Missing features:
// [ ] Platform: SDL2 handling of IME under Windows appears to be broken and it explicitly disable the regular Windows IME. You can restore Windows IME by compiling SDL with SDL_DISABLE_WINDOWS_IME.
@ -19,12 +19,14 @@
#include "imgui.h" // IMGUI_IMPL_API
struct SDL_Window;
struct SDL_Renderer;
typedef union SDL_Event SDL_Event;
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window);
IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer);
IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown();
IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame();
IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);

View File

@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP
// dear imgui, v1.89.2 WIP
// (internal structures/api)
// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility!
@ -18,13 +18,16 @@ Index of this file:
// [SECTION] Generic helpers
// [SECTION] ImDrawList support
// [SECTION] Widgets support: flags, enums, data structures
// [SECTION] Inputs support
// [SECTION] Clipper support
// [SECTION] Navigation support
// [SECTION] Columns support
// [SECTION] Multi-select support
// [SECTION] Docking support
// [SECTION] Viewport support
// [SECTION] Settings support
// [SECTION] Metrics, Debug
// [SECTION] Localization support
// [SECTION] Metrics, Debug tools
// [SECTION] Generic context hooks
// [SECTION] ImGuiContext (main imgui context)
// [SECTION] ImGuiWindowTempData, ImGuiWindow
@ -53,7 +56,7 @@ Index of this file:
#include <limits.h> // INT_MIN, INT_MAX
// Enable SSE intrinsics if available
#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE)
#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE)
#define IMGUI_ENABLE_SSE
#include <immintrin.h>
#endif
@ -119,6 +122,7 @@ struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDat
struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup()
struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box
struct ImGuiLastItemData; // Status storage for last submitted items
struct ImGuiLocEntry; // A localization entry.
struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only
struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result
struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions
@ -134,6 +138,7 @@ struct ImGuiTabBar; // Storage for a tab bar
struct ImGuiTabItem; // Storage for a tab item (within a tab bar)
struct ImGuiTable; // Storage for a table
struct ImGuiTableColumn; // Storage for one column of a table
struct ImGuiTableInstanceData; // Storage for one instance of a same table
struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables.
struct ImGuiTableSettings; // Storage for a table .ini settings
struct ImGuiTableColumnsSettings; // Storage for a column .ini settings
@ -141,17 +146,22 @@ struct ImGuiWindow; // Storage for one window
struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window)
struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session)
// Enumerations
// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists.
enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation.
typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical
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
// Flags
typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later)
typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags
typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags
typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags
typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns()
typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight()
typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d()
typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests
typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions
typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions
typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests
typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx()
typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx()
typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx()
@ -189,23 +199,31 @@ namespace ImStb
// [SECTION] Macros
//-----------------------------------------------------------------------------
// Debug Logging
#ifndef IMGUI_DEBUG_LOG
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
// Debug Printing Into TTY
// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename)
#ifndef IMGUI_DEBUG_PRINTF
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__)
#else
#define IMGUI_DEBUG_PRINTF(_FMT,...)
#endif
#endif
// Debug Logging for selected systems. Remove the '((void)0) //' to enable.
//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log
//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log
#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log
#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log
// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam.
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__)
#else
#define IMGUI_DEBUG_LOG(...) ((void)0)
#endif
#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0)
// Static Asserts
#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]
#endif
// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much.
// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code.
@ -229,8 +247,10 @@ namespace ImStb
#else
#define IM_NEWLINE "\n"
#endif
#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override
#define IM_TABSIZE (4)
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
#endif
#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255
#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds
@ -251,12 +271,19 @@ namespace ImStb
#endif
// Debug Tools
// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item.
// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item.
// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference.
#ifndef IM_DEBUG_BREAK
#if defined(__clang__)
#define IM_DEBUG_BREAK() __builtin_debugtrap()
#elif defined (_MSC_VER)
#if defined (_MSC_VER)
#define IM_DEBUG_BREAK() __debugbreak()
#elif defined(__clang__)
#define IM_DEBUG_BREAK() __builtin_debugtrap()
#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03")
#elif defined(__GNUC__) && defined(__thumb__)
#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01")
#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__)
#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0");
#else
#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger!
#endif
@ -270,7 +297,8 @@ namespace ImStb
// - Helpers: Hashing
// - Helpers: Sorting
// - Helpers: Bit manipulation
// - Helpers: String, Formatting
// - Helpers: String
// - Helpers: Formatting
// - Helpers: UTF-8 <> wchar conversions
// - Helpers: ImVec2/ImVec4 operators
// - Helpers: Maths
@ -283,17 +311,17 @@ namespace ImStb
// - Helper: ImSpan<>, ImSpanAllocator<>
// - Helper: ImPool<>
// - Helper: ImChunkStream<>
// - Helper: ImGuiTextIndex
//-----------------------------------------------------------------------------
// Helpers: Hashing
IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0);
IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0);
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68]
#endif
// Helpers: Sorting
#define ImQsort qsort
#ifndef ImQsort
static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); }
#endif
// Helpers: Color Blending
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b);
@ -303,7 +331,7 @@ static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v &
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
// Helpers: String
IMGUI_API int ImStricmp(const char* str1, const char* str2);
IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count);
IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count);
@ -316,14 +344,23 @@ IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* bu
IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end);
IMGUI_API void ImStrTrimBlanks(char* str);
IMGUI_API const char* ImStrSkipBlank(const char* str);
IM_MSVC_RUNTIME_CHECKS_OFF
static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; }
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Helpers: Formatting
IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3);
IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3);
IMGUI_API const char* ImParseFormatFindStart(const char* format);
IMGUI_API const char* ImParseFormatFindEnd(const char* format);
IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size);
IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size);
IMGUI_API int ImParseFormatPrecision(const char* format, int default_value);
static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; }
static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; }
// Helpers: UTF-8 <> wchar conversions
IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf
@ -400,8 +437,8 @@ static inline double ImLog(double x) { return log(x); }
static inline int ImAbs(int x) { return x < 0 ? -x : x; }
static inline float ImAbs(float x) { return fabsf(x); }
static inline double ImAbs(double x) { return fabs(x); }
static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument
static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); }
static inline float 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
@ -430,13 +467,16 @@ static inline float ImLengthSqr(const ImVec2& lhs)
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 float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf()
static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); }
static inline int ImModPositive(int a, int b) { return (a + b) % b; }
static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; }
static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); }
static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; }
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; }
static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; }
IM_MSVC_RUNTIME_CHECKS_RESTORE
// Helpers: Geometry
@ -457,17 +497,17 @@ IM_MSVC_RUNTIME_CHECKS_OFF
struct ImVec1
{
float x;
ImVec1() { x = 0.0f; }
ImVec1(float _x) { x = _x; }
constexpr ImVec1() : x(0.0f) { }
constexpr ImVec1(float _x) : x(_x) { }
};
// 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; }
constexpr ImVec2ih() : x(0), y(0) {}
constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {}
constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {}
};
// Helper: ImRect (2D axis aligned bounding-box)
@ -477,10 +517,10 @@ 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) {}
constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {}
constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {}
constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {}
constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {}
ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); }
ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); }
@ -528,17 +568,18 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran
// Helper: ImBitArray class (wrapper over ImBitArray functions)
// Store 1-bit per value.
template<int BITCOUNT>
struct IMGUI_API ImBitArray
template<int BITCOUNT, int OFFSET = 0>
struct ImBitArray
{
ImU32 Storage[(BITCOUNT + 31) >> 5];
ImBitArray() { ClearAllBits(); }
void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); }
void SetAllBits() { memset(Storage, 255, sizeof(Storage)); }
bool TestBit(int n) const { IM_ASSERT(n < 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)
bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); }
void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); }
void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2)
bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); }
};
// Helper: ImBitVector
@ -609,7 +650,7 @@ struct ImSpanAllocator
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
typedef int ImPoolIdx;
template<typename T>
struct IMGUI_API ImPool
struct ImPool
{
ImVector<T> Buf; // Contiguous data
ImGuiStorage Map; // ID->Index
@ -646,7 +687,7 @@ struct IMGUI_API ImPool
// 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
struct ImChunkStream
{
ImVector<char> Buf;
@ -664,6 +705,20 @@ struct IMGUI_API ImChunkStream
};
// Helper: ImGuiTextIndex<>
// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API.
struct ImGuiTextIndex
{
ImVector<int> LineOffsets;
int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?)
void clear() { LineOffsets.clear(); EndOffset = 0; }
int size() { return LineOffsets.Size; }
const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; }
const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); }
void append(const char* base, int old_size, int new_size);
};
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList support
//-----------------------------------------------------------------------------
@ -678,7 +733,6 @@ struct IMGUI_API ImChunkStream
//
// Rendering circles with an odd number of segments, while mathematically correct will produce
// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.)
//
#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2)
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4
#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512
@ -706,6 +760,9 @@ struct IMGUI_API ImDrawListSharedData
ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen()
ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards)
// [Internal] Temp write buffer
ImVector<ImVec2> TempBuffer;
// [Internal] Lookup tables
ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle.
float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo()
@ -730,10 +787,14 @@ struct ImDrawDataBuilder
// [SECTION] Widgets support: flags, enums, data structures
//-----------------------------------------------------------------------------
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
// Flags used by upcoming items
// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags.
// - output: stored in g.LastItemData.InFlags
// Current window shared by all windows.
// This is going to be exposed in imgui.h when stabilized enough.
enum ImGuiItemFlags_
{
// Controlled by user
ImGuiItemFlags_None = 0,
ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav)
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
@ -742,39 +803,34 @@ enum ImGuiItemFlags_
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items)
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window
ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets)
ImGuiItemFlags_ReadOnly = 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed.
ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable()
// Controlled by widget code
ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature.
};
// 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
// Status flags for an already submitted item
// - output: stored in g.LastItemData.StatusFlags
enum ImGuiItemStatusFlags_
{
ImGuiItemStatusFlags_None = 0,
ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test)
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid
ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets)
ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues.
ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state.
ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag.
ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set.
ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing.
ImGuiItemStatusFlags_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
ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon)
ImGuiItemStatusFlags_Visible = 1 << 9, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()).
#ifdef IMGUI_ENABLE_TEST_ENGINE
, // [imgui_tests only]
ImGuiItemStatusFlags_Openable = 1 << 20, //
ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode)
ImGuiItemStatusFlags_Opened = 1 << 21, //
ImGuiItemStatusFlags_Checkable = 1 << 22, //
ImGuiItemStatusFlags_Checked = 1 << 23 //
ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem)
ImGuiItemStatusFlags_Checked = 1 << 23, //
#endif
};
@ -784,7 +840,7 @@ 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.
ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match.
};
// Extend ImGuiButtonFlags_
@ -804,23 +860,25 @@ enum ImGuiButtonFlagsPrivate_
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_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags)
ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item
ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold,
ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease
ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease,
};
// Extend ImGuiComboFlags_
enum ImGuiComboFlagsPrivate_
{
ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview()
ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview()
};
// Extend ImGuiSliderFlags_
enum ImGuiSliderFlagsPrivate_
{
ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically?
ImGuiSliderFlags_ReadOnly = 1 << 21
ImGuiSliderFlags_ReadOnly = 1 << 21,
};
// Extend ImGuiSelectableFlags_
@ -834,33 +892,34 @@ enum ImGuiSelectableFlagsPrivate_
ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus)
ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow.
ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem)
ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f
ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27, // Disable padding each side with ItemSpacing * 0.5f
ImGuiSelectableFlags_NoSetKeyOwner = 1 << 28, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!)
};
// Extend ImGuiTreeNodeFlags_
enum ImGuiTreeNodeFlagsPrivate_
{
ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20
ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20,
};
enum ImGuiSeparatorFlags_
{
ImGuiSeparatorFlags_None = 0,
ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
ImGuiSeparatorFlags_Vertical = 1 << 1,
ImGuiSeparatorFlags_SpanAllColumns = 1 << 2
ImGuiSeparatorFlags_None = 0,
ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar
ImGuiSeparatorFlags_Vertical = 1 << 1,
ImGuiSeparatorFlags_SpanAllColumns = 1 << 2,
};
enum ImGuiTextFlags_
{
ImGuiTextFlags_None = 0,
ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0
ImGuiTextFlags_None = 0,
ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0,
};
enum ImGuiTooltipFlags_
{
ImGuiTooltipFlags_None = 0,
ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append)
ImGuiTooltipFlags_None = 0,
ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0, // Override will clear/ignore previously submitted tooltip (defaults to append)
};
// FIXME: this is in development, not exposed/functional as a generic feature yet.
@ -877,7 +936,7 @@ enum ImGuiLogType
ImGuiLogType_TTY,
ImGuiLogType_File,
ImGuiLogType_Buffer,
ImGuiLogType_Clipboard
ImGuiLogType_Clipboard,
};
// X/Y enums are fixed to 0/1 so they may be used to index ImVec2
@ -891,36 +950,14 @@ enum ImGuiAxis
enum ImGuiPlotType
{
ImGuiPlotType_Lines,
ImGuiPlotType_Histogram
};
enum ImGuiInputSource
{
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse,
ImGuiInputSource_Keyboard,
ImGuiInputSource_Gamepad,
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
ImGuiInputSource_Clipboard, // Currently only used by InputText()
ImGuiInputSource_COUNT
};
// FIXME-NAV: Clarify/expose various repeat delay/rate
enum ImGuiInputReadMode
{
ImGuiInputReadMode_Down,
ImGuiInputReadMode_Pressed,
ImGuiInputReadMode_Released,
ImGuiInputReadMode_Repeat,
ImGuiInputReadMode_RepeatSlow,
ImGuiInputReadMode_RepeatFast
ImGuiPlotType_Histogram,
};
enum ImGuiPopupPositionPolicy
{
ImGuiPopupPositionPolicy_Default,
ImGuiPopupPositionPolicy_ComboBox,
ImGuiPopupPositionPolicy_Tooltip
ImGuiPopupPositionPolicy_Tooltip,
};
struct ImGuiDataTypeTempStorage
@ -942,14 +979,14 @@ enum ImGuiDataTypePrivate_
{
ImGuiDataType_String = ImGuiDataType_COUNT + 1,
ImGuiDataType_Pointer,
ImGuiDataType_ID
ImGuiDataType_ID,
};
// Stacked color modifier, backup of modified data so we can restore it
struct ImGuiColorMod
{
ImGuiCol Col;
ImVec4 BackupValue;
ImGuiCol Col;
ImVec4 BackupValue;
};
// Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable.
@ -1013,6 +1050,7 @@ struct IMGUI_API ImGuiMenuColumns
// For a given item ID, access with ImGui::GetInputTextState()
struct IMGUI_API ImGuiInputTextState
{
ImGuiContext* Ctx; // parent dear imgui context
ImGuiID ID; // widget id owning the text state
int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not.
ImVector<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.
@ -1026,11 +1064,9 @@ struct IMGUI_API ImGuiInputTextState
bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!)
bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection
bool Edited; // edited this frame
ImGuiInputTextFlags Flags; // copy of InputText() flags
ImGuiInputTextCallback UserCallback; // "
void* UserCallbackData; // "
ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set.
ImGuiInputTextState() { memset(this, 0, sizeof(*this)); }
ImGuiInputTextState(ImGuiContext* ctx) { memset(this, 0, sizeof(*this)); Ctx = ctx;}
void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); }
void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); }
int GetUndoAvailCount() const { return Stb.undostate.undo_point; }
@ -1053,13 +1089,14 @@ struct ImGuiPopupData
{
ImGuiID PopupId; // Set on OpenPopup()
ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup()
ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup
ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close
int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value
int OpenFrameCount; // Set on OpenPopup()
ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items)
ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse)
ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup
ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; }
ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; }
};
enum ImGuiNextWindowDataFlags_
@ -1072,7 +1109,7 @@ enum ImGuiNextWindowDataFlags_
ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4,
ImGuiNextWindowDataFlags_HasFocus = 1 << 5,
ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6,
ImGuiNextWindowDataFlags_HasScroll = 1 << 7
ImGuiNextWindowDataFlags_HasScroll = 1 << 7,
};
// Storage for SetNexWindow** functions
@ -1102,7 +1139,7 @@ enum ImGuiNextItemDataFlags_
{
ImGuiNextItemDataFlags_None = 0,
ImGuiNextItemDataFlags_HasWidth = 1 << 0,
ImGuiNextItemDataFlags_HasOpen = 1 << 1
ImGuiNextItemDataFlags_HasOpen = 1 << 1,
};
struct ImGuiNextItemData
@ -1123,23 +1160,43 @@ struct ImGuiLastItemData
ImGuiID ID;
ImGuiItemFlags InFlags; // See ImGuiItemFlags_
ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_
ImRect Rect;
ImRect DisplayRect;
ImRect Rect; // Full rectangle
ImRect NavRect; // Navigation scoring rectangle (not displayed)
ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set)
ImGuiLastItemData() { memset(this, 0, sizeof(*this)); }
};
struct IMGUI_API ImGuiStackSizes
{
short SizeOfIDStack;
short SizeOfColorStack;
short SizeOfStyleVarStack;
short SizeOfFontStack;
short SizeOfFocusScopeStack;
short SizeOfGroupStack;
short SizeOfItemFlagsStack;
short SizeOfBeginPopupStack;
short SizeOfDisabledStack;
ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
void SetToCurrentState();
void CompareWithCurrentState();
};
// Data saved for each window pushed into the stack
struct ImGuiWindowStackData
{
ImGuiWindow* Window;
ImGuiLastItemData ParentLastItemDataBackup;
ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting
};
struct ImGuiShrinkWidthItem
{
int Index;
float Width;
float InitialWidth;
};
struct ImGuiPtrOrIndex
@ -1151,25 +1208,219 @@ struct ImGuiPtrOrIndex
ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; }
};
//-----------------------------------------------------------------------------
// [SECTION] Inputs support
//-----------------------------------------------------------------------------
typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys;
// [Internal] Key ranges
#define ImGuiKey_LegacyNativeKey_BEGIN 0
#define ImGuiKey_LegacyNativeKey_END 512
#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN)
#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart)
#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart)
#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1)
#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft)
#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1)
#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN)
#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END)
// [Internal] Named shortcuts for Navigation
#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl
#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift
#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1
#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1
#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown
#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight
#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft
#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp
enum ImGuiInputEventType
{
ImGuiInputEventType_None = 0,
ImGuiInputEventType_MousePos,
ImGuiInputEventType_MouseWheel,
ImGuiInputEventType_MouseButton,
ImGuiInputEventType_Key,
ImGuiInputEventType_Text,
ImGuiInputEventType_Focus,
ImGuiInputEventType_COUNT
};
enum ImGuiInputSource
{
ImGuiInputSource_None = 0,
ImGuiInputSource_Mouse,
ImGuiInputSource_Keyboard,
ImGuiInputSource_Gamepad,
ImGuiInputSource_Clipboard, // Currently only used by InputText()
ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only
ImGuiInputSource_COUNT
};
// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension?
// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor'
struct ImGuiInputEventMousePos { float PosX, PosY; };
struct ImGuiInputEventMouseWheel { float WheelX, WheelY; };
struct ImGuiInputEventMouseButton { int Button; bool Down; };
struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; };
struct ImGuiInputEventText { unsigned int Char; };
struct ImGuiInputEventAppFocused { bool Focused; };
struct ImGuiInputEvent
{
ImGuiInputEventType Type;
ImGuiInputSource Source;
union
{
ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos
ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel
ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton
ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key
ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text
ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus
};
bool AddedByTestEngine;
ImGuiInputEvent() { memset(this, 0, sizeof(*this)); }
};
// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior.
#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner.
typedef ImS16 ImGuiKeyRoutingIndex;
// Routing table entry (sizeof() == 16 bytes)
struct ImGuiKeyRoutingData
{
ImGuiKeyRoutingIndex NextEntryIndex;
ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super.
ImU8 RoutingNextScore; // Lower is better (0: perfect score)
ImGuiID RoutingCurr;
ImGuiID RoutingNext;
ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; }
};
// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching.
// Stored in main context (1 instance)
struct ImGuiKeyRoutingTable
{
ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[]
ImVector<ImGuiKeyRoutingData> Entries;
ImVector<ImGuiKeyRoutingData> EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer)
ImGuiKeyRoutingTable() { Clear(); }
void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); }
};
// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features)
// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData.
struct ImGuiKeyOwnerData
{
ImGuiID OwnerCurr;
ImGuiID OwnerNext;
bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame.
bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well.
ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; }
};
// Extend ImGuiInputFlags_
// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner()
// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function)
enum ImGuiInputFlagsPrivate_
{
// Flags for IsKeyPressed(), IsMouseClicked(), Shortcut()
ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default)
ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast
ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster
ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak,
// Flags for SetItemKeyOwner()
ImGuiInputFlags_CondHovered = 1 << 4, // Only set if item is hovered (default to both)
ImGuiInputFlags_CondActive = 1 << 5, // Only set if item is active (default to both)
ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive,
// Flags for SetKeyOwner(), SetItemKeyOwner()
ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.
ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code.
// [Internal] Mask of which function support which flags
ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this!
ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused,
ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_,
ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_,
ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease,
ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_,
};
//-----------------------------------------------------------------------------
// [SECTION] Clipper support
//-----------------------------------------------------------------------------
struct ImGuiListClipperRange
{
int Min;
int Max;
bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later)
ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices
ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices
static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; }
static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; }
};
// Temporary clipper data, buffers shared/reused between instances
struct ImGuiListClipperData
{
ImGuiListClipper* ListClipper;
float LossynessOffset;
int StepNo;
int ItemsFrozen;
ImVector<ImGuiListClipperRange> Ranges;
ImGuiListClipperData() { memset(this, 0, sizeof(*this)); }
void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); }
};
//-----------------------------------------------------------------------------
// [SECTION] Navigation support
//-----------------------------------------------------------------------------
enum ImGuiActivateFlags_
{
ImGuiActivateFlags_None = 0,
ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available.
ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available.
ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection)
};
// Early work-in-progress API for ScrollToItem()
enum ImGuiScrollFlags_
{
ImGuiScrollFlags_None = 0,
ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis]
ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible]
ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used]
ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis
ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used]
ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window)
ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to).
ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX,
ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY,
};
enum ImGuiNavHighlightFlags_
{
ImGuiNavHighlightFlags_None = 0,
ImGuiNavHighlightFlags_TypeDefault = 1 << 0,
ImGuiNavHighlightFlags_TypeThin = 1 << 1,
ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse.
ImGuiNavHighlightFlags_NoRounding = 1 << 3
};
enum ImGuiNavDirSourceFlags_
{
ImGuiNavDirSourceFlags_None = 0,
ImGuiNavDirSourceFlags_Keyboard = 1 << 0,
ImGuiNavDirSourceFlags_PadDPad = 1 << 1,
ImGuiNavDirSourceFlags_PadLStick = 1 << 2
ImGuiNavHighlightFlags_NoRounding = 1 << 3,
};
enum ImGuiNavMoveFlags_
@ -1181,15 +1432,19 @@ enum ImGuiNavMoveFlags_
ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness
ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place)
ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown)
ImGuiNavMoveFlags_ScrollToEdge = 1 << 6,
ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary
ImGuiNavMoveFlags_Forwarded = 1 << 7,
ImGuiNavMoveFlags_DebugNoResult = 1 << 8
ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result
ImGuiNavMoveFlags_FocusApi = 1 << 9,
ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight
ImGuiNavMoveFlags_Activate = 1 << 11,
ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12, // Do not alter the visible state of keyboard vs mouse nav highlight
};
enum ImGuiNavLayer
{
ImGuiNavLayer_Main = 0, // Main scrolling layer
ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu)
ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt)
ImGuiNavLayer_COUNT
};
@ -1199,12 +1454,13 @@ struct ImGuiNavItemData
ImGuiID ID; // Init,Move // Best candidate item ID
ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID
ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space
ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags
float DistBox; // Move // Best candidate box distance to current NavId
float DistCenter; // Move // Best candidate center distance to current NavId
float DistAxial; // Move // Best candidate axial distance to current NavId
ImGuiNavItemData() { Clear(); }
void Clear() { Window = NULL; ID = FocusScopeId = 0; RectRel = ImRect(); DistBox = DistCenter = DistAxial = FLT_MAX; }
void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; }
};
//-----------------------------------------------------------------------------
@ -1219,24 +1475,24 @@ enum ImGuiOldColumnFlags_
ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers
ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns
ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window
ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove.
ImGuiOldColumnFlags_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_None = ImGuiOldColumnFlags_None,
ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder,
ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize,
ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths,
ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow,
ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize
ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize,
#endif
};
struct ImGuiOldColumnData
{
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right)
float OffsetNormBeforeResize;
ImGuiOldColumnFlags Flags; // Not exposed
ImGuiOldColumnFlags Flags; // Not exposed
ImRect ClipRect;
ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); }
@ -1346,11 +1602,51 @@ struct ImGuiSettingsHandler
};
//-----------------------------------------------------------------------------
// [SECTION] Metrics, Debug
// [SECTION] Localization support
//-----------------------------------------------------------------------------
// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack.
enum ImGuiLocKey : int
{
ImGuiLocKey_TableSizeOne,
ImGuiLocKey_TableSizeAllFit,
ImGuiLocKey_TableSizeAllDefault,
ImGuiLocKey_TableResetOrder,
ImGuiLocKey_WindowingMainMenuBar,
ImGuiLocKey_WindowingPopup,
ImGuiLocKey_WindowingUntitled,
ImGuiLocKey_COUNT
};
struct ImGuiLocEntry
{
ImGuiLocKey Key;
const char* Text;
};
//-----------------------------------------------------------------------------
// [SECTION] Metrics, Debug Tools
//-----------------------------------------------------------------------------
enum ImGuiDebugLogFlags_
{
// Event types
ImGuiDebugLogFlags_None = 0,
ImGuiDebugLogFlags_EventActiveId = 1 << 0,
ImGuiDebugLogFlags_EventFocus = 1 << 1,
ImGuiDebugLogFlags_EventPopup = 1 << 2,
ImGuiDebugLogFlags_EventNav = 1 << 3,
ImGuiDebugLogFlags_EventClipper = 1 << 4,
ImGuiDebugLogFlags_EventIO = 1 << 5,
ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventIO,
ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY
};
struct ImGuiMetricsConfig
{
bool ShowDebugLog;
bool ShowStackTool;
bool ShowWindowsRects;
bool ShowWindowsBeginOrder;
bool ShowTablesRects;
@ -1361,29 +1657,35 @@ struct ImGuiMetricsConfig
ImGuiMetricsConfig()
{
ShowWindowsRects = false;
ShowWindowsBeginOrder = false;
ShowTablesRects = false;
ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false;
ShowDrawCmdMesh = true;
ShowDrawCmdBoundingBoxes = true;
ShowWindowsRectsType = -1;
ShowTablesRectsType = -1;
ShowWindowsRectsType = ShowTablesRectsType = -1;
}
};
struct IMGUI_API ImGuiStackSizes
struct ImGuiStackLevelInfo
{
short SizeOfIDStack;
short SizeOfColorStack;
short SizeOfStyleVarStack;
short SizeOfFontStack;
short SizeOfFocusScopeStack;
short SizeOfGroupStack;
short SizeOfBeginPopupStack;
ImGuiID ID;
ImS8 QueryFrameCount; // >= 1: Query in progress
bool QuerySuccess; // Obtained result from DebugHookIdInfo()
ImGuiDataType DataType : 8;
char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed.
ImGuiStackSizes() { memset(this, 0, sizeof(*this)); }
void SetToCurrentState();
void CompareWithCurrentState();
ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); }
};
// State for Stack tool queries
struct ImGuiStackTool
{
int LastActiveFrame;
int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level
ImGuiID QueryId; // ID to query details for
ImVector<ImGuiStackLevelInfo> Results;
bool CopyToClipboardOnCtrlC;
float CopyToClipboardLastTime;
ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; }
};
//-----------------------------------------------------------------------------
@ -1405,7 +1707,7 @@ struct ImGuiContextHook
};
//-----------------------------------------------------------------------------
// [SECTION] ImGuiContext (main imgui context)
// [SECTION] ImGuiContext (main Dear ImGui context)
//-----------------------------------------------------------------------------
struct ImGuiContext
@ -1413,6 +1715,8 @@ struct ImGuiContext
bool Initialized;
bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it.
ImGuiIO IO;
ImVector<ImGuiInputEvent> InputEventsQueue; // Input events which will be tricked/written into IO structure.
ImVector<ImGuiInputEvent> InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail.
ImGuiStyle Style;
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window.
@ -1427,7 +1731,6 @@ struct ImGuiContext
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
@ -1444,14 +1747,16 @@ struct ImGuiContext
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;
int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL
float WheelingWindowReleaseTimer;
ImVec2 WheelingWindowWheelRemainder;
ImVec2 WheelingAxisAvg;
// Item/widgets state and tracking information
ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line]
ImGuiID HoveredId; // Hovered widget, filled during the frame
ImGuiID HoveredIdPreviousFrame;
bool HoveredIdAllowOverlap;
bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window.
bool HoveredIdPreviousFrameUsingMouseWheel;
bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0.
float HoveredIdTimer; // Measure contiguous hovering time
float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active
@ -1464,10 +1769,6 @@ struct ImGuiContext
bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch.
bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state.
bool ActiveIdHasBeenEditedThisFrame;
bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window.
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs.
ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array.
ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior)
ImGuiWindow* ActiveIdWindow;
ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard)
@ -1479,8 +1780,22 @@ struct ImGuiContext
ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation.
float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation.
// [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system
// - The idea is that instead of "eating" a given key, we can link to an owner.
// - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
// - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame().
ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT];
ImGuiKeyRoutingTable KeysRoutingTable;
ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it)
bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency)
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);'
#endif
// Next window/item data
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back()
ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back()
ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location
ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions
ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd)
ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions
@ -1489,31 +1804,32 @@ struct ImGuiContext
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<ImGuiID> FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin()
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)
int BeginMenuCount;
// 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'
ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow'
ImGuiID NavId; // Focused item for navigation
ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set)
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0
ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0
ImGuiID NavJustTabbedId; // Just tabbed to this id.
ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem()
ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0
ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat)
ImGuiID NavActivateInputId; // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0.
ImGuiActivateFlags NavActivateFlags;
ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest).
ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest).
ImGuiKeyModFlags NavJustMovedToKeyMods;
ImGuiKeyChord NavJustMovedToKeyMods;
ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame.
ImGuiActivateFlags NavNextActivateFlags;
ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard.
ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later.
int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing
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)
@ -1529,32 +1845,32 @@ struct ImGuiContext
bool NavMoveScoringItems; // Move request submitted, still scoring incoming items
bool NavMoveForwardToNextFrame;
ImGuiNavMoveFlags NavMoveFlags;
ImGuiKeyModFlags NavMoveKeyMods;
ImGuiScrollFlags NavMoveScrollFlags;
ImGuiKeyChord NavMoveKeyMods;
ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down)
ImGuiDir NavMoveDirForDebug;
ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename?
ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring.
int NavScoringCount; // Metrics for debugging
ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted
int NavScoringDebugCount; // Metrics for debugging
int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id
int NavTabbingCounter; // >0 when counting items for tabbing
ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow
ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag)
ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag)
ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy
// Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize)
ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828)
ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab
ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most!
ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it.
ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents
float NavWindowingTimer;
float NavWindowingHighlightAlpha;
bool NavWindowingToggleLayer;
// Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!)
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
ImVec2 NavWindowingAccumDeltaPos;
ImVec2 NavWindowingAccumDeltaSize;
// Render
float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list)
@ -1579,11 +1895,15 @@ struct ImGuiContext
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
// Clipper
int ClipperTempDataStacked;
ImVector<ImGuiListClipperData> ClipperTempData;
// Tables
ImGuiTable* CurrentTable;
int CurrentTableStackIdx;
ImPool<ImGuiTable> Tables;
ImVector<ImGuiTableTempData> TablesTempDataStack;
int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size)
ImVector<ImGuiTableTempData> TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting)
ImPool<ImGuiTable> Tables; // Persistent table data
ImVector<float> TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC)
ImVector<ImDrawChannel> DrawChannelsTempMergeBuffer;
@ -1593,32 +1913,39 @@ struct ImGuiContext
ImVector<ImGuiPtrOrIndex> CurrentTabBarStack;
ImVector<ImGuiShrinkWidthItem> ShrinkWidthBuffer;
// Hover Delay system
ImGuiID HoverDelayId;
ImGuiID HoverDelayIdPreviousFrame;
float HoverDelayTimer; // Currently used IsItemHovered(), generally inferred from g.HoveredIdTimer but kept uncleared until clear timer elapse.
float HoverDelayClearTimer; // Currently used IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared.
// Widget state
ImVec2 LastValidMousePos;
ImVec2 MouseLastValidPos;
ImGuiInputTextState InputTextState;
ImFont InputTextPasswordFont;
ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc.
ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets
float ColorEditLastHue; // Backup of last Hue associated to LastColor[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];
float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips
float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips
ImU32 ColorEditLastColor; // RGB value with alpha set to 0.
ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker.
ImGuiComboPreviewData ComboPreviewData;
float SliderGrabClickOffset;
float SliderCurrentAccum; // Accumulated slider delta when using navigation controls.
bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it?
bool DragCurrentAccumDirty;
float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings
float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio
float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage?
int TooltipOverrideCount;
float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work)
float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled()
short DisabledStackSize;
short TooltipOverrideCount;
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;
ImGuiPlatformImeData PlatformImeData; // Data updated by current frame
ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn
char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point
// Settings
@ -1631,6 +1958,9 @@ struct ImGuiContext
ImVector<ImGuiContextHook> Hooks; // Hooks for extensions (e.g. test engine)
ImGuiID HookIdNext; // Next available HookId
// Localization
const char* LocalizationTable[ImGuiLocKey_COUNT];
// Capture/Logging
bool LogEnabled; // Currently capturing
ImGuiLogType LogType; // Capture target
@ -1645,21 +1975,28 @@ struct ImGuiContext
int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call.
// Debug Tools
ImGuiDebugLogFlags DebugLogFlags;
ImGuiTextBuffer DebugLogBuf;
ImGuiTextIndex DebugLogIndex;
ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above.
bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker())
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id
ImU8 DebugItemPickerMouseButton;
ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID
ImGuiMetricsConfig DebugMetricsConfig;
ImGuiStackTool DebugStackTool;
// Misc
float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds.
float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames..
int FramerateSecPerFrameIdx;
int FramerateSecPerFrameCount;
float FramerateSecPerFrameAccum;
int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags
int WantCaptureKeyboardNextFrame;
int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1.
int WantCaptureKeyboardNextFrame; // "
int WantTextInputNextFrame;
char TempBuffer[1024 * 3 + 1]; // Temporary text buffer
ImVector<char> TempBuffer; // Temporary text buffer
ImGuiContext(ImFontAtlas* shared_font_atlas)
: InputTextState(this)
{
Initialized = false;
FontAtlasOwnedByContext = shared_font_atlas ? false : true;
@ -1672,7 +2009,6 @@ struct ImGuiContext
WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false;
GcCompactAll = false;
TestEngineHookItems = false;
TestEngineHookIdInfo = 0;
TestEngine = NULL;
WindowsActiveCount = 0;
@ -1681,11 +2017,12 @@ struct ImGuiContext
HoveredWindowUnderMovingWindow = NULL;
MovingWindow = NULL;
WheelingWindow = NULL;
WheelingWindowTimer = 0.0f;
WheelingWindowStartFrame = -1;
WheelingWindowReleaseTimer = 0.0f;
DebugHookIdInfo = 0;
HoveredId = HoveredIdPreviousFrame = 0;
HoveredIdAllowOverlap = false;
HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false;
HoveredIdDisabled = false;
HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f;
ActiveId = 0;
@ -1697,10 +2034,6 @@ struct ImGuiContext
ActiveIdHasBeenPressedBefore = false;
ActiveIdHasBeenEditedBefore = false;
ActiveIdHasBeenEditedThisFrame = false;
ActiveIdUsingMouseWheel = false;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingNavInputMask = 0x00;
ActiveIdUsingKeyInputMask = 0x00;
ActiveIdClickOffset = ImVec2(-1, -1);
ActiveIdWindow = NULL;
ActiveIdSource = ImGuiInputSource_None;
@ -1712,15 +2045,23 @@ struct ImGuiContext
LastActiveId = 0;
LastActiveIdTimer = 0.0f;
ActiveIdUsingNavDirMask = 0x00;
ActiveIdUsingAllKeyboardKeys = false;
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
ActiveIdUsingNavInputMask = 0x00;
#endif
CurrentFocusScopeId = 0;
CurrentItemFlags = ImGuiItemFlags_None;
BeginMenuCount = 0;
NavWindow = NULL;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0;
NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavJustMovedToKeyMods = ImGuiKeyModFlags_None;
NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0;
NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0;
NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None;
NavJustMovedToKeyMods = ImGuiMod_None;
NavInputSource = ImGuiInputSource_None;
NavLayer = ImGuiNavLayer_Main;
NavIdTabCounter = INT_MAX;
NavIdIsAlive = false;
NavMousePosDirty = false;
NavDisableHighlight = true;
@ -1733,19 +2074,19 @@ struct ImGuiContext
NavMoveScoringItems = false;
NavMoveForwardToNextFrame = false;
NavMoveFlags = ImGuiNavMoveFlags_None;
NavMoveKeyMods = ImGuiKeyModFlags_None;
NavMoveScrollFlags = ImGuiScrollFlags_None;
NavMoveKeyMods = ImGuiMod_None;
NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None;
NavScoringCount = 0;
NavScoringDebugCount = 0;
NavTabbingDir = 0;
NavTabbingCounter = 0;
ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab;
ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab;
NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL;
NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f;
NavWindowingToggleLayer = false;
TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL;
TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX;
TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX;
TabFocusPressed = false;
DimBgRatio = 0.0f;
MouseCursor = ImGuiMouseCursor_Arrow;
@ -1761,32 +2102,40 @@ struct ImGuiContext
DragDropHoldJustPressedId = 0;
memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal));
ClipperTempDataStacked = 0;
CurrentTable = NULL;
CurrentTableStackIdx = -1;
TablesTempDataStacked = 0;
CurrentTabBar = NULL;
LastValidMousePos = ImVec2(0.0f, 0.0f);
HoverDelayId = HoverDelayIdPreviousFrame = 0;
HoverDelayTimer = HoverDelayClearTimer = 0.0f;
TempInputId = 0;
ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_;
ColorEditLastHue = ColorEditLastSat = 0.0f;
ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX;
ColorEditLastColor = 0;
SliderGrabClickOffset = 0.0f;
SliderCurrentAccum = 0.0f;
SliderCurrentAccumDirty = false;
DragCurrentAccumDirty = false;
DragCurrentAccum = 0.0f;
DragSpeedDefaultRatio = 1.0f / 100.0f;
DisabledAlphaBackup = 0.0f;
ScrollbarClickDeltaToGrabCenter = 0.0f;
DisabledAlphaBackup = 0.0f;
DisabledStackSize = 0;
TooltipOverrideCount = 0;
TooltipSlowDelay = 0.50f;
PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX);
PlatformImeData.InputPos = ImVec2(0.0f, 0.0f);
PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission
PlatformLocaleDecimalPoint = '.';
SettingsLoaded = false;
SettingsDirtyTimer = 0.0f;
HookIdNext = 0;
memset(LocalizationTable, 0, sizeof(LocalizationTable));
LogEnabled = false;
LogType = ImGuiLogType_None;
LogNextPrefix = LogNextSuffix = NULL;
@ -1796,14 +2145,17 @@ struct ImGuiContext
LogDepthRef = 0;
LogDepthToExpand = LogDepthToExpandDefault = 2;
DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY;
DebugLocateId = 0;
DebugLocateFrames = 0;
DebugItemPickerActive = false;
DebugItemPickerMouseButton = ImGuiMouseButton_Left;
DebugItemPickerBreakId = 0;
memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame));
FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0;
FramerateSecPerFrameAccum = 0.0f;
WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1;
memset(TempBuffer, 0, sizeof(TempBuffer));
}
};
@ -1826,15 +2178,17 @@ struct IMGUI_API ImGuiWindowTempData
ImVec2 PrevLineSize;
float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added).
float PrevLineTextBaseOffset;
bool IsSameLine;
bool IsSetPos;
ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.)
ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API.
ImVec1 GroupOffset;
ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area.
// Keyboard/Gamepad navigation
ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1)
short NavLayersActiveMask; // Which layers have been written to (result from previous frame)
short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame)
ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending
bool NavHideHighlightOneFrame;
bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f)
@ -1850,8 +2204,6 @@ struct IMGUI_API ImGuiWindowTempData
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)
int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through.
// Local parameters stacks
// We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings.
@ -1859,7 +2211,6 @@ struct IMGUI_API ImGuiWindowTempData
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
@ -1868,6 +2219,7 @@ struct IMGUI_API ImGuiWindow
char* Name; // Window name, owned by the window.
ImGuiID ID; // == ImHashStr(Name)
ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_
ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded.
ImVec2 Pos; // Position (always rounded-up to nearest pixel)
ImVec2 Size; // Current size (==SizeFull or collapsed title bar size)
ImVec2 SizeFull; // Size when non collapsed
@ -1877,6 +2229,9 @@ struct IMGUI_API ImGuiWindow
ImVec2 WindowPadding; // Window padding at the time of Begin().
float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc.
float WindowBorderSize; // Window border size at the time of Begin().
float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin().
float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y).
float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes).
int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)!
ImGuiID MoveId; // == window->GetID("#MOVE")
ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window)
@ -1896,9 +2251,11 @@ struct IMGUI_API ImGuiWindow
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
bool Hidden; // Do not display (== HiddenFrames*** > 0)
bool IsFallbackWindow; // Set on the "Debug##Default" window.
bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked()
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
short BeginCountPreviousFrame; // Number of Begin() during the previous frame
short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0.
short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues.
short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused.
@ -1942,14 +2299,17 @@ struct IMGUI_API ImGuiWindow
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 == Top-level window.
ImGuiWindow* ParentWindow; // If we are a child _or_ popup _or_ docked window, this is pointing to our parent. Otherwise NULL.
ImGuiWindow* ParentWindowInBeginStack;
ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes.
ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child.
ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active.
ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag.
ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.)
ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1)
ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space
ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin()
int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy
int MemoryDrawListVtxCapacity;
@ -1962,12 +2322,9 @@ public:
ImGuiID GetID(const char* str, const char* str_end = NULL);
ImGuiID GetID(const void* ptr);
ImGuiID GetID(int n);
ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL);
ImGuiID GetIDNoKeepAlive(const void* ptr);
ImGuiID GetIDNoKeepAlive(int n);
ImGuiID GetIDFromRectangle(const ImRect& r_abs);
// We don't use g.FontSize because the window may be != g.CurrentWidow.
// We don't use g.FontSize because the window may be != g.CurrentWindow.
ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); }
float CalcFontSize() const { ImGuiContext& g = *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; }
@ -1985,7 +2342,7 @@ enum ImGuiTabBarFlagsPrivate_
{
ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around]
ImGuiTabBarFlags_IsFocused = 1 << 21,
ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs
};
// Extend ImGuiTabItemFlags_
@ -1993,7 +2350,7 @@ enum ImGuiTabItemFlagsPrivate_
{
ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing,
ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout)
ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button
ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button
};
// Storage for one active tab item (sizeof() 40 bytes)
@ -2006,16 +2363,17 @@ struct ImGuiTabItem
float Offset; // Position relative to beginning of tab
float Width; // Width currently displayed
float ContentWidth; // Width of label, stored during BeginTabItem() call
float RequestedWidth; // Width optionally requested by caller, -1.0f is unused
ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames
ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable
ImS16 IndexDuringLayout; // Index only used during TabBarLayout()
bool WantClose; // Marked as closed by SetTabItemClosed()
ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }
ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; }
};
// Storage for a tab bar (sizeof() 152 bytes)
struct ImGuiTabBar
struct IMGUI_API ImGuiTabBar
{
ImVector<ImGuiTabItem> Tabs;
ImGuiTabBarFlags Flags;
@ -2139,8 +2497,18 @@ struct ImGuiTableCellData
ImGuiTableColumnIdx Column; // Column number
};
// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData
struct ImGuiTable
// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?)
struct ImGuiTableInstanceData
{
float LastOuterHeight; // Outer height from last frame
float LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked)
float LastFrozenHeight; // Height of frozen section from last frame
ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; }
};
// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData
struct IMGUI_API ImGuiTable
{
ImGuiID ID;
ImGuiTableFlags Flags;
@ -2181,11 +2549,10 @@ struct ImGuiTable
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 ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns
float ResizedColumnNextWidth;
float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table.
float RefScale; // Reference scale to be able to rescale columns on font/dpi changes.
@ -2193,7 +2560,7 @@ struct ImGuiTable
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 BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries
ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped
ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect.
ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window.
@ -2202,6 +2569,8 @@ struct ImGuiTable
ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window)
ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names
ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly
ImGuiTableInstanceData InstanceDataFirst;
ImVector<ImGuiTableInstanceData> InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good.
ImGuiTableColumnSortSpecs SortSpecsSingle;
ImVector<ImGuiTableColumnSortSpecs> SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good.
ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs()
@ -2243,17 +2612,19 @@ struct ImGuiTable
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 HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame.
bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous.
bool MemoryCompacted;
bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis
IMGUI_API ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }
IMGUI_API ~ImGuiTable() { IM_FREE(RawData); }
ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; }
~ImGuiTable() { IM_FREE(RawData); }
};
// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table).
// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure.
// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics.
struct ImGuiTableTempData
struct IMGUI_API ImGuiTableTempData
{
int TableIndex; // Index in g.Tables.Buf[] pool
float LastTimeActive; // Last timestamp this structure was used
@ -2270,7 +2641,7 @@ struct ImGuiTableTempData
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; }
ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; }
};
// sizeof() ~ 12
@ -2329,13 +2700,16 @@ namespace ImGui
IMGUI_API ImGuiWindow* FindWindowByName(const char* name);
IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window);
IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy);
IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent);
IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below);
IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window);
IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0);
IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0);
IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0);
IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size);
inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); }
inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); }
// Windows: Display Order and Focus Order
IMGUI_API void FocusWindow(ImGuiWindow* window);
@ -2343,6 +2717,9 @@ namespace ImGui
IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window);
IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window);
IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window);
IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window);
// Fonts, drawing
IMGUI_API void SetCurrentFont(ImFont* font);
@ -2352,10 +2729,11 @@ namespace ImGui
IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents.
// Init
IMGUI_API void Initialize(ImGuiContext* context);
IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
IMGUI_API void Initialize();
IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext().
// NewFrame
IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs);
IMGUI_API void UpdateHoveredWindowAndCaptureFlags();
IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window);
IMGUI_API void UpdateMouseMovingWindowNewFrame();
@ -2366,6 +2744,9 @@ namespace ImGui
IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove);
IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type);
// Viewports
IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport);
// Settings
IMGUI_API void MarkIniSettingsDirty();
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
@ -2373,18 +2754,29 @@ namespace ImGui
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler);
IMGUI_API void RemoveSettingsHandler(const char* type_name);
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
// Localization
IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count);
inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; }
// Scrolling
IMGUI_API void 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);
// Early work-in-progress API (ScrollToItem() will become public)
IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0);
IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0);
//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); }
//#endif
// Basic Accessors
inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand)
inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; }
inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; }
inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; }
@ -2401,11 +2793,11 @@ namespace ImGui
// 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, ImGuiItemAddFlags flags = 0);
inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min.
IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0);
IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id);
IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged);
IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id);
IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect);
IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h);
IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x);
IMGUI_API void PushMultiItemsWidths(int components, float width_full);
@ -2413,19 +2805,10 @@ namespace ImGui
IMGUI_API ImVec2 GetContentRegionMaxAbs();
IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess);
// Parameter stacks
// Parameter stacks (shared)
IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled);
IMGUI_API void PopItemFlag();
#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
@ -2437,16 +2820,18 @@ namespace ImGui
IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None);
IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup);
IMGUI_API void ClosePopupsExceptModals();
IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags);
IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags);
IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window);
IMGUI_API ImGuiWindow* GetTopMostPopupModal();
IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal();
IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window);
IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy);
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
// Menus
IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags);
IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true);
IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true);
@ -2457,42 +2842,107 @@ namespace ImGui
// Gamepad/Keyboard Navigation
IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit);
IMGUI_API void NavInitRequestApplyResult();
IMGUI_API bool NavMoveRequestButNoResultYet();
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags);
IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags);
IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result);
IMGUI_API void NavMoveRequestCancel();
IMGUI_API void NavMoveRequestApplyResult();
IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags);
IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode);
IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again.
IMGUI_API void SetNavWindow(ImGuiWindow* window);
IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel);
// Focus Scope (WIP)
// This is generally used to identify a selection set (multiple of which may be in the same window), as selection
// patterns generally need to react (e.g. clear selection) when landing on an item of the set.
IMGUI_API void PushFocusScope(ImGuiID id);
IMGUI_API void PopFocusScope();
inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; 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();
IMGUI_API void SetActiveIdUsingNavAndKeys();
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; }
inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; }
inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; }
inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; }
inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; }
inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; }
inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; }
inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; }
inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; }
inline ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); }
inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key)
{
ImGuiContext& g = *GImGui;
if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl;
if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift;
if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt;
if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper;
if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl);
return key;
}
IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key);
IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size);
inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
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();
IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate);
IMGUI_API void SetActiveIdUsingAllKeyboardKeys();
inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; }
// [EXPERIMENTAL] Low-Level: Key/Input Ownership
// - The idea is that instead of "eating" a given input, we can link to an owner id.
// - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead).
// - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID.
// - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0).
// - Input ownership is automatically released on the frame after a key is released. Therefore:
// - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case).
// - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover).
// - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state.
// - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step.
// Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved.
IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key);
IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'.
IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id'
inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &GImGui->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; }
// [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership
// - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag.
// - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0)
// - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'.
// Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease.
// - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API.
IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat.
IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id);
IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id);
IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0);
IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id);
// [EXPERIMENTAL] Low-Level: Shortcut Routing
// - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame.
// - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route.
// - Multiple read sites may use the same owner id and will all get the granted route.
// - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location.
IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0);
IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id);
IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord);
// [EXPERIMENTAL] Focus Scope
// This is generally used to identify a unique input location (for e.g. a selection set)
// There is one per window (automatically set in Begin), but:
// - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set.
// So in order to identify a set multiple lists in same window may each need a focus scope.
// If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope()
// - Shortcut routing also use focus scope as a default location identifier if an owner is not provided.
// We don't use the ID Stack for this as it is common to want them separate.
IMGUI_API void PushFocusScope(ImGuiID id);
IMGUI_API void PopFocusScope();
inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope()
// Drag and Drop
IMGUI_API bool IsDragDropActive();
IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id);
IMGUI_API void ClearDragDrop();
IMGUI_API bool IsDragDropPayloadBeingAccepted();
IMGUI_API void RenderDragDropTargetRect(const ImRect& bb);
// 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);
@ -2527,7 +2977,9 @@ namespace ImGui
IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table);
IMGUI_API void TableDrawBorders(ImGuiTable* table);
IMGUI_API void TableDrawContextMenu(ImGuiTable* table);
IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table);
IMGUI_API void TableMergeDrawChannels(ImGuiTable* table);
inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; }
IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table);
IMGUI_API void TableSortSpecsBuild(ImGuiTable* table);
IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column);
@ -2553,7 +3005,7 @@ namespace ImGui
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 void TableSettingsAddSettingsHandler();
IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count);
IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id);
@ -2565,8 +3017,9 @@ namespace ImGui
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 bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window);
IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker);
IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window);
IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col);
IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped);
@ -2583,47 +3036,44 @@ namespace ImGui
IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0);
IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight
IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text.
IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
// Render helpers (those functions don't access any ImGui state!)
IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz);
IMGUI_API void 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]
inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); }
inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); }
#endif
IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding);
// Widgets
IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0);
IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0);
IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0);
IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col);
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: Window Decorations
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, 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 bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags);
IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis);
IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners
IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir);
IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags);
IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value);
IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value);
// Widgets low-level behaviors
IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0);
IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags);
IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb);
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f);
IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0);
IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL);
IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging
IMGUI_API void TreePushOverrideID(ImGuiID id);
IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open);
IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging.
// 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).
@ -2632,14 +3082,14 @@ namespace ImGui
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 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, 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 bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format);
IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2);
IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max);
@ -2648,7 +3098,7 @@ namespace ImGui
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
inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active
// Color
IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags);
@ -2667,26 +3117,56 @@ namespace ImGui
IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window);
IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window);
// Debug Log
IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1);
IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1);
// Debug Tools
IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL);
IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time!
IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time!
IMGUI_API void DebugLocateItemResolveWithLastItem();
inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); }
inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end);
IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
IMGUI_API void DebugNodeFont(ImFont* font);
IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph);
IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
IMGUI_API void DebugNodeTable(ImGuiTable* table);
IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings);
IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state);
IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label);
IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings);
IMGUI_API void DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label);
IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack);
IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport);
IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list);
IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb);
// Obsolete functions
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89
inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89
// Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister():
// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)'
// (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0'
// (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP)
// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText()
inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd()
inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem
#endif
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity!
#endif
} // namespace ImGui
@ -2701,7 +3181,9 @@ struct ImFontBuilderIO
};
// Helper for font builder
#ifdef IMGUI_ENABLE_STB_TRUETYPE
IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype();
#endif
IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas);
IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent);
IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque);
@ -2718,16 +3200,15 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table
#ifdef IMGUI_ENABLE_TEST_ENGINE
extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id);
extern void ImGuiTestEngineHook_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, ...);
extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id);
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA));
#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == _ID) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2));
#else
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)0)
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0)
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g)
#endif
//-----------------------------------------------------------------------------

View File

@ -607,11 +607,11 @@ namespace ImGuiSDL
{
auto commandList = drawData->CmdLists[n];
auto vertexBuffer = commandList->VtxBuffer;
auto indexBuffer = commandList->IdxBuffer.Data;
for (int cmd_i = 0; cmd_i < commandList->CmdBuffer.Size; cmd_i++)
{
const ImDrawCmd* drawCommand = &commandList->CmdBuffer[cmd_i];
auto indexBuffer = commandList->IdxBuffer.Data + drawCommand->IdxOffset;
const Device::ClipRect clipRect = {
static_cast<int>(drawCommand->ClipRect.x),
@ -693,8 +693,6 @@ namespace ImGuiSDL
}
}
}
indexBuffer += drawCommand->ElemCount;
}
}

View File

@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP
// dear imgui, v1.89.2 WIP
// (tables and columns code)
/*
@ -24,7 +24,7 @@ Index of this file:
*/
// Navigating this file:
// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot.
// - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments.
//-----------------------------------------------------------------------------
@ -324,7 +324,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
const ImVec2 avail_size = GetContentRegionAvail();
ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f);
ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size);
if (use_child_window && IsClippedEx(outer_rect, 0, false))
if (use_child_window && IsClippedEx(outer_rect, 0))
{
ItemSize(outer_rect);
return false;
@ -340,10 +340,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// Acquire temporary buffers
const int table_idx = g.Tables.GetIndex(table);
g.CurrentTableStackIdx++;
if (g.CurrentTableStackIdx + 1 > g.TablesTempDataStack.Size)
g.TablesTempDataStack.resize(g.CurrentTableStackIdx + 1, ImGuiTableTempData());
ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempDataStack[g.CurrentTableStackIdx];
if (++g.TablesTempDataStacked > g.TablesTempData.Size)
g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData());
ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1];
temp_data->TableIndex = table_idx;
table->DrawSplitter = &table->TempData->DrawSplitter;
table->DrawSplitter->Clear();
@ -362,6 +361,8 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->IsLayoutLocked = false;
table->InnerWidth = inner_width;
temp_data->UserOuterSize = outer_size;
if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no)
table->InstanceDataExtra.push_back(ImGuiTableInstanceData());
// When not using a child window, WorkRect.Max will grow as we append contents.
if (use_child_window)
@ -394,6 +395,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
table->OuterRect = table->InnerWindow->Rect();
table->InnerRect = table->InnerWindow->InnerRect;
IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f);
// When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned)
if (instance_no == 0)
{
table->HasScrollbarYPrev = table->HasScrollbarYCurr;
table->HasScrollbarYCurr = false;
}
table->HasScrollbarYCurr |= (table->InnerWindow->ScrollMax.y > 0.0f);
}
else
{
@ -538,7 +547,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit)
{
const float scale_factor = new_ref_scale_unit / table->RefScale;
//IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
//IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor);
for (int n = 0; n < columns_count; n++)
table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor;
}
@ -564,6 +573,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG
// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables)
// + 1 (for table->RawData allocated below)
// + 1 (for table->ColumnsNames, if names are used)
// Shared allocations per number of nested tables
// + 1 (for table->Splitter._Channels)
// + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels)
// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details.
@ -886,11 +896,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
sum_width_requests += table->CellPaddingX * 2.0f;
}
table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed;
table->ColumnsStretchSumWeights = stretch_sum_weights;
// [Part 4] Apply final widths based on requested widths
const ImRect work_rect = table->WorkRect;
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth();
const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920)
const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed);
const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests;
float width_remaining_for_stretched_columns = width_avail_for_stretched_columns;
table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
@ -933,10 +945,19 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
width_remaining_for_stretched_columns -= 1.0f;
}
// Determine if table is hovered which will be used to flag columns as hovered.
// - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem),
// but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily
// clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem).
// - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
table->HoveredColumnBody = -1;
table->HoveredColumnBorder = -1;
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight));
const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight));
const ImGuiID backup_active_id = g.ActiveId;
g.ActiveId = 0;
const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0);
g.ActiveId = backup_active_id;
// [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column
// Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping.
@ -952,7 +973,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
const int column_n = table->DisplayOrderToIndex[order_n];
ImGuiTableColumn* column = &table->Columns[column_n];
column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);
column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen
if (offset_x_frozen && table->FreezeColumnsCount == visible_n)
{
@ -1096,23 +1117,15 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
// [Part 10] Hit testing on borders
if (table->Flags & ImGuiTableFlags_Resizable)
TableUpdateBorders(table);
table->LastFirstRowHeight = 0.0f;
table_instance->LastFirstRowHeight = 0.0f;
table->IsLayoutLocked = true;
table->IsUsingHeaders = false;
// [Part 11] Context menu
if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted)
if (TableBeginContextMenuPopup(table))
{
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
{
TableDrawContextMenu(table);
EndPopup();
}
else
{
table->IsContextPopupOpen = false;
}
TableDrawContextMenu(table);
EndPopup();
}
// [Part 13] Sanitize and build sort specs before we have a change to use them for display.
@ -1120,6 +1133,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table)
if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable))
TableSortSpecsBuild(table);
// [Part 14] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns)
if (table->FreezeColumnsRequest > 0)
table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x;
if (table->FreezeRowsRequest > 0)
table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight;
table_instance->LastFrozenHeight = 0.0f;
// Initial state
ImGuiWindow* inner_window = table->InnerWindow;
if (table->Flags & ImGuiTableFlags_NoClip)
@ -1141,10 +1161,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
// use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not
// really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height).
// Actual columns highlight/render will be performed in EndTable() and not be affected.
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS;
const float hit_y1 = table->OuterRect.Min.y;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight);
const float hit_y2_head = hit_y1 + table->LastFirstRowHeight;
const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight);
const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight;
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
{
@ -1166,11 +1187,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table)
ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent);
ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit);
ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav);
//GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100));
KeepAliveID(column_id);
bool hovered = false, held = false;
bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick);
bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus);
if (pressed && IsMouseDoubleClicked(0))
{
TableSetColumnWidthAutoSingle(table, column_n);
@ -1223,6 +1244,7 @@ void ImGui::EndTable()
TableOpenContextMenu((int)table->HoveredColumnBody);
// Finalize table height
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize;
inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize;
inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos;
@ -1233,7 +1255,7 @@ void ImGui::EndTable()
else if (!(flags & ImGuiTableFlags_NoHostExtendY))
table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height
table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y);
table->LastOuterHeight = table->OuterRect.GetHeight();
table_instance->LastOuterHeight = table->OuterRect.GetHeight();
// Setup inner scrolling range
// FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y,
@ -1279,17 +1301,23 @@ void ImGui::EndTable()
splitter->Merge(inner_window->DrawList);
// Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable()
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount;
float auto_fit_width_for_fixed = 0.0f;
float auto_fit_width_for_stretched = 0.0f;
float auto_fit_width_for_stretched_min = 0.0f;
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
if (table->EnabledMaskByIndex & ((ImU64)1 << column_n))
{
ImGuiTableColumn* column = &table->Columns[column_n];
if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize))
table->ColumnsAutoFitWidth += column->WidthRequest;
float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column);
if (column->Flags & ImGuiTableColumnFlags_WidthFixed)
auto_fit_width_for_fixed += column_width_request;
else
table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column);
auto_fit_width_for_stretched += column_width_request;
if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0)
auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights));
}
const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1);
table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min);
// Update scroll
if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window)
@ -1381,9 +1409,8 @@ void ImGui::EndTable()
// Clear or restore current table, if any
IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table);
IM_ASSERT(g.CurrentTableStackIdx >= 0);
g.CurrentTableStackIdx--;
temp_data = g.CurrentTableStackIdx >= 0 ? &g.TablesTempDataStack[g.CurrentTableStackIdx] : NULL;
IM_ASSERT(g.TablesTempDataStacked > 0);
temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL;
g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL;
if (g.CurrentTable)
{
@ -1479,6 +1506,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows)
table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b
// Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered.
// FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section)
for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++)
{
int order_n = table->DisplayOrderToIndex[column_n];
@ -1569,18 +1597,21 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n)
// Return the cell rectangle based on currently known height.
// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it.
// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height.
// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right
// columns report a small offset so their CellBgRect can extend up to the outer border.
// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling.
ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n)
{
const ImGuiTableColumn* column = &table->Columns[column_n];
float x1 = column->MinX;
float x2 = column->MaxX;
if (column->PrevEnabledColumn == -1)
x1 -= table->CellSpacingX1;
if (column->NextEnabledColumn == -1)
x2 += table->CellSpacingX2;
//if (column->PrevEnabledColumn == -1)
// x1 -= table->OuterPaddingX;
//if (column->NextEnabledColumn == -1)
// x2 += table->OuterPaddingX;
x1 = ImMax(x1, table->WorkRect.Min.x);
x2 = ImMin(x2, table->WorkRect.Max.x);
return ImRect(x1, table->RowPosY1, x2, table->RowPosY2);
}
@ -1710,6 +1741,8 @@ void ImGui::TableBeginRow(ImGuiTable* table)
table->RowTextBaseline = 0.0f;
table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent
window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
window->DC.IsSameLine = window->DC.IsSetPos = false;
window->DC.CursorMaxPos.y = next_y1;
// Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging.
@ -1746,7 +1779,7 @@ void ImGui::TableEndRow(ImGuiTable* table)
const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount);
const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest);
if (table->CurrentRow == 0)
table->LastFirstRowHeight = bg_y2 - bg_y1;
TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1;
const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y);
if (is_visible)
@ -1797,10 +1830,12 @@ void ImGui::TableEndRow(ImGuiTable* table)
ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent];
for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++)
{
// As we render the BG here we need to clip things (for layout we would not)
// FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling.
const ImGuiTableColumn* column = &table->Columns[cell_data->Column];
ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column);
cell_bg_rect.ClipWith(table->BgClipRect);
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped
cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling
cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX);
window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor);
}
@ -1820,17 +1855,15 @@ void ImGui::TableEndRow(ImGuiTable* table)
// get the new cursor position.
if (unfreeze_rows_request)
for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
{
ImGuiTableColumn* column = &table->Columns[column_n];
column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main);
}
table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main;
if (unfreeze_rows_actual)
{
IM_ASSERT(table->IsUnfrozenRows == false);
const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->IsUnfrozenRows = true;
TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y;
// BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect
float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y);
table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y);
table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y;
table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen;
@ -1989,6 +2022,9 @@ void ImGui::TableEndCell(ImGuiTable* table)
ImGuiTableColumn* column = &table->Columns[table->CurrentColumn];
ImGuiWindow* window = table->InnerWindow;
if (window->DC.IsSetPos)
ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
// Report maximum position so we can infer content size per column.
float* p_max_pos_x;
if (table->RowFlags & ImGuiTableRowFlags_Headers)
@ -2083,7 +2119,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width)
if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width)
return;
//IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
//IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width);
ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL;
// In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns.
@ -2353,7 +2389,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table)
// Don't attempt to merge if there are multiple draw calls within the column
ImDrawChannel* src_channel = &splitter->_Channels[channel_no];
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0)
if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
src_channel->_CmdBuffer.pop_back();
if (src_channel->_CmdBuffer.Size != 1)
continue;
@ -2497,10 +2533,11 @@ void ImGui::TableDrawBorders(ImGuiTable* table)
inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false);
// Draw inner border and resizing feedback
ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent);
const float border_size = TABLE_BORDER_SIZE;
const float draw_y1 = table->InnerRect.Min.y;
const float draw_y2_body = table->InnerRect.Max.y;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1;
const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1;
if (table->Flags & ImGuiTableFlags_BordersInnerV)
{
for (int order_n = 0; order_n < table->ColumnsCount; order_n++)
@ -2982,7 +3019,7 @@ void ImGui::TableHeader(const char* label)
RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size);
const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x);
if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay)
if (text_clipped && hovered && g.ActiveId == 0 && IsItemHovered(ImGuiHoveredFlags_DelayNormal))
SetTooltip("%.*s", (int)(label_end - label), label);
// We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden
@ -3017,6 +3054,17 @@ void ImGui::TableOpenContextMenu(int column_n)
}
}
bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table)
{
if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted)
return false;
const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID);
if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings))
return true;
table->IsContextPopupOpen = false;
return false;
}
// Output context menu into current window (generally a popup)
// FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data?
void ImGui::TableDrawContextMenu(ImGuiTable* table)
@ -3036,15 +3084,15 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
if (column != NULL)
{
const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled;
if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize))
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne"
TableSetColumnWidthAutoSingle(table, column_n);
}
const char* size_all_desc;
if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame)
size_all_desc = "Size all columns to fit###SizeAll"; // All fixed
size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed
else
size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed
size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed
if (MenuItem(size_all_desc, NULL))
TableSetColumnWidthAutoAll(table);
want_separator = true;
@ -3053,7 +3101,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table)
// Ordering
if (table->Flags & ImGuiTableFlags_Reorderable)
{
if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder))
if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder))
table->IsResetDisplayOrderRequest = true;
want_separator = true;
}
@ -3422,9 +3470,8 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle
}
}
void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
void ImGui::TableSettingsAddSettingsHandler()
{
ImGuiContext& g = *context;
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Table";
ini_handler.TypeHash = ImHashStr("Table");
@ -3433,7 +3480,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
ini_handler.ReadLineFn = TableSettingsHandler_ReadLine;
ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll;
ini_handler.WriteAllFn = TableSettingsHandler_WriteAll;
g.SettingsHandlers.push_back(ini_handler);
AddSettingsHandler(&ini_handler);
}
//-------------------------------------------------------------------------
@ -3447,7 +3494,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context)
// Remove Table (currently only used by TestEngine)
void ImGui::TableRemove(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID);
//IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
int table_idx = g.Tables.GetIndex(table);
//memset(table->RawData.Data, 0, table->RawData.size_in_bytes());
@ -3459,7 +3506,7 @@ void ImGui::TableRemove(ImGuiTable* table)
// Free up/compact internal Table buffers for when it gets unused
void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table)
{
//IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
//IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID);
ImGuiContext& g = *GImGui;
IM_ASSERT(table->MemoryCompacted == false);
table->SortSpecs.Specs = NULL;
@ -3503,7 +3550,7 @@ void ImGui::TableGcCompactSettings()
// - DebugNodeTable() [Internal]
//-------------------------------------------------------------------------
#ifndef IMGUI_DISABLE_METRICS_WINDOW
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy)
{
@ -3531,6 +3578,8 @@ void ImGui::DebugNodeTable(ImGuiTable* table)
GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255));
if (!open)
return;
if (table->InstanceCurrent > 0)
ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1);
bool clear_settings = SmallButton("Clear settings");
BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags));
BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : "");
@ -3595,7 +3644,7 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings)
TreePop();
}
#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW
#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
void ImGui::DebugNodeTable(ImGuiTable*) {}
void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {}
@ -3935,6 +3984,7 @@ void ImGui::NextColumn()
{
// New row/line: column 0 honor IndentX.
window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f);
window->DC.IsSameLine = false;
columns->LineMinY = columns->LineMaxY;
}
window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
@ -3986,8 +4036,7 @@ void ImGui::EndColumns()
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))
if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav))
continue;
bool hovered = false, held = false;

View File

@ -1,4 +1,4 @@
// dear imgui, v1.85 WIP
// dear imgui, v1.89.2 WIP
// (widgets code)
/*
@ -41,7 +41,6 @@ Index of this file:
#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
#else
@ -82,6 +81,7 @@ Index of this file:
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated
#endif
//-------------------------------------------------------------------------
@ -126,7 +126,7 @@ 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, ImGuiInputSource input_source);
static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end);
static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false);
//-------------------------------------------------------------------------
// [SECTION] Widgets: Text, etc.
@ -166,7 +166,21 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
const float wrap_pos_x = window->DC.TextWrapPos;
const bool wrap_enabled = (wrap_pos_x >= 0.0f);
if (text_end - text > 2000 && !wrap_enabled)
if (text_end - text <= 2000 || wrap_enabled)
{
// Common case
const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size, 0.0f);
if (!ItemAdd(bb, 0))
return;
// Render (we don't hide text after ## in this end-user function)
RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
}
else
{
// Long text!
// Perform manual coarse clipping to optimize for long multi-line text
@ -205,7 +219,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
while (line < text_end)
{
if (IsClippedEx(line_rect, 0, false))
if (IsClippedEx(line_rect, 0))
break;
const char* line_end = (const char*)memchr(line, '\n', text_end - line);
@ -239,19 +253,6 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags)
ItemSize(text_size, 0.0f);
ItemAdd(bb, 0);
}
else
{
const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f;
const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width);
ImRect bb(text_pos, text_pos + text_size);
ItemSize(text_size, 0.0f);
if (!ItemAdd(bb, 0))
return;
// Render (we don't hide text after ## in this end-user function)
RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width);
}
}
void ImGui::TextUnformatted(const char* text, const char* text_end)
@ -273,9 +274,10 @@ void ImGui::TextV(const char* fmt, va_list args)
if (window->SkipItems)
return;
ImGuiContext& g = *GImGui;
const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
// FIXME-OPT: Handle the %s shortcut?
const char* text, *text_end;
ImFormatStringToTempBufferV(&text, &text_end, fmt, args);
TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText);
}
void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
@ -356,8 +358,8 @@ 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 char* value_text_begin, *value_text_end;
ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args);
const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
@ -392,8 +394,8 @@ void ImGui::BulletTextV(const char* fmt, va_list args)
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const char* text_begin = g.TempBuffer;
const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
const char* text_begin, *text_end;
ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args);
const ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding
ImVec2 pos = window->DC.CursorPos;
@ -539,22 +541,20 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
hovered = false;
// Mouse handling
const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id;
if (hovered)
{
if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
{
// Poll buttons
int mouse_button_clicked = -1;
int mouse_button_released = -1;
if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; }
else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; }
else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; }
if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; }
else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; }
else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; }
if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseClicked(0, test_owner_id)) { mouse_button_clicked = 0; }
else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseClicked(1, test_owner_id)) { mouse_button_clicked = 1; }
else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseClicked(2, test_owner_id)) { mouse_button_clicked = 2; }
if (mouse_button_clicked != -1 && g.ActiveId != id)
{
if (!(flags & ImGuiButtonFlags_NoSetKeyOwner))
SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id);
if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere))
{
SetActiveID(id, window);
@ -563,30 +563,40 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
SetFocusID(id, window);
FocusWindow(window);
}
if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked]))
if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2))
{
pressed = true;
if (flags & ImGuiButtonFlags_NoHoldingActiveId)
ClearActiveID();
else
SetActiveID(id, window); // Hold on ID
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
g.ActiveIdMouseButton = mouse_button_clicked;
FocusWindow(window);
}
}
if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1)
if (flags & ImGuiButtonFlags_PressedOnRelease)
{
// Repeat mode trumps on release behavior
const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay;
if (!has_repeated_at_least_once)
pressed = true;
ClearActiveID();
int mouse_button_released = -1;
if ((flags & ImGuiButtonFlags_MouseButtonLeft) && IsMouseReleased(0, test_owner_id)) { mouse_button_released = 0; }
else if ((flags & ImGuiButtonFlags_MouseButtonRight) && IsMouseReleased(1, test_owner_id)) { mouse_button_released = 1; }
else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && IsMouseReleased(2, test_owner_id)) { mouse_button_released = 2; }
if (mouse_button_released != -1)
{
const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior
if (!has_repeated_at_least_once)
pressed = true;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
ClearActiveID();
}
}
// 'Repeat' mode acts when held regardless of _PressedOn flags (see table above).
// Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings.
if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat))
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true))
if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat))
pressed = true;
}
@ -602,15 +612,22 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
if (g.NavActivateDownId == id)
{
bool nav_activated_by_code = (g.NavActivateId == id);
bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
bool nav_activated_by_inputs = (g.NavActivatePressedId == id);
if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat))
{
// Avoid pressing both keys from triggering double amount of repeat events
const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space);
const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_NavGamepadActivate);
const float t1 = ImMax(key1->DownDuration, key2->DownDuration);
nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0;
}
if (nav_activated_by_code || nav_activated_by_inputs)
pressed = true;
if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
{
// Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
g.NavActivateId = id; // This is so SetActiveId assign a Nav source
pressed = true;
SetActiveID(id, window);
if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus))
g.ActiveIdSource = ImGuiInputSource_Nav;
if (!(flags & ImGuiButtonFlags_NoNavFocus))
SetFocusID(id, window);
}
}
@ -625,8 +642,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
const int mouse_button = g.ActiveIdMouseButton;
IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
if (g.IO.MouseDown[mouse_button])
if (IsMouseDown(mouse_button, test_owner_id))
{
held = true;
}
@ -637,9 +653,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool
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_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2;
bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps <on release>
if (!is_double_click_release && !is_repeating_already)
bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id);
if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned)
pressed = true;
}
ClearActiveID();
@ -727,6 +744,7 @@ bool ImGui::SmallButton(const char* label)
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
@ -744,16 +762,17 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiBut
bool hovered, held;
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
return pressed;
}
bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(str_id);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
const float default_size = GetFrameHeight();
@ -774,6 +793,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu
RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);
RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);
IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
return pressed;
}
@ -835,9 +855,8 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
// Render
ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
ImU32 text_col = GetColorU32(ImGuiCol_Text);
ImVec2 center = bb.GetCenter();
if (hovered || held)
window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);
window->DrawList->AddCircleFilled(bb.GetCenter()/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12);
RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
// Switch to moving the window after mouse is moved beyond the initial drag threshold
@ -849,7 +868,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis)
{
return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY");
}
// Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set.
@ -870,9 +889,7 @@ 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);
@ -892,7 +909,9 @@ void ImGui::Scrollbar(ImGuiAxis axis)
}
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);
ImS64 scroll = (ImS64)window->Scroll[axis];
ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners);
window->Scroll[axis] = (float)scroll;
}
// Vertical/Horizontal scrollbar
@ -901,7 +920,7 @@ void ImGui::Scrollbar(ImGuiAxis axis)
// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
// Still, the code should probably be made simpler..
bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawFlags flags)
bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
@ -932,22 +951,23 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
// Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount)
// But we maintain a minimum size in pixel to allow for the user to still aim inside.
IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers.
const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f);
const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v);
const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1);
const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v);
const float grab_h_norm = grab_h_pixels / scrollbar_size_v;
// Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar().
bool held = false;
bool hovered = false;
ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav);
ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v);
float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v);
float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space
if (held && allow_interaction && grab_h_norm < 1.0f)
{
float scrollbar_pos_v = bb.Min[axis];
float mouse_pos_v = g.IO.MousePos[axis];
const float scrollbar_pos_v = bb.Min[axis];
const float mouse_pos_v = g.IO.MousePos[axis];
// Click position in scrollbar normalized space (0.0f->1.0f)
const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v);
@ -967,10 +987,10 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa
// 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));
*p_scroll_v = (ImS64)(scroll_v_norm * scroll_max);
// Update values for rendering
scroll_ratio = ImSaturate(*p_scroll_v / scroll_max);
scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max);
grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
// Update distance to grab now that we have seeked and saturated
@ -1018,14 +1038,15 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2&
// ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390)
// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API.
bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col)
bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return false;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2);
const ImVec2 padding = g.Style.FramePadding;
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f);
ItemSize(bb);
if (!ItemAdd(bb, id))
return false;
@ -1044,9 +1065,21 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size
return pressed;
}
// frame_padding < 0: uses FramePadding from style (default)
// frame_padding = 0: no framing
// frame_padding > 0: set framing size
bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
return ImageButtonEx(window->GetID(str_id), user_texture_id, size, uv0, uv1, bg_col, tint_col);
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Legacy API obsoleted in 1.89. Two differences with new ImageButton()
// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID)
// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument.
// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions.
bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col)
{
ImGuiContext& g = *GImGui;
@ -1059,9 +1092,14 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I
const ImGuiID id = window->GetID("#image");
PopID();
const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding;
return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col);
if (frame_padding >= 0)
PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding));
bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col);
if (frame_padding >= 0)
PopStyleVar();
return ret;
}
#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
bool ImGui::Checkbox(const char* label, bool* v)
{
@ -1276,7 +1314,7 @@ void ImGui::Bullet()
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize);
const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
ItemSize(bb);
if (!ItemAdd(bb, 0))
@ -1332,6 +1370,7 @@ void ImGui::NewLine()
ImGuiContext& g = *GImGui;
const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.IsSameLine = false;
if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
ItemSize(ImVec2(0, 0));
else
@ -1387,11 +1426,20 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags)
if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID)
x1 += window->DC.Indent.x;
// FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want,
// need to introduce a variant of WorkRect for that purpose. (#4787)
if (ImGuiTable* table = g.CurrentTable)
{
x1 = table->Columns[table->CurrentColumn].MinX;
x2 = table->Columns[table->CurrentColumn].MaxX;
}
ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL;
if (columns)
PushColumnsBackground();
// We don't provide our width to the layout so that it doesn't get feed back into AutoFit
// FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell)
const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw));
ItemSize(ImVec2(0.0f, thickness_layout));
const bool item_visible = ItemAdd(bb, 0);
@ -1420,21 +1468,17 @@ void ImGui::Separator()
// Those flags should eventually be overridable by the user
ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
flags |= ImGuiSeparatorFlags_SpanAllColumns;
flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot.
SeparatorEx(flags);
}
// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise.
bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay)
bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus;
bool item_add = ItemAdd(bb, id);
g.CurrentItemFlags = item_flags_backup;
if (!item_add)
if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav))
return false;
bool hovered, held;
@ -1477,7 +1521,9 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float
}
}
// Render
// Render at new position
if (bg_col & IM_COL32_A_MASK)
window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f);
const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f);
@ -1518,7 +1564,7 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc
width_excess -= width_to_remove_per_item * count_same_width;
}
// Round width and redistribute remainder left-to-right (could make it an option of the function?)
// Round width and redistribute remainder
// Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator.
width_excess = 0.0f;
for (int n = 0; n < count; n++)
@ -1527,10 +1573,13 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc
width_excess += items[n].Width - width_rounded;
items[n].Width = width_rounded;
}
if (width_excess > 0.0f)
for (int n = 0; n < count; n++)
if (items[n].Index < (int)(width_excess + 0.01f))
items[n].Width += 1.0f;
while (width_excess > 0.0f)
for (int n = 0; n < count && width_excess > 0.0f; n++)
{
float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f);
items[n].Width += width_to_add;
width_excess -= width_to_add;
}
}
//-------------------------------------------------------------------------
@ -1581,7 +1630,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF
bool pressed = ButtonBehavior(bb, id, &hovered, &held);
const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id);
bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None);
if ((pressed || g.NavActivateId == id) && !popup_open)
if (pressed && !popup_open)
{
OpenPopupEx(popup_id, ImGuiPopupFlags_None);
popup_open = true;
@ -1700,7 +1749,7 @@ bool ImGui::BeginComboPreview()
ImGuiWindow* window = g.CurrentWindow;
ImGuiComboPreviewData* preview_data = &g.ComboPreviewData;
if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result
if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible))
return false;
IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag?
if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional)
@ -1715,6 +1764,7 @@ bool ImGui::BeginComboPreview()
window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding;
window->DC.CursorMaxPos = window->DC.CursorPos;
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.IsSameLine = false;
PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true);
return true;
@ -1740,6 +1790,7 @@ void ImGui::EndComboPreview()
window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine;
window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset;
window->DC.LayoutType = preview_data->BackupLayout;
window->DC.IsSameLine = false;
preview_data->PreviewRect = ImRect();
}
@ -1795,7 +1846,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi
bool value_changed = false;
for (int i = 0; i < items_count; i++)
{
PushID((void*)(intptr_t)i);
PushID(i);
const bool item_selected = (i == *current_item);
const char* item_text;
if (!items_getter(data, i, &item_text))
@ -1842,11 +1893,11 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa
//-------------------------------------------------------------------------
// [SECTION] Data Type and Data Formatting Helpers [Internal]
//-------------------------------------------------------------------------
// - PatchFormatStringFloatToInt()
// - DataTypeGetInfo()
// - DataTypeFormatString()
// - DataTypeApplyOp()
// - DataTypeApplyOpFromText()
// - DataTypeCompare()
// - DataTypeClamp()
// - GetMinimumStepAtDecimalPrecision
// - RoundScalarWithFormat<>()
@ -1872,30 +1923,6 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] =
};
IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f".
// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls.
// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?!
static const char* PatchFormatStringFloatToInt(const char* fmt)
{
if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case.
return "%d";
const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%)
const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user).
if (fmt_end > fmt_start && fmt_end[-1] == 'f')
{
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (fmt_start == fmt && fmt_end[0] == 0)
return "%d";
ImGuiContext& g = *GImGui;
ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision.
return g.TempBuffer;
#else
IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d"
#endif
}
return fmt;
}
const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type)
{
IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
@ -1977,24 +2004,10 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const
// User can input math operators (e.g. +100) to edit a numerical values.
// NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess..
bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format)
bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format)
{
while (ImCharIsBlankA(*buf))
buf++;
// We don't support '-' op because it would conflict with inputing negative value.
// Instead you can use +-100 to subtract from an existing value
char op = buf[0];
if (op == '+' || op == '*' || op == '/')
{
buf++;
while (ImCharIsBlankA(*buf))
buf++;
}
else
{
op = 0;
}
if (!buf[0])
return false;
@ -2003,66 +2016,20 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b
ImGuiDataTypeTempStorage data_backup;
memcpy(&data_backup, p_data, type_info->Size);
if (format == NULL)
// Sanitize format
// For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf
char format_sanitized[32];
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
format = type_info->ScanFmt;
// FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point..
int arg1i = 0;
if (data_type == ImGuiDataType_S32)
{
int* v = (int*)p_data;
int arg0i = *v;
float arg1f = 0.0f;
if (op && sscanf(initial_value_buf, format, &arg0i) < 1)
return false;
// Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision
if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract)
else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply
else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide
else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant
}
else if (data_type == ImGuiDataType_Float)
{
// For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in
format = "%f";
float* v = (float*)p_data;
float arg0f = *v, arg1f = 0.0f;
if (op && sscanf(initial_value_buf, format, &arg0f) < 1)
return false;
if (sscanf(buf, format, &arg1f) < 1)
return false;
if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0f * arg1f; } // Multiply
else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
else { *v = arg1f; } // Assign constant
}
else if (data_type == ImGuiDataType_Double)
{
format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis
double* v = (double*)p_data;
double arg0f = *v, arg1f = 0.0;
if (op && sscanf(initial_value_buf, format, &arg0f) < 1)
return false;
if (sscanf(buf, format, &arg1f) < 1)
return false;
if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract)
else if (op == '*') { *v = arg0f * arg1f; } // Multiply
else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide
else { *v = arg1f; } // Assign constant
}
else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
{
// All other types assign constant
// We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future.
if (sscanf(buf, format, p_data) < 1)
return false;
}
else
format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized));
// Small types need a 32-bit buffer to receive the result from scanf()
int v32 = 0;
if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1)
return false;
if (type_info->Size < 4)
{
// Small types need a 32-bit buffer to receive the result from scanf()
int v32;
if (sscanf(buf, format, &v32) < 1)
return false;
if (data_type == ImGuiDataType_S8)
*(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX);
else if (data_type == ImGuiDataType_U8)
@ -2144,45 +2111,17 @@ static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
}
template<typename TYPE>
static const char* ImAtoi(const char* src, TYPE* output)
{
int negative = 0;
if (*src == '-') { negative = 1; src++; }
if (*src == '+') { src++; }
TYPE v = 0;
while (*src >= '0' && *src <= '9')
v = (v * 10) + (*src++ - '0');
*output = negative ? -v : v;
return src;
}
// Sanitize format
// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi
// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.
static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size)
{
IM_UNUSED(fmt_out_size);
const char* fmt_end = ImParseFormatFindEnd(fmt);
IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
while (fmt < fmt_end)
{
char c = *(fmt++);
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
*(fmt_out++) = c;
}
*fmt_out = 0; // Zero-terminate
}
template<typename TYPE, typename SIGNEDTYPE>
TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v)
{
IM_UNUSED(data_type);
IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
const char* fmt_start = ImParseFormatFindStart(format);
if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
return v;
// Sanitize format
char fmt_sanitized[32];
SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));
ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized));
fmt_start = fmt_sanitized;
// Format value with our rounding, and read back
@ -2191,10 +2130,8 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type,
const char* p = v_str;
while (*p == ' ')
p++;
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
v = (TYPE)ImAtof(p);
else
ImAtoi(p, (SIGNEDTYPE*)&v);
v = (TYPE)ImAtof(p);
return v;
}
@ -2244,7 +2181,10 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
else if (g.ActiveIdSource == ImGuiInputSource_Nav)
{
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis];
const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f;
adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor;
v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
}
adjust_delta *= v_speed;
@ -2298,8 +2238,8 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const
}
// Round to user desired precision based on format string
if (!(flags & ImGuiSliderFlags_NoRoundToFormat))
v_cur = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_cur);
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
v_cur = RoundScalarWithFormatT<TYPE>(format, data_type, v_cur);
// Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
g.DragCurrentAccumDirty = false;
@ -2342,6 +2282,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v
ImGuiContext& g = *GImGui;
if (g.ActiveId == id)
{
// Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation.
if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
ClearActiveID();
else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
@ -2389,40 +2330,44 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data,
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0))
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
return false;
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)
format = PatchFormatStringFloatToInt(format);
// Tabbing or CTRL-clicking on Drag turns it into an InputText
const bool hovered = ItemHoverable(frame_bb, id);
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & 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)
// Tabbing or CTRL-clicking on Drag turns it into an InputText
const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool clicked = hovered && IsMouseClicked(0, id);
const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id));
const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id);
if (make_active && (clicked || double_clicked))
SetKeyOwner(ImGuiKey_MouseLeft, id);
if (make_active && temp_input_allowed)
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id)
temp_input_is_active = true;
// (Optional) simple click (without moving) turns Drag into an InputText
if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active)
if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR))
{
g.NavActivateId = g.NavActivateInputId = id;
g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
temp_input_is_active = true;
}
if (make_active && !temp_input_is_active)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id))
temp_input_is_active = true;
}
// 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))
{
g.NavInputId = id;
temp_input_is_active = true;
}
}
if (temp_input_is_active)
@ -2598,35 +2543,6 @@ 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.
//-------------------------------------------------------------------------
@ -2677,7 +2593,6 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T
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)
@ -2701,91 +2616,81 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T
return flipped ? (1.0f - result) : result;
}
// Linear slider
return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));
else
{
// Linear slider
return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min));
}
}
// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT)
template<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)
// We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct"
// but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler.
if (t <= 0.0f || v_min == v_max)
return v_min;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
if (t >= 1.0f)
return v_max;
TYPE result;
TYPE result = (TYPE)0;
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
// Fudge min/max to avoid getting silly results close to zero
FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min;
FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max;
const bool flipped = v_max < v_min; // Check if range is "backwards"
if (flipped)
ImSwap(v_min_fudged, v_max_fudged);
// Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon)
if ((v_max == 0.0f) && (v_min < 0.0f))
v_max_fudged = -logarithmic_zero_epsilon;
float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range
if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts
{
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)));
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)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R))));
}
else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider
result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip)));
else
result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip));
}
else
{
// Linear slider
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
if (is_floating_point)
{
result = ImLerp(v_min, v_max, t);
}
else
else if (t < 1.0)
{
// - For integer values we want the clicking position to match the grab box so we round above
// This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..
// - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64
// range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits.
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;
}
FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t;
result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5)));
}
}
return result;
}
// FIXME: Move more of the code into SliderBehavior()
// FIXME: Try to move more of the code into shared 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, ImGuiSliderFlags flags, ImRect* out_grab_bb)
{
@ -2795,13 +2700,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X;
const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0;
const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
const SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);
const float grab_padding = 2.0f;
// Calculate bounds
const float grab_padding = 2.0f; // FIXME: Should be part of style.
const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f;
float grab_sz = style.GrabMinSize;
SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max);
if (!is_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
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;
@ -2832,7 +2738,17 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
else
{
const float mouse_abs_pos = g.IO.MousePos[axis];
clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f;
if (g.ActiveIdIsJustActivated)
{
float grab_t = ScaleRatioFromValueT<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);
const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here.
g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f;
}
if (slider_usable_sz > 0.0f)
clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz);
if (axis == ImGuiAxis_Y)
clicked_t = 1.0f - clicked_t;
set_new_value = true;
@ -2846,25 +2762,26 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
g.SliderCurrentAccumDirty = false;
}
const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y;
float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis);
if (input_delta != 0.0f)
{
const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow);
const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast);
const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0;
if (decimal_precision > 0)
{
input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
if (IsNavInputDown(ImGuiNavInput_TweakSlow))
if (tweak_slow)
input_delta /= 10.0f;
}
else
{
if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow)
input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
else
input_delta /= 100.0f;
}
if (IsNavInputDown(ImGuiNavInput_TweakFast))
if (tweak_fast)
input_delta *= 10.0f;
g.SliderCurrentAccum += input_delta;
@ -2893,8 +2810,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
// 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);
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
v_new = RoundScalarWithFormatT<TYPE>(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)
@ -2912,8 +2829,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ
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
if (!(flags & ImGuiSliderFlags_NoRoundToFormat))
v_new = RoundScalarWithFormatT<TYPE, SIGNEDTYPE>(format, data_type, v_new);
if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat))
v_new = RoundScalarWithFormatT<TYPE>(format, data_type, v_new);
// Apply result
if (*v != v_new)
@ -2952,6 +2869,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type
// 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.");
// Those are the things we can do easily outside the SliderBehaviorT<> template, saves code generation.
ImGuiContext& g = *GImGui;
if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly))
return false;
@ -3005,30 +2923,33 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat
const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0))
if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0))
return false;
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)
format = PatchFormatStringFloatToInt(format);
// Tabbing or CTRL-clicking on Slider turns it into an input box
const bool hovered = ItemHoverable(frame_bb, id);
bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id);
if (!temp_input_is_active)
{
const bool focus_requested = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0;
const bool clicked = (hovered && g.IO.MouseClicked[0]);
if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id)
// Tabbing or CTRL-clicking on Slider turns it into an input box
const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool clicked = hovered && IsMouseClicked(0, id);
const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id);
if (make_active && clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id);
if (make_active && temp_input_allowed)
if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)
temp_input_is_active = true;
if (make_active && !temp_input_is_active)
{
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id))
temp_input_is_active = true;
}
}
@ -3175,12 +3096,13 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d
// Default format string when passing NULL
if (format == NULL)
format = DataTypeGetInfo(data_type)->PrintFmt;
else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.)
format = PatchFormatStringFloatToInt(format);
const bool hovered = ItemHoverable(frame_bb, id);
if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)
const bool clicked = hovered && IsMouseClicked(0, id);
if (clicked || g.NavActivateId == id || g.NavActivateInputId == id)
{
if (clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id);
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
@ -3223,39 +3145,14 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min,
return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags);
}
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details.
bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power)
{
ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None;
if (power != 1.0f)
{
IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!");
slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths
}
return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags);
}
bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power)
{
ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None;
if (power != 1.0f)
{
IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!");
slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths
}
return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags);
}
#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//-------------------------------------------------------------------------
// [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc.
//-------------------------------------------------------------------------
// - ImParseFormatFindStart() [Internal]
// - ImParseFormatFindEnd() [Internal]
// - ImParseFormatTrimDecorations() [Internal]
// - ImParseFormatSanitizeForPrinting() [Internal]
// - ImParseFormatSanitizeForScanning() [Internal]
// - ImParseFormatPrecision() [Internal]
// - TempInputTextScalar() [Internal]
// - InputScalar()
@ -3319,6 +3216,57 @@ const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_
return buf;
}
// Sanitize format
// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi
// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi.
void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
{
const char* fmt_end = ImParseFormatFindEnd(fmt_in);
IM_UNUSED(fmt_out_size);
IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
while (fmt_in < fmt_end)
{
char c = *fmt_in++;
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
*(fmt_out++) = c;
}
*fmt_out = 0; // Zero-terminate
}
// - For scanning we need to remove all width and precision fields "%3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d"
const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size)
{
const char* fmt_end = ImParseFormatFindEnd(fmt_in);
const char* fmt_out_begin = fmt_out;
IM_UNUSED(fmt_out_size);
IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you!
bool has_type = false;
while (fmt_in < fmt_end)
{
char c = *fmt_in++;
if (!has_type && ((c >= '0' && c <= '9') || c == '.'))
continue;
has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits
if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '.
*(fmt_out++) = c;
}
*fmt_out = 0; // Zero-terminate
return fmt_out_begin;
}
template<typename TYPE>
static const char* ImAtoi(const char* src, TYPE* output)
{
int negative = 0;
if (*src == '-') { negative = 1; src++; }
if (*src == '+') { src++; }
TYPE v = 0;
while (*src >= '0' && *src <= '9')
v = (v * 10) + (*src++ - '0');
*output = negative ? -v : v;
return src;
}
// Parse display precision back from the display format string
// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed.
int ImParseFormatPrecision(const char* fmt, int default_precision)
@ -3365,13 +3313,19 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char*
return value_changed;
}
static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format)
{
if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double)
return ImGuiInputTextFlags_CharsScientific;
const char format_last_char = format[0] ? format[strlen(format) - 1] : 0;
return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal;
}
// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set!
// 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));
@ -3379,7 +3333,8 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG
ImStrTrimBlanks(data_buf);
ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited;
flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
flags |= InputScalar_DefaultCharsFilter(data_type, format);
bool value_changed = false;
if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags))
{
@ -3389,7 +3344,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG
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);
DataTypeApplyFromText(data_buf, data_type, p_data, format);
if (p_clamp_min || p_clamp_max)
{
if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0)
@ -3422,12 +3377,12 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
char buf[64];
DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format);
bool value_changed = false;
if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
flags |= ImGuiInputTextFlags_CharsDecimal;
flags |= ImGuiInputTextFlags_AutoSelectAll;
flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
// Testing ActiveId as a minor optimization as filtering is not needed until active
if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
flags |= InputScalar_DefaultCharsFilter(data_type, format);
flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string.
bool value_changed = false;
if (p_step != NULL)
{
const float button_size = GetFrameHeight();
@ -3436,14 +3391,15 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
PushID(label);
SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view
value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format);
value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags);
// Step buttons
const ImVec2 backup_frame_padding = style.FramePadding;
style.FramePadding.x = style.FramePadding.y;
ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups;
if (flags & ImGuiInputTextFlags_ReadOnly)
BeginDisabled(true);
BeginDisabled();
SameLine(0, style.ItemInnerSpacing.x);
if (ButtonEx("-", ImVec2(button_size, button_size), button_flags))
{
@ -3473,7 +3429,7 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data
else
{
if (InputText(label, buf, IM_ARRAYSIZE(buf), flags))
value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format);
value_changed = DataTypeApplyFromText(buf, data_type, p_data, format);
}
if (value_changed)
MarkItemEdited(g.LastItemData.ID);
@ -3571,7 +3527,11 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f
// - InputText()
// - InputTextWithHint()
// - InputTextMultiline()
// - InputTextGetCharInfo() [Internal]
// - InputTextReindexLines() [Internal]
// - InputTextReindexLinesRange() [Internal]
// - InputTextEx() [Internal]
// - DebugNodeInputTextState() [Internal]
//-------------------------------------------------------------------------
bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
@ -3587,7 +3547,7 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co
bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data)
{
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint.
return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data);
}
@ -3605,9 +3565,9 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char**
return line_count;
}
static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
{
ImGuiContext& g = *GImGui;
ImGuiContext& g = *ctx;
ImFont* font = g.Font;
const float line_height = g.FontSize;
const float scale = line_height / font->FontSize;
@ -3656,14 +3616,14 @@ namespace ImStb
static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; }
static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; }
static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
static 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 = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); }
static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; }
static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx)
{
const ImWchar* text = obj->TextW.Data;
const ImWchar* text_remaining = NULL;
const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
r->x0 = 0.0f;
r->x1 = size.x;
r->baseline_y_delta = size.y;
@ -3673,16 +3633,14 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob
}
// 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 bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; }
static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; }
static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; }
static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; }
#ifdef __APPLE__ // FIXME: Move setting to IO structure
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(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
static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; }
static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); }
#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h
#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n)
@ -3761,11 +3719,12 @@ static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* st
{
stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len);
ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW);
state->cursor = state->select_start = state->select_end = 0;
if (text_len <= 0)
return;
if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len))
{
state->cursor = text_len;
state->cursor = state->select_start = state->select_end = text_len;
state->has_preferred_x = 0;
return;
}
@ -3850,7 +3809,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
if (c < 0x20)
{
bool pass = false;
pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code)
pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
if (!pass)
return false;
@ -3875,14 +3834,22 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
// Generic named filters
if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)))
{
// The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf.
// The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'.
// The standard mandate that programs starts in the "C" locale where the decimal point is '.'.
// We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point.
// Change the default decimal_point with:
// ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point;
// Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions.
ImGuiContext& g = *GImGui;
const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint;
// Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block)
// While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may
// scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font.
if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal))
if (c >= 0xFF01 && c <= 0xFF5E)
c = c - 0xFF01 + 0x21;
// Allow 0-9 . - + * /
if (flags & ImGuiInputTextFlags_CharsDecimal)
if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
@ -3901,11 +3868,13 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
// Turn a-z into A-Z
if (flags & ImGuiInputTextFlags_CharsUppercase)
if (c >= 'a' && c <= 'z')
*p_char = (c += (unsigned int)('A' - 'a'));
c += (unsigned int)('A' - 'a');
if (flags & ImGuiInputTextFlags_CharsNoBlank)
if (ImCharIsBlankW(c))
return false;
*p_char = c;
}
// Custom callback filter
@ -3927,6 +3896,41 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f
return true;
}
// Find the shortest single replacement we can make to get the new text from the old text.
// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end.
// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly.
static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a)
{
ImGuiContext& g = *GImGui;
const ImWchar* old_buf = state->TextW.Data;
const int old_length = state->CurLenW;
const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a);
g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar));
ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data;
ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a);
const int shorter_length = ImMin(old_length, new_length);
int first_diff;
for (first_diff = 0; first_diff < shorter_length; first_diff++)
if (old_buf[first_diff] != new_buf[first_diff])
break;
if (first_diff == old_length && first_diff == new_length)
return;
int old_last_diff = old_length - 1;
int new_last_diff = new_length - 1;
for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--)
if (old_buf[old_last_diff] != new_buf[new_last_diff])
break;
const int insert_len = new_last_diff - first_diff + 1;
const int delete_len = old_last_diff - first_diff + 1;
if (insert_len > 0 || delete_len > 0)
if (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len))
for (int i = 0; i < delete_len; i++)
p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i);
}
// Edit a string of text
// - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!".
// This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match
@ -3958,7 +3962,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (is_resizable)
IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag!
if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar)
BeginGroup();
const ImGuiID id = window->GetID(label);
const ImVec2 label_size = CalcTextSize(label, NULL, true);
@ -3971,24 +3975,28 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
ImGuiWindow* draw_window = window;
ImVec2 inner_size = frame_size;
ImGuiItemStatusFlags item_status_flags = 0;
ImGuiLastItemData item_data_backup;
if (is_multiline)
{
ImVec2 backup_pos = window->DC.CursorPos;
ItemSize(total_bb, style.FramePadding.y);
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
{
EndGroup();
return false;
}
item_status_flags = g.LastItemData.StatusFlags;
item_data_backup = g.LastItemData;
window->DC.CursorPos = backup_pos;
// We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug.
// FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre.
PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges
bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove);
PopStyleVar(2);
PopStyleVar(3);
PopStyleColor();
if (!child_visible)
{
@ -4006,7 +4014,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd)
ItemSize(total_bb, style.FramePadding.y);
if (!(flags & ImGuiInputTextFlags_MergedItem))
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable))
if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable))
return false;
item_status_flags = g.LastItemData.StatusFlags;
}
@ -4017,21 +4025,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// We are only allowed to access the state if we are already the active widget.
ImGuiInputTextState* state = GetInputTextState(id);
const bool focus_requested_by_code = (item_status_flags & ImGuiItemStatusFlags_FocusedByCode) != 0;
const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0;
const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard));
const bool user_clicked = hovered && io.MouseClicked[0];
const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_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);
bool select_all = false;
float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX;
const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline);
const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || focus_requested_by_code || focus_requested_by_tabbing);
const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing);
const bool init_state = (init_make_active || user_scroll_active);
if ((init_state && g.ActiveId != id) || init_changed_specs)
{
@ -4045,17 +4051,21 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string.
memcpy(state->InitialTextA.Data, buf, buf_len + 1);
// Preserve cursor position and undo/redo stack if we come back to same widget
// FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate?
bool recycle_state = (state->ID == id && !init_changed_specs);
if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0)))
recycle_state = false;
// Start edition
const char* buf_end = NULL;
state->ID = id;
state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string.
state->TextA.resize(0);
state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then)
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end);
state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
// Preserve cursor position and undo/redo stack if we come back to same widget
// FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed.
const bool recycle_state = (state->ID == id && !init_changed_specs);
if (recycle_state)
{
// Recycle existing cursor/selection/undo stack but clamp position
@ -4064,16 +4074,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
else
{
state->ID = id;
state->ScrollX = 0.0f;
stb_textedit_initialize_state(&state->Stb, !is_multiline);
if (!is_multiline && focus_requested_by_code)
}
if (!is_multiline)
{
if (flags & ImGuiInputTextFlags_AutoSelectAll)
select_all = true;
if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState)))
select_all = true;
if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl))
select_all = true;
}
if (flags & ImGuiInputTextFlags_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;
}
if (g.ActiveId != id && init_make_active)
@ -4082,18 +4098,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
SetActiveID(id, window);
SetFocusID(id, window);
FocusWindow(window);
// Declare our inputs
IM_ASSERT(ImGuiNavInput_COUNT < 32);
}
if (g.ActiveId == id)
{
// Declare some inputs, the other are registered and polled via Shortcut() routing system.
if (user_clicked)
SetKeyOwner(ImGuiKey_MouseLeft, id);
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory))
g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);
g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End);
SetKeyOwner(ImGuiKey_Home, id);
SetKeyOwner(ImGuiKey_End, id);
if (is_multiline)
g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown);
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab);
{
SetKeyOwner(ImGuiKey_PageUp, id);
SetKeyOwner(ImGuiKey_PageDown, id);
}
if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character.
SetKeyOwner(ImGuiKey_Tab, id);
}
// We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function)
@ -4105,10 +4127,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
clear_active_id = true;
// Lock the decision of whether we are going to take the path displaying the cursor or selection
const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active);
bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor);
bool value_changed = false;
bool enter_pressed = false;
bool validated = false;
// When read-only we always use the live data passed to the function
// FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :(
@ -4151,8 +4173,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state->Edited = false;
state->BufCapacityA = buf_size;
state->Flags = flags;
state->UserCallback = callback;
state->UserCallbackData = callback_user_data;
// Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
// Down the line we should have a cleaner library-wide concept of Selected vs Active.
@ -4164,22 +4184,54 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f));
const bool is_osx = io.ConfigMacOSXBehaviors;
if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
if (select_all)
{
state->SelectAll();
state->SelectedAllMouseLock = true;
}
else if (hovered && is_osx && io.MouseDoubleClicked[0])
else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift)
{
// Double-click select a word only, OS X style (by simulating keystrokes)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);
const int multiclick_count = (io.MouseClickedCount[0] - 2);
if ((multiclick_count % 2) == 0)
{
// Double-click: Select word
// We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant:
// FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS)
const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n';
if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol)
state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
//state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
if (!STB_TEXT_HAS_SELECTION(&state->Stb))
ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb);
state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor);
state->Stb.select_end = state->Stb.cursor;
ImStb::stb_textedit_clamp(state, &state->Stb);
}
else
{
// Triple-click: Select line
const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n';
state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART);
state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT);
state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT);
if (!is_eol && is_multiline)
{
ImSwap(state->Stb.select_start, state->Stb.select_end);
state->Stb.cursor = state->Stb.select_end;
}
state->CursorFollow = false;
}
state->CursorAnimReset();
}
else if (io.MouseClicked[0] && !state->SelectedAllMouseLock)
{
if (hovered)
{
stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);
if (io.KeyShift)
stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y);
else
stb_textedit_click(state, &state->Stb, mouse_x, mouse_y);
state->CursorAnimReset();
}
}
@ -4192,27 +4244,26 @@ 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 backend needs to send a \t character when pressing the TAB keys.
// Win32 and GLFW naturally do it but not SDL.
// We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336)
// (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes)
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, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
}
if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly)
{
unsigned int c = '\t'; // Insert TAB
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
}
// Process regular text input (before we check for Return because using some IME will effectively send a Return?)
// We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters.
if (io.InputQueueCharacters.Size > 0)
{
if (!ignore_char_inputs && !is_readonly && !user_nav_input_start)
if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav)
for (int n = 0; n < io.InputQueueCharacters.Size; n++)
{
// Insert character if they pass filtering
unsigned int c = (unsigned int)io.InputQueueCharacters[n];
if (c == '\t' && io.KeyShift)
if (c == '\t') // Skip Tab, see above.
continue;
if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard))
state->OnKeyPressed((int)c);
@ -4224,40 +4275,46 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// Process other shortcuts/key-presses
bool cancel_edit = false;
bool revert_edit = false;
if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
{
IM_ASSERT(state != NULL);
IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here.
const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1);
state->Stb.row_count_per_page = row_count_per_page;
const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
const bool is_osx = io.ConfigMacOSXBehaviors;
const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift));
const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl
const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End
const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl);
const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift);
const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl);
const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection());
const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly;
const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable);
const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable;
// Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText)
// Otherwise we could simply assume that we own the keys as we are active.
const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat;
const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection());
const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection());
const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly;
const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable;
const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable;
const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id);
if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }
else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }
else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly)
// We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful.
const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true);
const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false));
const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat));
// FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of.
if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); }
else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); }
else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); }
else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; }
else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; }
else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly)
{
if (!state->HasSelection())
{
@ -4268,12 +4325,17 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
}
else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter))
else if (is_enter_pressed || is_gamepad_validate)
{
// Determine if we turn Enter into a \n character
bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
{
enter_pressed = clear_active_id = true;
validated = true;
if (io.ConfigInputTextEnterKeepActive && !is_multiline)
state->SelectAll(); // No need to scroll
else
clear_active_id = true;
}
else if (!is_readonly)
{
@ -4282,16 +4344,32 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
state->OnKeyPressed((int)c);
}
}
else if (IsKeyPressedMap(ImGuiKey_Escape))
else if (is_cancel)
{
clear_active_id = cancel_edit = true;
if (flags & ImGuiInputTextFlags_EscapeClearsAll)
{
if (state->CurLenA > 0)
{
revert_edit = true;
}
else
{
render_cursor = render_selection = false;
clear_active_id = true;
}
}
else
{
clear_active_id = revert_edit = true;
render_cursor = render_selection = false;
}
}
else if (is_undo || is_redo)
{
state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
state->ClearSelection();
}
else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
else if (is_select_all)
{
state->SelectAll();
state->CursorFollow = true;
@ -4350,16 +4428,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
// Process callbacks and apply result back to user's buffer.
const char* apply_new_text = NULL;
int apply_new_text_length = 0;
if (g.ActiveId == id)
{
IM_ASSERT(state != NULL);
const char* apply_new_text = NULL;
int apply_new_text_length = 0;
if (cancel_edit)
if (revert_edit && !is_readonly)
{
// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0)
if (flags & ImGuiInputTextFlags_EscapeClearsAll)
{
// Clear input
apply_new_text = "";
apply_new_text_length = 0;
STB_TEXTEDIT_CHARTYPE empty_string;
stb_textedit_replace(state, &state->Stb, &empty_string, 0);
}
else if (strcmp(buf, state->InitialTextA.Data) != 0)
{
// Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
// Push records into the undo stack so we can CTRL+Z the revert operation itself
apply_new_text = state->InitialTextA.Data;
apply_new_text_length = state->InitialTextA.Size - 1;
@ -4373,22 +4459,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
}
// Apply ASCII value
if (!is_readonly)
{
state->TextAIsValid = true;
state->TextA.resize(state->TextW.Size * 4 + 1);
ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
}
// When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame.
// If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail.
// This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize).
bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
if (apply_edit_back_to_user_buffer)
{
// Apply new value immediately - copy modified buffer back
// Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
// FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
// FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
if (!is_readonly)
{
state->TextAIsValid = true;
state->TextA.resize(state->TextW.Size * 4 + 1);
ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL);
}
// User callback
if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0)
@ -4397,18 +4485,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment.
ImGuiInputTextFlags event_flag = 0;
ImGuiKey event_key = ImGuiKey_COUNT;
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab))
ImGuiKey event_key = ImGuiKey_None;
if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab))
{
event_flag = ImGuiInputTextFlags_CallbackCompletion;
event_key = ImGuiKey_Tab;
}
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow))
{
event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_UpArrow;
}
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow))
{
event_flag = ImGuiInputTextFlags_CallbackHistory;
event_key = ImGuiKey_DownArrow;
@ -4430,8 +4518,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
callback_data.Flags = flags;
callback_data.UserData = callback_user_data;
char* callback_buf = is_readonly ? buf : state->TextA.Data;
callback_data.EventKey = event_key;
callback_data.Buf = state->TextA.Data;
callback_data.Buf = callback_buf;
callback_data.BufTextLen = state->CurLenA;
callback_data.BufSize = state->BufCapacityA;
callback_data.BufDirty = false;
@ -4446,7 +4535,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
callback(&callback_data);
// Read back what user may have modified
IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields
callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback
IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields
IM_ASSERT(callback_data.BufSize == state->BufCapacityA);
IM_ASSERT(callback_data.Flags == flags);
const bool buf_dirty = callback_data.BufDirty;
@ -4455,9 +4545,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
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((flags & ImGuiInputTextFlags_ReadOnly) == 0);
IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ?
if (callback_data.BufTextLen > backup_current_text_length && is_resizable)
state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length));
state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize
state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL);
state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
state->CursorAnimReset();
@ -4472,40 +4564,35 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
apply_new_text_length = state->CurLenA;
}
}
}
// Copy result to user buffer
if (apply_new_text)
// Copy result to user buffer. This can currently only happen when (g.ActiveId == id)
if (apply_new_text != NULL)
{
// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
// without any storage on user's side.
IM_ASSERT(apply_new_text_length >= 0);
if (is_resizable)
{
// We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size
// of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used
// without any storage on user's side.
IM_ASSERT(apply_new_text_length >= 0);
if (is_resizable)
{
ImGuiInputTextCallbackData callback_data;
callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
callback_data.Flags = flags;
callback_data.Buf = buf;
callback_data.BufTextLen = apply_new_text_length;
callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
callback_data.UserData = callback_user_data;
callback(&callback_data);
buf = callback_data.Buf;
buf_size = callback_data.BufSize;
apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
IM_ASSERT(apply_new_text_length <= buf_size);
}
//IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
value_changed = true;
ImGuiInputTextCallbackData callback_data;
callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize;
callback_data.Flags = flags;
callback_data.Buf = buf;
callback_data.BufTextLen = apply_new_text_length;
callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1);
callback_data.UserData = callback_user_data;
callback(&callback_data);
buf = callback_data.Buf;
buf_size = callback_data.BufSize;
apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1);
IM_ASSERT(apply_new_text_length <= buf_size);
}
//IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length);
// Clear temporary user storage
state->Flags = ImGuiInputTextFlags_None;
state->UserCallback = NULL;
state->UserCallbackData = NULL;
// If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size.
ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size));
value_changed = true;
}
// Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
@ -4590,11 +4677,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
searches_result_line_no[1] = line_count;
// Calculate 2d position by finding the beginning of the line and measuring distance
cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x;
cursor_offset.y = searches_result_line_no[0] * g.FontSize;
if (searches_result_line_no[1] >= 0)
{
select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
select_start_offset.y = searches_result_line_no[1] * g.FontSize;
}
@ -4627,7 +4714,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// 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)
else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y)
scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f;
const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f);
scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y);
@ -4663,7 +4750,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
}
else
{
ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true);
if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines
ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn));
rect.ClipWith(clip_rect);
@ -4694,7 +4781,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
// Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.)
if (!is_readonly)
g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
{
g.PlatformImeData.WantVisible = true;
g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize);
g.PlatformImeData.InputLineHeight = g.FontSize;
}
}
}
else
@ -4719,9 +4810,23 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
if (is_multiline)
{
// For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)...
Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y));
ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop;
EndChild();
item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow);
g.CurrentItemFlags = backup_item_flags;
// ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active...
// FIXME: This quite messy/tricky, should attempt to get rid of the child window.
EndGroup();
if (g.LastItemData.ID == 0)
{
g.LastItemData.ID = id;
g.LastItemData.InFlags = item_data_backup.InFlags;
g.LastItemData.StatusFlags = item_data_backup.StatusFlags;
}
}
// Log as text
@ -4739,11 +4844,46 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
return enter_pressed;
return validated;
else
return value_changed;
}
void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state)
{
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
ImGuiContext& g = *GImGui;
ImStb::STB_TexteditState* stb_state = &state->Stb;
ImStb::StbUndoState* undo_state = &stb_state->undostate;
Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId);
DebugLocateItemOnHover(state->ID);
Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end);
Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point);
if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state
{
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
for (int n = 0; n < STB_TEXTEDIT_UNDOSTATECOUNT; n++)
{
ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n];
const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' ';
if (undo_rec_type == ' ')
BeginDisabled();
char buf[64] = "";
if (undo_rec_type != ' ' && undo_rec->char_storage != -1)
ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length);
Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"",
undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf);
if (undo_rec_type == ' ')
EndDisabled();
}
PopStyleVar();
}
EndChild();
#else
IM_UNUSED(state);
#endif
}
//-------------------------------------------------------------------------
// [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc.
//-------------------------------------------------------------------------
@ -4764,6 +4904,30 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag
return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
}
// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation.
// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting.
static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V)
{
// This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined.
// With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one.
// Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined.
// g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision.
// Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined,
// therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker.
ImGuiContext& g = *GImGui;
if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
return;
// When S == 0, H is undefined.
// When H == 1 it wraps around to 0.
if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1))
*H = g.ColorEditLastHue;
// When V == 0, S is undefined.
if (*V == 0.0f)
*S = g.ColorEditLastSat;
}
// Edit colors components (each component in 0.0f..1.0f range).
// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
// With typical options: Left-click on 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.
@ -4819,13 +4983,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
{
// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
{
if (f[1] == 0)
f[0] = g.ColorEditLastHue;
if (f[2] == 0)
f[1] = g.ColorEditLastSat;
}
ColorEditRestoreHS(col, &f[0], &f[1], &f[2]);
}
int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) };
@ -4875,7 +5033,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]);
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
}
}
else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
@ -4903,7 +5061,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'.
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
}
ImGuiWindow* picker_active_window = NULL;
@ -4920,32 +5078,37 @@ 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(g.LastItemData.Rect.GetBL() + ImVec2(-1, style.ItemSpacing.y));
SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y));
}
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
if (BeginPopup("picker"))
{
picker_active_window = g.CurrentWindow;
if (label != label_display_end)
if (g.CurrentWindow->BeginCount == 1)
{
TextEx(label, label_display_end);
Spacing();
picker_active_window = g.CurrentWindow;
if (label != label_display_end)
{
TextEx(label, label_display_end);
Spacing();
}
ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
}
ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
EndPopup();
}
}
if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
{
const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x;
window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y);
// Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left),
// but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this.
SameLine(0.0f, style.ItemInnerSpacing.x);
window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x);
TextEx(label, label_display_end);
}
@ -4960,7 +5123,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
g.ColorEditLastHue = f[0];
g.ColorEditLastSat = f[1];
ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
memcpy(g.ColorEditLastColor, f, sizeof(float) * 3);
g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0));
}
if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV))
ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]);
@ -4982,7 +5145,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
bool accepted_drag_drop = false;
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
{
memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512
memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086
value_changed = accepted_drag_drop = true;
}
if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
@ -5001,7 +5164,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag
if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window)
g.LastItemData.ID = g.ActiveId;
if (value_changed)
if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
MarkItemEdited(g.LastItemData.ID);
return value_changed;
@ -5095,13 +5258,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{
// Hue is lost when converting from greyscale rgb (saturation=0). Restore it.
ColorConvertRGBtoHSV(R, G, B, H, S, V);
if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0)
{
if (S == 0)
H = g.ColorEditLastHue;
if (V == 0)
S = g.ColorEditLastSat;
}
ColorEditRestoreHS(col, &H, &S, &V);
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
@ -5144,7 +5301,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
}
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
}
else if (flags & ImGuiColorEditFlags_PickerHueBar)
{
@ -5154,10 +5311,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
{
S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1));
V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1));
// Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square.
if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)))
H = g.ColorEditLastHue;
value_changed = value_changed_sv = true;
}
if (!(flags & ImGuiColorEditFlags_NoOptions))
OpenPopupOnItemClick("context");
OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight);
// Hue bar logic
SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
@ -5227,10 +5388,10 @@ 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, S, V, col[0], col[1], col[2]);
g.ColorEditLastHue = H;
g.ColorEditLastSat = S;
memcpy(g.ColorEditLastColor, col, sizeof(float) * 3);
g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0));
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
@ -5284,13 +5445,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
G = col[1];
B = col[2];
ColorConvertRGBtoHSV(R, G, B, H, S, V);
if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) // Fix local Hue as display below will use it immediately.
{
if (S == 0)
H = g.ColorEditLastHue;
if (V == 0)
S = g.ColorEditLastSat;
}
ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately.
}
else if (flags & ImGuiColorEditFlags_InputHSV)
{
@ -5397,7 +5552,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
value_changed = false;
if (value_changed)
if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId
MarkItemEdited(g.LastItemData.ID);
PopID();
@ -5409,7 +5564,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl
// FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip.
// 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip.
// Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set.
bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)
bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
@ -5417,11 +5572,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl
ImGuiContext& g = *GImGui;
const ImGuiID id = window->GetID(desc_id);
float default_size = GetFrameHeight();
if (size.x == 0.0f)
size.x = default_size;
if (size.y == 0.0f)
size.y = default_size;
const float default_size = GetFrameHeight();
const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y);
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
if (!ItemAdd(bb, id))
@ -5516,7 +5668,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags
{
ImGuiContext& g = *GImGui;
BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip);
BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None);
const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
if (text_end > text)
{
@ -5719,9 +5871,9 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end);
const char* label, *label_end;
ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end);
}
bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
@ -5730,12 +5882,19 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char
if (window->SkipItems)
return false;
ImGuiContext& g = *GImGui;
const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end);
const char* label, *label_end;
ImFormatStringToTempBufferV(&label, &label_end, fmt, args);
return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end);
}
bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
void ImGui::TreeNodeSetOpen(ImGuiID id, bool open)
{
ImGuiContext& g = *GImGui;
ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage;
storage->SetInt(id, open ? 1 : 0);
}
bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
{
if (flags & ImGuiTreeNodeFlags_Leaf)
return true;
@ -5751,7 +5910,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
if (g.NextItemData.OpenCond & ImGuiCond_Always)
{
is_open = g.NextItemData.OpenVal;
storage->SetInt(id, is_open);
TreeNodeSetOpen(id, is_open);
}
else
{
@ -5760,7 +5919,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
if (stored_value == -1)
{
is_open = g.NextItemData.OpenVal;
storage->SetInt(id, is_open);
TreeNodeSetOpen(id, is_open);
}
else
{
@ -5826,7 +5985,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
// For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop().
// This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero.
const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0;
bool is_open = TreeNodeBehaviorIsOpen(id, flags);
bool is_open = TreeNodeUpdateNextOpen(id, flags);
if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth);
@ -5887,7 +6046,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l
toggled = true;
if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job
if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0])
if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2)
toggled = true;
}
else if (pressed && g.DragDropHoldJustPressedId == id)
@ -5973,7 +6132,7 @@ void ImGui::TreePush(const char* str_id)
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(str_id ? str_id : "#TreePush");
PushID(str_id);
}
void ImGui::TreePush(const void* ptr_id)
@ -5981,7 +6140,7 @@ void ImGui::TreePush(const void* ptr_id)
ImGuiWindow* window = GetCurrentWindow();
Indent();
window->DC.TreeDepth++;
PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
PushID(ptr_id);
}
void ImGui::TreePushOverrideID(ImGuiID id)
@ -5990,7 +6149,7 @@ void ImGui::TreePushOverrideID(ImGuiID id)
ImGuiWindow* window = g.CurrentWindow;
Indent();
window->DC.TreeDepth++;
window->IDStack.push_back(id);
PushOverrideID(id);
}
void ImGui::TreePop()
@ -6144,20 +6303,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
window->ClipRect.Max.x = window->ParentWorkRect.Max.x;
}
bool item_add;
const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0;
if (disabled_item)
{
ImGuiItemFlags backup_item_flags = g.CurrentItemFlags;
g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
item_add = ItemAdd(bb, id);
g.CurrentItemFlags = backup_item_flags;
}
else
{
item_add = ItemAdd(bb, id);
}
const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None);
if (span_all_columns)
{
window->ClipRect.Min.x = backup_clip_rect_min_x;
@ -6169,7 +6316,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
if (disabled_item && !disabled_global) // Only testing this as an optimization
BeginDisabled(true);
BeginDisabled();
// FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only,
// which would be advantageous since most selectable are not selected.
@ -6181,6 +6328,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
// We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries
ImGuiButtonFlags button_flags = 0;
if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; }
if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; }
if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; }
if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; }
if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; }
@ -6197,7 +6345,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl
// - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope())
// - (2) usage will fail with clipped items
// The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API.
if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent)
if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId)
if (g.NavJustMovedToId == id)
selected = pressed = true;
@ -6206,7 +6354,7 @@ 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));
SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect)
g.NavDisableHighlight = true;
}
}
@ -6671,6 +6819,7 @@ bool ImGui::BeginMenuBar()
// We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags).
window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
window->DC.LayoutType = ImGuiLayoutType_Horizontal;
window->DC.IsSameLine = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
window->DC.MenuBarAppending = true;
AlignTextToFramePadding();
@ -6696,12 +6845,12 @@ 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 bothering)
const ImGuiNavLayer layer = ImGuiNavLayer_Menu;
IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check
IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary)
FocusWindow(window);
SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
g.NavDisableMouseHover = g.NavMousePosDirty = true;
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags); // Repeat
NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat
}
}
@ -6714,6 +6863,7 @@ void ImGui::EndMenuBar()
g.GroupStack.back().EmitItem = false;
EndGroup(); // Restore position on layer 0
window->DC.LayoutType = ImGuiLayoutType_Vertical;
window->DC.IsSameLine = false;
window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
window->DC.MenuBarAppending = false;
}
@ -6790,6 +6940,28 @@ void ImGui::EndMainMenuBar()
End();
}
static bool IsRootOfOpenMenuSet()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu))
return false;
// Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others
// (e.g. inside menu bar vs loose menu items) based on parent ID.
// This would however prevent the use of e.g. PuhsID() user code submitting menus.
// Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag,
// making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects.
// Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup
// doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu.
// In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer.
// This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still
// open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart
// it likely won't be a problem anyone runs into.
const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size];
return (window->DC.NavLayerCurrent == upper_popup->ParentNavLayer && upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu));
}
bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
{
ImGuiWindow* window = GetCurrentWindow();
@ -6802,9 +6974,10 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None);
// Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu)
ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu))
flags |= ImGuiWindowFlags_ChildWindow;
// The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus;
if (window->Flags & ImGuiWindowFlags_ChildMenu)
window_flags |= ImGuiWindowFlags_ChildWindow;
// If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin().
// We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame.
@ -6812,7 +6985,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
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)
menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
else
g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values
return menu_is_open;
@ -6822,11 +6995,12 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
g.MenusIdSubmittedThisFrame.push_back(id);
ImVec2 label_size = CalcTextSize(label, NULL, true);
bool pressed;
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;
// Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window)
// This is only done for items for the menu set and not the full parent window.
const bool menuset_is_open = IsRootOfOpenMenuSet();
if (menuset_is_open)
g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
// The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu,
// However the final position is going to be different! It is chosen by FindBestWindowPosForPopup().
@ -6836,6 +7010,10 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
if (!enabled)
BeginDisabled();
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
bool pressed;
// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
// Menu inside an horizontal menu bar
@ -6846,14 +7024,14 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
float w = label_size.x;
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups, ImVec2(w, 0.0f));
pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, 0.0f));
RenderText(text_pos, label);
PopStyleVar();
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
{
// Menu inside a menu
// Menu inside a regular/vertical menu
// (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f.
// Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system.
popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
@ -6862,7 +7040,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame
float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
RenderText(text_pos, label);
if (icon_w > 0.0f)
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
@ -6871,9 +7049,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
if (!enabled)
EndDisabled();
const bool hovered = (g.HoveredId == id) && enabled;
const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover;
if (menuset_is_open)
g.NavWindow = backed_nav_window;
PopItemFlag();
bool want_open = false;
bool want_close = false;
@ -6881,38 +7059,38 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
{
// Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu
// Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
bool moving_toward_other_child_menu = false;
ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL;
if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar))
bool moving_toward_child_menu = false;
ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below)
ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL;
if (g.HoveredWindow == window && child_menu_window != NULL)
{
// FIXME-DPI: Values should be derived from a master "scale" factor.
float ref_unit = g.FontSize; // FIXME-DPI
float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f;
ImRect next_window_rect = child_menu_window->Rect();
ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR();
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack.
ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale?
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f);
moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta);
ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR();
ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR();
float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack.
ta.x += child_dir * -0.5f;
tb.x += child_dir * ref_unit;
tc.x += child_dir * ref_unit;
tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle has maximum height to limit the slope and the bias toward large sub-menus
tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f);
moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
//GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG]
}
// FIXME: Hovering a disabled BeginMenu or MenuItem won't close us
if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu)
// The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not)
// But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon.
// (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.)
if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover)
want_close = true;
if (!menu_is_open && hovered && pressed) // Click to open
// Open
if (!menu_is_open && pressed) // Click/activate to open
want_open = true;
else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open
else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open
want_open = true;
if (g.NavActivateId == id)
{
want_close = menu_is_open;
want_open = !menu_is_open;
}
if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
{
want_open = true;
@ -6946,21 +7124,32 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled)
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0));
PopID();
if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size)
{
// Don't recycle same menu level in the same frame, first close the other menu and yield for a frame.
// Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame.
OpenPopup(label);
return false;
}
menu_is_open |= want_open;
if (want_open)
else if (want_open)
{
menu_is_open = true;
OpenPopup(label);
}
if (menu_is_open)
{
SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
ImGuiLastItemData last_item_in_parent = g.LastItemData;
SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos.
PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding
menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
PopStyleVar();
if (menu_is_open)
{
// Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu()
// (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck)
g.LastItemData = last_item_in_parent;
if (g.HoveredWindow == window)
g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
}
}
else
{
@ -6977,16 +7166,18 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
void ImGui::EndMenu()
{
// Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu).
// A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
// However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
// Nav: When a left move request our menu failed, close ourselves.
ImGuiContext& g = *GImGui;
ImGuiWindow* window = g.CurrentWindow;
if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
ClosePopupToLevel(g.BeginPopupStack.Size, true);
NavMoveRequestCancel();
}
IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls
ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert.
if (window->BeginCount == window->BeginCountPreviousFrame)
if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet())
if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical)
{
ClosePopupToLevel(g.BeginPopupStack.Size - 1, true);
NavMoveRequestCancel();
}
EndPopup();
}
@ -7002,13 +7193,20 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
ImVec2 pos = window->DC.CursorPos;
ImVec2 label_size = CalcTextSize(label, NULL, true);
// See BeginMenuEx() for comments about this.
const bool menuset_is_open = IsRootOfOpenMenuSet();
if (menuset_is_open)
PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true);
// We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73),
// but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only.
bool pressed;
PushID(label);
if (!enabled)
BeginDisabled(true);
const ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover;
BeginDisabled();
// We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another.
const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover;
const ImGuiMenuColumns* offsets = &window->DC.MenuColumns;
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
{
@ -7016,10 +7214,12 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
// Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark.
float w = label_size.x;
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f);
ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset);
PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y));
pressed = Selectable("", selected, flags, ImVec2(w, 0.0f));
pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f));
PopStyleVar();
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
RenderText(text_pos, label);
window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
}
else
@ -7032,23 +7232,28 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut
float checkmark_w = IM_FLOOR(g.FontSize * 1.20f);
float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame
float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w);
pressed = Selectable("", false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
if (icon_w > 0.0f)
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
if (shortcut_w > 0.0f)
pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f));
if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)
{
PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label);
if (icon_w > 0.0f)
RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon);
if (shortcut_w > 0.0f)
{
PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]);
RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false);
PopStyleColor();
}
if (selected)
RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
}
if (selected)
RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f);
}
IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0));
if (!enabled)
EndDisabled();
PopID();
if (menuset_is_open)
PopItemFlag();
return pressed;
}
@ -7100,7 +7305,7 @@ struct ImGuiTabBarSection
namespace ImGui
{
static void TabBarLayout(ImGuiTabBar* tab_bar);
static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label);
static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window);
static float TabBarCalcMaxTabWidth();
static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling);
static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections);
@ -7191,8 +7396,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG
// 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);
ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder);
tab_bar->TabsAddedNew = false;
// Flags
@ -7367,8 +7571,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
// Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet,
// and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window.
const char* tab_name = tab_bar->GetTabName(tab);
const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true;
tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x;
const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x;
int section_n = TabItemGetSectionIdx(tab);
ImGuiTabBarSection* section = &sections[section_n];
@ -7377,12 +7581,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
// Store data so we can build an array sorted by width if we need to shrink tabs down
IM_MSVC_WARNING_SUPPRESS(6385);
int shrink_buffer_index = shrink_buffer_indexes[section_n]++;
g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n;
g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth;
IM_ASSERT(tab->ContentWidth > 0.0f);
tab->Width = tab->ContentWidth;
ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++];
shrink_width_item->Index = tab_n;
shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth;
tab->Width = ImMax(tab->ContentWidth, 1.0f);
}
// Compute total ideal width (used for e.g. auto-resizing a window)
@ -7412,7 +7614,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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))
if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible))
{
int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount);
int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0);
@ -7426,6 +7628,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
if (shrinked_width < 0.0f)
continue;
shrinked_width = ImMax(1.0f, shrinked_width);
int section_n = TabItemGetSectionIdx(tab);
sections[section_n].Width -= (tab->Width - shrinked_width);
tab->Width = shrinked_width;
@ -7495,9 +7698,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar)
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.
static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label)
// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack.
static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window)
{
IM_ASSERT(docked_window == NULL); // master branch only
IM_UNUSED(docked_window);
if (tab_bar->Flags & ImGuiTabBarFlags_DockNode)
{
ImGuiID id = ImHashStr(label);
@ -7539,7 +7744,9 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id)
// Called on manual closure attempt
void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab)
{
IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button));
if (tab->Flags & ImGuiTabItemFlags_Button)
return; // A button appended with TabItemButton().
if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument))
{
// This will remove a frame of lag for selecting another tab on closure.
@ -7802,7 +8009,7 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f
}
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);
bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL);
if (ret && !(flags & ImGuiTabItemFlags_NoPushId))
{
ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx];
@ -7843,31 +8050,32 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags)
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);
return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL);
}
bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags)
bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window)
{
// Layout whole tab bar if not already done
if (tab_bar->WantLayout)
TabBarLayout(tab_bar);
ImGuiContext& g = *GImGui;
if (tab_bar->WantLayout)
{
ImGuiNextItemData backup_next_item_data = g.NextItemData;
TabBarLayout(tab_bar);
g.NextItemData = backup_next_item_data;
}
ImGuiWindow* window = g.CurrentWindow;
if (window->SkipItems)
return false;
const ImGuiStyle& style = g.Style;
const ImGuiID id = TabBarCalcTabID(tab_bar, label);
const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window);
// If the user called us with *p_open == false, we early out and don't render.
// We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID.
IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags);
if (p_open && !*p_open)
{
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id);
PopItemFlag();
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
return false;
}
@ -7880,9 +8088,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
else if (p_open == NULL)
flags |= ImGuiTabItemFlags_NoCloseButton;
// Calculate tab contents size
ImVec2 size = TabItemCalcSize(label, p_open != NULL);
// Acquire tab data
ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id);
bool tab_is_new = false;
@ -7891,33 +8096,48 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
tab_bar->Tabs.push_back(ImGuiTabItem());
tab = &tab_bar->Tabs.back();
tab->ID = id;
tab->Width = size.x;
tab_bar->TabsAddedNew = true;
tab_is_new = true;
tab_bar->TabsAddedNew = tab_is_new = true;
}
tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab);
// Calculate tab contents size
ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument));
tab->RequestedWidth = -1.0f;
if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
size.x = tab->RequestedWidth = g.NextItemData.Width;
if (tab_is_new)
tab->Width = ImMax(1.0f, size.x);
tab->ContentWidth = size.x;
tab->BeginOrder = tab_bar->TabsActiveCount++;
const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount);
const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0;
const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount);
const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument);
const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0;
tab->LastFrameVisible = g.FrameCount;
tab->Flags = flags;
// Append name with zero-terminator
tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
tab_bar->TabsNames.append(label, label + strlen(label) + 1);
// Append name _WITH_ the zero-terminator
if (docked_window != NULL)
{
IM_ASSERT(docked_window == NULL); // master branch only
}
else
{
tab->NameOffset = (ImS32)tab_bar->TabsNames.size();
tab_bar->TabsNames.append(label, label + strlen(label) + 1);
}
// Update selected tab
if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
if (!is_tab_button)
if (!is_tab_button)
{
if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0)
if (!tab_bar_appearing || tab_bar->SelectedTabId == 0)
tab_bar->NextSelectedTabId = id; // New tabs gets activated
if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar
if (!is_tab_button)
if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar
tab_bar->NextSelectedTabId = id;
}
// Lock visibility
// (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!)
@ -7934,9 +8154,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'.
if (tab_appearing && (!tab_bar_appearing || tab_is_new))
{
PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true);
ItemAdd(ImRect(), id);
PopItemFlag();
ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav);
if (is_tab_button)
return false;
return tab_contents_visible;
@ -8034,7 +8252,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
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);
TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped);
if (just_closed && p_open != NULL)
{
*p_open = false;
@ -8051,9 +8269,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open,
// (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores)
// FIXME: This is a mess.
// FIXME: We may want disabled tab to still display the tooltip?
if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered())
if (text_clipped && g.HoveredId == id && !held)
if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip))
SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label);
if (IsItemHovered(ImGuiHoveredFlags_DelayNormal))
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)
@ -8071,24 +8290,30 @@ void ImGui::SetTabItemClosed(const char* label)
if (is_within_manual_tab_bar)
{
ImGuiTabBar* tab_bar = g.CurrentTabBar;
ImGuiID tab_id = TabBarCalcTabID(tab_bar, label);
ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL);
if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id))
tab->WantClose = true; // Will be processed by next call to TabBarLayout()
}
}
ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button)
ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker)
{
ImGuiContext& g = *GImGui;
ImVec2 label_size = CalcTextSize(label, NULL, true);
ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f);
if (has_close_button)
if (has_close_button_or_unsaved_marker)
size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle.
else
size.x += g.Style.FramePadding.x + 1.0f;
return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y);
}
ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*)
{
IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch.
return ImVec2(0.0f, 0.0f);
}
void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col)
{
// While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it.

View File

@ -1,15 +1,19 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.00.
// Those changes would need to be pushed into nothings/stb:
// - Added STBRP__CDECL
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
// stb_rect_pack.h - v1.00 - public domain - rectangle packing
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
@ -41,6 +45,7 @@
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
@ -81,11 +86,10 @@ typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
#ifdef STBRP_LARGE_RECTS
typedef int stbrp_coord;
#else
typedef unsigned short stbrp_coord;
#endif
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
@ -213,10 +217,9 @@ struct stbrp_context
#define STBRP_ASSERT assert
#endif
// [DEAR IMGUI] Added STBRP__CDECL
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
@ -262,9 +265,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
#endif
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
@ -283,11 +283,7 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height,
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
#ifdef STBRP_LARGE_RECTS
context->extra[1].y = (1<<30);
#else
context->extra[1].y = 65535;
#endif
context->extra[1].next = NULL;
}
@ -433,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
STBRP_ASSERT(y <= best_y);
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
@ -529,7 +525,6 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i
return res;
}
// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
@ -541,7 +536,6 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
return (p->w > q->w) ? -1 : (p->w < q->w);
}
// [DEAR IMGUI] Added STBRP__CDECL
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
@ -549,12 +543,6 @@ static int STBRP__CDECL rect_original_order(const void *a, const void *b)
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
#ifdef STBRP_LARGE_RECTS
#define STBRP__MAXVAL 0xffffffff
#else
#define STBRP__MAXVAL 0xffff
#endif
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;

View File

@ -1,10 +1,10 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_textedit.h 1.13.
// This is a slightly modified version of stb_textedit.h 1.14.
// Those changes would need to be pushed into nothings/stb:
// - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321)
// Grep for [DEAR IMGUI] to find the changes.
// stb_textedit.h - v1.13 - public domain - Sean Barrett
// stb_textedit.h - v1.14 - public domain - Sean Barrett
// Development of this library was sponsored by RAD Game Tools
//
// This C header file implements the guts of a multi-line text-editing
@ -35,6 +35,7 @@
//
// VERSION HISTORY
//
// 1.14 (2021-07-11) page up/down, various fixes
// 1.13 (2019-02-07) fix bug in undo size management
// 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash
// 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield
@ -58,6 +59,7 @@
// Ulf Winklemann: move-by-word in 1.1
// Fabian Giesen: secondary key inputs in 1.5
// Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6
// Louis Schnellbach: page up/down in 1.14
//
// Bugfixes:
// Scott Graham
@ -93,8 +95,8 @@
// moderate sizes. The undo system does no memory allocations, so
// it grows STB_TexteditState by the worst-case storage which is (in bytes):
//
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT
// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT
// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT
//
//
// Implementation mode:
@ -716,10 +718,6 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta
state->has_preferred_x = 0;
return 1;
}
// [DEAR IMGUI]
//// remove the undo since we didn't actually insert the characters
//if (state->undostate.undo_point)
// --state->undostate.undo_point;
// note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details)
return 0;
}

View File

@ -1,10 +1,19 @@
// [DEAR IMGUI]
// This is a slightly modified version of stb_truetype.h 1.20.
// This is a slightly modified version of stb_truetype.h 1.26.
// Mostly fixing for compiler and static analyzer warnings.
// Grep for [DEAR IMGUI] to find the changes.
// stb_truetype.h - v1.20 - public domain
// authored from 2009-2016 by Sean Barrett / RAD Game Tools
// stb_truetype.h - v1.26 - public domain
// authored from 2009-2021 by Sean Barrett / RAD Game Tools
//
// =======================================================================
//
// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES
//
// This library does no range checking of the offsets found in the file,
// meaning an attacker can use it to read arbitrary memory.
//
// =======================================================================
//
// This library processes TrueType files:
// parse files
@ -37,11 +46,11 @@
// Daniel Ribeiro Maciel
//
// Bug/warning reports/fixes:
// "Zer" on mollyrocket Fabian "ryg" Giesen
// Cass Everitt Martins Mozeiko
// stoiko (Haemimont Games) Cap Petschulat
// Brian Hook Omar Cornut
// Walter van Niftrik github:aloucks
// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe
// Cass Everitt Martins Mozeiko github:aloucks
// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam
// Brian Hook Omar Cornut github:vassvik
// Walter van Niftrik Ryan Griege
// David Gow Peter LaValle
// David Given Sergey Popov
// Ivan-Assen Ivanov Giumo X. Clanjor
@ -49,11 +58,17 @@
// Johan Duparc Thomas Fields
// Hou Qiming Derek Vinyard
// Rob Loach Cort Stratton
// Kenney Phillis Jr. github:oyvindjam
// Brian Costabile github:vassvik
// Kenney Phillis Jr. Brian Costabile
// Ken Voskuil (kaesve)
//
// VERSION HISTORY
//
// 1.26 (2021-08-28) fix broken rasterizer
// 1.25 (2021-07-11) many fixes
// 1.24 (2020-02-05) fix warning
// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
// 1.21 (2019-02-25) fix warning
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
// 1.19 (2018-02-11) GPOS kerning, STBTT_fmod
// 1.18 (2018-01-29) add missing function
@ -248,19 +263,6 @@
// recommend it.
//
//
// SOURCE STATISTICS (based on v0.6c, 2050 LOC)
//
// Documentation & header file 520 LOC \___ 660 LOC documentation
// Sample code 140 LOC /
// Truetype parsing 620 LOC ---- 620 LOC TrueType
// Software rasterization 240 LOC \.
// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation
// Bitmap management 100 LOC /
// Baked bitmap interface 70 LOC /
// Font name matching & access 150 LOC ---- 150
// C runtime library abstraction 60 LOC ---- 60
//
//
// PERFORMANCE MEASUREMENTS FOR 1.06:
//
// 32-bit 64-bit
@ -275,8 +277,8 @@
//// SAMPLE PROGRAMS
////
//
// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless
//
// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless.
// See "tests/truetype_demo_win32.c" for a complete version.
#if 0
#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation
#include "stb_truetype.h"
@ -302,6 +304,8 @@ void my_stbtt_initfont(void)
void my_stbtt_print(float x, float y, char *text)
{
// assume orthographic projection with units = screen pixels, origin at top left
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, ftex);
glBegin(GL_QUADS);
@ -309,10 +313,10 @@ void my_stbtt_print(float x, float y, char *text)
if (*text >= 32 && *text < 128) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9
glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0);
glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0);
glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1);
glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1);
glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0);
glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0);
glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1);
glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1);
}
++text;
}
@ -719,7 +723,7 @@ struct stbtt_fontinfo
int numGlyphs; // number of glyphs, needed for range checking
int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf
int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf
int index_map; // a cmap mapping for our chosen character encoding
int indexToLocFormat; // format needed to map from glyph index to glyph
@ -802,6 +806,18 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1,
STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1);
// as above, but takes one or more glyph indices for greater efficiency
typedef struct stbtt_kerningentry
{
int glyph1; // use stbtt_FindGlyphIndex
int glyph2;
int advance;
} stbtt_kerningentry;
STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info);
STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length);
// Retrieves a complete list of all of the kerning pairs provided by the font
// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write.
// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1)
//////////////////////////////////////////////////////////////////////////////
//
@ -846,6 +862,12 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s
STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices);
// frees the data allocated above
STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl);
STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg);
STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg);
// fills svg with the character's SVG data.
// returns data size or 0 if SVG not found.
//////////////////////////////////////////////////////////////////////////////
//
// BITMAP RENDERING
@ -1347,6 +1369,22 @@ static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict)
return stbtt__cff_get_index(&cff);
}
// since most people won't use this, find this table the first time it's needed
static int stbtt__get_svg(stbtt_fontinfo *info)
{
stbtt_uint32 t;
if (info->svg < 0) {
t = stbtt__find_table(info->data, info->fontstart, "SVG ");
if (t) {
stbtt_uint32 offset = ttULONG(info->data + t + 2);
info->svg = t + offset;
} else {
info->svg = 0;
}
}
return info->svg;
}
static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart)
{
stbtt_uint32 cmap, t;
@ -1426,6 +1464,8 @@ static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, in
else
info->numGlyphs = 0xffff;
info->svg = -1;
// find a cmap encoding table we understand *now* to avoid searching
// later. (todo: could make this installable)
// the same regardless of glyph.
@ -1509,12 +1549,12 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep
search += 2;
{
stbtt_uint16 offset, start;
stbtt_uint16 offset, start, last;
stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1);
STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item));
start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item);
if (unicode_codepoint < start)
last = ttUSHORT(data + endCount + 2*item);
if (unicode_codepoint < start || unicode_codepoint > last)
return 0;
offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item);
@ -1774,7 +1814,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
}
}
num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy);
} else if (numberOfContours == -1) {
} else if (numberOfContours < 0) {
// Compound shapes.
int more = 1;
stbtt_uint8 *comp = data + g + 10;
@ -1841,7 +1881,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
if (comp_verts) STBTT_free(comp_verts, info->userdata);
return 0;
}
if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595
if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex));
STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex));
if (vertices) STBTT_free(vertices, info->userdata);
vertices = tmp;
@ -1851,9 +1891,6 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s
// More components ?
more = flags & (1<<5);
}
} else if (numberOfContours < 0) {
// @TODO other compound variations?
STBTT_assert(0);
} else {
// numberOfCounters == 0, do nothing
}
@ -2107,7 +2144,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st
subrs = stbtt__cid_get_glyph_subrs(info, glyph_index);
has_subrs = 1;
}
// fallthrough
// FALLTHROUGH
case 0x1D: // callgsubr
if (sp < 1) return STBTT__CSERR("call(g|)subr stack");
v = (int) s[--sp];
@ -2212,7 +2249,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st
} break;
default:
if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560
if (b0 != 255 && b0 != 28 && b0 < 32)
return STBTT__CSERR("reserved operator");
// push immediate
@ -2282,7 +2319,49 @@ STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_inde
}
}
static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info)
{
stbtt_uint8 *data = info->data + info->kern;
// we only look at the first table. it must be 'horizontal' and format 0.
if (!info->kern)
return 0;
if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
return 0;
if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
return 0;
return ttUSHORT(data+10);
}
STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length)
{
stbtt_uint8 *data = info->data + info->kern;
int k, length;
// we only look at the first table. it must be 'horizontal' and format 0.
if (!info->kern)
return 0;
if (ttUSHORT(data+2) < 1) // number of tables, need at least 1
return 0;
if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format
return 0;
length = ttUSHORT(data+10);
if (table_length < length)
length = table_length;
for (k = 0; k < length; k++)
{
table[k].glyph1 = ttUSHORT(data+18+(k*6));
table[k].glyph2 = ttUSHORT(data+20+(k*6));
table[k].advance = ttSHORT(data+22+(k*6));
}
return length;
}
static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
{
stbtt_uint8 *data = info->data + info->kern;
stbtt_uint32 needle, straw;
@ -2312,245 +2391,225 @@ static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph
return 0;
}
static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)
static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph)
{
stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);
switch(coverageFormat) {
case 1: {
stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);
stbtt_uint16 coverageFormat = ttUSHORT(coverageTable);
switch (coverageFormat) {
case 1: {
stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2);
// Binary search.
stbtt_int32 l=0, r=glyphCount-1, m;
int straw, needle=glyph;
while (l <= r) {
stbtt_uint8 *glyphArray = coverageTable + 4;
stbtt_uint16 glyphID;
m = (l + r) >> 1;
glyphID = ttUSHORT(glyphArray + 2 * m);
straw = glyphID;
if (needle < straw)
r = m - 1;
else if (needle > straw)
l = m + 1;
else {
return m;
}
// Binary search.
stbtt_int32 l=0, r=glyphCount-1, m;
int straw, needle=glyph;
while (l <= r) {
stbtt_uint8 *glyphArray = coverageTable + 4;
stbtt_uint16 glyphID;
m = (l + r) >> 1;
glyphID = ttUSHORT(glyphArray + 2 * m);
straw = glyphID;
if (needle < straw)
r = m - 1;
else if (needle > straw)
l = m + 1;
else {
return m;
}
} break;
}
break;
}
case 2: {
stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);
stbtt_uint8 *rangeArray = coverageTable + 4;
case 2: {
stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2);
stbtt_uint8 *rangeArray = coverageTable + 4;
// Binary search.
stbtt_int32 l=0, r=rangeCount-1, m;
int strawStart, strawEnd, needle=glyph;
while (l <= r) {
stbtt_uint8 *rangeRecord;
m = (l + r) >> 1;
rangeRecord = rangeArray + 6 * m;
strawStart = ttUSHORT(rangeRecord);
strawEnd = ttUSHORT(rangeRecord + 2);
if (needle < strawStart)
r = m - 1;
else if (needle > strawEnd)
l = m + 1;
else {
stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);
return startCoverageIndex + glyph - strawStart;
}
// Binary search.
stbtt_int32 l=0, r=rangeCount-1, m;
int strawStart, strawEnd, needle=glyph;
while (l <= r) {
stbtt_uint8 *rangeRecord;
m = (l + r) >> 1;
rangeRecord = rangeArray + 6 * m;
strawStart = ttUSHORT(rangeRecord);
strawEnd = ttUSHORT(rangeRecord + 2);
if (needle < strawStart)
r = m - 1;
else if (needle > strawEnd)
l = m + 1;
else {
stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4);
return startCoverageIndex + glyph - strawStart;
}
} break;
}
break;
}
default: {
// There are no other cases.
STBTT_assert(0);
} break;
}
default: return -1; // unsupported
}
return -1;
return -1;
}
static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph)
{
stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);
switch(classDefFormat)
{
case 1: {
stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);
stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);
stbtt_uint8 *classDef1ValueArray = classDefTable + 6;
stbtt_uint16 classDefFormat = ttUSHORT(classDefTable);
switch (classDefFormat)
{
case 1: {
stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2);
stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4);
stbtt_uint8 *classDef1ValueArray = classDefTable + 6;
if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount)
return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID));
break;
}
// [DEAR IMGUI] Commented to fix static analyzer warning
//classDefTable = classDef1ValueArray + 2 * glyphCount;
} break;
case 2: {
stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);
stbtt_uint8 *classRangeRecords = classDefTable + 4;
case 2: {
stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2);
stbtt_uint8 *classRangeRecords = classDefTable + 4;
// Binary search.
stbtt_int32 l=0, r=classRangeCount-1, m;
int strawStart, strawEnd, needle=glyph;
while (l <= r) {
stbtt_uint8 *classRangeRecord;
m = (l + r) >> 1;
classRangeRecord = classRangeRecords + 6 * m;
strawStart = ttUSHORT(classRangeRecord);
strawEnd = ttUSHORT(classRangeRecord + 2);
if (needle < strawStart)
r = m - 1;
else if (needle > strawEnd)
l = m + 1;
else
return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
}
break;
}
// Binary search.
stbtt_int32 l=0, r=classRangeCount-1, m;
int strawStart, strawEnd, needle=glyph;
while (l <= r) {
stbtt_uint8 *classRangeRecord;
m = (l + r) >> 1;
classRangeRecord = classRangeRecords + 6 * m;
strawStart = ttUSHORT(classRangeRecord);
strawEnd = ttUSHORT(classRangeRecord + 2);
if (needle < strawStart)
r = m - 1;
else if (needle > strawEnd)
l = m + 1;
else
return (stbtt_int32)ttUSHORT(classRangeRecord + 4);
}
default:
return -1; // Unsupported definition type, return an error.
}
// [DEAR IMGUI] Commented to fix static analyzer warning
//classDefTable = classRangeRecords + 6 * classRangeCount;
} break;
default: {
// There are no other cases.
STBTT_assert(0);
} break;
}
return -1;
// "All glyphs not assigned to a class fall into class 0". (OpenType spec)
return 0;
}
// Define to STBTT_assert(x) if you want to break on unimplemented formats.
#define STBTT_GPOS_TODO_assert(x)
static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2)
{
stbtt_uint16 lookupListOffset;
stbtt_uint8 *lookupList;
stbtt_uint16 lookupCount;
stbtt_uint8 *data;
stbtt_int32 i;
stbtt_uint16 lookupListOffset;
stbtt_uint8 *lookupList;
stbtt_uint16 lookupCount;
stbtt_uint8 *data;
stbtt_int32 i, sti;
if (!info->gpos) return 0;
if (!info->gpos) return 0;
data = info->data + info->gpos;
data = info->data + info->gpos;
if (ttUSHORT(data+0) != 1) return 0; // Major version 1
if (ttUSHORT(data+2) != 0) return 0; // Minor version 0
if (ttUSHORT(data+0) != 1) return 0; // Major version 1
if (ttUSHORT(data+2) != 0) return 0; // Minor version 0
lookupListOffset = ttUSHORT(data+8);
lookupList = data + lookupListOffset;
lookupCount = ttUSHORT(lookupList);
lookupListOffset = ttUSHORT(data+8);
lookupList = data + lookupListOffset;
lookupCount = ttUSHORT(lookupList);
for (i=0; i<lookupCount; ++i) {
stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);
stbtt_uint8 *lookupTable = lookupList + lookupOffset;
for (i=0; i<lookupCount; ++i) {
stbtt_uint16 lookupOffset = ttUSHORT(lookupList + 2 + 2 * i);
stbtt_uint8 *lookupTable = lookupList + lookupOffset;
stbtt_uint16 lookupType = ttUSHORT(lookupTable);
stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
stbtt_uint8 *subTableOffsets = lookupTable + 6;
switch(lookupType) {
case 2: { // Pair Adjustment Positioning Subtable
stbtt_int32 sti;
for (sti=0; sti<subTableCount; sti++) {
stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
stbtt_uint8 *table = lookupTable + subtableOffset;
stbtt_uint16 posFormat = ttUSHORT(table);
stbtt_uint16 coverageOffset = ttUSHORT(table + 2);
stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);
if (coverageIndex == -1) continue;
stbtt_uint16 lookupType = ttUSHORT(lookupTable);
stbtt_uint16 subTableCount = ttUSHORT(lookupTable + 4);
stbtt_uint8 *subTableOffsets = lookupTable + 6;
if (lookupType != 2) // Pair Adjustment Positioning Subtable
continue;
switch (posFormat) {
case 1: {
stbtt_int32 l, r, m;
int straw, needle;
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
stbtt_int32 valueRecordPairSizeInBytes = 2;
stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
stbtt_uint8 *pairValueTable = table + pairPosOffset;
stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
stbtt_uint8 *pairValueArray = pairValueTable + 2;
// TODO: Support more formats.
STBTT_GPOS_TODO_assert(valueFormat1 == 4);
if (valueFormat1 != 4) return 0;
STBTT_GPOS_TODO_assert(valueFormat2 == 0);
if (valueFormat2 != 0) return 0;
for (sti=0; sti<subTableCount; sti++) {
stbtt_uint16 subtableOffset = ttUSHORT(subTableOffsets + 2 * sti);
stbtt_uint8 *table = lookupTable + subtableOffset;
stbtt_uint16 posFormat = ttUSHORT(table);
stbtt_uint16 coverageOffset = ttUSHORT(table + 2);
stbtt_int32 coverageIndex = stbtt__GetCoverageIndex(table + coverageOffset, glyph1);
if (coverageIndex == -1) continue;
STBTT_assert(coverageIndex < pairSetCount);
STBTT__NOTUSED(pairSetCount);
switch (posFormat) {
case 1: {
stbtt_int32 l, r, m;
int straw, needle;
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
stbtt_int32 valueRecordPairSizeInBytes = 2;
stbtt_uint16 pairSetCount = ttUSHORT(table + 8);
stbtt_uint16 pairPosOffset = ttUSHORT(table + 10 + 2 * coverageIndex);
stbtt_uint8 *pairValueTable = table + pairPosOffset;
stbtt_uint16 pairValueCount = ttUSHORT(pairValueTable);
stbtt_uint8 *pairValueArray = pairValueTable + 2;
needle=glyph2;
r=pairValueCount-1;
l=0;
if (coverageIndex >= pairSetCount) return 0;
// Binary search.
while (l <= r) {
stbtt_uint16 secondGlyph;
stbtt_uint8 *pairValue;
m = (l + r) >> 1;
pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;
secondGlyph = ttUSHORT(pairValue);
straw = secondGlyph;
if (needle < straw)
r = m - 1;
else if (needle > straw)
l = m + 1;
else {
stbtt_int16 xAdvance = ttSHORT(pairValue + 2);
return xAdvance;
}
}
} break;
needle=glyph2;
r=pairValueCount-1;
l=0;
case 2: {
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
// Binary search.
while (l <= r) {
stbtt_uint16 secondGlyph;
stbtt_uint8 *pairValue;
m = (l + r) >> 1;
pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m;
secondGlyph = ttUSHORT(pairValue);
straw = secondGlyph;
if (needle < straw)
r = m - 1;
else if (needle > straw)
l = m + 1;
else {
stbtt_int16 xAdvance = ttSHORT(pairValue + 2);
return xAdvance;
}
}
} else
return 0;
break;
}
stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);
stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);
int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);
int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);
case 2: {
stbtt_uint16 valueFormat1 = ttUSHORT(table + 4);
stbtt_uint16 valueFormat2 = ttUSHORT(table + 6);
if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats?
stbtt_uint16 classDef1Offset = ttUSHORT(table + 8);
stbtt_uint16 classDef2Offset = ttUSHORT(table + 10);
int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1);
int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2);
stbtt_uint16 class1Count = ttUSHORT(table + 12);
stbtt_uint16 class2Count = ttUSHORT(table + 14);
STBTT_assert(glyph1class < class1Count);
STBTT_assert(glyph2class < class2Count);
stbtt_uint16 class1Count = ttUSHORT(table + 12);
stbtt_uint16 class2Count = ttUSHORT(table + 14);
stbtt_uint8 *class1Records, *class2Records;
stbtt_int16 xAdvance;
// TODO: Support more formats.
STBTT_GPOS_TODO_assert(valueFormat1 == 4);
if (valueFormat1 != 4) return 0;
STBTT_GPOS_TODO_assert(valueFormat2 == 0);
if (valueFormat2 != 0) return 0;
if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed
if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed
if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) {
stbtt_uint8 *class1Records = table + 16;
stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count);
stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class);
return xAdvance;
}
} break;
default: {
// There are no other cases.
STBTT_assert(0);
break;
} // [DEAR IMGUI] removed ;
}
}
break;
} // [DEAR IMGUI] removed ;
class1Records = table + 16;
class2Records = class1Records + 2 * (glyph1class * class2Count);
xAdvance = ttSHORT(class2Records + 2 * glyph2class);
return xAdvance;
} else
return 0;
break;
}
default:
// TODO: Implement other stuff.
break;
}
}
return 0; // Unsupported position format
}
}
}
return 0;
return 0;
}
STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2)
@ -2559,8 +2618,7 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int
if (info->gpos)
xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2);
if (info->kern)
else if (info->kern)
xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2);
return xAdvance;
@ -2621,6 +2679,45 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v)
STBTT_free(v, info->userdata);
}
STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl)
{
int i;
stbtt_uint8 *data = info->data;
stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info);
int numEntries = ttUSHORT(svg_doc_list);
stbtt_uint8 *svg_docs = svg_doc_list + 2;
for(i=0; i<numEntries; i++) {
stbtt_uint8 *svg_doc = svg_docs + (12 * i);
if ((gl >= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2)))
return svg_doc;
}
return 0;
}
STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg)
{
stbtt_uint8 *data = info->data;
stbtt_uint8 *svg_doc;
if (info->svg == 0)
return 0;
svg_doc = stbtt_FindSVGDoc(info, gl);
if (svg_doc != NULL) {
*svg = (char *) data + info->svg + ttULONG(svg_doc + 4);
return ttULONG(svg_doc + 8);
} else {
return 0;
}
}
STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg)
{
return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg);
}
//////////////////////////////////////////////////////////////////////////////
//
// antialiasing software rasterizer
@ -2970,6 +3067,23 @@ static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edg
}
}
static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width)
{
STBTT_assert(top_width >= 0);
STBTT_assert(bottom_width >= 0);
return (top_width + bottom_width) / 2.0f * height;
}
static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1)
{
return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0);
}
static float stbtt__sized_triangle_area(float height, float width)
{
return height * width / 2;
}
static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top)
{
float y_bottom = y_top+1;
@ -3024,13 +3138,13 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
float height;
// simple case, only spans one pixel
int x = (int) x_top;
height = sy1 - sy0;
height = (sy1 - sy0) * e->direction;
STBTT_assert(x >= 0 && x < len);
scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height;
scanline_fill[x] += e->direction * height; // everything right of this pixel is filled
scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f);
scanline_fill[x] += height; // everything right of this pixel is filled
} else {
int x,x1,x2;
float y_crossing, step, sign, area;
float y_crossing, y_final, step, sign, area;
// covers 2+ pixels
if (x_top > x_bottom) {
// flip scanline vertically; signed area is the same
@ -3042,32 +3156,83 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
dx = -dx;
dy = -dy;
t = x0, x0 = xb, xb = t;
// [DEAR IMGUI] Fix static analyzer warning
(void)dx; // [ImGui: fix static analyzer warning]
}
STBTT_assert(dy >= 0);
STBTT_assert(dx >= 0);
x1 = (int) x_top;
x2 = (int) x_bottom;
// compute intersection with y axis at x1+1
y_crossing = (x1+1 - x0) * dy + y_top;
y_crossing = y_top + dy * (x1+1 - x0);
// compute intersection with y axis at x2
y_final = y_top + dy * (x2 - x0);
// x1 x_top x2 x_bottom
// y_top +------|-----+------------+------------+--------|---+------------+
// | | | | | |
// | | | | | |
// sy0 | Txxxxx|............|............|............|............|
// y_crossing | *xxxxx.......|............|............|............|
// | | xxxxx..|............|............|............|
// | | /- xx*xxxx........|............|............|
// | | dy < | xxxxxx..|............|............|
// y_final | | \- | xx*xxx.........|............|
// sy1 | | | | xxxxxB...|............|
// | | | | | |
// | | | | | |
// y_bottom +------------+------------+------------+------------+------------+
//
// goal is to measure the area covered by '.' in each pixel
// if x2 is right at the right edge of x1, y_crossing can blow up, github #1057
// @TODO: maybe test against sy1 rather than y_bottom?
if (y_crossing > y_bottom)
y_crossing = y_bottom;
sign = e->direction;
// area of the rectangle covered from y0..y_crossing
area = sign * (y_crossing-sy0);
// area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing)
scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2);
step = sign * dy;
// area of the rectangle covered from sy0..y_crossing
area = sign * (y_crossing-sy0);
// area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing)
scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top);
// check if final y_crossing is blown up; no test case for this
if (y_final > y_bottom) {
int denom = (x2 - (x1+1));
y_final = y_bottom;
if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316)
dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom
}
}
// in second pixel, area covered by line segment found in first pixel
// is always a rectangle 1 wide * the height of that line segment; this
// is exactly what the variable 'area' stores. it also gets a contribution
// from the line segment within it. the THIRD pixel will get the first
// pixel's rectangle contribution, the second pixel's rectangle contribution,
// and its own contribution. the 'own contribution' is the same in every pixel except
// the leftmost and rightmost, a trapezoid that slides down in each pixel.
// the second pixel's contribution to the third pixel will be the
// rectangle 1 wide times the height change in the second pixel, which is dy.
step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x,
// which multiplied by 1-pixel-width is how much pixel area changes for each step in x
// so the area advances by 'step' every time
for (x = x1+1; x < x2; ++x) {
scanline[x] += area + step/2;
scanline[x] += area + step/2; // area of trapezoid is 1*step/2
area += step;
}
y_crossing += dy * (x2 - (x1+1));
STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down
STBTT_assert(sy1 > y_final-0.01f);
STBTT_assert(STBTT_fabs(area) <= 1.01f);
scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing);
// area covered in the last pixel is the rectangle from all the pixels to the left,
// plus the trapezoid filled by the line segment in this pixel all the way to the right edge
scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f);
// the rest of the line is filled based on the total height of the line segment in this pixel
scanline_fill[x2] += sign * (sy1-sy0);
}
} else {
@ -3075,6 +3240,9 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill,
// clipping logic. since this does not match the intended use
// of this library, we use a different, very slow brute
// force implementation
// note though that this does happen some of the time because
// x_top and x_bottom can be extrapolated at the top & bottom of
// the shape and actually lie outside the bounding box
int x;
for (x=0; x < len; ++x) {
// cases:
@ -3989,6 +4157,7 @@ static float stbtt__oversample_shift(int oversample)
STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
{
int i,j,k;
int missing_glyph_added = 0;
k=0;
for (i=0; i < num_ranges; ++i) {
@ -4000,7 +4169,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb
int x0,y0,x1,y1;
int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j];
int glyph = stbtt_FindGlyphIndex(info, codepoint);
if (glyph == 0 && spc->skip_missing) {
if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) {
rects[k].w = rects[k].h = 0;
} else {
stbtt_GetGlyphBitmapBoxSubpixel(info,glyph,
@ -4010,6 +4179,8 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb
&x0,&y0,&x1,&y1);
rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1);
rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1);
if (glyph == 0)
missing_glyph_added = 1;
}
++k;
}
@ -4044,7 +4215,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info
// rects array must be big enough to accommodate all characters in the given ranges
STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects)
{
int i,j,k, return_value = 1;
int i,j,k, missing_glyph = -1, return_value = 1;
// save current values
int old_h_over = spc->h_oversample;
@ -4109,6 +4280,13 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const
bc->yoff = (float) y0 * recip_v + sub_y;
bc->xoff2 = (x0 + r->w) * recip_h + sub_x;
bc->yoff2 = (y0 + r->h) * recip_v + sub_y;
if (glyph == 0)
missing_glyph = j;
} else if (spc->skip_missing) {
return_value = 0;
} else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) {
ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph];
} else {
return_value = 0; // if any fail, report failure
}
@ -4132,7 +4310,7 @@ 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; // [DEAR IMGUI] removed = 1
int i, j, n, return_value; // [DEAR IMGUI] removed = 1;
//stbrp_context *context = (stbrp_context *) spc->pack_info;
stbrp_rect *rects;
@ -4301,15 +4479,14 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex
float y_frac;
int winding = 0;
orig[0] = x;
//orig[1] = y; // [DEAR IMGUI] commented double assignment
// make sure y never passes through a vertex of the shape
y_frac = (float) STBTT_fmod(y, 1.0f);
if (y_frac < 0.01f)
y += 0.01f;
else if (y_frac > 0.99f)
y -= 0.01f;
orig[0] = x;
orig[1] = y;
// test a ray from (-infinity,y) to (x,y)
@ -4371,35 +4548,35 @@ static float stbtt__cuberoot( float x )
return (float) STBTT_pow( x,1.0f/3.0f);
}
// x^3 + c*x^2 + b*x + a = 0
// x^3 + a*x^2 + b*x + c = 0
static int stbtt__solve_cubic(float a, float b, float c, float* r)
{
float s = -a / 3;
float p = b - a*a / 3;
float q = a * (2*a*a - 9*b) / 27 + c;
float s = -a / 3;
float p = b - a*a / 3;
float q = a * (2*a*a - 9*b) / 27 + c;
float p3 = p*p*p;
float d = q*q + 4*p3 / 27;
if (d >= 0) {
float z = (float) STBTT_sqrt(d);
float u = (-q + z) / 2;
float v = (-q - z) / 2;
u = stbtt__cuberoot(u);
v = stbtt__cuberoot(v);
r[0] = s + u + v;
return 1;
} else {
float u = (float) STBTT_sqrt(-p/3);
float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative
float m = (float) STBTT_cos(v);
float d = q*q + 4*p3 / 27;
if (d >= 0) {
float z = (float) STBTT_sqrt(d);
float u = (-q + z) / 2;
float v = (-q - z) / 2;
u = stbtt__cuberoot(u);
v = stbtt__cuberoot(v);
r[0] = s + u + v;
return 1;
} else {
float u = (float) STBTT_sqrt(-p/3);
float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative
float m = (float) STBTT_cos(v);
float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f;
r[0] = s + u * 2 * m;
r[1] = s - u * (m + n);
r[2] = s - u * (m - n);
r[0] = s + u * 2 * m;
r[1] = s - u * (m + n);
r[2] = s - u * (m - n);
//STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe?
//STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f);
//STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f);
return 3;
return 3;
}
}
@ -4410,12 +4587,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
int w,h;
unsigned char *data;
// if one scale is 0, use same scale for both
if (scale_x == 0) scale_x = scale_y;
if (scale_y == 0) {
if (scale_x == 0) return NULL; // if both scales are 0, return NULL
scale_y = scale_x;
}
if (scale == 0) return NULL;
stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1);
@ -4481,18 +4653,17 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
for (i=0; i < num_verts; ++i) {
float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y;
// check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve
float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (dist2 < min_dist*min_dist)
min_dist = (float) STBTT_sqrt(dist2);
if (verts[i].type == STBTT_vline) {
if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) {
float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y;
float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (dist2 < min_dist*min_dist)
min_dist = (float) STBTT_sqrt(dist2);
// coarse culling against bbox
//if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist &&
// sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist)
float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i];
STBTT_assert(i != 0);
if (dist < min_dist) {
// check position along line
@ -4519,7 +4690,8 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
float ax = x1-x0, ay = y1-y0;
float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2;
float mx = x0 - sx, my = y0 - sy;
float res[3],px,py,t,it;
float res[3] = {0.f,0.f,0.f};
float px,py,t,it,dist2;
float a_inv = precompute[i];
if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula
float a = 3*(ax*bx + ay*by);
@ -4546,6 +4718,10 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc
float d = (mx*ax+my*ay) * a_inv;
num = stbtt__solve_cubic(b, c, d, res);
}
dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy);
if (dist2 < min_dist*min_dist)
min_dist = (float) STBTT_sqrt(dist2);
if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) {
t = res[0], it = 1.0f - t;
px = it*it*x0 + 2*t*it*x1 + t*t*x2;
@ -4805,6 +4981,12 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const
// FULL VERSION HISTORY
//
// 1.25 (2021-07-11) many fixes
// 1.24 (2020-02-05) fix warning
// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS)
// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined
// 1.21 (2019-02-25) fix warning
// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics()
// 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod
// 1.18 (2018-01-29) add missing function
// 1.17 (2017-07-23) make more arguments const; doc fix

View File

@ -45,11 +45,11 @@ constexpr int MIX_INIT_MID_Proxy =
MIX_INIT_FLUIDSYNTH;
#endif
//https://github.com/ocornut/imgui 7b913db1ce9dd2fd98e5790aa59974dd4496be3b
//https://github.com/ocornut/imgui 59b63defe5421642fb0cdcfd1fa850fc85a13791 + patches
#include "imgui.h"
#include "imgui_internal.h"
#include "imgui_impl_sdl.h"
//https://github.com/Tyyppi77/imgui_sdl 01deb04b102b6a1c15c7fdec1977a2c96a885e6f
//https://github.com/Tyyppi77/imgui_sdl 01deb04b102b6a1c15c7fdec1977a2c96a885e6f + patches
#include "imgui_sdl.h"
typedef char* LPSTR;

View File

@ -171,9 +171,8 @@ int winmain::WinMain(LPCSTR lpCmdLine)
}
ImGuiSDL::Initialize(renderer, 0, 0);
ImGui::StyleColorsDark();
// ImGui_ImplSDL2_Init is private, we are not actually using ImGui OpenGl backend
ImGui_ImplSDL2_InitForOpenGL(window, nullptr);
ImGui_ImplSDL2_InitForSDLRenderer(window, Renderer);
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard | ImGuiConfigFlags_NavEnableGamepad;
// Data search order: WD, executable path, user pref path, platform specific paths.
@ -457,7 +456,7 @@ void winmain::RenderUi()
ImGui::PopStyleVar();
// This window can not loose nav focus for some reason, clear it manually.
if (ImGui::IsNavInputDown(ImGuiNavInput_Cancel))
if (ImGui::IsKeyDown(ImGuiKey_Escape) || ImGui::IsKeyDown(ImGuiKey_GamepadFaceRight))
ImGui::FocusWindow(nullptr);
}