Updated ImGui to v1.89.2 WIP.

Fixed IdxOffset support in imgui_sdl.
pull/142/merge
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)
{