diff --git a/LICENSE b/LICENSE index ee733788..680ec9e6 100644 --- a/LICENSE +++ b/LICENSE @@ -1,6 +1,6 @@ MIT License -Copyright (c) 2019 Allen Dang +Copyright (c) 2020 Allen Dang Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/go.mod b/go.mod index 1ffca04e..c53c0b43 100644 --- a/go.mod +++ b/go.mod @@ -5,10 +5,14 @@ go 1.13 require ( github.com/davecgh/go-spew v1.1.1 // indirect github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7 - github.com/go-gl/glfw/v3.3/glfw v0.0.0-20200420212212-258d9bec320e - github.com/go-resty/resty/v2 v2.1.0 - github.com/kr/pretty v0.1.0 // indirect - github.com/stretchr/testify v1.4.0 - gopkg.in/check.v1 v1.0.0-20180628173108-788fd7840127 // indirect - gopkg.in/yaml.v2 v2.2.4 // indirect + github.com/go-gl/glfw/v3.3/glfw v0.0.0-20201101223321-f087fae2c024 + github.com/go-resty/resty/v2 v2.3.0 + github.com/kr/pretty v0.2.1 // indirect + github.com/kr/text v0.2.0 // indirect + github.com/niemeyer/pretty v0.0.0-20200227124842-a10e7caefd8e // indirect + github.com/stretchr/testify v1.6.1 + golang.org/x/net v0.0.0-20201031054903-ff519b6c9102 // indirect + gopkg.in/check.v1 v1.0.0-20200902074654-038fdea0a05b // indirect + gopkg.in/yaml.v2 v2.3.0 // indirect + gopkg.in/yaml.v3 v3.0.0-20200615113413-eeeca48fe776 // indirect ) diff --git a/go.sum b/go.sum index ede4fd1f..db3ff2aa 100644 --- a/go.sum +++ b/go.sum @@ -1,3 +1,4 @@ +github.com/creack/pty v1.1.9/go.mod h1:oKZEueFk5CKHvIhNR5MUki03XCEU+Q6VDXinZuGJ33E= github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8= github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38= github.com/davecgh/go-spew v1.1.1 h1:vj9j/u1bqnvCEfJOwUhtlOARqs3+rkHYY13jYWTU97c= @@ -6,29 +7,57 @@ github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7 h1:SCYMcCJ89LjRGwEa0tRluN github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7/go.mod h1:482civXOzJJCPzJ4ZOX/pwvXBWSnzD4OKMdH4ClKGbk= github.com/go-gl/glfw/v3.3/glfw v0.0.0-20200420212212-258d9bec320e h1:8ywu4ELC/6owgOZlZx75CyYS5AYwUT2L+hzPModKvag= github.com/go-gl/glfw/v3.3/glfw v0.0.0-20200420212212-258d9bec320e/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8= +github.com/go-gl/glfw/v3.3/glfw v0.0.0-20201101223321-f087fae2c024 h1:Xe9aCx18T/alzheGQNVxBlH4PFhUpyHJza7hruIbXZM= +github.com/go-gl/glfw/v3.3/glfw v0.0.0-20201101223321-f087fae2c024/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8= github.com/go-resty/resty/v2 v2.1.0 h1:Z6IefCpUMfnvItVJaJXWv/pMiiD11So35QgwEELsldE= github.com/go-resty/resty/v2 v2.1.0/go.mod h1:dZGr0i9PLlaaTD4H/hoZIDjQ+r6xq8mgbRzHZf7f2J8= +github.com/go-resty/resty/v2 v2.3.0 h1:JOOeAvjSlapTT92p8xiS19Zxev1neGikoHsXJeOq8So= +github.com/go-resty/resty/v2 v2.3.0/go.mod h1:UpN9CgLZNsv4e9XG50UU8xdI0F43UQ4HmxLBDwaroHU= github.com/kr/pretty v0.1.0 h1:L/CwN0zerZDmRFUapSPitk6f+Q3+0za1rQkzVuMiMFI= github.com/kr/pretty v0.1.0/go.mod h1:dAy3ld7l9f0ibDNOQOHHMYYIIbhfbHSm3C4ZsoJORNo= +github.com/kr/pretty v0.2.1/go.mod h1:ipq/a2n7PKx3OHsz4KJII5eveXtPO4qwEXGdVfWzfnI= github.com/kr/pty v1.1.1/go.mod h1:pFQYn66WHrOpPYNljwOMqo10TkYh1fy3cYio2l3bCsQ= github.com/kr/text v0.1.0 h1:45sCR5RtlFHMR4UwH9sdQ5TC8v0qDQCHnXt+kaKSTVE= github.com/kr/text v0.1.0/go.mod h1:4Jbv+DJW3UT/LiOwJeYQe1efqtUx/iVham/4vfdArNI= +github.com/kr/text v0.2.0 h1:5Nx0Ya0ZqY2ygV366QzturHI13Jq95ApcVaJBhpS+AY= +github.com/kr/text v0.2.0/go.mod h1:eLer722TekiGuMkidMxC/pM04lWEeraHUUmBw8l2grE= +github.com/niemeyer/pretty v0.0.0-20200227124842-a10e7caefd8e h1:fD57ERR4JtEqsWbfPhv4DMiApHyliiK5xCTNVSPiaAs= +github.com/niemeyer/pretty v0.0.0-20200227124842-a10e7caefd8e/go.mod h1:zD1mROLANZcx1PVRCS0qkT7pwLkGfwJo4zjcN/Tysno= github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM= github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4= github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME= github.com/stretchr/testify v1.4.0 h1:2E4SXV/wtOkTonXsotYi4li6zVWxYlZuYNCXe9XRJyk= github.com/stretchr/testify v1.4.0/go.mod h1:j7eGeouHqKxXV5pUuKE4zz7dFj8WfuZ+81PSLYec5m4= +github.com/stretchr/testify v1.6.1 h1:hDPOHmpOpP40lSULcqw7IrRb/u7w6RpDC9399XyoNd0= +github.com/stretchr/testify v1.6.1/go.mod h1:6Fq8oRcR53rry900zMqJjRRixrwX3KX962/h/Wwjteg= golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w= +golang.org/x/crypto v0.0.0-20200622213623-75b288015ac9/go.mod h1:LzIPMQfyMNhhGPhUkYOs5KpL4U8rLKemX1yGLhDgUto= +golang.org/x/net v0.0.0-20190404232315-eb5bcb51f2a3/go.mod h1:t9HGtf8HONx5eT2rtn7q6eTqICYqUVnKs3thJo3Qplg= golang.org/x/net v0.0.0-20190628185345-da137c7871d7 h1:rTIdg5QFRR7XCaK4LCjBiPbx8j4DQRpdYMnGn/bJUEU= golang.org/x/net v0.0.0-20190628185345-da137c7871d7/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s= +golang.org/x/net v0.0.0-20200513185701-a91f0712d120/go.mod h1:qpuaurCH72eLCgpAm/N6yyVIVM9cpaDIP3A8BGJEC5A= +golang.org/x/net v0.0.0-20201031054903-ff519b6c9102 h1:42cLlJJdEh+ySyeUUbEQ5bsTiq8voBeTuweGVkY6Puw= +golang.org/x/net v0.0.0-20201031054903-ff519b6c9102/go.mod h1:sp8m0HH+o8qH0wwXwYZr8TS3Oi6o0r6Gce1SSxlDquU= golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY= +golang.org/x/sys v0.0.0-20190412213103-97732733099d/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs= +golang.org/x/sys v0.0.0-20200323222414-85ca7c5b95cd/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs= +golang.org/x/sys v0.0.0-20200930185726-fdedc70b468f/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs= golang.org/x/text v0.3.0 h1:g61tztE5qeGQ89tm6NTjjM9VPIm088od1l6aSorWRWg= golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ= +golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ= +golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ= gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405 h1:yhCVgyC4o1eVCa2tZl7eS0r+SDo693bJlVdllGtEeKM= gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0= gopkg.in/check.v1 v1.0.0-20180628173108-788fd7840127 h1:qIbj1fsPNlZgppZ+VLlY7N33q108Sa+fhmuc+sWQYwY= gopkg.in/check.v1 v1.0.0-20180628173108-788fd7840127/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0= +gopkg.in/check.v1 v1.0.0-20200902074654-038fdea0a05b h1:QRR6H1YWRnHb4Y/HeNFCTJLFVxaq6wH4YuVdsUOr75U= +gopkg.in/check.v1 v1.0.0-20200902074654-038fdea0a05b/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0= gopkg.in/yaml.v2 v2.2.2 h1:ZCJp+EgiOT7lHqUV2J862kp8Qj64Jo6az82+3Td9dZw= gopkg.in/yaml.v2 v2.2.2/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI= gopkg.in/yaml.v2 v2.2.4 h1:/eiJrUcujPVeJ3xlSWaiNi3uSVmDGBK1pDHUHAnao1I= gopkg.in/yaml.v2 v2.2.4/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI= +gopkg.in/yaml.v2 v2.3.0/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI= +gopkg.in/yaml.v3 v3.0.0-20200313102051-9f266ea9e77c h1:dUUwHk2QECo/6vqA44rthZ8ie2QXMNeKRTHCNY2nXvo= +gopkg.in/yaml.v3 v3.0.0-20200313102051-9f266ea9e77c/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM= +gopkg.in/yaml.v3 v3.0.0-20200615113413-eeeca48fe776 h1:tQIYjPdBoyREyB9XMu+nnTclpTYkz2zFM+lzLJFO4gQ= +gopkg.in/yaml.v3 v3.0.0-20200615113413-eeeca48fe776/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM= diff --git a/imgui/LICENSE b/imgui/LICENSE index f5722bf9..838fd036 100644 --- a/imgui/LICENSE +++ b/imgui/LICENSE @@ -1,6 +1,6 @@ New BSD License -© 2018, Christian Haas +© 2020, Christian Haas All rights reserved. Redistribution and use in source and binary forms, with or without diff --git a/imgui/ListClipper.cpp b/imgui/ListClipper.cpp index 2b089ff9..50d2bfdf 100644 --- a/imgui/ListClipper.cpp +++ b/imgui/ListClipper.cpp @@ -20,7 +20,9 @@ IggBool iggListClipperStep(IggListClipper *clipper) void iggListClipperBegin(IggListClipper *clipper, int items_count, float items_height) { - ImGuiListClipper imguiClipper(items_count, items_height); + ImGuiListClipper imguiClipper; + importValue(imguiClipper, *clipper); + imguiClipper.Begin(items_count, items_height); exportValue(*clipper, imguiClipper); // needs to be done to prevent assert fail, we don't call end because the cursor will move. imguiClipper.ItemsCount = -1; diff --git a/imgui/README.md b/imgui/README.md index 5bf9756c..41bb719c 100644 --- a/imgui/README.md +++ b/imgui/README.md @@ -43,7 +43,7 @@ This library does not mirror the versions of the wrapped **Dear ImGui**. The sem * Minor changes: Extensions in API. Typically done through small version increments of **Dear ImGui** and/or exposing further features in a compatible way. * Patch changes: Bug fixes - either in the wrapper or the wrapped **Dear ImGui**, given that the API & behaviour remains the same. -At the moment, this library uses version [1.74](https://github.com/ocornut/imgui/releases/tag/v1.74) of **Dear ImGui**. +At the moment, this library uses version [1.79](https://github.com/ocornut/imgui/releases/tag/v1.79) of **Dear ImGui**. ## Examples A separate repository was created to host ported examples and reference implementations. diff --git a/imgui/_licenses/imgui-LICENSE.txt b/imgui/_licenses/imgui-LICENSE.txt index 3b439aa4..d8763995 100644 --- a/imgui/_licenses/imgui-LICENSE.txt +++ b/imgui/_licenses/imgui-LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2019 Omar Cornut +Copyright (c) 2014-2020 Omar Cornut Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/imgui/imconfig.h b/imgui/imconfig.h index c6817de7..6b87dd6c 100644 --- a/imgui/imconfig.h +++ b/imgui/imconfig.h @@ -3,10 +3,11 @@ // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) -// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include -// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. +// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it) +// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template. +//----------------------------------------------------------------------------- +// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp +// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. // Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- diff --git a/imgui/imgui.cpp b/imgui/imgui.cpp index dacc28a3..1a7456f1 100644 --- a/imgui/imgui.cpp +++ b/imgui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.77 +// dear imgui, v1.79 // (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/3075 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues @@ -92,14 +92,13 @@ CODE - Easy to use to create code-driven and data-driven tools. - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools. - Easy to hack and improve. - - Minimize screen real-estate usage. - Minimize setup and maintenance. - Minimize state storage on user side. - Portable, minimize dependencies, run on target (consoles, phones, etc.). - - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,. - opening a tree node for the first time, etc. but a typical frame should not allocate anything). + - Efficient runtime and memory consumption. + + Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: - Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: - Doesn't look fancy, doesn't animate. - Limited layout features, intricate layouts are typically crafted in code. @@ -372,8 +371,24 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). + - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: + - if you omitted the 'power' parameter (likely!), you are not affected. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. - - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. @@ -417,7 +432,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -648,9 +663,9 @@ 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: Why are multiple widgets reacting when I interact with one? Q: How can I display an image? What is ImTextureID, how does it works? Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I interact with standard C++ types (such as std::string and std::vector)? @@ -687,7 +702,7 @@ CODE - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3075). Visuals are ideal as they inspire other programmers. + You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). @@ -805,7 +820,7 @@ static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock static void SetCurrentWindow(ImGuiWindow* window); static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); @@ -831,6 +846,7 @@ static void NavUpdate(); static void NavUpdateWindowing(); static void NavUpdateWindowingOverlay(); static void NavUpdateMoveResult(); +static void NavUpdateInitResult(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); static void NavEndFrame(); @@ -925,17 +941,19 @@ ImGuiStyle::ImGuiStyle() ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. - TabMinWidthForUnselectedCloseButton = 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 appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. - AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU. - AntiAliasedFill = true; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.) + AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. @@ -963,9 +981,9 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); GrabMinSize = ImFloor(GrabMinSize * scale_factor); GrabRounding = ImFloor(GrabRounding * scale_factor); + LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); TabRounding = ImFloor(TabRounding * scale_factor); - if (TabMinWidthForUnselectedCloseButton != FLT_MAX) - TabMinWidthForUnselectedCloseButton = ImFloor(TabMinWidthForUnselectedCloseButton * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); @@ -981,7 +999,7 @@ ImGuiIO::ImGuiIO() ConfigFlags = ImGuiConfigFlags_None; BackendFlags = ImGuiBackendFlags_None; DisplaySize = ImVec2(-1.0f, -1.0f); - DeltaTime = 1.0f/60.0f; + DeltaTime = 1.0f / 60.0f; IniSavingRate = 5.0f; IniFilename = "imgui.ini"; LogFilename = "imgui_log.txt"; @@ -1122,7 +1140,7 @@ static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; - if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) { ImVec2 p_current(x4, y4); ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); @@ -1136,12 +1154,12 @@ static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, } else if (level < 10) { - float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f; - float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f; - float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f; - float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; - float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; - float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } @@ -1595,7 +1613,7 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha { ImWchar* buf_out = buf; ImWchar* buf_end = buf + buf_size; - while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c; in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); @@ -1642,7 +1660,7 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) { if (buf_size < 3) return 0; buf[0] = (char)(0xe0 + (c >> 12)); - buf[1] = (char)(0x80 + ((c>> 6) & 0x3f)); + buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); buf[2] = (char)(0x80 + ((c ) & 0x3f)); return 3; } @@ -1662,8 +1680,8 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { - unsigned int dummy = 0; - return ImTextCharFromUtf8(&dummy, in_text, in_text_end); + unsigned int unused = 0; + return ImTextCharFromUtf8(&unused, in_text, in_text_end); } static inline int ImTextCountUtf8BytesFromChar(unsigned int c) @@ -1679,13 +1697,13 @@ int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWch { char* buf_out = buf; const char* buf_end = buf + buf_size; - while (buf_out < buf_end-1 && (!in_text_end || in_text < in_text_end) && *in_text) + while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { unsigned int c = (unsigned int)(*in_text++); if (c < 0x80) *buf_out++ = (char)c; else - buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end-buf_out-1), c); + buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c); } *buf_out = 0; return (int)(buf_out - buf); @@ -1721,7 +1739,7 @@ IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) { - float s = 1.0f/255.0f; + float s = 1.0f / 255.0f; return ImVec4( ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, @@ -1772,7 +1790,7 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& return; } - h = ImFmod(h, 1.0f) / (60.0f/360.0f); + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); int i = (int)h; float f = h - (float)i; float p = v * (1.0f - s); @@ -1989,7 +2007,7 @@ void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVectorLineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly } -// Use case A: Begin() called from constructor with items_height<0, then called again from Sync() in StepNo 1 +ImGuiListClipper::ImGuiListClipper() +{ + memset(this, 0, sizeof(*this)); + ItemsCount = -1; +} + +ImGuiListClipper::~ImGuiListClipper() +{ + IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?"); +} + +// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 // Use case B: Begin() called from constructor with items_height>0 // FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. -void ImGuiListClipper::Begin(int count, float items_height) +void ImGuiListClipper::Begin(int items_count, float items_height) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; - ItemsCount = count; + ItemsCount = items_count; StepNo = 0; - DisplayEnd = DisplayStart = -1; - if (ItemsHeight > 0.0f) - { - ImGui::CalcListClipping(ItemsCount, ItemsHeight, &DisplayStart, &DisplayEnd); // calculate how many to clip/display - if (DisplayStart > 0) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); // advance cursor - StepNo = 2; - } + DisplayStart = -1; + DisplayEnd = 0; } void ImGuiListClipper::End() { - if (ItemsCount < 0) + if (ItemsCount < 0) // Already ended return; + // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. - if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupDummyPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + if (ItemsCount < INT_MAX && DisplayStart >= 0) + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); ItemsCount = -1; StepNo = 3; } @@ -2212,38 +2236,70 @@ bool ImGuiListClipper::Step() ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (ItemsCount == 0 || window->SkipItems) + // Reached end of list + if (DisplayEnd >= ItemsCount || window->SkipItems) { - ItemsCount = -1; + End(); return false; } - if (StepNo == 0) // Step 0: the clipper let you process the first element, regardless of it being visible or not, so we can measure the element height. + + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + if (StepNo == 0) { - DisplayStart = 0; - DisplayEnd = 1; StartPosY = window->DC.CursorPos.y; - StepNo = 1; - return true; + if (ItemsHeight <= 0.0f) + { + // Submit the first item so we can measure its height (generally it is 0..1) + DisplayStart = 0; + DisplayEnd = 1; + StepNo = 1; + return true; + } + + // Already has item height (given by user in Begin): skip to calculating step + DisplayStart = DisplayEnd; + StepNo = 2; } - if (StepNo == 1) // Step 1: the clipper infer height from first element, calculate the actual range of elements to display, and position the cursor before the first element. + + // Step 1: the clipper infer height from first element + if (StepNo == 1) { - if (ItemsCount == 1) { ItemsCount = -1; return false; } - float items_height = window->DC.CursorPos.y - StartPosY; - IM_ASSERT(items_height > 0.0f); // If this triggers, it means Item 0 hasn't moved the cursor vertically - Begin(ItemsCount - 1, items_height); - DisplayStart++; - DisplayEnd++; - StepNo = 3; - return true; + IM_ASSERT(ItemsHeight <= 0.0f); + ItemsHeight = window->DC.CursorPos.y - StartPosY; + IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + StepNo = 2; } - if (StepNo == 2) // Step 2: dummy step only required if an explicit items_height was passed to constructor or Begin() and user still call Step(). Does nothing and switch to Step 3. + + // Step 2: calculate the actual range of elements to display, and position the cursor before the first element + if (StepNo == 2) { - IM_ASSERT(DisplayStart >= 0 && DisplayEnd >= 0); + IM_ASSERT(ItemsHeight > 0.0f); + + int already_submitted = DisplayEnd; + ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd); + DisplayStart += already_submitted; + DisplayEnd += already_submitted; + + // Seek cursor + if (DisplayStart > already_submitted) + SetCursorPosYAndSetupForPrevLine(StartPosY + DisplayStart * ItemsHeight, ItemsHeight); + StepNo = 3; return true; } - if (StepNo == 3) // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), advance the cursor to the end of the list and then returns 'false' to end the loop. - End(); + + // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (StepNo == 3) + { + // Seek cursor + if (ItemsCount < INT_MAX) + SetCursorPosYAndSetupForPrevLine(StartPosY + ItemsCount * ItemsHeight, ItemsHeight); // advance cursor + ItemsCount = -1; + return false; + } + + IM_ASSERT(0); return false; } @@ -2466,6 +2522,7 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) return "Unknown"; } + //----------------------------------------------------------------------------- // [SECTION] RENDER HELPERS // Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, @@ -2663,7 +2720,7 @@ void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, const float border_size = g.Style.FrameBorderSize; if (border && border_size > 0.0f) { - window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); } } @@ -2675,7 +2732,7 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) const float border_size = g.Style.FrameBorderSize; if (border_size > 0.0f) { - window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); } } @@ -2698,11 +2755,11 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl { const float THICKNESS = 2.0f; const float DISTANCE = 3.0f + THICKNESS * 0.5f; - display_rect.Expand(ImVec2(DISTANCE,DISTANCE)); + display_rect.Expand(ImVec2(DISTANCE, DISTANCE)); bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } @@ -2925,6 +2982,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) } g.ActiveId = id; g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; if (id) @@ -2942,7 +3000,7 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) void ImGui::ClearActiveID() { - SetActiveID(0, NULL); + SetActiveID(0, NULL); // g.ActiveId = 0; } void ImGui::SetHoveredID(ImGuiID id) @@ -3038,7 +3096,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; - // Special handling for the dummy item after Begin() which represent the title bar or tab. + // Special handling for calling after Begin() which represent the title bar or tab. // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. if (window->DC.LastItemId == window->MoveId && window->WriteAccessed) return false; @@ -3059,10 +3117,13 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; - if (g.NavDisableMouseHover || !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + if (g.NavDisableMouseHover) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_Disabled) + if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + { + g.HoveredIdDisabled = true; return false; + } // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level // hover test in widgets code. We could also decide to split this function is two. @@ -3095,6 +3156,15 @@ bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged return false; } +// This is also inlined in ItemAdd() +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) +{ + window->DC.LastItemId = item_id; + window->DC.LastItemStatusFlags = item_flags; + window->DC.LastItemRect = item_rect; +} + // Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { @@ -3287,6 +3357,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) FocusWindow(window); SetActiveID(window->MoveId, window); g.NavDisableHighlight = true; + g.ActiveIdNoClearOnFocusLoss = true; g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos; bool can_move_window = true; @@ -3362,11 +3433,17 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (root_window != NULL && !is_closed_popup) { StartMouseMovingWindow(g.HoveredWindow); + + // Cancel moving if clicked outside of title bar if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(root_window->Flags & ImGuiWindowFlags_NoTitleBar)) if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0])) g.MovingWindow = NULL; + + // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already) + if (g.HoveredIdDisabled) + g.MovingWindow = NULL; } - else if (root_window != NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) { // Clicking on void disable focus FocusWindow(NULL); @@ -3589,17 +3666,17 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. + bool clear_hovered_windows = false; FindHoveredWindow(); - // Modal windows prevents cursor from hovering behind them. + // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window) - if (g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) - g.HoveredRootWindow = g.HoveredWindow = NULL; + if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, modal_window)) + clear_hovered_windows = true; // Disabled mouse? if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) - g.HoveredWindow = g.HoveredRootWindow = NULL; + clear_hovered_windows = true; // We track click ownership. When clicked outside of a window the click is owned by the application and won't report hovering nor request capture even while dragging over our windows afterward. int mouse_earliest_button_down = -1; @@ -3619,7 +3696,10 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02) const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0; if (!mouse_avail_to_imgui && !mouse_dragging_extern_payload) - g.HoveredWindow = g.HoveredRootWindow = NULL; + clear_hovered_windows = true; + + if (clear_hovered_windows) + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse info to Dear ImGui + app) if (g.WantCaptureMouseNextFrame != -1) @@ -3707,6 +3787,8 @@ void ImGui::NewFrame() g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; if (g.Style.AntiAliasedLines) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; + if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)) + g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex; if (g.Style.AntiAliasedFill) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill; if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) @@ -3739,6 +3821,7 @@ void ImGui::NewFrame() g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; + g.HoveredIdDisabled = false; // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) @@ -3839,7 +3922,7 @@ void ImGui::NewFrame() // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. // This fallback is particularly important as it avoid ImGui:: calls from crashing. g.WithinFrameScopeWithImplicitWindow = true; - SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver); + SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); @@ -3935,6 +4018,11 @@ void ImGui::Shutdown(ImGuiContext* context) SetCurrentContext(backup_context); } + // Notify hooked test engine, if any +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiTestEngineHook_Shutdown(context); +#endif + // Clear everything else for (int i = 0; i < g.Windows.Size; i++) IM_DELETE(g.Windows[i]); @@ -3945,7 +4033,7 @@ void ImGui::Shutdown(ImGuiContext* context) g.CurrentWindowStack.clear(); g.WindowsById.Clear(); g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = NULL; + g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; g.MovingWindow = NULL; g.ColorModifiers.clear(); @@ -4286,6 +4374,7 @@ static void FindHoveredWindow() ImGuiContext& g = *GImGui; ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window_ignoring_moving_window = NULL; if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) hovered_window = g.MovingWindow; @@ -4308,16 +4397,27 @@ static void FindHoveredWindow() if (!bb.Contains(g.IO.MousePos)) continue; - // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches. + // Support for one rectangular hole in any given window + // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512) + if (window->HitTestHoleSize.x != 0) + { + ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y); + ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y); + if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos)) + continue; + } + if (hovered_window == NULL) hovered_window = window; - if (hovered_window) + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + hovered_window_ignoring_moving_window = window; + if (hovered_window && hovered_window_ignoring_moving_window) break; } g.HoveredWindow = hovered_window; g.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - + g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; } // Test if mouse cursor is hovering given rectangle @@ -4446,6 +4546,7 @@ bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) return g.IO.MouseDoubleClicked[button]; } +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. // [Internal] This doesn't test if the button is pressed bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) { @@ -4476,7 +4577,7 @@ ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() { ImGuiContext& g = *GImGui; if (g.BeginPopupStack.Size > 0) - return g.OpenPopupStack[g.BeginPopupStack.Size-1].OpenMousePos; + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; return g.IO.MousePos; } @@ -4678,7 +4779,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; - flags |= ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_ChildWindow; + flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow; flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag // Size @@ -4718,7 +4819,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b { FocusWindow(child_window); NavInitWindow(child_window, false); - SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item + SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item g.ActiveIdSource = ImGuiInputSource_Nav; } return ret; @@ -4768,7 +4869,7 @@ void ImGui::EndChild() // When browsing a window that has no activable items (scroll only) we keep a highlight on the child if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2,2), bb.Max + ImVec2(2,2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else { @@ -4994,10 +5095,10 @@ struct ImGuiResizeGripDef static const ImGuiResizeGripDef resize_grip_def[4] = { - { ImVec2(1,1), ImVec2(-1,-1), 0, 3 }, // Lower-right - { ImVec2(0,1), ImVec2(+1,-1), 3, 6 }, // Lower-left - { ImVec2(0,0), ImVec2(+1,+1), 6, 9 }, // Upper-left (Unused) - { ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper-right (Unused) + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused) }; struct ImGuiResizeBorderDef @@ -5009,16 +5110,16 @@ struct ImGuiResizeBorderDef static const ImGuiResizeBorderDef resize_border_def[4] = { - { ImVec2(0,+1), ImVec2(0,0), ImVec2(1,0), IM_PI*1.50f }, // Top - { ImVec2(-1,0), ImVec2(1,0), ImVec2(1,1), IM_PI*0.00f }, // Right - { ImVec2(0,-1), ImVec2(1,1), ImVec2(0,1), IM_PI*0.50f }, // Bottom - { ImVec2(+1,0), ImVec2(0,1), ImVec2(0,0), IM_PI*1.00f } // Left + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { ImRect rect = window->Rect(); - if (thickness == 0.0f) rect.Max -= ImVec2(1,1); + if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom @@ -5061,7 +5162,6 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s // Resize grips and borders are on layer 1 window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); // Manual resize grips PushID("#RESIZE"); @@ -5130,7 +5230,6 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s // Restore nav layer window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); // Navigation resize (keyboard/gamepad) if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) @@ -5191,8 +5290,8 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { const ImGuiResizeBorderDef& def = resize_border_def[border_held]; ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI*0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI*0.25f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) @@ -5211,6 +5310,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar ImGuiWindowFlags flags = window->Flags; // Ensure that ScrollBar doesn't read last frame's SkipItems + IM_ASSERT(window->BeginCount == 0); window->SkipItems = false; // Draw window + handle manual resize @@ -5300,7 +5400,6 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); // Layout buttons // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. @@ -5336,7 +5435,6 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl *p_open = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.ItemFlags = item_flags_backup; // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) @@ -5531,7 +5629,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) window->Active = true; window->HasCloseButton = (p_open != NULL); - window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); window->IDStack.resize(1); window->DrawList->_ResetForNewFrame(); @@ -5593,6 +5691,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); + // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. + window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) @@ -5681,7 +5783,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) - SetWindowPos(window, window->SetWindowPosVal - window->SizeFull * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) + SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering) else if ((flags & ImGuiWindowFlags_ChildMenu) != 0) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) @@ -5805,7 +5907,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window, true); + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); // DRAWING @@ -5884,6 +5986,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; + window->ParentWorkRect = window->WorkRect; // [LEGACY] Content Region // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. @@ -5907,7 +6010,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; window->DC.NavLayerActiveMaskNext = 0x00; window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // -V595 @@ -5915,8 +6017,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.MenuBarAppending = false; - window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); - window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); window->DC.TreeDepth = 0; window->DC.TreeJumpToParentOnPopMask = 0x00; @@ -5953,6 +6053,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (!(flags & ImGuiWindowFlags_NoTitleBar)) RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); + // Clear hit test shape every frame + window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; + // Pressing CTRL+C while holding on a window copy its content to the clipboard // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. // Maybe we can support CTRL+C on every element? @@ -5964,9 +6067,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). // This is useful to allow creating context menus on title bar only, etc. - window->DC.LastItemId = window->MoveId; - window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0; - window->DC.LastItemRect = title_bar_rect; + SetLastItemData(window, window->MoveId, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + #ifdef IMGUI_ENABLE_TEST_ENGINE if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); @@ -5987,37 +6089,41 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->BeginCount++; g.NextWindowData.ClearFlags(); - if (flags & ImGuiWindowFlags_ChildWindow) + // Update visibility + if (first_begin_of_the_frame) { - // Child window can be out of sight and have "negative" clip windows. - // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). - IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + if (flags & ImGuiWindowFlags_ChildWindow) + { + // Child window can be out of sight and have "negative" clip windows. + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + window->HiddenFramesCanSkipItems = 1; + + // Hide along with parent or if parent is collapsed + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) window->HiddenFramesCanSkipItems = 1; + if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) + window->HiddenFramesCannotSkipItems = 1; + } - // Hide along with parent or if parent is collapsed - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) + if (style.Alpha <= 0.0f) window->HiddenFramesCanSkipItems = 1; - if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0)) - window->HiddenFramesCannotSkipItems = 1; - } - - // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) - if (style.Alpha <= 0.0f) - window->HiddenFramesCanSkipItems = 1; - // Update the Hidden flag - window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + // Update the Hidden flag + window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); - // Update the SkipItems flag, used to early out of all items functions (no layout required) - bool skip_items = false; - if (window->Collapsed || !window->Active || window->Hidden) - if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) - skip_items = true; - window->SkipItems = skip_items; + // Update the SkipItems flag, used to early out of all items functions (no layout required) + bool skip_items = false; + if (window->Collapsed || !window->Active || window->Hidden) + if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) + skip_items = true; + window->SkipItems = skip_items; + } - return !skip_items; + return !window->SkipItems; } void ImGui::End() @@ -6072,7 +6178,7 @@ void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindow == window) + if (current_front_window == window || current_front_window->RootWindow == window) // Cheap early out (could be better) return; for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) @@ -6123,9 +6229,12 @@ void ImGui::FocusWindow(ImGuiWindow* window) ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; // NB: In docking branch this is window->RootWindowDockStop ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; - // Steal focus on active widgets + // Steal active widgets. Some of the cases it triggers includes: + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) - ClearActiveID(); + if (!g.ActiveIdNoClearOnFocusLoss) + ClearActiveID(); // Passing NULL allow to disable keyboard focus if (!window) @@ -6174,6 +6283,7 @@ void ImGui::SetCurrentFont(ImFont* font) ImFontAtlas* atlas = g.Font->ContainerAtlas; g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; g.DrawListSharedData.Font = g.Font; g.DrawListSharedData.FontSize = g.FontSize; } @@ -6441,6 +6551,13 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co window->Collapsed = collapsed; } +void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size) +{ + IM_ASSERT(window->HitTestHoleSize.x == 0); // We don't support multiple holes/hit test filters + window->HitTestHoleSize = ImVec2ih(size); + window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); +} + void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) { SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); @@ -6680,6 +6797,20 @@ void ImGui::PushOverrideID(ImGuiID id) window->IDStack.push_back(id); } +// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call +// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. +// for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) +ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) +{ + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGui::KeepAliveID(id); +#ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiContext& g = *GImGui; + IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); +#endif + return id; +} + void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -6919,7 +7050,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayerActiveMaskNext |= window->DC.NavLayerCurrentMask; + window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) @@ -6935,6 +7066,7 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) #endif } + // Equivalent to calling SetLastItemData() window->DC.LastItemId = id; window->DC.LastItemRect = bb; window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; @@ -7083,10 +7215,10 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiStyle& style = g.Style; - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components-1; i++) + for (int i = 0; i < components - 1; i++) window->DC.ItemWidthStack.push_back(w_item_one); window->DC.ItemWidth = window->DC.ItemWidthStack.back(); g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; @@ -7218,10 +7350,11 @@ float ImGui::GetWindowContentRegionWidth() } // Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. void ImGui::BeginGroup() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); + ImGuiWindow* window = g.CurrentWindow; window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1); ImGuiGroupData& group_data = window->DC.GroupStack.back(); @@ -7246,8 +7379,8 @@ void ImGui::BeginGroup() void ImGui::EndGroup() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); - IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls ImGuiGroupData& group_data = window->DC.GroupStack.back(); @@ -7275,9 +7408,9 @@ void ImGui::EndGroup() // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. // Also if you grep for LastItemId you'll notice it is only used in that context. - // (The tests not symmetrical because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; - const bool group_contains_prev_active_id = !group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive; + const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); if (group_contains_curr_active_id) window->DC.LastItemId = g.ActiveId; else if (group_contains_prev_active_id) @@ -7302,31 +7435,42 @@ void ImGui::EndGroup() // [SECTION] SCROLLING //----------------------------------------------------------------------------- -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges) +// Helper to snap on edges when aiming at an item very close to the edge, +// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling. +// When we refactor the scrolling API this may be configurable with a flag? +// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default. +static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio) +{ + if (target <= snap_min + snap_threshold) + return ImLerp(snap_min, target, center_ratio); + if (target >= snap_max - snap_threshold) + return ImLerp(target, snap_max, center_ratio); + return target; +} + +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; ImVec2 scroll = window->Scroll; if (window->ScrollTarget.x < FLT_MAX) { - float cr_x = window->ScrollTargetCenterRatio.x; - float target_x = window->ScrollTarget.x; - if (snap_on_edges && cr_x <= 0.0f && target_x <= window->WindowPadding.x) - target_x = 0.0f; - else if (snap_on_edges && cr_x >= 1.0f && target_x >= window->ContentSize.x + window->WindowPadding.x + g.Style.ItemSpacing.x) - target_x = window->ContentSize.x + window->WindowPadding.x * 2.0f; - scroll.x = target_x - cr_x * (window->SizeFull.x - window->ScrollbarSizes.x); + float center_x_ratio = window->ScrollTargetCenterRatio.x; + float scroll_target_x = window->ScrollTarget.x; + float snap_x_min = 0.0f; + float snap_x_max = window->ScrollMax.x + window->Size.x; + if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); + scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x); } if (window->ScrollTarget.y < FLT_MAX) { - // 'snap_on_edges' allows for a discontinuity at the edge of scrolling limits to take account of WindowPadding so that scrolling to make the last item visible scroll far enough to see the padding. float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - float cr_y = window->ScrollTargetCenterRatio.y; - float target_y = window->ScrollTarget.y; - if (snap_on_edges && cr_y <= 0.0f && target_y <= window->WindowPadding.y) - target_y = 0.0f; - if (snap_on_edges && cr_y >= 1.0f && target_y >= window->ContentSize.y + window->WindowPadding.y + g.Style.ItemSpacing.y) - target_y = window->ContentSize.y + window->WindowPadding.y * 2.0f; - scroll.y = target_y - cr_y * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); + float center_y_ratio = window->ScrollTargetCenterRatio.y; + float scroll_target_y = window->ScrollTarget.y; + float snap_y_min = 0.0f; + float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height; + if (window->ScrollTargetEdgeSnapDist.y > 0.0f) + scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); + scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); } scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); @@ -7349,7 +7493,7 @@ ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_ if (!window_rect.Contains(item_rect)) { if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x + g.Style.ItemSpacing.x, 0.0f); + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f); else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); if (item_rect.Min.y < window_rect.Min.y) @@ -7357,7 +7501,7 @@ ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_ else if (item_rect.Max.y >= window_rect.Max.y) SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window, false); + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); delta_scroll = next_scroll - window->Scroll; } @@ -7392,49 +7536,57 @@ float ImGui::GetScrollMaxY() return window->ScrollMax.y; } -void ImGui::SetScrollX(float scroll_x) +void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) { - ImGuiWindow* window = GetCurrentWindow(); window->ScrollTarget.x = scroll_x; window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTargetEdgeSnapDist.x = 0.0f; } -void ImGui::SetScrollY(float scroll_y) +void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) { - ImGuiWindow* window = GetCurrentWindow(); window->ScrollTarget.y = scroll_y; window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTargetEdgeSnapDist.y = 0.0f; } -void ImGui::SetScrollX(ImGuiWindow* window, float new_scroll_x) +void ImGui::SetScrollX(float scroll_x) { - window->ScrollTarget.x = new_scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; + ImGuiContext& g = *GImGui; + SetScrollX(g.CurrentWindow, scroll_x); } -void ImGui::SetScrollY(ImGuiWindow* window, float new_scroll_y) +void ImGui::SetScrollY(float scroll_y) { - window->ScrollTarget.y = new_scroll_y; - window->ScrollTargetCenterRatio.y = 0.0f; + ImGuiContext& g = *GImGui; + SetScrollY(g.CurrentWindow, scroll_y); } - +// Note that a local position will vary depending on initial scroll value, +// This is a little bit confusing so bear with us: +// - local_pos = (absolution_pos - window->Pos) +// - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, +// and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. +// - They mostly exists because of legacy API. +// Following the rules above, when trying to work with scrolling code, consider that: +// - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTargetEdgeSnapDist.x = 0.0f; } void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { - // We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - local_y -= decoration_up_height; - window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); + local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect + window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset window->ScrollTargetCenterRatio.y = center_y_ratio; + window->ScrollTargetEdgeSnapDist.y = 0.0f; } void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio) @@ -7454,10 +7606,12 @@ void ImGui::SetScrollHereX(float center_x_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float target_x = window->DC.LastItemRect.Min.x - window->Pos.x; // Left of last item, in window space - float last_item_width = window->DC.LastItemRect.GetWidth(); - target_x += (last_item_width * center_x_ratio) + (g.Style.ItemSpacing.x * (center_x_ratio - 0.5f) * 2.0f); // Precisely aim before, in the middle or after the last item. - SetScrollFromPosX(target_x, center_x_ratio); + float spacing_x = g.Style.ItemSpacing.x; + float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); + SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x); } // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. @@ -7465,9 +7619,12 @@ void ImGui::SetScrollHereY(float center_y_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space - target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (g.Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line. - SetScrollFromPosY(target_y, center_y_ratio); + float spacing_y = g.Style.ItemSpacing.y; + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + + // Tweak: snap on edges when aiming at an item very close to the edge + window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); } //----------------------------------------------------------------------------- @@ -7507,7 +7664,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt window->HiddenFramesCanSkipItems = 1; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize; + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize; Begin(window_name, NULL, flags | extra_flags); } @@ -7580,7 +7737,7 @@ bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) ImGuiWindow* ImGui::GetTopMostPopupModal() { ImGuiContext& g = *GImGui; - for (int n = g.OpenPopupStack.Size-1; n >= 0; n--) + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) if (popup->Flags & ImGuiWindowFlags_Modal) return popup; @@ -7616,7 +7773,7 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; - //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id); + IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); if (g.OpenPopupStack.Size < current_stack_size + 1) { g.OpenPopupStack.push_back(popup_ref); @@ -7644,13 +7801,14 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) } } +// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. +// This function closes any popups that are over 'ref_window'. void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size == 0) return; - // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it. // Don't close our own child popup windows. int popup_count_to_keep = 0; if (ref_window) @@ -7665,19 +7823,26 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) continue; - // Trim the stack when popups are not direct descendant of the reference window (the reference window is often the NavWindow) - bool popup_or_descendent_is_ref_window = false; - for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_is_ref_window; m++) - if (ImGuiWindow* popup_window = g.OpenPopupStack[m].Window) + // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) + // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: + // Window -> Popup1 -> Popup2 -> Popup3 + // - Each popups may contain child windows, which is why we compare ->RootWindow! + // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child + bool ref_window_is_descendent_of_popup = false; + for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) + if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) if (popup_window->RootWindow == ref_window->RootWindow) - popup_or_descendent_is_ref_window = true; - if (!popup_or_descendent_is_ref_window) + { + ref_window_is_descendent_of_popup = true; + break; + } + if (!ref_window_is_descendent_of_popup) break; } } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { - //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } @@ -7685,6 +7850,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; + IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); // Trim open popup stack @@ -7729,7 +7895,7 @@ void ImGui::CloseCurrentPopup() break; popup_idx--; } - //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); ClosePopupToLevel(popup_idx, true); // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. @@ -7825,7 +7991,9 @@ void ImGui::EndPopup() g.WithinEndChild = false; } -bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) +// Helper to open a popup if mouse button is released over the item +// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() +void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiWindow* window = GImGui->CurrentWindow; int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); @@ -7834,16 +8002,14 @@ bool ImGui::OpenPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) OpenPopupEx(id, popup_flags); - return true; } - return false; } // This is a helper to handle the simplest case of associating one named popup to one given widget. // - You can pass a NULL str_id to use the identifier of the last item. // - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -// - This is essentially the same as calling OpenPopupContextItem() + BeginPopup() but written to avoid -// computing the ID twice because BeginPopupContextXXX functions are called very frequently. +// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid +// computing the ID twice because BeginPopupContextXXX functions may be called very frequently. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiWindow* window = GImGui->CurrentWindow; @@ -7854,7 +8020,7 @@ bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flag int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) OpenPopupEx(id, popup_flags); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) @@ -7867,7 +8033,7 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_fl if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) OpenPopupEx(id, popup_flags); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) @@ -7880,7 +8046,7 @@ bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flag if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) if (GetTopMostPopupModal() == NULL) OpenPopupEx(id, popup_flags); - return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } // r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) @@ -7912,26 +8078,47 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s } } - // Default popup policy - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; - for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + // Tooltip and Default popup policy + // (Always first try the direction we used on the last frame, if any) + if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) { - const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? - continue; - float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); - float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); - if (avail_w < size.x || avail_h < size.y) - continue; - ImVec2 pos; - pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; - pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; - *last_dir = dir; - return pos; + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left }; + for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) + { + const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; + if (n != -1 && dir == *last_dir) // Already tried this direction? + continue; + + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); + + // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) + continue; + if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) + continue; + + ImVec2 pos; + pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x; + pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y; + + // Clamp top-left corner of popup + pos.x = ImMax(pos.x, r_outer.Min.x); + pos.y = ImMax(pos.y, r_outer.Min.y); + + *last_dir = dir; + return pos; + } } - // Fallback, try to keep within display + // Fallback when not enough room: *last_dir = ImGuiDir_None; + + // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. + if (policy == ImGuiPopupPositionPolicy_Tooltip) + return ref_pos + ImVec2(2, 2); + + // Otherwise try to keep within display ImVec2 pos = ref_pos; pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); @@ -7964,12 +8151,12 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field else r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); } if (window->Flags & ImGuiWindowFlags_Popup) { ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); } if (window->Flags & ImGuiWindowFlags_Tooltip) { @@ -7981,10 +8168,7 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); else r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. - ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid); - if (window->AutoPosLastDirection == ImGuiDir_None) - pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. - return pos; + return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); } IM_ASSERT(0); return window->Pos; @@ -8099,7 +8283,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items if (dby != 0.0f && dbx != 0.0f) - dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); + dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); float dist_box = ImFabs(dbx) + ImFabs(dby); // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) @@ -8140,7 +8324,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - draw_list->AddRectFilled(cand.Max - ImVec2(4,4), cand.Max + CalcTextSize(buf) + ImVec2(4,4), IM_COL32(40,0,0,150)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. @@ -8154,7 +8338,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); } } - #endif +#endif // Is it in the quadrant we're interesting in moving to? bool new_best = false; @@ -8230,7 +8414,7 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con // Process Move Request (scoring for navigation) // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled|ImGuiItemFlags_NoNav))) + if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) { ImGuiNavMoveResult* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; #if IMGUI_DEBUG_NAV_SCORING @@ -8314,18 +8498,20 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov // This way we could find the last focused window among our children. It would be much less confusing this way? static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { - ImGuiWindow* parent_window = nav_window; - while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) - parent_window = parent_window->ParentWindow; - if (parent_window && parent_window != nav_window) - parent_window->NavLastChildNavWindow = nav_window; + ImGuiWindow* parent = nav_window; + while (parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + parent = parent->ParentWindow; + if (parent && parent != nav_window) + parent->NavLastChildNavWindow = nav_window; } // Restore the last focused child. // Call when we are expected to land on the Main Layer (0) after FocusWindow() static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) { - return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window; + if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive) + return window->NavLastChildNavWindow; + return window; } static void NavRestoreLayer(ImGuiNavLayer layer) @@ -8358,7 +8544,7 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) init_for_nav = true; - //IMGUI_DEBUG_LOG("[Nav] NavInitWindow() init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); + 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); @@ -8436,7 +8622,9 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInput static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; - g.IO.WantSetMousePos = false; + ImGuiIO& io = g.IO; + + io.WantSetMousePos = false; g.NavWrapRequestWindow = NULL; g.NavWrapRequestFlags = ImGuiNavMoveFlags_None; #if 0 @@ -8445,16 +8633,19 @@ static void ImGui::NavUpdate() // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) // (do it before we map Keyboard input!) - bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active) - if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f) + bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad) + { + if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f + || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) g.NavInputSource = ImGuiInputSource_NavGamepad; + } // Update Keyboard->Nav inputs mapping if (nav_keyboard_active) { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } while (0) NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); @@ -8462,30 +8653,21 @@ static void ImGui::NavUpdate() NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - if (g.IO.KeyCtrl) - g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (g.IO.KeyShift) - g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - if (g.IO.KeyAlt && !g.IO.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. - g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; + if (io.KeyCtrl) + io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; + if (io.KeyShift) + io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; + if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. + io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; #undef NAV_MAP_KEY } - memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++) - g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f; + memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); + for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) + io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) - // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove) && g.NavWindow) - { - // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - //IMGUI_DEBUG_LOG("[Nav] Apply NavInitRequest result: 0x%08X Layer %d in \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); - if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); - else - SetNavID(g.NavInitResultId, g.NavLayer, 0); - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; - } + if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) + NavUpdateInitResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -8508,12 +8690,12 @@ static void ImGui::NavUpdate() if (g.NavMousePosDirty && g.NavIdIsAlive) { // Set mouse position given our knowledge of the navigated item position from last frame - if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) { if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) { - g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos(); - g.IO.WantSetMousePos = true; + io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); + io.WantSetMousePos = true; } } g.NavMousePosDirty = false; @@ -8532,12 +8714,13 @@ static void ImGui::NavUpdate() NavUpdateWindowing(); // Set output flags for user application - g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); - g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) { + IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); if (g.ActiveId != 0) { if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) @@ -8623,6 +8806,7 @@ static void ImGui::NavUpdate() // (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which were set by the NavMoveRequestForward() function) IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; } @@ -8636,12 +8820,12 @@ static void ImGui::NavUpdate() if (g.NavMoveDir != ImGuiDir_None) { g.NavMoveRequest = true; - g.NavMoveRequestKeyMods = g.IO.KeyMods; + g.NavMoveRequestKeyMods = io.KeyMods; g.NavMoveDirLast = g.NavMoveDir; } if (g.NavMoveRequest && g.NavId == 0) { - //IMGUI_DEBUG_LOG("[Nav] NavInitRequest from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; // Reassigning with same value, we're being explicit here. g.NavInitResultId = 0; // -V1048 @@ -8654,7 +8838,7 @@ static void ImGui::NavUpdate() { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; - const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * g.IO.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) { if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) @@ -8665,17 +8849,11 @@ static void ImGui::NavUpdate() // *Normal* Manual scroll with NavScrollXXX keys // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f); + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) - { SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); - g.NavMoveFromClampedRefRect = true; - } if (scroll_dir.y != 0.0f) - { SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); - g.NavMoveFromClampedRefRect = true; - } } // Reset search results @@ -8683,23 +8861,25 @@ static void ImGui::NavUpdate() g.NavMoveResultLocalVisibleSet.Clear(); g.NavMoveResultOther.Clear(); - // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items - if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == ImGuiNavLayer_Main) + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative + // (can't focus a visible object like we can with the mouse). + if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_NavGamepad && g.NavLayer == ImGuiNavLayer_Main) { ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1,1), window->InnerRect.Max - window->Pos + ImVec2(1,1)); + ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); float pad = window->CalcFontSize() * 0.5f; window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item - window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel); + window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel); g.NavId = g.NavFocusScopeId = 0; } - g.NavMoveFromClampedRefRect = false; } // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) - ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0); + ImRect nav_rect_rel = g.NavWindow ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect(); g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); @@ -8717,6 +8897,22 @@ static void ImGui::NavUpdate() #endif } +static void ImGui::NavUpdateInitResult() +{ + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) + ImGuiContext& g = *GImGui; + if (!g.NavWindow) + return; + + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + if (g.NavInitRequestFromMove) + SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + else + SetNavID(g.NavInitResultId, g.NavLayer, 0); + g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; +} + // Apply result from previous frame navigation directional move request static void ImGui::NavUpdateMoveResult() { @@ -8776,32 +8972,34 @@ static void ImGui::NavUpdateMoveResult() g.NavJustMovedToFocusScopeId = result->FocusScopeId; g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; } + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); - g.NavMoveFromClampedRefRect = false; } // Handle PageUp/PageDown/Home/End keys static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) return 0.0f; if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || g.NavLayer != ImGuiNavLayer_Main) return 0.0f; ImGuiWindow* window = g.NavWindow; - const bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); - const bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); - const bool home_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); - const bool end_pressed = IsKeyPressed(g.IO.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); + const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed { if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) { // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); else if (home_pressed) SetScrollY(window, 0.0f); @@ -8813,14 +9011,14 @@ static float ImGui::NavUpdatePageUpPageDown() ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true)) + if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) { nav_scoring_rect_offset_y = -page_offset_y; g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Up; g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true)) + else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) { nav_scoring_rect_offset_y = +page_offset_y; g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) @@ -8917,7 +9115,7 @@ static void ImGui::NavEndFrame() static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--) + for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) if (g.WindowsFocusOrder[i] == window) return i; return -1; @@ -8958,11 +9156,9 @@ static void ImGui::NavUpdateWindowing() bool apply_toggle_layer = false; ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window != NULL) - { + bool allow_windowing = (modal_window == NULL); + if (!allow_windowing) g.NavWindowingTarget = NULL; - return; - } // Fade out if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) @@ -8973,8 +9169,8 @@ static void ImGui::NavUpdateWindowing() } // Start CTRL-TAB or Square+L/R window selection - bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { @@ -9041,10 +9237,11 @@ static void ImGui::NavUpdateWindowing() if (move_delta.x != 0.0f || move_delta.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; - const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well - SetWindowPos(g.NavWindowingTarget->RootWindow, g.NavWindowingTarget->RootWindow->Pos + move_delta * move_speed, ImGuiCond_Always); + const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); + MarkIniSettingsDirty(moving_window); g.NavDisableMouseHover = true; - MarkIniSettingsDirty(g.NavWindowingTarget); } } @@ -9131,6 +9328,7 @@ void ImGui::NavUpdateWindowingOverlay() PopStyleVar(); } + //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- @@ -9320,7 +9518,8 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) return false; ImGuiWindow* window = g.CurrentWindow; - if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) return false; IM_ASSERT(id != 0); if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) @@ -9348,7 +9547,8 @@ bool ImGui::BeginDragDropTarget() ImGuiWindow* window = g.CurrentWindow; if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; - if (g.HoveredWindow == NULL || window->RootWindow != g.HoveredWindow->RootWindow) + ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; + if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) return false; const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; @@ -9401,7 +9601,7 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop // FIXME-DRAG: Settle on a proper default visuals for drop target. r.Expand(3.5f); bool push_clip_rect = !window->ClipRect.Contains(r); - if (push_clip_rect) window->DrawList->PushClipRect(r.Min-ImVec2(1,1), r.Max+ImVec2(1,1)); + if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1)); window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); if (push_clip_rect) window->DrawList->PopClipRect(); } @@ -9643,6 +9843,7 @@ void ImGui::LogButtons() LogToClipboard(); } + //----------------------------------------------------------------------------- // [SECTION] SETTINGS //----------------------------------------------------------------------------- @@ -9897,9 +10098,9 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry; int x, y; int i; - if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) settings->Pos = ImVec2ih((short)x, (short)y); - else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) settings->Size = ImVec2ih((short)x, (short)y); - else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0); + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } } // Apply to existing windows (if any) @@ -10238,7 +10439,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (draw_list == ImGui::GetWindowDrawList()) { ImGui::SameLine(); - ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) + ImGui::TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) if (node_open) ImGui::TreePop(); return; } @@ -10266,7 +10467,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; char buf[300]; ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d triangles, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount/3, (void*)(intptr_t)pcmd->TextureId, + pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (ImGui::IsItemHovered() && (show_drawcmd_mesh || show_drawcmd_aabb) && fg_draw_list) @@ -10292,11 +10493,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) NodeDrawCmdShowMeshAndBoundingBox(window, draw_list, pcmd, elem_offset, true, false); // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. - ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. + ImGuiListClipper clipper; + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) - for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++) + for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) { - char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); + char* buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_i++) { @@ -10334,7 +10536,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) { if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size)) return; - for (int i = 0; i < windows.Size; i++) + ImGui::Text("(In front-to-back order:)"); + for (int i = windows.Size - 1; i >= 0; i--) // Iterate front to back { ImGui::PushID(windows[i]); Funcs::NodeWindow(windows[i], "Window"); @@ -10350,14 +10553,18 @@ void ImGui::ShowMetricsWindow(bool* p_open) ImGui::BulletText("%s: NULL", label); return; } - bool open = ImGui::TreeNode(label, "%s '%s', %d @ 0x%p", label, window->Name, (window->Active || window->WasActive), window); - if (ImGui::IsItemHovered() && window->WasActive) - ImGui::GetForegroundDrawList()->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + + ImGuiContext& g = *GImGui; + const bool is_active = window->WasActive; + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = ImGui::TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } + if (ImGui::IsItemHovered() && is_active) + ImGui::GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!open) return; - if (!window->WasActive) - ImGui::TextDisabled("Note: window is not currently visible."); if (window->MemoryCompacted) ImGui::TextDisabled("Note: some memory buffers have been compacted/freed."); @@ -10402,17 +10609,28 @@ void ImGui::ShowMetricsWindow(bool* p_open) char buf[256]; char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); - p += ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : ""); + const bool is_active = (tab_bar->PrevFrameVisible >= ImGui::GetFrameCount() - 2); + p += ImFormatString(p, buf_end - p, "Tab Bar 0x%08X (%d tabs)%s", tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); IM_UNUSED(p); - if (ImGui::TreeNode(tab_bar, "%s", buf)) + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + bool open = ImGui::TreeNode(tab_bar, "%s", buf); + if (!is_active) { PopStyleColor(); } + if (is_active && ImGui::IsItemHovered()) + { + ImDrawList* draw_list = ImGui::GetForegroundDrawList(); + draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + } + if (open) { for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; ImGui::PushID(tab); - if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); - if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine(); - ImGui::Text("%02d%c Tab 0x%08X '%s'", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : ""); + if (ImGui::SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } ImGui::SameLine(0, 2); + if (ImGui::SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } ImGui::SameLine(); + ImGui::Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "", tab->Offset, tab->Width, tab->ContentWidth); ImGui::PopID(); } ImGui::TreePop(); @@ -10506,7 +10724,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Details for Docking #ifdef IMGUI_HAS_DOCK - if (ImGui::TreeNode("Docking")) + if (ImGui::TreeNode("Dock nodes")) { ImGui::TreePop(); } @@ -10518,6 +10736,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::SmallButton("Clear")) ImGui::ClearIniSettings(); ImGui::SameLine(); + if (ImGui::SmallButton("Save to memory")) + ImGui::SaveIniSettingsToMemory(); + ImGui::SameLine(); if (ImGui::SmallButton("Save to disk")) ImGui::SaveIniSettingsToDisk(g.IO.IniFilename); ImGui::SameLine(); @@ -10529,7 +10750,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) { for (int n = 0; n < g.SettingsHandlers.Size; n++) - ImGui::TextUnformatted(g.SettingsHandlers[n].TypeName); + ImGui::BulletText("%s", g.SettingsHandlers[n].TypeName); ImGui::TreePop(); } if (ImGui::TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) @@ -10553,8 +10774,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) { - char* buf = (char*)(void*)(g.SettingsIniData.Buf.Data ? g.SettingsIniData.Buf.Data : ""); - ImGui::InputTextMultiline("##Ini", buf, g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly); + ImGui::InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, 0.0f), ImGuiInputTextFlags_ReadOnly); ImGui::TreePop(); } ImGui::TreePop(); @@ -10564,20 +10784,35 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (ImGui::TreeNode("Internal state")) { const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); + + ImGui::Text("WINDOWING"); + ImGui::Indent(); ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); - ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + ImGui::Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + ImGui::Unindent(); + + ImGui::Text("ITEMS"); + ImGui::Indent(); ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); + ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + ImGui::Unindent(); + + ImGui::Text("NAV,FOCUS"); + ImGui::Indent(); ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]); ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); + ImGui::Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); - ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + ImGui::Unindent(); + ImGui::TreePop(); } diff --git a/imgui/imgui.h b/imgui/imgui.h index f254db4f..eb569346 100644 --- a/imgui/imgui.h +++ b/imgui/imgui.h @@ -1,19 +1,17 @@ -// dear imgui, v1.77 +// dear imgui, v1.79 // (headers) // Help: // - Read FAQ at http://dearimgui.org/faq -// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup -// Dear ImGui in your codebase. -// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications -// in examples/ are doing that. Read imgui.cpp for details, links and comments. +// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. +// Read imgui.cpp for details, links and comments. // Resources: // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3075 (please -// post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues @@ -29,27 +27,21 @@ Index of this file: // ImVector<> // ImGuiStyle // ImGuiIO -// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, -ImGuiPayload) +// Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) // Obsolete functions -// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, -ImGuiListClipper, ImColor) -// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, -ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) -// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, -ImFontAtlasFlags, ImFontAtlas, ImFont) +// Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// Draw List API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) */ #pragma once -// Configuration file with compile-time options (edit imconfig.h or #define -// IMGUI_USER_CONFIG to your own filename) +// Configuration file with compile-time options (edit imconfig.h or #define IMGUI_USER_CONFIG to your own filename) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif -#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || \ - defined(IMGUI_INCLUDE_IMCONFIG_H) +#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) #include "imconfig.h" #endif @@ -60,67 +52,45 @@ ImFontAtlasFlags, ImFontAtlas, ImFont) //----------------------------------------------------------------------------- // Includes -#include // FLT_MIN, FLT_MAX -#include // va_list, va_start, va_end -#include // ptrdiff_t, NULL -#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp +#include // FLT_MIN, FLT_MAX +#include // va_list, va_start, va_end +#include // ptrdiff_t, NULL +#include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp // Version -// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in -// progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 -// etc. when release tagging happens) -#define IMGUI_VERSION "1.77" -#define IMGUI_VERSION_NUM 17700 -#define IMGUI_CHECKVERSION() \ - ImGui::DebugCheckVersionAndDataLayout( \ - IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), \ - sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) - -// Define attributes of all API symbols declarations (e.g. for DLL under -// Windows) IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used -// for the default bindings files (imgui_impl_xxx.h) Using dear imgui via a -// shared library is not recommended, because we don't guarantee backward nor -// forward ABI compatibility (also function call overhead, as dear imgui is a -// call-heavy API) +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) +#define IMGUI_VERSION "1.79" +#define IMGUI_VERSION_NUM 17900 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) + +// Define attributes of all API symbols declarations (e.g. for DLL under Windows) +// IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default bindings files (imgui_impl_xxx.h) +// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) #ifndef IMGUI_API #define IMGUI_API #endif #ifndef IMGUI_IMPL_API -#define IMGUI_IMPL_API IMGUI_API +#define IMGUI_IMPL_API IMGUI_API #endif // Helper Macros #ifndef IM_ASSERT #include -#define IM_ASSERT(_EXPR) \ - assert(_EXPR) // You can override the default assert handler by editing - // imconfig.h +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h #endif #if !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) -#define IM_FMTARGS(FMT) \ - __attribute__( \ - (format(printf, FMT, \ - FMT + 1))) // To apply printf-style warnings to our functions. -#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) // To apply printf-style warnings to our functions. +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) #else #define IM_FMTARGS(FMT) #define IM_FMTLIST(FMT) #endif -#define IM_ARRAYSIZE(_ARR) \ - ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. - // Don't use on pointers! -#define IM_UNUSED(_VAR) \ - ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as - // asserts may be stripped out from final builds. +#define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! +#define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. #if (__cplusplus >= 201100) -#define IM_OFFSETOF(_TYPE, _MEMBER) \ - offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as - // offsetof() in C++11 +#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. +#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. #endif // Warnings @@ -132,13 +102,8 @@ ImFontAtlasFlags, ImFontAtlas, ImFont) #endif #elif defined(__GNUC__) #pragma GCC diagnostic push -#pragma GCC diagnostic ignored \ - "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -#pragma GCC diagnostic ignored \ - "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' - // clearing/writing an object of type 'xxxx' with no - // trivial copy-assignment; use assignment or - // value-initialization instead +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif //----------------------------------------------------------------------------- @@ -146,1616 +111,699 @@ ImFontAtlasFlags, ImFontAtlas, ImFont) //----------------------------------------------------------------------------- // Forward declarations -struct ImDrawChannel; // Temporary storage to output draw commands out of order, - // used by ImDrawListSplitter and - // ImDrawList::ChannelsSplit() -struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally - // maps to 1 GPU draw call, unless it is a callback) -struct ImDrawData; // All draw command lists required to render the frame + - // pos/size coordinates to use for the projection matrix. -struct ImDrawList; // A single draw command list (generally one per window, - // conceptually you may see this as a dynamic "mesh" builder) -struct ImDrawListSharedData; // Data shared among multiple draw lists (typically - // owned by parent ImGui context, but you may - // create one yourself) -struct ImDrawListSplitter; // Helper to split a draw list into different layers - // which can be drawn into out of order, then - // flattened back. -struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. - // Override layout with - // IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) -struct ImFont; // Runtime data for a single font within a parent ImFontAtlas -struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into - // a single texture, TTF/OTF font loader -struct ImFontConfig; // Configuration data when adding a font or merging fonts -struct ImFontGlyph; // A single font glyph (code point + coordinates within in - // ImFontAtlas + offset) -struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from - // text/string data -struct ImColor; // Helper functions to create a color that can be converted to - // either u32 or float4 (*OBSOLETE* please avoid using) -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 ImGuiListClipper; // Helper to manually clip large list of items -struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than - // once a frame, used by IMGUI_ONCE_UPON_A_FRAME - // macro -struct ImGuiPayload; // User data payload for drag and drop operations -struct ImGuiSizeCallbackData; // Callback data when using - // SetNextWindowSizeConstraints() (rare/advanced - // use) -struct ImGuiStorage; // Helper for key->value storage -struct ImGuiStyle; // Runtime data for styling/colors -struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string - // builder) -struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. - // "aaaaa[,bbbbb][,ccccc]") - -// Enums/Flags (declared as int for compatibility with old C++, to allow using -// as flags and to not pollute the top of this file) -// - Tip: Use your programming IDE navigation facilities on the names in the -// _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in -// comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. With Visual -// Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow -// symbols in comments. -typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color - // identifier for styling -typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for - // many Set*() functions -typedef int - ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type -typedef int - ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction -typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier - // (ImGui-side enum) -typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input - // identifier for navigation -typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse - // button identifier (0=left, 1=right, 2=middle) -typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse - // cursor identifier -typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable - // identifier for styling -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for - // ImDrawList::AddRect(), AddRectFilled() etc. -typedef int - ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList -typedef int - ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas -typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for - // io.BackendFlags -typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for - // ColorEdit4(), ColorPicker4() etc. -typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for - // io.ConfigFlags -typedef int - ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() -typedef int - ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for - // BeginDragDropSource(), AcceptDragDropPayload() -typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for - // IsWindowFocused() -typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for - // IsItemHovered(), IsWindowHovered() etc. -typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for - // InputText(), InputTextMultiline() -typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for - // io.KeyMods (Ctrl/Shift/Alt/Super) -typedef int - ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for - // OpenPopup*(), BeginPopupContext*(), IsPopupOpen() -typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for - // Selectable() -typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for - // BeginTabBar() -typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for - // BeginTabItem() -typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for - // TreeNode(), TreeNodeEx(), CollapsingHeader() -typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for - // Begin(), BeginChild() +struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. +struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) +struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) +struct ImDrawListSplitter; // Helper to split a draw list into different layers which can be drawn into out of order, then flattened back. +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImFont; // Runtime data for a single font within a parent ImFontAtlas +struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) +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 ImGuiListClipper; // Helper to manually clip large list of items +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") + +// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling +typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions +typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type +typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction +typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) +typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() // Other types -#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h - // with '#define ImTextureID xxx'] -typedef void *ImTextureID; // User data for rendering back-end to identify a - // texture. This is whatever to you want it to be! - // read the FAQ about ImTextureID for details. +#ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] +typedef void* ImTextureID; // User data for rendering back-end to identify a texture. This is whatever to you want it to be! read the FAQ about ImTextureID for details. #endif -typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed - // from a stack of string. -typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData *data); -typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData *data); +typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Decoded character types -// (we generally use UTF-8 encoded string in the API. This is storage -// specifically for a decoded character used for keyboard input and display) -typedef unsigned short - ImWchar16; // A single decoded U16 character/code point. We encode them as - // multi bytes UTF-8 when used in strings. -typedef unsigned int - ImWchar32; // A single decoded U32 character/code point. We encode them as - // multi bytes UTF-8 when used in strings. -#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h - // with '#define IMGUI_USE_WCHAR32' to support Unicode - // planes 1-16] +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +#ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] typedef ImWchar32 ImWchar; #else typedef ImWchar16 ImWchar; #endif // Basic scalar data types -typedef signed char ImS8; // 8-bit signed integer -typedef unsigned char ImU8; // 8-bit unsigned integer -typedef signed short ImS16; // 16-bit signed integer -typedef unsigned short ImU16; // 16-bit unsigned integer -typedef signed int ImS32; // 32-bit signed integer == int -typedef unsigned int - ImU32; // 32-bit unsigned integer (often used to store packed colors) +typedef signed char ImS8; // 8-bit signed integer +typedef unsigned char ImU8; // 8-bit unsigned integer +typedef signed short ImS16; // 16-bit signed integer +typedef unsigned short ImU16; // 16-bit unsigned integer +typedef signed int ImS32; // 32-bit signed integer == int +typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) #if defined(_MSC_VER) && !defined(__clang__) -typedef signed __int64 - ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) -typedef unsigned __int64 - ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) +typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) +typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) #elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) #include -typedef int64_t ImS64; // 64-bit signed integer (pre C++11) -typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) +typedef 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) +typedef signed long long ImS64; // 64-bit signed integer (post C++11) +typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) #endif // 2D vector (often used to store positions or sizes) -struct ImVec2 { - float x, y; - ImVec2() { x = y = 0.0f; } - ImVec2(float _x, float _y) { - x = _x; - y = _y; - } - float operator[](size_t 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. +struct ImVec2 +{ + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. #ifdef IM_VEC2_CLASS_EXTRA - IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast - // operators in imconfig.h to convert back and forth - // between your math types and ImVec2. + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. #endif }; // 4D vector (often used to store floating-point colors) -struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } - ImVec4(float _x, float _y, float _z, float _w) { - x = _x; - y = _y; - z = _z; - w = _w; - } +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; } #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. + 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 }; //----------------------------------------------------------------------------- // ImGui: Dear ImGui end-user API -// (This is a namespace. You can add extra ImGui:: functions in your own -// separate file. Please don't modify imgui source files!) +// (This is a namespace. You can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- -namespace ImGui { -// Context creation and access -// Each context create its own ImFontAtlas by default. You may instance one -// yourself and pass it to CreateContext() to share a font atlas between imgui -// contexts. None of those functions is reliant on the current context. -IMGUI_API ImGuiContext *CreateContext(ImFontAtlas *shared_font_atlas = NULL); -IMGUI_API void -DestroyContext(ImGuiContext *ctx = NULL); // NULL = destroy current context -IMGUI_API ImGuiContext *GetCurrentContext(); -IMGUI_API void SetCurrentContext(ImGuiContext *ctx); - -// Main -IMGUI_API ImGuiIO & -GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, - // various configuration options/flags) -IMGUI_API ImGuiStyle & -GetStyle(); // access the Style structure (colors, sizes). Always use - // PushStyleCol(), PushStyleVar() to modify style mid-frame! -IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any - // command from this point until Render()/EndFrame(). -IMGUI_API void -EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If - // you don't need to render data (skipping rendering) you may call - // EndFrame() without Render()... but you'll have wasted CPU - // already! If you don't need to render, better to not create any - // windows and not call NewFrame() at all! -IMGUI_API void -Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call - // GetDrawData() to obtain it and run your rendering function (up to - // v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow - // and prefer calling your render function yourself.) -IMGUI_API ImDrawData * -GetDrawData(); // valid after Render() and until the next call to NewFrame(). - // this is what you have to render. - -// Power saving mode -// Disabled by default; enabled by setting -// ImGuiConfigFlags_EnablePowerSavingMode in ImGuiIO.ConfigFlags. Requires -// platform binding support. When enabled and supported, ImGui will wait for -// input events before starting new frames, instead of continuously polling, -// thereby helping to reduce power consumption. It will wake up periodically if -// a widget is animating (e.g. blinking InputText cursor). You can control this -// maximum wake-up timeout using SetMaxWaitBeforeNextFrame(), for example when -// your application is playing an animation. This wake-up/timeout event is -// disabled, and ImGui will wait for an input event, as long as the window is -// known, for sure, to be hidden. This depends on the platform binding, and does -// not work in all cases (e.g. if the window is in a logical/system 'visible' -// state, but currently sitting behind another, non-transparent window). -IMGUI_API double -GetEventWaitingTime(); // in seconds; note that it can be zero (in which case - // you might want to peek/poll) or infinity (in which - // case you may have to use a non-timeout event waiting - // method). -IMGUI_API void SetMaxWaitBeforeNextFrame(double time); // in seconds - -// Demo, Debug, Information -IMGUI_API void ShowDemoWindow( - bool *p_open = - NULL); // create Demo window (previously called ShowTestWindow). - // demonstrate most ImGui features. call this to learn about the - // library! try to make it always available in your application! -IMGUI_API void ShowAboutWindow( - bool *p_open = NULL); // create About window. display Dear ImGui version, - // credits and build/system information. -IMGUI_API void ShowMetricsWindow( - bool *p_open = - NULL); // create Debug/Metrics window. display Dear ImGui internals: - // draw commands (with individual draw calls and vertices), - // window list, basic internal state, etc. -IMGUI_API void ShowStyleEditor( - ImGuiStyle *ref = - NULL); // add style editor block (not a window). you can pass in a - // reference ImGuiStyle structure to compare to, revert to and - // save to (else it uses the default style) -IMGUI_API bool ShowStyleSelector( - const char *label); // add style selector block (not a window), essentially - // a combo listing the default styles. -IMGUI_API void ShowFontSelector( - const char *label); // add font selector block (not a window), essentially a - // combo listing the loaded fonts. -IMGUI_API void -ShowUserGuide(); // add basic help/info block (not a window): how to manipulate - // ImGui as a end-user (mouse/keyboard controls). -IMGUI_API const char * -GetVersion(); // get the compiled version string e.g. "1.23" (essentially the - // compiled value for IMGUI_VERSION) - -// Styles -IMGUI_API void -StyleColorsDark(ImGuiStyle *dst = NULL); // new, recommended style (default) -IMGUI_API void -StyleColorsClassic(ImGuiStyle *dst = NULL); // classic imgui style -IMGUI_API void -StyleColorsLight(ImGuiStyle *dst = - NULL); // best used with borders and a custom, thicker font - -// Windows -// - Begin() = push window to the stack and start appending to it. End() = pop -// window from the stack. -// - Passing 'bool* p_open != NULL' shows a window-closing widget in the -// upper-right corner of the window, -// which clicking will set the boolean to false when clicked. -// - You may append multiple times to the same window during the same frame by -// calling Begin()/End() pairs multiple times. -// Some information such as 'flags' or 'p_open' will only be considered by the -// first call to Begin(). -// - Begin() return false to indicate the window is collapsed or fully clipped, -// so you may early out and omit submitting -// anything to the window. Always call a matching End() for each Begin() call, -// regardless of its return value! [Important: due to legacy reason, this is -// inconsistent with most other functions such as BeginMenu/EndMenu, -// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if -// the corresponding BeginXXX function returned true. Begin and BeginChild -// are the only odd ones out. Will be fixed in a future update.] -// - Note that the bottom of window stack always contains a window called -// "Debug". -IMGUI_API bool Begin(const char *name, bool *p_open = NULL, - ImGuiWindowFlags flags = 0); -IMGUI_API void End(); - -// Child Windows -// - Use child windows to begin into a self-contained independent -// scrolling/clipping regions within a host window. Child windows can embed -// their own child. -// - For each independent axis of 'size': ==0.0f: use remaining host window size -// / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each -// axis can use a different mode, e.g. ImVec2(0,400). -// - BeginChild() returns false to indicate the window is collapsed or fully -// clipped, so you may early out and omit submitting anything to the window. -// Always call a matching EndChild() for each BeginChild() call, regardless of -// its return value [as with Begin: this is due to legacy reason and -// inconsistent with most BeginXXX functions apart from the regular Begin() -// which behaves like BeginChild().] -IMGUI_API bool BeginChild(const char *str_id, const ImVec2 &size = ImVec2(0, 0), - bool border = false, ImGuiWindowFlags flags = 0); -IMGUI_API bool BeginChild(ImGuiID id, const ImVec2 &size = ImVec2(0, 0), - bool border = false, ImGuiWindowFlags flags = 0); -IMGUI_API void EndChild(); - -// Windows Utilities -// - 'current window' = the window we are appending into while inside a -// Begin()/End() block. 'next window' = next window we will Begin() into. -IMGUI_API bool IsWindowAppearing(); -IMGUI_API bool IsWindowCollapsed(); -IMGUI_API bool -IsWindowFocused(ImGuiFocusedFlags flags = - 0); // is current window focused? or its root/child, - // depending on flags. see flags for options. -IMGUI_API bool IsWindowHovered( - ImGuiHoveredFlags flags = - 0); // is current window hovered (and typically: not blocked by a - // popup/modal)? see flags for options. NB: If you are trying to - // check whether your mouse should be dispatched to imgui or to your - // app, you should use the 'io.WantCaptureMouse' boolean for that! - // Please read the FAQ! -IMGUI_API ImDrawList * -GetWindowDrawList(); // get draw list associated to the current window, to - // append your own drawing primitives -IMGUI_API ImVec2 -GetWindowPos(); // get current window position in screen space (useful if you - // want to do your own drawing via the DrawList API) -IMGUI_API ImVec2 GetWindowSize(); // get current window size -IMGUI_API float -GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) -IMGUI_API float -GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) - -// Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions -// (after Begin). -IMGUI_API void SetNextWindowPos( - const ImVec2 &pos, ImGuiCond cond = 0, - const ImVec2 &pivot = - ImVec2(0, 0)); // set next window position. call before Begin(). use - // pivot=(0.5f,0.5f) to center on given point, etc. -IMGUI_API void SetNextWindowSize( - const ImVec2 &size, - ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an - // auto-fit on this axis. call before Begin() -IMGUI_API void SetNextWindowSizeConstraints( - const ImVec2 &size_min, const ImVec2 &size_max, - ImGuiSizeCallback custom_callback = NULL, - void *custom_callback_data = - NULL); // set next window size limits. use -1,-1 on either X/Y axis to - // preserve the current size. Sizes will be rounded down. Use - // callback to apply non-trivial programmatic constraints. -IMGUI_API void SetNextWindowContentSize( - const ImVec2 & - size); // set next window content size (~ scrollable client area, which - // enforce the range of scrollbars). Not including window - // decorations (title bar, menu bar, etc.) nor WindowPadding. set - // an axis to 0.0f to leave it automatic. call before Begin() -IMGUI_API void SetNextWindowCollapsed( - bool collapsed, - ImGuiCond cond = 0); // set next window collapsed state. call before Begin() -IMGUI_API void SetNextWindowFocus(); // set next window to be focused / - // top-most. call before Begin() -IMGUI_API void SetNextWindowBgAlpha( - float alpha); // set next window background color alpha. helper to easily - // override the Alpha component of - // ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use - // ImGuiWindowFlags_NoBackground. -IMGUI_API void -SetWindowPos(const ImVec2 &pos, - ImGuiCond cond = - 0); // (not recommended) set current window position - call - // within Begin()/End(). prefer using SetNextWindowPos(), - // as this may incur tearing and side-effects. -IMGUI_API void SetWindowSize( - const ImVec2 &size, - ImGuiCond cond = 0); // (not recommended) set current window size - call - // within Begin()/End(). set to ImVec2(0, 0) to force - // an auto-fit. prefer using SetNextWindowSize(), as - // this may incur tearing and minor side-effects. -IMGUI_API void SetWindowCollapsed( - bool collapsed, - ImGuiCond cond = 0); // (not recommended) set current window collapsed - // state. prefer using SetNextWindowCollapsed(). -IMGUI_API void -SetWindowFocus(); // (not recommended) set current window to be focused / - // top-most. prefer using SetNextWindowFocus(). -IMGUI_API void SetWindowFontScale( - float scale); // set font scale. Adjust IO.FontGlobalScale if you want to - // scale all windows. This is an old API! For correct scaling, - // prefer to reload font + rebuild ImFontAtlas + call - // style.ScaleAllSizes(). -IMGUI_API void SetWindowPos(const char *name, const ImVec2 &pos, - ImGuiCond cond = 0); // set named window position. -IMGUI_API void -SetWindowSize(const char *name, const ImVec2 &size, - ImGuiCond cond = 0); // set named window size. set axis to 0.0f to - // force an auto-fit on this axis. -IMGUI_API void -SetWindowCollapsed(const char *name, bool collapsed, - ImGuiCond cond = 0); // set named window collapsed state -IMGUI_API void -SetWindowFocus(const char *name); // set named window to be focused / top-most. - // use NULL to remove focus. - -// Content region -// - Those functions are bound to be redesigned soon (they are confusing, -// incomplete and return values in local window coordinates which increases -// confusion) -IMGUI_API ImVec2 -GetContentRegionMax(); // current content boundaries (typically window - // boundaries including scrolling, or current column - // boundaries), in windows coordinates -IMGUI_API ImVec2 -GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() -IMGUI_API ImVec2 -GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), - // in window coordinates -IMGUI_API ImVec2 -GetWindowContentRegionMax(); // content boundaries max (roughly - // (0,0)+Size-Scroll) where Size can be override - // with SetNextWindowContentSize(), in window - // coordinates -IMGUI_API float GetWindowContentRegionWidth(); // - -// Windows Scrolling -IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] -IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] -IMGUI_API float -GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.X - WindowSize.X -IMGUI_API float -GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.Y - WindowSize.Y -IMGUI_API void -SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] -IMGUI_API void -SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] -IMGUI_API void SetScrollHereX( - float center_x_ratio = - 0.5f); // adjust scrolling amount to make current cursor position - // visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. - // When using to make a "default/current item" visible, consider - // using SetItemDefaultFocus() instead. -IMGUI_API void SetScrollHereY( - float center_y_ratio = - 0.5f); // adjust scrolling amount to make current cursor position - // visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. - // When using to make a "default/current item" visible, consider - // using SetItemDefaultFocus() instead. -IMGUI_API void -SetScrollFromPosX(float local_x, - float center_x_ratio = - 0.5f); // adjust scrolling amount to make given position - // visible. Generally GetCursorStartPos() + offset - // to compute a valid position. -IMGUI_API void -SetScrollFromPosY(float local_y, - float center_y_ratio = - 0.5f); // adjust scrolling amount to make given position - // visible. Generally GetCursorStartPos() + offset - // to compute a valid position. - -// Parameters stacks (shared) -IMGUI_API void -PushFont(ImFont *font); // use NULL as a shortcut to push default font -IMGUI_API void PopFont(); -IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); -IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4 &col); -IMGUI_API void PopStyleColor(int count = 1); -IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); -IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2 &val); -IMGUI_API void PopStyleVar(int count = 1); -IMGUI_API const ImVec4 &GetStyleColorVec4( - ImGuiCol - idx); // retrieve style color as stored in ImGuiStyle structure. use to - // feed back into PushStyleColor(), otherwise use GetColorU32() to - // get style color with style alpha baked in. -IMGUI_API ImFont *GetFont(); // get current font -IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of - // current font with current scale applied -IMGUI_API ImVec2 -GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw - // custom shapes via the ImDrawList API -IMGUI_API ImU32 GetColorU32( - ImGuiCol idx, - float alpha_mul = 1.0f); // retrieve given style color with style alpha - // applied and optional extra alpha multiplier -IMGUI_API ImU32 -GetColorU32(const ImVec4 &col); // retrieve given color with style alpha applied -IMGUI_API ImU32 -GetColorU32(ImU32 col); // retrieve given color with style alpha applied - -// Parameters stacks (current window) -IMGUI_API void PushItemWidth( - float item_width); // push width of items for common large "item+label" - // widgets. >0.0f: width in pixels, <0.0f align xx pixels - // to the right of window (so -1.0f always align width to - // the right side). 0.0f = default to ~2/3 of windows - // width, -IMGUI_API void PopItemWidth(); -IMGUI_API void SetNextItemWidth( - float item_width); // set width of the _next_ common large "item+label" - // widget. >0.0f: width in pixels, <0.0f align xx pixels - // to the right of window (so -1.0f always align width to - // the right side) -IMGUI_API float -CalcItemWidth(); // width of item given pushed settings and current cursor - // position. NOT necessarily the width of last item unlike most - // 'Item' functions. -IMGUI_API void PushTextWrapPos( - float wrap_local_pos_x = - 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no - // wrapping; 0.0f: wrap to end of window (or column); > 0.0f: - // wrap at 'wrap_pos_x' position in window local space -IMGUI_API void PopTextWrapPos(); -IMGUI_API void PushAllowKeyboardFocus( - bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled - // by default but you can disable it for certain - // widgets -IMGUI_API void PopAllowKeyboardFocus(); -IMGUI_API void PushButtonRepeat( - bool repeat); // in 'repeat' mode, Button*() functions return repeated true - // in a typematic manner (using - // io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you - // can call IsItemActive() after any Button() to tell if the - // button is held in the current frame. -IMGUI_API void PopButtonRepeat(); - -// Cursor / Layout -// - By "cursor" we mean the current output position. -// - The typical widget behavior is to output themselves at the current cursor -// position, then move the cursor one line down. -// - You can call SameLine() between widgets to undo the last carriage return -// and output at the right of the preceding widget. -// - Attention! We currently have inconsistencies between window-local and -// absolute positions we will aim to fix with future API: -// Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), -// GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), -// PushTextWrapPos() Absolute coordinate: GetCursorScreenPos(), -// SetCursorScreenPos(), all ImDrawList:: functions. -IMGUI_API void -Separator(); // separator, generally horizontal. inside a menu bar or in - // horizontal layout mode, this becomes a vertical separator. -IMGUI_API void -SameLine(float offset_from_start_x = 0.0f, - float spacing = - -1.0f); // call between widgets or groups to layout them - // horizontally. X position given in window coordinates. -IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an - // horizontal-layout context. -IMGUI_API void Spacing(); // add vertical spacing. -IMGUI_API void -Dummy(const ImVec2 - &size); // add a dummy item of given size. unlike InvisibleButton(), - // Dummy() won't take the mouse click or be navigable into. -IMGUI_API void -Indent(float indent_w = 0.0f); // move content position toward the right, by - // style.IndentSpacing or indent_w if != 0 -IMGUI_API void -Unindent(float indent_w = 0.0f); // move content position back to the left, by - // style.IndentSpacing or indent_w if != 0 -IMGUI_API void BeginGroup(); // lock horizontal starting position -IMGUI_API void -EndGroup(); // unlock horizontal starting position + capture the whole group - // bounding box into one "item" (so you can use IsItemHovered() or - // layout primitives such as SameLine() on whole group, etc.) -IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates - // (relative to window position) -IMGUI_API float -GetCursorPosX(); // (some functions are using window-relative coordinates, - // such as: GetCursorPos, GetCursorStartPos, - // GetContentRegionMax, GetWindowContentRegion* etc. -IMGUI_API float -GetCursorPosY(); // other functions such as GetCursorScreenPos or everything - // in ImDrawList:: -IMGUI_API void SetCursorPos( - const ImVec2 - &local_pos); // are using the main, absolute coordinate system. -IMGUI_API void -SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == - // GetCursorScreenPos() etc.) -IMGUI_API void SetCursorPosY(float local_y); // -IMGUI_API ImVec2 -GetCursorStartPos(); // initial cursor position in window coordinates -IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen - // coordinates [0..io.DisplaySize] - // (useful to work with ImDrawList API) -IMGUI_API void -SetCursorScreenPos(const ImVec2 &pos); // cursor position in absolute screen - // coordinates [0..io.DisplaySize] -IMGUI_API void -AlignTextToFramePadding(); // vertically align upcoming text baseline to - // FramePadding.y so that it will align properly to - // regularly framed items (call if you have text on a - // line before a framed item) -IMGUI_API float GetTextLineHeight(); // ~ FontSize -IMGUI_API float -GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in - // pixels between 2 consecutive lines of text) -IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 -IMGUI_API float -GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + - // style.ItemSpacing.y (distance in pixels between - // 2 consecutive lines of framed widgets) - -// ID stack/scopes -// - Read the FAQ for more details about how ID are handled in dear imgui. If -// you are creating widgets in a loop you most -// likely want to push a unique identifier (e.g. object pointer, loop index) -// to uniquely differentiate them. -// - The resulting ID are hashes of the entire stack. -// - You can also use the "Label##foobar" syntax within widget label to -// distinguish them from each others. -// - In this header file we use the "label"/"name" terminology to denote a -// string that will be displayed and used as an ID, -// whereas "str_id" denote a string that is only used as an ID and not -// normally displayed. -IMGUI_API void -PushID(const char *str_id); // push string into the ID stack (will hash string). -IMGUI_API void PushID(const char *str_id_begin, - const char *str_id_end); // push string into the ID stack - // (will hash string). -IMGUI_API void PushID( - const void *ptr_id); // push pointer into the ID stack (will hash pointer). -IMGUI_API void -PushID(int int_id); // push integer into the ID stack (will hash integer). -IMGUI_API void PopID(); // pop from the ID stack. -IMGUI_API ImGuiID -GetID(const char *str_id); // calculate unique ID (hash of whole ID stack + - // given parameter). e.g. if you want to query into - // ImGuiStorage yourself -IMGUI_API ImGuiID GetID(const char *str_id_begin, const char *str_id_end); -IMGUI_API ImGuiID GetID(const void *ptr_id); - -// Widgets: Text -IMGUI_API void -TextUnformatted(const char *text, - const char *text_end = - NULL); // raw text without formatting. Roughly equivalent to - // Text("%s", text) but: A) doesn't require null - // terminated string if 'text_end' is specified, B) - // it's faster, no memory copy is done, no buffer - // size limits, recommended for long chunks of text. -IMGUI_API void Text(const char *fmt, ...) IM_FMTARGS(1); // formatted text -IMGUI_API void TextV(const char *fmt, va_list args) IM_FMTLIST(1); -IMGUI_API void TextColored(const ImVec4 &col, const char *fmt, ...) - IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, - // ...); PopStyleColor(); -IMGUI_API void TextColoredV(const ImVec4 &col, const char *fmt, va_list args) - IM_FMTLIST(2); -IMGUI_API void TextDisabled(const char *fmt, ...) - IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, - // style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); - // PopStyleColor(); -IMGUI_API void TextDisabledV(const char *fmt, va_list args) IM_FMTLIST(1); -IMGUI_API void TextWrapped(const char *fmt, ...) IM_FMTARGS( - 1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); - // PopTextWrapPos();. Note that this won't work on an auto-resizing - // window if there's no other widgets to extend the window width, yoy - // may need to set a size using SetNextWindowSize(). -IMGUI_API void TextWrappedV(const char *fmt, va_list args) IM_FMTLIST(1); -IMGUI_API void LabelText(const char *label, const char *fmt, ...) IM_FMTARGS( - 2); // display text+label aligned the same way as value+label widgets -IMGUI_API void LabelTextV(const char *label, const char *fmt, va_list args) - IM_FMTLIST(2); -IMGUI_API void BulletText(const char *fmt, ...) - IM_FMTARGS(1); // shortcut for Bullet()+Text() -IMGUI_API void BulletTextV(const char *fmt, va_list args) IM_FMTLIST(1); - -// Widgets: Main -// - Most widgets return true when the value has been changed or when -// pressed/selected -// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, -// IsItemHovered, etc.) to query widget state. -IMGUI_API bool Button(const char *label, - const ImVec2 &size = ImVec2(0, 0)); // button -IMGUI_API bool SmallButton(const char *label); // button with FramePadding=(0,0) - // to easily embed within text -IMGUI_API bool InvisibleButton( - const char *str_id, - const ImVec2 &size); // button behavior without the visuals, frequently - // useful to build custom behaviors using the public - // api (along with IsItemActive, IsItemHovered, etc.) -IMGUI_API bool 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, unsigned int *flags, - unsigned int flags_value); -IMGUI_API bool RadioButton(const char *label, - bool active); // use with e.g. if (RadioButton("one", - // my_value==1)) { my_value = 1; } -IMGUI_API bool RadioButton(const char *label, int *v, - int v_button); // shortcut to handle the above - // pattern when value is an integer -IMGUI_API void ProgressBar(float fraction, - const ImVec2 &size_arg = ImVec2(-1, 0), - const char *overlay = NULL); -IMGUI_API void -Bullet(); // draw a small circle and keep the cursor on the same line. advance - // cursor x position by GetTreeNodeToLabelSpacing(), same distance - // that TreeNode() uses - -// Widgets: Combo Box -// - The BeginCombo()/EndCombo() api allows you to manage your contents and -// selection state however you want it, by creating e.g. Selectable() items. -// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept -// available for convenience purpose. -IMGUI_API bool BeginCombo(const char *label, const char *preview_value, - ImGuiComboFlags flags = 0); -IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! -IMGUI_API bool Combo(const char *label, int *current_item, - const char *const items[], int items_count, - int popup_max_height_in_items = -1); -IMGUI_API bool Combo(const char *label, int *current_item, - const char *items_separated_by_zeros, - int popup_max_height_in_items = - -1); // Separate items with \0 within a string, end - // item-list with \0\0. e.g. "One\0Two\0Three\0" -IMGUI_API bool -Combo(const char *label, int *current_item, - bool (*items_getter)(void *data, int idx, const char **out_text), - void *data, int items_count, int popup_max_height_in_items = -1); - -// Widgets: Drags -// - CTRL+Click on any drag box to turn them into an input box. Manually input -// values aren't clamped and can go off-bounds. -// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every -// functions, note that a 'float v[X]' function argument is the same as 'float* -// v', the array syntax is just a way to document the number of elements that -// are expected to be accessible. You can pass address of your first element out -// of a contiguous set, e.g. &myvector.x -// - 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. -// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by -// 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum -// speed is Max(v_speed, minimum_step_at_given_precision). -// - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click -// manual input can override those limits. -// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with -// v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. -// - Use v_min > v_max to lock edits. -IMGUI_API bool -DragFloat(const char *label, float *v, float v_speed = 1.0f, float v_min = 0.0f, - float v_max = 0.0f, const char *format = "%.3f", - float power = 1.0f); // If v_min >= v_max we have no bound -IMGUI_API bool DragFloat2(const char *label, float v[2], float v_speed = 1.0f, - float v_min = 0.0f, float v_max = 0.0f, - const char *format = "%.3f", float power = 1.0f); -IMGUI_API bool DragFloat3(const char *label, float v[3], float v_speed = 1.0f, - float v_min = 0.0f, float v_max = 0.0f, - const char *format = "%.3f", float power = 1.0f); -IMGUI_API bool DragFloat4(const char *label, float v[4], float v_speed = 1.0f, - float v_min = 0.0f, float v_max = 0.0f, - const char *format = "%.3f", float power = 1.0f); -IMGUI_API bool DragFloatRange2(const char *label, float *v_current_min, - float *v_current_max, float v_speed = 1.0f, - float v_min = 0.0f, float v_max = 0.0f, - const char *format = "%.3f", - const char *format_max = NULL, - float power = 1.0f); -IMGUI_API bool -DragInt(const char *label, int *v, float v_speed = 1.0f, int v_min = 0, - int v_max = 0, - const char *format = "%d"); // If v_min >= v_max we have no bound -IMGUI_API bool DragInt2(const char *label, int v[2], float v_speed = 1.0f, - int v_min = 0, int v_max = 0, - const char *format = "%d"); -IMGUI_API bool DragInt3(const char *label, int v[3], float v_speed = 1.0f, - int v_min = 0, int v_max = 0, - const char *format = "%d"); -IMGUI_API bool DragInt4(const char *label, int v[4], float v_speed = 1.0f, - int v_min = 0, int v_max = 0, - const char *format = "%d"); -IMGUI_API bool DragIntRange2(const char *label, int *v_current_min, - int *v_current_max, float v_speed = 1.0f, - int v_min = 0, int v_max = 0, - const char *format = "%d", - const char *format_max = NULL); -IMGUI_API bool DragScalar(const char *label, ImGuiDataType data_type, - void *p_data, float v_speed, const void *p_min = NULL, - const void *p_max = NULL, const char *format = NULL, - float power = 1.0f); -IMGUI_API bool DragScalarN(const char *label, ImGuiDataType data_type, - void *p_data, int components, float v_speed, - const void *p_min = NULL, const void *p_max = NULL, - const char *format = NULL, float power = 1.0f); - -// Widgets: Sliders -// - CTRL+Click on any slider to turn them into an input box. Manually input -// values aren't clamped and can go off-bounds. -// - Adjust format string to decorate the value with a prefix, a suffix, or -// adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> -// 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. -IMGUI_API bool SliderFloat( - const char *label, float *v, float v_min, float v_max, - const char *format = "%.3f", - float power = 1.0f); // adjust format to decorate the value with a prefix or - // a suffix for in-slider labels or unit display. Use - // power!=1.0 for power curve sliders -IMGUI_API bool SliderFloat2(const char *label, float v[2], float v_min, - float v_max, const char *format = "%.3f", - float power = 1.0f); -IMGUI_API bool SliderFloat3(const char *label, float v[3], float v_min, - float v_max, const char *format = "%.3f", - float power = 1.0f); -IMGUI_API bool SliderFloat4(const char *label, float v[4], float v_min, - float v_max, const char *format = "%.3f", - float power = 1.0f); -IMGUI_API bool SliderAngle(const char *label, float *v_rad, - float v_degrees_min = -360.0f, - float v_degrees_max = +360.0f, - const char *format = "%.0f deg"); -IMGUI_API bool SliderInt(const char *label, int *v, int v_min, int v_max, - const char *format = "%d"); -IMGUI_API bool SliderInt2(const char *label, int v[2], int v_min, int v_max, - const char *format = "%d"); -IMGUI_API bool SliderInt3(const char *label, int v[3], int v_min, int v_max, - const char *format = "%d"); -IMGUI_API bool SliderInt4(const char *label, int v[4], int v_min, int v_max, - const char *format = "%d"); -IMGUI_API bool SliderScalar(const char *label, ImGuiDataType data_type, - void *p_data, const void *p_min, const void *p_max, - const char *format = NULL, float power = 1.0f); -IMGUI_API bool SliderScalarN(const char *label, ImGuiDataType data_type, - void *p_data, int components, const void *p_min, - const void *p_max, const char *format = NULL, - float power = 1.0f); -IMGUI_API bool VSliderFloat(const char *label, const ImVec2 &size, float *v, - float v_min, float v_max, - const char *format = "%.3f", float power = 1.0f); -IMGUI_API bool VSliderInt(const char *label, const ImVec2 &size, int *v, - int v_min, int v_max, const char *format = "%d"); -IMGUI_API bool VSliderScalar(const char *label, const ImVec2 &size, - ImGuiDataType data_type, void *p_data, - const void *p_min, const void *p_max, - const char *format = NULL, float power = 1.0f); - -// Widgets: Input with Keyboard -// - If you want to use InputText() with std::string or any custom dynamic -// string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. -// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and -// not for InputFloatX, InputIntX, InputDouble etc. -IMGUI_API bool InputText(const char *label, char *buf, size_t buf_size, - ImGuiInputTextFlags flags = 0, - ImGuiInputTextCallback callback = NULL, - void *user_data = NULL); -IMGUI_API bool InputTextMultiline(const char *label, char *buf, size_t buf_size, - const ImVec2 &size = ImVec2(0, 0), - ImGuiInputTextFlags flags = 0, - ImGuiInputTextCallback callback = NULL, - void *user_data = NULL); -IMGUI_API bool InputTextWithHint(const char *label, const char *hint, char *buf, - size_t buf_size, ImGuiInputTextFlags flags = 0, - ImGuiInputTextCallback callback = NULL, - void *user_data = NULL); -IMGUI_API bool InputFloat(const char *label, float *v, float step = 0.0f, - float step_fast = 0.0f, const char *format = "%.3f", - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputFloat2(const char *label, float v[2], - const char *format = "%.3f", - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputFloat3(const char *label, float v[3], - const char *format = "%.3f", - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputFloat4(const char *label, float v[4], - const char *format = "%.3f", - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputInt(const char *label, int *v, int step = 1, - int step_fast = 100, ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputInt2(const char *label, int v[2], - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputInt3(const char *label, int v[3], - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputInt4(const char *label, int v[4], - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputDouble(const char *label, double *v, double step = 0.0, - double step_fast = 0.0, const char *format = "%.6f", - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputScalar(const char *label, ImGuiDataType data_type, - void *p_data, const void *p_step = NULL, - const void *p_step_fast = NULL, - const char *format = NULL, - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputScalarN(const char *label, ImGuiDataType data_type, - void *p_data, int components, - const void *p_step = NULL, - const void *p_step_fast = NULL, - const char *format = NULL, - ImGuiInputTextFlags flags = 0); - -// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little -// colored preview square that can be left-clicked to open a picker, and -// right-clicked to open an option menu.) -// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* -// v', the array syntax is just a way to document the number of elements that -// are expected to be accessible. -// - You can pass the address of a first float element out of a contiguous -// structure, e.g. &myvector.x -IMGUI_API bool ColorEdit3(const char *label, float col[3], - ImGuiColorEditFlags flags = 0); -IMGUI_API bool ColorEdit4(const char *label, float col[4], - ImGuiColorEditFlags flags = 0); -IMGUI_API bool ColorPicker3(const char *label, float col[3], - ImGuiColorEditFlags flags = 0); -IMGUI_API bool ColorPicker4(const char *label, float col[4], - ImGuiColorEditFlags flags = 0, - const float *ref_col = NULL); -IMGUI_API bool ColorButton( - const char *desc_id, const ImVec4 &col, ImGuiColorEditFlags flags = 0, - ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for - // details, return true when pressed. -IMGUI_API void SetColorEditOptions( - ImGuiColorEditFlags - flags); // initialize current options (generally on application startup) - // if you want to select a default format, picker type, etc. - // User will be able to change many settings, unless you pass - // the _NoOptions flag to your calls. - -// Widgets: Trees -// - TreeNode functions return true when the node is open, in which case you -// need to also call TreePop() when you are finished displaying the tree node -// contents. -IMGUI_API bool TreeNode(const char *label); -IMGUI_API bool TreeNode(const char *str_id, const char *fmt, ...) IM_FMTARGS( - 2); // helper variation to easily decorelate the id from the displayed - // string. Read the FAQ about why and how to use ID. to align arbitrary - // text at the same level as a TreeNode() you can use Bullet(). -IMGUI_API bool TreeNode(const void *ptr_id, const char *fmt, ...) - IM_FMTARGS(2); // " -IMGUI_API bool TreeNodeV(const char *str_id, const char *fmt, va_list args) - IM_FMTLIST(2); -IMGUI_API bool TreeNodeV(const void *ptr_id, const char *fmt, va_list args) - IM_FMTLIST(2); -IMGUI_API bool TreeNodeEx(const char *label, ImGuiTreeNodeFlags flags = 0); -IMGUI_API bool TreeNodeEx(const char *str_id, ImGuiTreeNodeFlags flags, - const char *fmt, ...) IM_FMTARGS(3); -IMGUI_API bool TreeNodeEx(const void *ptr_id, ImGuiTreeNodeFlags flags, - const char *fmt, ...) IM_FMTARGS(3); -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 TreePop(); // ~ Unindent()+PopId() -IMGUI_API float -GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using - // TreeNode*() or Bullet() == (g.FontSize + - // style.FramePadding.x*2) for a regular unframed - // TreeNode -IMGUI_API bool CollapsingHeader( - const char *label, - ImGuiTreeNodeFlags flags = - 0); // if returning 'true' the header is open. doesn't indent nor push - // on ID stack. user doesn't have to call TreePop(). -IMGUI_API bool -CollapsingHeader(const char *label, bool *p_open, - ImGuiTreeNodeFlags flags = - 0); // when 'p_open' isn't NULL, display an additional - // small close button on upper right of the header -IMGUI_API void SetNextItemOpen( - bool is_open, - ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. - -// Widgets: Selectables -// - A selectable highlights when hovered, and can display another color when -// selected. -// - Neighbors selectable extend their highlight bounds in order to leave no gap -// between them. This is so a series of selected Selectable appear contiguous. -IMGUI_API bool Selectable( - const char *label, bool selected = false, ImGuiSelectableFlags flags = 0, - const ImVec2 &size = ImVec2( - 0, 0)); // "bool selected" carry the selection state (read-only). - // Selectable() is clicked is returns true so you can modify - // your selection state. size.x==0.0: use remaining width, - // size.x>0.0: specify width. size.y==0.0: use label height, - // size.y>0.0: specify height -IMGUI_API bool -Selectable(const char *label, bool *p_selected, ImGuiSelectableFlags flags = 0, - const ImVec2 &size = - ImVec2(0, 0)); // "bool* p_selected" point to the selection state - // (read-write), as a convenient helper. - -// Widgets: List Boxes -// - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter -// should in reality be called BeginListBox/EndListBox. Will rename them. -IMGUI_API bool ListBox(const char *label, int *current_item, - const char *const items[], int items_count, - int height_in_items = -1); -IMGUI_API bool ListBox(const char *label, int *current_item, - bool (*items_getter)(void *data, int idx, - const char **out_text), - void *data, int items_count, int height_in_items = -1); -IMGUI_API bool ListBoxHeader( - const char *label, - const ImVec2 &size = ImVec2( - 0, 0)); // use if you want to reimplement ListBox() will custom data or - // interactions. if the function return true, you can output - // elements then call ListBoxFooter() afterwards. -IMGUI_API bool ListBoxHeader(const char *label, int items_count, - int height_in_items = -1); // " -IMGUI_API void -ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if - // ListBoxHeader() returned true! - -// Widgets: Data Plotting -IMGUI_API void PlotLines(const char *label, const float *values, - int values_count, int values_offset = 0, - const char *overlay_text = NULL, - float scale_min = FLT_MAX, float scale_max = FLT_MAX, - ImVec2 graph_size = ImVec2(0, 0), - int stride = sizeof(float)); -IMGUI_API void PlotLines(const char *label, - float (*values_getter)(void *data, int idx), - void *data, int values_count, int values_offset = 0, - const char *overlay_text = NULL, - float scale_min = FLT_MAX, float scale_max = FLT_MAX, - ImVec2 graph_size = ImVec2(0, 0)); -IMGUI_API void -PlotHistogram(const char *label, const float *values, int values_count, - int values_offset = 0, const char *overlay_text = NULL, - float scale_min = FLT_MAX, float scale_max = FLT_MAX, - ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); -IMGUI_API void -PlotHistogram(const char *label, float (*values_getter)(void *data, int idx), - void *data, int values_count, int values_offset = 0, - const char *overlay_text = NULL, float scale_min = FLT_MAX, - float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); - -// Widgets: Value() Helpers. -// - Those are merely shortcut to calling Text() with a format string. Output -// single value in "name: value" format (tip: freely declare more in your code -// to handle your types. you can add functions to the ImGui namespace) -IMGUI_API void Value(const char *prefix, bool b); -IMGUI_API void Value(const char *prefix, int v); -IMGUI_API void Value(const char *prefix, unsigned int v); -IMGUI_API void Value(const char *prefix, float v, - const char *float_format = NULL); - -// Widgets: Menus -// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its -// menu bar. -// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and -// append to it. -// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time -// with the same identifier to append more items to it. -IMGUI_API bool -BeginMenuBar(); // append to menu-bar of current window (requires - // ImGuiWindowFlags_MenuBar flag set on parent window). -IMGUI_API void -EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! -IMGUI_API bool -BeginMainMenuBar(); // create and append to a full screen menu-bar. -IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if - // BeginMainMenuBar() returns true! -IMGUI_API bool -BeginMenu(const char *label, - bool enabled = true); // create a sub-menu entry. only call EndMenu() - // if this returns true! -IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! -IMGUI_API bool -MenuItem(const char *label, const char *shortcut = NULL, bool selected = false, - bool enabled = - true); // return true when activated. shortcuts are displayed for - // convenience but not processed by ImGui at the moment -IMGUI_API bool -MenuItem(const char *label, const char *shortcut, bool *p_selected, - bool enabled = true); // return true when activated + toggle - // (*p_selected) if p_selected != NULL - -// Tooltips -// - Tooltip are windows following the mouse which do not take focus away. -IMGUI_API void -BeginTooltip(); // begin/append a tooltip window. to create full-featured - // tooltip (with any kind of items). -IMGUI_API void EndTooltip(); -IMGUI_API void SetTooltip(const char *fmt, ...) IM_FMTARGS( - 1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). - // override any previous call to SetTooltip(). -IMGUI_API void SetTooltipV(const char *fmt, va_list args) IM_FMTLIST(1); - -// Popups, Modals -// - They block normal mouse hovering detection (and therefore most mouse -// interactions) behind them. -// - If not modal: they can be closed by clicking anywhere outside them, or by -// pressing ESCAPE. -// - Their visibility state (~bool) is held internally instead of being held by -// the programmer as we are used to with regular Begin*() calls. -// - The 3 properties above are related: we need to retain popup visibility -// state in the library because popups may be closed as any time. -// - You can bypass the hovering restriction by using -// ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or -// IsWindowHovered(). -// - IMPORTANT: Popup identifiers are relative to the current ID stack, so -// OpenPopup and BeginPopup generally needs to be at the same level of the -// stack. -// This is sometimes leading to confusing mistakes. May rework this in the -// future. -// Popups: begin/end functions -// - BeginPopup(): query popup state, if open start appending into the window. -// Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. -// - BeginPopupModal(): block every interactions behind the window, cannot be -// closed by user, add a dimming background, has a title bar. -IMGUI_API bool -BeginPopup(const char *str_id, - ImGuiWindowFlags flags = 0); // return true if the popup is open, and - // you can start outputting to it. -IMGUI_API bool BeginPopupModal( - const char *name, bool *p_open = NULL, - ImGuiWindowFlags flags = 0); // return true if the modal is open, and you - // can start outputting to it. -IMGUI_API void -EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! -// Popups: open/close functions -// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for -// opening options. -// - If not modal: they can be closed by clicking anywhere outside them, or by -// pressing ESCAPE. -// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close -// manually. -// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when -// activated (FIXME: need some options). -// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if -// there's already one at the same level. This is equivalent to e.g. testing -// for !IsAnyPopupOpen() prior to OpenPopup(). -IMGUI_API void -OpenPopup(const char *str_id, - ImGuiPopupFlags popup_flags = - 0); // call to mark popup as open (don't call every frame!). -IMGUI_API bool OpenPopupContextItem( - const char *str_id = NULL, - ImGuiPopupFlags popup_flags = - 1); // helper to open popup when clicked on last item. return true when - // just opened. (note: actually triggers on the mouse _released_ - // event to be consistent with popup behaviors) -IMGUI_API void -CloseCurrentPopup(); // manually close the popup we have begin-ed into. -// Popups: open+begin combined functions helpers -// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by -// e.g. hovering an item and right-clicking. -// - They are convenient to easily create context menus, hence the name. -// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just -// like OpenPopup() and unlike BeginPopup(). For full consistency, we may add -// ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. -// - We exceptionally default their flags to 1 (== -// ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API -// taking 'int mouse_button = 1' parameter. Passing a mouse button to -// ImGuiPopupFlags is guaranteed to be legal. -IMGUI_API bool BeginPopupContextItem( - const char *str_id = NULL, - ImGuiPopupFlags popup_flags = - 1); // open+begin popup when clicked on last item. if you can pass a - // NULL str_id only if the previous item had an id. If you want to - // use that on a non-interactive item such as Text() you need to - // pass in an explicit ID here. read comments in .cpp! -IMGUI_API bool BeginPopupContextWindow( - const char *str_id = NULL, - ImGuiPopupFlags popup_flags = - 1); // open+begin popup when clicked on current window. -IMGUI_API bool BeginPopupContextVoid( - const char *str_id = NULL, - ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void - // (where there are no windows). -// Popups: test function -// - IsPopupOpen(): return true if the popup is open at the current -// BeginPopup() level of the popup stack. -// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is -// open at the current BeginPopup() level of the popup stack. -// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + -// ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. -IMGUI_API bool -IsPopupOpen(const char *str_id, - ImGuiPopupFlags flags = 0); // return true if the popup is open. - -// Columns -// - You can also use SameLine(pos_x) to mimic simplified columns. -// - The columns API is work-in-progress and rather lacking (columns are -// arguably the worst part of dear imgui at the moment!) -// - There is a maximum of 64 columns. -// - Currently working on new 'Tables' api which will replace columns around Q2 -// 2020 (see GitHub #2957). -IMGUI_API void Columns(int count = 1, const char *id = NULL, - bool border = true); -IMGUI_API void NextColumn(); // next column, defaults to current row or next row - // if the current row is finished -IMGUI_API int GetColumnIndex(); // get current column index -IMGUI_API float GetColumnWidth( - int column_index = - -1); // get column width (in pixels). pass -1 to use current column -IMGUI_API void SetColumnWidth( - int column_index, - float width); // set column width (in pixels). pass -1 to use current column -IMGUI_API float GetColumnOffset( - int column_index = - -1); // get position of column line (in pixels, from the left side of - // the contents region). pass -1 to use current column, otherwise - // 0..GetColumnsCount() inclusive. column 0 is typically 0.0f -IMGUI_API void -SetColumnOffset(int column_index, - float offset_x); // set position of column line (in pixels, from - // the left side of the contents region). pass - // -1 to use current column -IMGUI_API int GetColumnsCount(); - -// Tab Bars, Tabs -IMGUI_API bool -BeginTabBar(const char *str_id, - ImGuiTabBarFlags flags = 0); // create and append into a TabBar -IMGUI_API void -EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! -IMGUI_API bool -BeginTabItem(const char *label, bool *p_open = NULL, - ImGuiTabItemFlags flags = - 0); // create a Tab. Returns true if the Tab is selected. -IMGUI_API void -EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! -IMGUI_API void SetTabItemClosed( - const char - *tab_or_docked_window_label); // notify TabBar or Docking system of a - // closed tab/window ahead (useful to - // reduce visual flicker on reorderable - // tab bars). For tab-bar: call after - // BeginTabBar() and before Tab - // submissions. Otherwise call with a - // window name. - -// Logging/Capture -// - All text output from the interface can be captured into tty/file/clipboard. -// By default, tree nodes are automatically opened during logging. -IMGUI_API void -LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) -IMGUI_API void LogToFile(int auto_open_depth = -1, - const char *filename = NULL); // start logging to file -IMGUI_API void -LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard -IMGUI_API void LogFinish(); // stop logging (close file, etc.) -IMGUI_API void -LogButtons(); // helper to display buttons for logging to tty/file/clipboard -IMGUI_API void LogText(const char *fmt, ...) - IM_FMTARGS(1); // pass text data straight to log (without being displayed) - -// Drag and Drop -// - [BETA API] API may evolve! -// - If you stop calling BeginDragDropSource() the payload is preserved however -// it won't have a preview tooltip (we currently display a fallback "..." -// tooltip as replacement) -IMGUI_API bool BeginDragDropSource( - ImGuiDragDropFlags flags = - 0); // call when the current item is active. If this return true, you - // can call SetDragDropPayload() + EndDragDropSource() -IMGUI_API bool SetDragDropPayload( - const char *type, const void *data, size_t sz, - ImGuiCond cond = - 0); // type is a user defined string of maximum 32 characters. Strings - // starting with '_' are reserved for dear imgui internal types. - // Data is copied and held by imgui. -IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if - // BeginDragDropSource() returns true! -IMGUI_API bool -BeginDragDropTarget(); // call after submitting an item that may receive a - // payload. If this returns true, you can call - // AcceptDragDropPayload() + EndDragDropTarget() -IMGUI_API const ImGuiPayload *AcceptDragDropPayload( - const char *type, - ImGuiDragDropFlags flags = - 0); // accept contents of a given type. If - // ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into - // the payload before the mouse button is released. -IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if - // BeginDragDropTarget() returns true! -IMGUI_API const ImGuiPayload * -GetDragDropPayload(); // peek directly into the current payload from anywhere. - // may return NULL. use ImGuiPayload::IsDataType() to test - // for the payload type. - -// Clipping -IMGUI_API void PushClipRect(const ImVec2 &clip_rect_min, - const ImVec2 &clip_rect_max, - bool intersect_with_current_clip_rect); -IMGUI_API void PopClipRect(); - -// Focus, Activation -// - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) -// SetScrollHereY()" when applicable to signify "this is the default item" -IMGUI_API void -SetItemDefaultFocus(); // make last item the default focused item of a window. -IMGUI_API void SetKeyboardFocusHere( - int offset = 0); // focus keyboard on the next widget. Use positive 'offset' - // to access sub components of a multiple component widget. - // Use -1 to access previous widget. - -// Item/Widgets Utilities -// - Most of the functions are referring to the last/previous item we submitted. -// - See Demo Window under "Widgets->Querying Status" for an interactive -// visualization of most of those functions. -IMGUI_API bool IsItemHovered( - ImGuiHoveredFlags flags = - 0); // is the last item hovered? (and usable, aka not blocked by a - // popup, etc.). See ImGuiHoveredFlags for more options. -IMGUI_API bool -IsItemActive(); // is the last item active? (e.g. button being held, text field - // being edited. This will continuously return true while - // holding mouse button on an item. Items that don't interact - // will always return false) -IMGUI_API bool -IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? -IMGUI_API bool IsItemClicked( - ImGuiMouseButton mouse_button = - 0); // is the last item clicked? (e.g. button/node just clicked on) == - // IsMouseClicked(mouse_button) && IsItemHovered() -IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out - // of sight because of clipping/scrolling) -IMGUI_API bool -IsItemEdited(); // did the last item modify its underlying value this frame? or - // was pressed? This is generally the same as the "bool" return - // value of many widgets. -IMGUI_API bool IsItemActivated(); // was the last item just made active (item - // was previously inactive). -IMGUI_API bool -IsItemDeactivated(); // was the last item just made inactive (item was - // previously active). Useful for Undo/Redo patterns with - // widgets that requires continuous editing. -IMGUI_API bool -IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a - // value change when it was active? (e.g. - // Slider/Drag moved). Useful for Undo/Redo - // patterns with widgets that requires continuous - // editing. Note that you may get false positives - // (some widgets such as - // Combo()/ListBox()/Selectable() will return true - // even when clicking an already selected item). -IMGUI_API bool -IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). -IMGUI_API bool IsAnyItemHovered(); // is any item hovered? -IMGUI_API bool IsAnyItemActive(); // is any item active? -IMGUI_API bool IsAnyItemFocused(); // is any item focused? -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 -IMGUI_API void -SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. - // sometimes useful with invisible buttons, selectables, - // etc. to catch unused area. - -// 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) - -// Text Utilities -IMGUI_API ImVec2 CalcTextSize(const char *text, const char *text_end = NULL, - bool hide_text_after_double_hash = false, - float wrap_width = -1.0f); - -// Color Utilities -IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); -IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4 &in); -IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float &out_h, - float &out_s, float &out_v); -IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float &out_r, - float &out_g, float &out_b); - -// Inputs Utilities: 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: Mouse -// - To refer to a mouse button, you may use named enums in your code e.g. -// ImGuiMouseButton_Left, ImGuiMouseButton_Right. -// - You can also use regular integer: it is forever guaranteed that 0=Left, -// 1=Right, 2=Middle. -// - Dragging operations are only reported after mouse has moved a certain -// distance away from the initial clicking position (see 'lock_threshold' and -// 'io.MouseDraggingThreshold') -IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? -IMGUI_API bool IsMouseClicked( - ImGuiMouseButton button, - bool repeat = false); // did mouse button clicked? (went from !Down to Down) -IMGUI_API bool -IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went - // from Down to !Down) -IMGUI_API bool IsMouseDoubleClicked( - ImGuiMouseButton - button); // did mouse button double-clicked? a double-click returns - // false in IsMouseClicked(). uses io.MouseDoubleClickTime. -IMGUI_API bool IsMouseHoveringRect( - const ImVec2 &r_min, const ImVec2 &r_max, - bool clip = - true); // is mouse hovering given bounding rect (in screen space). - // clipped by current clipping settings, but disregarding of - // other consideration of focus/window ordering/popup-block. -IMGUI_API bool -IsMousePosValid(const ImVec2 *mouse_pos = - NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote - // that there is no mouse available -IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? -IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided - // by user, to be consistent with other calls -IMGUI_API ImVec2 -GetMousePosOnOpeningCurrentPopup(); // retrieve 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. - -// Clipboard Utilities -// - Also see the LogToClipboard() function to capture GUI into clipboard, or -// easily output text data to the clipboard. -IMGUI_API const char *GetClipboardText(); -IMGUI_API void SetClipboardText(const char *text); - -// Settings/.Ini Utilities -// - The disk functions are automatically called if io.IniFilename != NULL -// (default is "imgui.ini"). -// - Set io.IniFilename to NULL to load/save manually. Read -// io.WantSaveIniSettings description about handling .ini saving manually. -IMGUI_API void LoadIniSettingsFromDisk( - const char - *ini_filename); // call after CreateContext() and before the first call - // to NewFrame(). NewFrame() automatically calls - // LoadIniSettingsFromDisk(io.IniFilename). -IMGUI_API void LoadIniSettingsFromMemory( - const char *ini_data, - size_t ini_size = - 0); // call after CreateContext() and before the first call to - // NewFrame() to provide .ini data from your own data source. -IMGUI_API void SaveIniSettingsToDisk( - const char - *ini_filename); // this is automatically called (if io.IniFilename is - // not empty) a few seconds after any modification that - // should be reflected in the .ini file (and also by - // DestroyContext). -IMGUI_API const char *SaveIniSettingsToMemory( - size_t *out_ini_size = - NULL); // return a zero-terminated string with the .ini data which you - // can save by your own mean. call when io.WantSaveIniSettings is - // set, then save data by your own mean and clear - // io.WantSaveIniSettings. - -// Debug Utilities -IMGUI_API bool DebugCheckVersionAndDataLayout( - const char *version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, - size_t sz_vec4, size_t sz_drawvert, - size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. - -// Memory Allocators -// - All those functions are not reliant on the current context. -// - If you reload the contents of imgui.cpp at runtime, you may need to call -// SetCurrentContext() + SetAllocatorFunctions() again because we use global -// storage for those. -IMGUI_API void -SetAllocatorFunctions(void *(*alloc_func)(size_t sz, void *user_data), - void (*free_func)(void *ptr, void *user_data), - void *user_data = NULL); -IMGUI_API void *MemAlloc(size_t size); -IMGUI_API void MemFree(void *ptr); +namespace ImGui +{ + // Context creation and access + // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. + // None of those functions is reliant on the current context. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + + // Main + IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! + IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). + IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! + IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can get call GetDrawData() to obtain it and run your rendering function (up to v1.60, this used to call io.RenderDrawListsFn(). Nowadays, we allow and prefer calling your render function yourself.) + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + + // Power saving mode + // Disabled by default; enabled by setting + // ImGuiConfigFlags_EnablePowerSavingMode in ImGuiIO.ConfigFlags. Requires + // platform binding support. When enabled and supported, ImGui will wait for + // input events before starting new frames, instead of continuously polling, + // thereby helping to reduce power consumption. It will wake up periodically if + // a widget is animating (e.g. blinking InputText cursor). You can control this + // maximum wake-up timeout using SetMaxWaitBeforeNextFrame(), for example when + // your application is playing an animation. This wake-up/timeout event is + // disabled, and ImGui will wait for an input event, as long as the window is + // known, for sure, to be hidden. This depends on the platform binding, and does + // not work in all cases (e.g. if the window is in a logical/system 'visible' + // state, but currently sitting behind another, non-transparent window). + IMGUI_API double + GetEventWaitingTime(); // in seconds; note that it can be zero (in which case + // you might want to peek/poll) or infinity (in which + // case you may have to use a non-timeout event waiting + // method). + IMGUI_API void SetMaxWaitBeforeNextFrame(double time); // in seconds + + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window (previously called ShowTestWindow). demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Debug/Metrics window. display Dear ImGui internals: draw commands (with individual draw calls and vertices), window list, basic internal state, etc. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.23" (essentially the compiled value for IMGUI_VERSION) + + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + + // Windows + // - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. + // - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, + // which clicking will set the boolean to false when clicked. + // - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. + // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). + // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // - Note that the bottom of window stack always contains a window called "Debug". + IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); + IMGUI_API void End(); + + // Child Windows + // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. + // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. + // Always call a matching EndChild() for each BeginChild() call, regardless of its return value [as with Begin: this is due to legacy reason and inconsistent with most BeginXXX functions apart from the regular Begin() which behaves like BeginChild().] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API void EndChild(); + + // Windows Utilities + // - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. + IMGUI_API bool IsWindowAppearing(); + IMGUI_API bool IsWindowCollapsed(); + IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + + // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. + IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() + IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() + IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). + IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). + IMGUI_API void SetWindowFontScale(float scale); // set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). + IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. + IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. + IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state + IMGUI_API void SetWindowFocus(const char* name); // set named window to be focused / top-most. use NULL to remove focus. + + // Content region + // - Those functions are bound to be redesigned soon (they are confusing, incomplete and return values in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates + IMGUI_API float GetWindowContentRegionWidth(); // + + // Windows Scrolling + IMGUI_API float GetScrollX(); // get scrolling amount [0..GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0..GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0..GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0..GetScrollMaxY()] + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + + // Parameters stacks (shared) + IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + IMGUI_API void PopFont(); + IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied + + // Parameters stacks (current window) + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -1.0f always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // push word-wrapping position for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space + IMGUI_API void PopTextWrapPos(); + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); + + // Cursor / Layout + // - By "cursor" we mean the current output position. + // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. + // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. + // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: + // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() + // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. + IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. + IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. + IMGUI_API void Spacing(); // add vertical spacing. + IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. + IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by style.IndentSpacing or indent_w if != 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. + IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. + IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) + IMGUI_API void SetCursorPosY(float local_y); // + IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates [0..io.DisplaySize] (useful to work with ImDrawList API) + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates [0..io.DisplaySize] + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + IMGUI_API float GetFrameHeight(); // ~ FontSize + style.FramePadding.y * 2 + IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) + + // ID stack/scopes + // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most + // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. + // - The resulting ID are hashes of the entire stack. + // - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. + // - In this header file we use the "label"/"name" terminology to denote a string that will be displayed and used as an ID, + // whereas "str_id" denote a string that is only used as an ID and not normally displayed. + IMGUI_API void PushID(const char* str_id); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const char* str_id_begin, const char* str_id_end); // push string into the ID stack (will hash string). + IMGUI_API void PushID(const void* ptr_id); // push pointer into the ID stack (will hash pointer). + IMGUI_API void PushID(int int_id); // push integer into the ID stack (will hash integer). + IMGUI_API void PopID(); // pop from the ID stack. + IMGUI_API ImGuiID GetID(const char* str_id); // calculate unique ID (hash of whole ID stack + given parameter). e.g. if you want to query into ImGuiStorage yourself + IMGUI_API ImGuiID GetID(const char* str_id_begin, const char* str_id_end); + IMGUI_API ImGuiID GetID(const void* ptr_id); + + // Widgets: Text + IMGUI_API void TextUnformatted(const char* text, const char* text_end = NULL); // raw text without formatting. Roughly equivalent to Text("%s", text) but: A) doesn't require null terminated string if 'text_end' is specified, B) it's faster, no memory copy is done, no buffer size limits, recommended for long chunks of text. + IMGUI_API void Text(const char* fmt, ...) IM_FMTARGS(1); // formatted text + IMGUI_API void TextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextColored(const ImVec4& col, const char* fmt, ...) IM_FMTARGS(2); // shortcut for PushStyleColor(ImGuiCol_Text, col); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextColoredV(const ImVec4& col, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void TextDisabled(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); Text(fmt, ...); PopStyleColor(); + IMGUI_API void TextDisabledV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void TextWrapped(const char* fmt, ...) IM_FMTARGS(1); // shortcut for PushTextWrapPos(0.0f); Text(fmt, ...); PopTextWrapPos();. Note that this won't work on an auto-resizing window if there's no other widgets to extend the window width, yoy may need to set a size using SetNextWindowSize(). + IMGUI_API void TextWrappedV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void LabelText(const char* label, const char* fmt, ...) IM_FMTARGS(2); // display text+label aligned the same way as value+label widgets + IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() + IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Widgets: Main + // - Most widgets return true when the value has been changed or when pressed/selected + // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. + IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button + IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, 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, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-1, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + + // Widgets: Combo Box + // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. + // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); + + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go off-bounds. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. + IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderAngle(const char* label, float* v_rad, float v_degrees_min = -360.0f, float v_degrees_max = +360.0f, const char* format = "%.0f deg", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt(const char* label, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format = NULL, ImGuiSliderFlags flags = 0); + + // Widgets: Input with Keyboard + // - If you want to use InputText() with std::string or any custom dynamic string type, see misc/cpp/imgui_stdlib.h and comments in imgui_demo.cpp. + // - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. + IMGUI_API bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputFloat(const char* label, float* v, float step = 0.0f, float step_fast = 0.0f, const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat2(const char* label, float v[2], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], const char* format = "%.3f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt(const char* label, int* v, int step = 1, int step_fast = 100, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt3(const char* label, int v[3], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputDouble(const char* label, double* v, double step = 0.0, double step_fast = 0.0, const char* format = "%.6f", ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step = NULL, const void* p_step_fast = NULL, const char* format = NULL, ImGuiInputTextFlags flags = 0); + + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little colored preview square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a colored square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. + + // Widgets: Trees + // - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. + IMGUI_API bool TreeNode(const char* label); + IMGUI_API bool TreeNode(const char* str_id, const char* fmt, ...) IM_FMTARGS(2); // helper variation to easily decorelate the id from the displayed string. Read the FAQ about why and how to use ID. to align arbitrary text at the same level as a TreeNode() you can use Bullet(). + IMGUI_API bool TreeNode(const void* ptr_id, const char* fmt, ...) IM_FMTARGS(2); // " + IMGUI_API bool TreeNodeV(const char* str_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeV(const void* ptr_id, const char* fmt, va_list args) IM_FMTLIST(2); + IMGUI_API bool TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags = 0); + IMGUI_API bool TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); + 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 TreePop(); // ~ Unindent()+PopId() + IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode + IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). + IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + + // Widgets: Selectables + // - A selectable highlights when hovered, and can display another color when selected. + // - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. + IMGUI_API bool Selectable(const char* label, bool selected = false, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: specify width. size.y==0.0: use label height, size.y>0.0: specify height + IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. + + // Widgets: List Boxes + // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); + IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " + IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! + + // Widgets: Data Plotting + IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); + IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + + // Widgets: Value() Helpers. + // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) + IMGUI_API void Value(const char* prefix, bool b); + IMGUI_API void Value(const char* prefix, int v); + IMGUI_API void Value(const char* prefix, unsigned int v); + IMGUI_API void Value(const char* prefix, float v, const char* float_format = NULL); + + // Widgets: Menus + // - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. + // - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. + // - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL + + // Tooltips + // - Tooltip are windows following the mouse which do not take focus away. + IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). + IMGUI_API void EndTooltip(); + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + + // Popups, Modals + // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. + // - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. + // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). + // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. + // This is sometimes leading to confusing mistakes. May rework this in the future. + // Popups: begin/end functions + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + // Popups: open+begin combined functions helpers + // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. + // - They are convenient to easily create context menus, hence the name. + // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. + // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + // Popups: test function + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + + // Columns + // - You can also use SameLine(pos_x) to mimic simplified columns. + // - The columns API is work-in-progress and rather lacking (columns are arguably the worst part of dear imgui at the moment!) + // - There is a maximum of 64 columns. + // - Currently working on new 'Tables' api which will replace columns around Q2 2020 (see GitHub #2957). + IMGUI_API void Columns(int count = 1, const char* id = NULL, bool border = true); + IMGUI_API void NextColumn(); // next column, defaults to current row or next row if the current row is finished + IMGUI_API int GetColumnIndex(); // get current column index + IMGUI_API float GetColumnWidth(int column_index = -1); // get column width (in pixels). pass -1 to use current column + IMGUI_API void SetColumnWidth(int column_index, float width); // set column width (in pixels). pass -1 to use current column + IMGUI_API float GetColumnOffset(int column_index = -1); // get position of column line (in pixels, from the left side of the contents region). pass -1 to use current column, otherwise 0..GetColumnsCount() inclusive. column 0 is typically 0.0f + IMGUI_API void SetColumnOffset(int column_index, float offset_x); // set position of column line (in pixels, from the left side of the contents region). pass -1 to use current column + IMGUI_API int GetColumnsCount(); + + // Tab Bars, Tabs + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. + + // Logging/Capture + // - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. + IMGUI_API void LogToTTY(int auto_open_depth = -1); // start logging to tty (stdout) + IMGUI_API void LogToFile(int auto_open_depth = -1, const char* filename = NULL); // start logging to file + IMGUI_API void LogToClipboard(int auto_open_depth = -1); // start logging to OS clipboard + IMGUI_API void LogFinish(); // stop logging (close file, etc.) + IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard + IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + + // Drag and Drop + // - [BETA API] API may evolve! + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement) + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + + // Clipping + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); + + // Focus, Activation + // - Prefer using "SetItemDefaultFocus()" over "if (IsWindowAppearing()) SetScrollHereY()" when applicable to signify "this is the default item" + IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. + IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + + // Item/Widgets Utilities + // - Most of the functions are referring to the last/previous item we submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). + IMGUI_API bool IsAnyItemHovered(); // is any item hovered? + IMGUI_API bool IsAnyItemActive(); // is any item active? + IMGUI_API bool IsAnyItemFocused(); // is any item focused? + 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 + IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. + + // 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) + + // Text Utilities + IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); + + // Color Utilities + IMGUI_API ImVec4 ColorConvertU32ToFloat4(ImU32 in); + IMGUI_API ImU32 ColorConvertFloat4ToU32(const ImVec4& in); + IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); + IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); + + // Inputs Utilities: Keyboard + // - For 'int user_key_index' you can use your own indices/enums according to how your back-end/engine stored them in io.KeysDown[]. + // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. + IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] + IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. + 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: Mouse + // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. + // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. + // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') + IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve 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. + + // Clipboard Utilities + // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. + IMGUI_API const char* GetClipboardText(); + IMGUI_API void SetClipboardText(const char* text); + + // Settings/.Ini Utilities + // - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). + // - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. + IMGUI_API void LoadIniSettingsFromDisk(const char* ini_filename); // call after CreateContext() and before the first call to NewFrame(). NewFrame() automatically calls LoadIniSettingsFromDisk(io.IniFilename). + IMGUI_API void LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size=0); // call after CreateContext() and before the first call to NewFrame() to provide .ini data from your own data source. + IMGUI_API void SaveIniSettingsToDisk(const char* ini_filename); // this is automatically called (if io.IniFilename is not empty) a few seconds after any modification that should be reflected in the .ini file (and also by DestroyContext). + IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. + + // Debug Utilities + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. + + // Memory Allocators + // - All those functions are not reliant on the current context. + // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. + IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); } // namespace ImGui @@ -1764,1750 +812,982 @@ IMGUI_API void MemFree(void *ptr); //----------------------------------------------------------------------------- // Flags for ImGui::Begin() -enum ImGuiWindowFlags_ { - ImGuiWindowFlags_None = 0, - ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar - ImGuiWindowFlags_NoResize = - 1 << 1, // Disable user resizing with the lower-right grip - ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window - ImGuiWindowFlags_NoScrollbar = 1 - << 3, // Disable scrollbars (window can still - // scroll with mouse or 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_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 - ImGuiWindowFlags_NoMouseInputs = - 1 << 9, // Disable catching mouse, hovering test with pass through. - ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar - ImGuiWindowFlags_HorizontalScrollbar = - 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may - // use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to - // calling Begin() to specify width. Read code in imgui_demo in - // the "Horizontal Scrolling" section. - ImGuiWindowFlags_NoFocusOnAppearing = - 1 << 12, // Disable taking focus when transitioning from hidden to visible - // state - ImGuiWindowFlags_NoBringToFrontOnFocus = - 1 << 13, // Disable bringing window to front when taking focus (e.g. - // clicking on it or programmatically giving it focus) - ImGuiWindowFlags_AlwaysVerticalScrollbar = - 1 - << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) - ImGuiWindowFlags_AlwaysHorizontalScrollbar = - 1 << 15, // Always show horizontal scrollbar (even if ContentSize.x < - // Size.x) - ImGuiWindowFlags_AlwaysUseWindowPadding = - 1 << 16, // Ensure child windows without border uses style.WindowPadding - // (ignored by default for non-bordered child windows, because - // more convenient) - ImGuiWindowFlags_NoNavInputs = - 1 << 18, // No gamepad/keyboard navigation within the window - ImGuiWindowFlags_NoNavFocus = - 1 << 19, // No focusing toward this window with gamepad/keyboard - // navigation (e.g. skipped by CTRL+TAB) - ImGuiWindowFlags_UnsavedDocument = - 1 << 20, // Append '*' to title without affecting the ID, as a convenience - // to avoid using the ### operator. When used in a tab/docking - // context, tab is selected on closure and closure is deferred by - // one frame to allow code to cancel the closure (with a - // confirmation popup, etc.) without flicker. - ImGuiWindowFlags_NoNav = - ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, - ImGuiWindowFlags_NoDecoration = - ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | - ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, - ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | - ImGuiWindowFlags_NoNavInputs | - ImGuiWindowFlags_NoNavFocus, - - // [Internal] - ImGuiWindowFlags_NavFlattened = - 1 - << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent - // border to this child (only use on child that have no scrolling!) - ImGuiWindowFlags_ChildWindow = - 1 << 24, // Don't use! For internal use by BeginChild() - ImGuiWindowFlags_Tooltip = - 1 << 25, // Don't use! For internal use by BeginTooltip() - ImGuiWindowFlags_Popup = 1 - << 26, // Don't use! For internal use by BeginPopup() - ImGuiWindowFlags_Modal = - 1 << 27, // Don't use! For internal use by BeginPopupModal() - ImGuiWindowFlags_ChildMenu = - 1 << 28 // Don't use! For internal use by BeginMenu() - - // [Obsolete] - // ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set - // style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders - // around items or windows. ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // - // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are - // supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) +enum ImGuiWindowFlags_ +{ + ImGuiWindowFlags_None = 0, + ImGuiWindowFlags_NoTitleBar = 1 << 0, // Disable title-bar + ImGuiWindowFlags_NoResize = 1 << 1, // Disable user resizing with the lower-right grip + ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window + ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or 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_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 + ImGuiWindowFlags_NoMouseInputs = 1 << 9, // Disable catching mouse, hovering test with pass through. + ImGuiWindowFlags_MenuBar = 1 << 10, // Has a menu-bar + ImGuiWindowFlags_HorizontalScrollbar = 1 << 11, // Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section. + ImGuiWindowFlags_NoFocusOnAppearing = 1 << 12, // Disable taking focus when transitioning from hidden to visible state + ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) + ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) + ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) + ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, + ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + + // [Internal] + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() + + // [Obsolete] + //ImGuiWindowFlags_ShowBorders = 1 << 7, // --> Set style.FrameBorderSize=1.0f or style.WindowBorderSize=1.0f to enable borders around items or windows. + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by back-end (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) }; // Flags for ImGui::InputText() -enum ImGuiInputTextFlags_ { - ImGuiInputTextFlags_None = 0, - ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ - ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef - ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z - ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs - ImGuiInputTextFlags_AutoSelectAll = - 1 << 4, // Select entire text when first taking mouse focus - ImGuiInputTextFlags_EnterReturnsTrue = - 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time - // the value was modified). Consider looking at the - // IsItemDeactivatedAfterEdit() function. - ImGuiInputTextFlags_CallbackCompletion = - 1 << 6, // Callback on pressing TAB (for completion handling) - ImGuiInputTextFlags_CallbackHistory = - 1 << 7, // Callback on pressing Up/Down arrows (for history handling) - ImGuiInputTextFlags_CallbackAlways = - 1 << 8, // Callback on each iteration. User code may query cursor - // position, modify text buffer. - ImGuiInputTextFlags_CallbackCharFilter = - 1 << 9, // Callback on character inputs to replace or discard them. Modify - // 'EventChar' to replace or discard, or return 1 in callback to - // discard. - ImGuiInputTextFlags_AllowTabInput = - 1 << 10, // Pressing TAB input a '\t' character into the text field - ImGuiInputTextFlags_CtrlEnterForNewLine = - 1 << 11, // In multi-line mode, unfocus with Enter, add new line with - // Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add - // line with Enter). - ImGuiInputTextFlags_NoHorizontalScroll = - 1 << 12, // Disable following the cursor horizontally - ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode - ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode - ImGuiInputTextFlags_Password = - 1 << 15, // Password mode, display all characters as '*' - ImGuiInputTextFlags_NoUndoRedo = - 1 << 16, // Disable undo/redo. Note that input text owns the text data - // while active, if you want to provide your own undo/redo stack - // you need e.g. to call ClearActiveID(). - ImGuiInputTextFlags_CharsScientific = - 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) - ImGuiInputTextFlags_CallbackResize = - 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' - // parameter value), allowing the string to grow. Notify when the - // string wants to be resized (for string types which hold a - // cache of their Size). You will be provided a new BufSize in - // the callback and NEED to honor it. (see - // misc/cpp/imgui_stdlib.h for an example of using this) - // [Internal] - ImGuiInputTextFlags_Multiline = - 1 << 20, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = - 1 << 21 // For internal use by functions using InputText() before - // reformatting data +enum ImGuiInputTextFlags_ +{ + ImGuiInputTextFlags_None = 0, + ImGuiInputTextFlags_CharsDecimal = 1 << 0, // Allow 0123456789.+-*/ + ImGuiInputTextFlags_CharsHexadecimal = 1 << 1, // Allow 0123456789ABCDEFabcdef + ImGuiInputTextFlags_CharsUppercase = 1 << 2, // Turn a..z into A..Z + ImGuiInputTextFlags_CharsNoBlank = 1 << 3, // Filter out spaces, tabs + ImGuiInputTextFlags_AutoSelectAll = 1 << 4, // Select entire text when first taking mouse focus + ImGuiInputTextFlags_EnterReturnsTrue = 1 << 5, // Return 'true' when Enter is pressed (as opposed to every time the value was modified). Consider looking at the IsItemDeactivatedAfterEdit() function. + ImGuiInputTextFlags_CallbackCompletion = 1 << 6, // Callback on pressing TAB (for completion handling) + ImGuiInputTextFlags_CallbackHistory = 1 << 7, // Callback on pressing Up/Down arrows (for history handling) + ImGuiInputTextFlags_CallbackAlways = 1 << 8, // Callback on each iteration. User code may query cursor position, modify text buffer. + ImGuiInputTextFlags_CallbackCharFilter = 1 << 9, // Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. + ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field + ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). + ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally + ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode + ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() -enum ImGuiTreeNodeFlags_ { - ImGuiTreeNodeFlags_None = 0, - ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected - ImGuiTreeNodeFlags_Framed = - 1 << 1, // Full colored frame (e.g. for CollapsingHeader) - ImGuiTreeNodeFlags_AllowItemOverlap = - 1 << 2, // Hit testing to allow subsequent widgets to overlap this one - ImGuiTreeNodeFlags_NoTreePushOnOpen = - 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = - // no extra indent nor pushing on ID stack - ImGuiTreeNodeFlags_NoAutoOpenOnLog = - 1 << 4, // Don't automatically and temporarily open node when Logging is - // active (by default logging will automatically open tree nodes) - ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open - ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 - << 6, // Need double-click to open node - ImGuiTreeNodeFlags_OpenOnArrow = - 1 << 7, // Only open when clicking on the arrow part. If - // ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click - // arrow or double-click all box to open. - ImGuiTreeNodeFlags_Leaf = - 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). - ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow - ImGuiTreeNodeFlags_FramePadding = - 1 << 10, // Use FramePadding (even for an unframed text node) to - // vertically align text baseline to regular widget height. - // Equivalent to calling AlignTextToFramePadding(). - ImGuiTreeNodeFlags_SpanAvailWidth = - 1 << 11, // Extend hit box to the right-most edge, even if not framed. - // This is not the default in order to allow adding other items - // on the same line. In the future we may refactor the hit system - // to be front-to-back, allowing natural overlaps and then this - // can become the default. - ImGuiTreeNodeFlags_SpanFullWidth = - 1 << 12, // Extend hit box to the left-most and right-most edges (bypass - // the indented area). - ImGuiTreeNodeFlags_NavLeftJumpsBackHere = - 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any - // of its child (items submitted between TreeNode and TreePop) - // ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable - // automatic scroll on TreePop() if node got just open and contents is not - // visible - ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | - ImGuiTreeNodeFlags_NoTreePushOnOpen | - ImGuiTreeNodeFlags_NoAutoOpenOnLog +enum ImGuiTreeNodeFlags_ +{ + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Full colored frame (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open + ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node + ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. + ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow + ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). + ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. + ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. -// - To be backward compatible with older API which took an 'int mouse_button = -// 1' argument, we need to treat -// small flags values as a mouse button index, so we encode the mouse button -// in the first few bits of the flags. It is therefore guaranteed to be legal -// to pass a mouse button index in ImGuiPopupFlags. -// - For the same reason, we exceptionally default the ImGuiPopupFlags argument -// of BeginPopupContextXXX functions to 1 instead of 0. -enum ImGuiPopupFlags_ { - ImGuiPopupFlags_None = 0, - ImGuiPopupFlags_MouseButtonLeft = - 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranted to - // always be == 0 (same as ImGuiMouseButton_Left) - ImGuiPopupFlags_MouseButtonRight = - 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranted to - // always be == 1 (same as ImGuiMouseButton_Right) - ImGuiPopupFlags_MouseButtonMiddle = - 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranted to - // always be == 2 (same as ImGuiMouseButton_Middle) - ImGuiPopupFlags_MouseButtonMask_ = 0x1F, - ImGuiPopupFlags_MouseButtonDefault_ = 1, - ImGuiPopupFlags_NoOpenOverExistingPopup = - 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's - // already a popup at the same level of the popup stack - ImGuiPopupFlags_NoOpenOverItems = - 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering - // items, only when hovering empty space - ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID - // parameter and test for any popup. - ImGuiPopupFlags_AnyPopupLevel = - 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack - // (default test in the current level) - ImGuiPopupFlags_AnyPopup = - ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel +// - To be backward compatible with older API which took an 'int mouse_button = 1' argument, we need to treat +// small flags values as a mouse button index, so we encode the mouse button in the first few bits of the flags. +// It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. +// - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. +// IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter +// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +enum ImGuiPopupFlags_ +{ + ImGuiPopupFlags_None = 0, + ImGuiPopupFlags_MouseButtonLeft = 0, // For BeginPopupContext*(): open on Left Mouse release. Guaranteed to always be == 0 (same as ImGuiMouseButton_Left) + ImGuiPopupFlags_MouseButtonRight = 1, // For BeginPopupContext*(): open on Right Mouse release. Guaranteed to always be == 1 (same as ImGuiMouseButton_Right) + ImGuiPopupFlags_MouseButtonMiddle = 2, // For BeginPopupContext*(): open on Middle Mouse release. Guaranteed to always be == 2 (same as ImGuiMouseButton_Middle) + ImGuiPopupFlags_MouseButtonMask_ = 0x1F, + ImGuiPopupFlags_MouseButtonDefault_ = 1, + ImGuiPopupFlags_NoOpenOverExistingPopup = 1 << 5, // For OpenPopup*(), BeginPopupContext*(): don't open if there's already a popup at the same level of the popup stack + ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space + ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. + ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel }; // Flags for ImGui::Selectable() -enum ImGuiSelectableFlags_ { - ImGuiSelectableFlags_None = 0, - ImGuiSelectableFlags_DontClosePopups = - 1 << 0, // Clicking this don't close parent popup window - ImGuiSelectableFlags_SpanAllColumns = - 1 << 1, // Selectable frame can span all columns (text will still fit in - // current column) - ImGuiSelectableFlags_AllowDoubleClick = - 1 << 2, // Generate press events on double clicks too - ImGuiSelectableFlags_Disabled = - 1 << 3, // Cannot be selected, display grayed out text - ImGuiSelectableFlags_AllowItemOverlap = - 1 - << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one +enum ImGuiSelectableFlags_ +{ + ImGuiSelectableFlags_None = 0, + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too + ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() -enum ImGuiComboFlags_ { - ImGuiComboFlags_None = 0, - ImGuiComboFlags_PopupAlignLeft = - 1 << 0, // Align the popup toward the left by default - ImGuiComboFlags_HeightSmall = - 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a - // specific size you can use SetNextWindowSizeConstraints() prior - // to calling BeginCombo() - ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) - ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible - 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 +enum ImGuiComboFlags_ +{ + ImGuiComboFlags_None = 0, + ImGuiComboFlags_PopupAlignLeft = 1 << 0, // Align the popup toward the left by default + ImGuiComboFlags_HeightSmall = 1 << 1, // Max ~4 items visible. Tip: If you want your combo popup to be a specific size you can use SetNextWindowSizeConstraints() prior to calling BeginCombo() + ImGuiComboFlags_HeightRegular = 1 << 2, // Max ~8 items visible (default) + ImGuiComboFlags_HeightLarge = 1 << 3, // Max ~20 items visible + 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 }; // Flags for ImGui::BeginTabBar() -enum ImGuiTabBarFlags_ { - ImGuiTabBarFlags_None = 0, - ImGuiTabBarFlags_Reorderable = - 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are - // appended at the end of list - ImGuiTabBarFlags_AutoSelectNewTabs = - 1 << 1, // Automatically select new tabs when they appear - ImGuiTabBarFlags_TabListPopupButton = - 1 << 2, // Disable buttons to open the tab list popup - ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = - 1 << 3, // Disable behavior of closing tabs (that are submitted with - // p_open != NULL) with middle mouse button. You can still repro - // this behavior on user's side with if (IsItemHovered() && - // IsMouseClicked(2)) *p_open = false. - ImGuiTabBarFlags_NoTabListScrollingButtons = - 1 << 4, // Disable scrolling buttons (apply when fitting policy is - // ImGuiTabBarFlags_FittingPolicyScroll) - ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab - ImGuiTabBarFlags_FittingPolicyResizeDown = - 1 << 6, // Resize tabs when they don't fit - ImGuiTabBarFlags_FittingPolicyScroll = - 1 << 7, // Add scroll buttons when tabs don't fit - ImGuiTabBarFlags_FittingPolicyMask_ = - ImGuiTabBarFlags_FittingPolicyResizeDown | - ImGuiTabBarFlags_FittingPolicyScroll, - ImGuiTabBarFlags_FittingPolicyDefault_ = - ImGuiTabBarFlags_FittingPolicyResizeDown +enum ImGuiTabBarFlags_ +{ + ImGuiTabBarFlags_None = 0, + ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list + ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear + ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) + ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab + ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit + ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit + ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown }; // Flags for ImGui::BeginTabItem() -enum ImGuiTabItemFlags_ { - ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = - 1 << 0, // Append '*' to title without affecting the ID, as a convenience - // to avoid using the ### operator. Also: tab is selected on - // closure and closure is deferred by one frame to allow code to - // undo it without flicker. - ImGuiTabItemFlags_SetSelected = - 1 << 1, // Trigger flag to programmatically make the tab selected when - // calling BeginTabItem() - ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = - 1 << 2, // Disable behavior of closing tabs (that are submitted with - // p_open != NULL) with middle mouse button. You can still repro - // this behavior on user's side with if (IsItemHovered() && - // IsMouseClicked(2)) *p_open = false. - ImGuiTabItemFlags_NoPushId = - 1 - << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() - ImGuiTabItemFlags_NoTooltip = 1 << 4 // Disable tooltip for the given tab +enum ImGuiTabItemFlags_ +{ + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab + ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab + ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) + ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) }; // Flags for ImGui::IsWindowFocused() -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 +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 }; // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() -// Note: if you are trying to check whether your mouse should be dispatched to -// Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! -// Please read the FAQ! Note: windows with the ImGuiWindowFlags_NoInputs flag -// are ignored by IsWindowHovered() calls. -enum ImGuiHoveredFlags_ { - ImGuiHoveredFlags_None = - 0, // Return true if directly over the item/window, not obstructed by - // another window, not obstructed by an active popup or modal blocking - // inputs under them. - 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_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | - ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | - ImGuiHoveredFlags_AllowWhenOverlapped, - ImGuiHoveredFlags_RootAndChildWindows = - ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +enum ImGuiHoveredFlags_ +{ + ImGuiHoveredFlags_None = 0, // Return true if directly over the item/window, not obstructed by another window, not obstructed by an active popup or modal blocking inputs under them. + 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_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows }; // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() -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_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. - ImGuiDragDropFlags_SourceAutoExpirePayload = - 1 - << 5, // Automatically expire the payload if the source cease to be - // submitted (otherwise payloads are persisting while being dragged) - // AcceptDragDropPayload() flags - ImGuiDragDropFlags_AcceptBeforeDelivery = - 1 << 10, // AcceptDragDropPayload() will returns true even before the - // mouse button is released. You can then call IsDelivery() to - // test if the payload needs to be delivered. - 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. +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_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. + ImGuiDragDropFlags_SourceAutoExpirePayload = 1 << 5, // Automatically expire the payload if the source cease to be submitted (otherwise payloads are persisting while being dragged) + // AcceptDragDropPayload() flags + ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. + 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. }; -// Standard Drag and Drop payload types. You can define you own payload types -// using short strings. Types starting with '_' are defined by Dear ImGui. -#define IMGUI_PAYLOAD_TYPE_COLOR_3F \ - "_COL3F" // float[3]: Standard type for colors, without alpha. User code may - // use this type. -#define IMGUI_PAYLOAD_TYPE_COLOR_4F \ - "_COL4F" // float[4]: Standard type for colors. User code may use this type. +// Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. +#define IMGUI_PAYLOAD_TYPE_COLOR_3F "_COL3F" // float[3]: Standard type for colors, without alpha. User code may use this type. +#define IMGUI_PAYLOAD_TYPE_COLOR_4F "_COL4F" // float[4]: Standard type for colors. User code may use this type. // A primary data type -enum ImGuiDataType_ { - ImGuiDataType_S8, // signed char / char (with sensible compilers) - ImGuiDataType_U8, // unsigned char - ImGuiDataType_S16, // short - ImGuiDataType_U16, // unsigned short - ImGuiDataType_S32, // int - ImGuiDataType_U32, // unsigned int - ImGuiDataType_S64, // long long / __int64 - ImGuiDataType_U64, // unsigned long long / unsigned __int64 - ImGuiDataType_Float, // float - ImGuiDataType_Double, // double - ImGuiDataType_COUNT +enum ImGuiDataType_ +{ + ImGuiDataType_S8, // signed char / char (with sensible compilers) + ImGuiDataType_U8, // unsigned char + ImGuiDataType_S16, // short + ImGuiDataType_U16, // unsigned short + ImGuiDataType_S32, // int + ImGuiDataType_U32, // unsigned int + ImGuiDataType_S64, // long long / __int64 + ImGuiDataType_U64, // unsigned long long / unsigned __int64 + ImGuiDataType_Float, // float + ImGuiDataType_Double, // double + ImGuiDataType_COUNT }; // A cardinal direction -enum ImGuiDir_ { - ImGuiDir_None = -1, - ImGuiDir_Left = 0, - ImGuiDir_Right = 1, - ImGuiDir_Up = 2, - ImGuiDir_Down = 3, - ImGuiDir_COUNT +enum ImGuiDir_ +{ + ImGuiDir_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, + ImGuiDir_COUNT }; -// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] -// array -enum ImGuiKey_ { - ImGuiKey_Tab, - ImGuiKey_LeftArrow, - ImGuiKey_RightArrow, - ImGuiKey_UpArrow, - ImGuiKey_DownArrow, - ImGuiKey_PageUp, - ImGuiKey_PageDown, - ImGuiKey_Home, - ImGuiKey_End, - ImGuiKey_Insert, - ImGuiKey_Delete, - ImGuiKey_Backspace, - 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 +// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array +enum ImGuiKey_ +{ + ImGuiKey_Tab, + ImGuiKey_LeftArrow, + ImGuiKey_RightArrow, + ImGuiKey_UpArrow, + ImGuiKey_DownArrow, + ImGuiKey_PageUp, + ImGuiKey_PageDown, + ImGuiKey_Home, + ImGuiKey_End, + ImGuiKey_Insert, + ImGuiKey_Delete, + ImGuiKey_Backspace, + 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 }; -// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, -// io.KeyShift, io.KeyAlt set by user/back-end) -enum ImGuiKeyModFlags_ { - ImGuiKeyModFlags_None = 0, - ImGuiKeyModFlags_Ctrl = 1 << 0, - ImGuiKeyModFlags_Shift = 1 << 1, - ImGuiKeyModFlags_Alt = 1 << 2, - ImGuiKeyModFlags_Super = 1 << 3 +// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/back-end) +enum ImGuiKeyModFlags_ +{ + ImGuiKeyModFlags_None = 0, + ImGuiKeyModFlags_Ctrl = 1 << 0, + ImGuiKeyModFlags_Shift = 1 << 1, + ImGuiKeyModFlags_Alt = 1 << 2, + ImGuiKeyModFlags_Super = 1 << 3 }; // Gamepad/Keyboard navigation -// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. -// NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] -// + io.KeyMap[] arrays. Gamepad: Set io.ConfigFlags |= -// ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set -// ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before -// calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). Read -// instructions in imgui.cpp for more details. Download PNG/PSD at -// http://goo.gl/9LgVZW. -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_KeyMenu_, // toggle menu // = - // io.KeyAlt - ImGuiNavInput_KeyLeft_, // move left // = - // Arrow keys - ImGuiNavInput_KeyRight_, // move right - ImGuiNavInput_KeyUp_, // move up - ImGuiNavInput_KeyDown_, // move down - ImGuiNavInput_COUNT, - ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Back-end: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://goo.gl/9LgVZW. +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_KeyMenu_, // toggle menu // = io.KeyAlt + ImGuiNavInput_KeyLeft_, // move left // = Arrow keys + ImGuiNavInput_KeyRight_, // move right + ImGuiNavInput_KeyUp_, // move up + ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_COUNT, + ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ }; // Configuration flags stored in io.ConfigFlags. Set by user/application. -enum ImGuiConfigFlags_ { - ImGuiConfigFlags_None = 0, - ImGuiConfigFlags_NavEnableKeyboard = - 1 << 0, // Master keyboard navigation enable flag. NewFrame() will - // automatically fill io.NavInputs[] based on io.KeysDown[]. - ImGuiConfigFlags_NavEnableGamepad = - 1 << 1, // Master gamepad navigation enable flag. This is mostly to - // instruct your imgui back-end to fill io.NavInputs[]. Back-end - // also needs to set ImGuiBackendFlags_HasGamepad. - ImGuiConfigFlags_NavEnableSetMousePos = - 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on - // TV/console systems where moving a virtual mouse is awkward. - // Will update io.MousePos and set io.WantSetMousePos=true. If - // enabled you MUST honor io.WantSetMousePos requests in your - // binding, otherwise ImGui will react as if the mouse is jumping - // around back and forth. - ImGuiConfigFlags_NavNoCaptureKeyboard = - 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag - // when io.NavActive is set. - ImGuiConfigFlags_NoMouse = - 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). - // This allows ignoring the mouse information set by the back-end. - ImGuiConfigFlags_NoMouseCursorChange = - 1 << 5, // Instruct back-end to not alter mouse cursor shape and - // visibility. Use if the back-end cursor changes are interfering - // with yours and you don't want to use SetMouseCursor() to change - // mouse cursor. You may want to honor requests from imgui by - // reading GetMouseCursor() yourself instead. - ImGuiConfigFlags_EnablePowerSavingMode = 1 << 6, - - // User storage (to allow your back-end/engine to communicate to code that may - // be shared between multiple projects. Those flags are not used by core Dear - // ImGui) - ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. - ImGuiConfigFlags_IsTouchScreen = - 1 << 21 // Application is using a touch screen instead of a mouse. +enum ImGuiConfigFlags_ +{ + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui back-end to fill io.NavInputs[]. Back-end also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your binding, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the back-end. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct back-end to not alter mouse cursor shape and visibility. Use if the back-end cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + + ImGuiConfigFlags_EnablePowerSavingMode = 1 << 6, + + // User storage (to allow your back-end/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; -// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx -// or custom back-end. -enum ImGuiBackendFlags_ { - ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad - // and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = - 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to - // change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = - 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to - // reposition the OS mouse position (only used if - // ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = - 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables - // output of large meshes (64K+ vertices) while still using 16-bit - // indices. +// Back-end capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom back-end. +enum ImGuiBackendFlags_ +{ + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Back-end Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Back-end Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Back-end Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Back-end Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. }; // Enumeration for PushStyleColor() / PopStyleColor() -enum ImGuiCol_ { - ImGuiCol_Text, - ImGuiCol_TextDisabled, - ImGuiCol_WindowBg, // Background of normal windows - ImGuiCol_ChildBg, // Background of child windows - ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows - ImGuiCol_Border, - ImGuiCol_BorderShadow, - ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text - // input - ImGuiCol_FrameBgHovered, - ImGuiCol_FrameBgActive, - ImGuiCol_TitleBg, - ImGuiCol_TitleBgActive, - ImGuiCol_TitleBgCollapsed, - ImGuiCol_MenuBarBg, - ImGuiCol_ScrollbarBg, - ImGuiCol_ScrollbarGrab, - ImGuiCol_ScrollbarGrabHovered, - ImGuiCol_ScrollbarGrabActive, - ImGuiCol_CheckMark, - ImGuiCol_SliderGrab, - ImGuiCol_SliderGrabActive, - ImGuiCol_Button, - ImGuiCol_ButtonHovered, - ImGuiCol_ButtonActive, - ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, - // Selectable, MenuItem - ImGuiCol_HeaderHovered, - ImGuiCol_HeaderActive, - ImGuiCol_Separator, - ImGuiCol_SeparatorHovered, - ImGuiCol_SeparatorActive, - ImGuiCol_ResizeGrip, - ImGuiCol_ResizeGripHovered, - ImGuiCol_ResizeGripActive, - ImGuiCol_Tab, - ImGuiCol_TabHovered, - ImGuiCol_TabActive, - ImGuiCol_TabUnfocused, - ImGuiCol_TabUnfocusedActive, - ImGuiCol_PlotLines, - ImGuiCol_PlotLinesHovered, - ImGuiCol_PlotHistogram, - ImGuiCol_PlotHistogramHovered, - ImGuiCol_TextSelectedBg, - ImGuiCol_DragDropTarget, - ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item - ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB - ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the - // CTRL+TAB window list, when active - ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal - // window, when one is active - ImGuiCol_COUNT - -// Obsolete names (will be removed) +enum ImGuiCol_ +{ + ImGuiCol_Text, + ImGuiCol_TextDisabled, + ImGuiCol_WindowBg, // Background of normal windows + ImGuiCol_ChildBg, // Background of child windows + ImGuiCol_PopupBg, // Background of popups, menus, tooltips windows + ImGuiCol_Border, + ImGuiCol_BorderShadow, + ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input + ImGuiCol_FrameBgHovered, + ImGuiCol_FrameBgActive, + ImGuiCol_TitleBg, + ImGuiCol_TitleBgActive, + ImGuiCol_TitleBgCollapsed, + ImGuiCol_MenuBarBg, + ImGuiCol_ScrollbarBg, + ImGuiCol_ScrollbarGrab, + ImGuiCol_ScrollbarGrabHovered, + ImGuiCol_ScrollbarGrabActive, + ImGuiCol_CheckMark, + ImGuiCol_SliderGrab, + ImGuiCol_SliderGrabActive, + ImGuiCol_Button, + ImGuiCol_ButtonHovered, + ImGuiCol_ButtonActive, + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_HeaderHovered, + ImGuiCol_HeaderActive, + ImGuiCol_Separator, + ImGuiCol_SeparatorHovered, + ImGuiCol_SeparatorActive, + ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGripHovered, + ImGuiCol_ResizeGripActive, + ImGuiCol_Tab, + ImGuiCol_TabHovered, + ImGuiCol_TabActive, + ImGuiCol_TabUnfocused, + ImGuiCol_TabUnfocusedActive, + ImGuiCol_PlotLines, + ImGuiCol_PlotLinesHovered, + ImGuiCol_PlotHistogram, + ImGuiCol_PlotHistogramHovered, + ImGuiCol_TextSelectedBg, + ImGuiCol_DragDropTarget, + ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item + ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB + ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active + ImGuiCol_ModalWindowDimBg, // Darken/colorize entire screen behind a modal window, when one is active + ImGuiCol_COUNT + + // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , - ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] -//, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, -//ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses -//regular button colors. + , ImGuiCol_ModalWindowDarkening = ImGuiCol_ModalWindowDimBg // [renamed in 1.63] + //, ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered// [unused since 1.60+] the close button now uses regular button colors. #endif }; -// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the -// ImGuiStyle structure. -// - The enum only refers to fields of ImGuiStyle which makes sense to be -// pushed/popped inside UI code. -// During initialization or between frames, feel free to just poke into -// ImGuiStyle directly. -// - Tip: Use your programming IDE navigation facilities on the names in the -// _second column_ below to find the actual members and their description. -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in -// comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. With Visual -// Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow -// symbols in comments. -// - When changing this enum, you need to update the associated internal table -// GStyleVarInfo[] accordingly. This is where we link enum values to members -// offset/type. -enum ImGuiStyleVar_ { - // Enum name --------------------- // Member in ImGuiStyle structure (see - // ImGuiStyle for descriptions) - ImGuiStyleVar_Alpha, // float Alpha - ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding - ImGuiStyleVar_WindowRounding, // float WindowRounding - ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize - ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize - ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign - ImGuiStyleVar_ChildRounding, // float ChildRounding - ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize - ImGuiStyleVar_PopupRounding, // float PopupRounding - ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize - ImGuiStyleVar_FramePadding, // ImVec2 FramePadding - ImGuiStyleVar_FrameRounding, // float FrameRounding - ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize - ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing - ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing - ImGuiStyleVar_IndentSpacing, // float IndentSpacing - ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize - ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding - ImGuiStyleVar_GrabMinSize, // float GrabMinSize - ImGuiStyleVar_GrabRounding, // float GrabRounding - ImGuiStyleVar_TabRounding, // float TabRounding - ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign - ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign - ImGuiStyleVar_COUNT - -// Obsolete names (will be removed) +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +enum ImGuiStyleVar_ +{ + // Enum name --------------------- // Member in ImGuiStyle structure (see ImGuiStyle for descriptions) + ImGuiStyleVar_Alpha, // float Alpha + ImGuiStyleVar_WindowPadding, // ImVec2 WindowPadding + ImGuiStyleVar_WindowRounding, // float WindowRounding + ImGuiStyleVar_WindowBorderSize, // float WindowBorderSize + ImGuiStyleVar_WindowMinSize, // ImVec2 WindowMinSize + ImGuiStyleVar_WindowTitleAlign, // ImVec2 WindowTitleAlign + ImGuiStyleVar_ChildRounding, // float ChildRounding + ImGuiStyleVar_ChildBorderSize, // float ChildBorderSize + ImGuiStyleVar_PopupRounding, // float PopupRounding + ImGuiStyleVar_PopupBorderSize, // float PopupBorderSize + ImGuiStyleVar_FramePadding, // ImVec2 FramePadding + ImGuiStyleVar_FrameRounding, // float FrameRounding + ImGuiStyleVar_FrameBorderSize, // float FrameBorderSize + ImGuiStyleVar_ItemSpacing, // ImVec2 ItemSpacing + ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ItemInnerSpacing + ImGuiStyleVar_IndentSpacing, // float IndentSpacing + ImGuiStyleVar_ScrollbarSize, // float ScrollbarSize + ImGuiStyleVar_ScrollbarRounding, // float ScrollbarRounding + ImGuiStyleVar_GrabMinSize, // float GrabMinSize + ImGuiStyleVar_GrabRounding, // float GrabRounding + ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign + ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_COUNT + + // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , - ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] + , ImGuiStyleVar_Count_ = ImGuiStyleVar_COUNT // [renamed in 1.60] #endif }; -// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / -// ColorButton() -enum ImGuiColorEditFlags_ { - ImGuiColorEditFlags_None = 0, - ImGuiColorEditFlags_NoAlpha = - 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore - // Alpha component (will only read 3 components from - // the input pointer). - ImGuiColorEditFlags_NoPicker = - 1 << 2, // // ColorEdit: disable picker when clicking on - // colored square. - ImGuiColorEditFlags_NoOptions = - 1 << 3, // // ColorEdit: disable toggling options menu when - // right-clicking on inputs/small preview. - ImGuiColorEditFlags_NoSmallPreview = - 1 << 4, // // ColorEdit, ColorPicker: disable colored square - // preview next to the inputs. (e.g. to show only the - // inputs) - ImGuiColorEditFlags_NoInputs = - 1 << 5, // // ColorEdit, ColorPicker: disable inputs - // sliders/text widgets (e.g. to show only the small - // preview colored square). - ImGuiColorEditFlags_NoTooltip = - 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable - // tooltip when hovering the preview. - ImGuiColorEditFlags_NoLabel = - 1 << 7, // // ColorEdit, ColorPicker: disable display of - // inline text label (the label is still forwarded to - // the tooltip and picker). - ImGuiColorEditFlags_NoSidePreview = - 1 << 8, // // ColorPicker: disable bigger color preview on - // right side of the picker, use small colored square - // preview instead. - ImGuiColorEditFlags_NoDragDrop = - 1 << 9, // // ColorEdit: disable drag and drop target. - // ColorButton: disable drag and drop source. - ImGuiColorEditFlags_NoBorder = - 1 << 10, // // ColorButton: disable border (which is enforced - // by default) - - // User Options (right-click on widget to change some of them). - ImGuiColorEditFlags_AlphaBar = - 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha - // bar/gradient in picker. - ImGuiColorEditFlags_AlphaPreview = - 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display - // preview as a transparent color over a - // checkerboard, instead of opaque. - ImGuiColorEditFlags_AlphaPreviewHalf = - 1 - << 18, // // ColorEdit, ColorPicker, ColorButton: display - // half opaque / half checkerboard, instead of opaque. - ImGuiColorEditFlags_HDR = - 1 << 19, // // (WIP) ColorEdit: Currently only disable - // 0.0f..1.0f limits in RGBA edition (note: you - // probably want to use ImGuiColorEditFlags_Float - // flag as well). - ImGuiColorEditFlags_DisplayRGB = - 1 << 20, // [Display] // ColorEdit: override _display_ type among - // RGB/HSV/Hex. ColorPicker: select any combination using one or - // more of RGB/HSV/Hex. - ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " - ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " - ImGuiColorEditFlags_Uint8 = - 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ - // values formatted as 0..255. - ImGuiColorEditFlags_Float = - 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ - // values formatted as 0.0f..1.0f floats instead of 0..255 - // integers. No round-trip of value via integers. - ImGuiColorEditFlags_PickerHueBar = 1 - << 25, // [Picker] // ColorPicker: bar - // for Hue, rectangle for Sat/Value. - ImGuiColorEditFlags_PickerHueWheel = - 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for - // Sat/Value. - ImGuiColorEditFlags_InputRGB = - 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data - // in RGB format. - ImGuiColorEditFlags_InputHSV = - 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data - // in HSV format. - - // Defaults Options. You can set application defaults using - // SetColorEditOptions(). The intent is that you probably don't want to - // override them in most of your calls. Let the user choose via the option - // menu and/or call SetColorEditOptions() once during startup. - ImGuiColorEditFlags__OptionsDefault = - ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | - ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, - - // [Internal] Masks - ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | - ImGuiColorEditFlags_DisplayHSV | - ImGuiColorEditFlags_DisplayHex, - ImGuiColorEditFlags__DataTypeMask = - ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, - ImGuiColorEditFlags__PickerMask = - ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags__InputMask = - ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV - -// Obsolete names (will be removed) +// Flags for InvisibleButton() [extended in imgui_internal.h] +enum ImGuiButtonFlags_ +{ + ImGuiButtonFlags_None = 0, + ImGuiButtonFlags_MouseButtonLeft = 1 << 0, // React on left mouse button (default) + ImGuiButtonFlags_MouseButtonRight = 1 << 1, // React on right mouse button + ImGuiButtonFlags_MouseButtonMiddle = 1 << 2, // React on center mouse button + + // [Internal] + ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft +}; + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +enum ImGuiColorEditFlags_ +{ + ImGuiColorEditFlags_None = 0, + ImGuiColorEditFlags_NoAlpha = 1 << 1, // // ColorEdit, ColorPicker, ColorButton: ignore Alpha component (will only read 3 components from the input pointer). + ImGuiColorEditFlags_NoPicker = 1 << 2, // // ColorEdit: disable picker when clicking on colored square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable colored square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview colored square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small colored square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) + + // User Options (right-click on widget to change some of them). + ImGuiColorEditFlags_AlphaBar = 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. + ImGuiColorEditFlags_AlphaPreview = 1 << 17, // // ColorEdit, ColorPicker, ColorButton: display preview as a transparent color over a checkerboard, instead of opaque. + ImGuiColorEditFlags_AlphaPreviewHalf= 1 << 18, // // ColorEdit, ColorPicker, ColorButton: display half opaque / half checkerboard, instead of opaque. + ImGuiColorEditFlags_HDR = 1 << 19, // // (WIP) ColorEdit: Currently only disable 0.0f..1.0f limits in RGBA edition (note: you probably want to use ImGuiColorEditFlags_Float flag as well). + ImGuiColorEditFlags_DisplayRGB = 1 << 20, // [Display] // ColorEdit: override _display_ type among RGB/HSV/Hex. ColorPicker: select any combination using one or more of RGB/HSV/Hex. + ImGuiColorEditFlags_DisplayHSV = 1 << 21, // [Display] // " + ImGuiColorEditFlags_DisplayHex = 1 << 22, // [Display] // " + ImGuiColorEditFlags_Uint8 = 1 << 23, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0..255. + ImGuiColorEditFlags_Float = 1 << 24, // [DataType] // ColorEdit, ColorPicker, ColorButton: _display_ values formatted as 0.0f..1.0f floats instead of 0..255 integers. No round-trip of value via integers. + ImGuiColorEditFlags_PickerHueBar = 1 << 25, // [Picker] // ColorPicker: bar for Hue, rectangle for Sat/Value. + ImGuiColorEditFlags_PickerHueWheel = 1 << 26, // [Picker] // ColorPicker: wheel for Hue, triangle for Sat/Value. + ImGuiColorEditFlags_InputRGB = 1 << 27, // [Input] // ColorEdit, ColorPicker: input and output data in RGB format. + ImGuiColorEditFlags_InputHSV = 1 << 28, // [Input] // ColorEdit, ColorPicker: input and output data in HSV format. + + // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to + // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. + ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + + // [Internal] Masks + ImGuiColorEditFlags__DisplayMask = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags__DataTypeMask = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags__PickerMask = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags__InputMask = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV + + // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , - ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, - ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, - ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] + , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] +#endif +}; + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +enum ImGuiSliderFlags_ +{ + ImGuiSliderFlags_None = 0, + ImGuiSliderFlags_AlwaysClamp = 1 << 4, // Clamp value to min/max bounds when input manually with CTRL+Click. By default CTRL+Click allows going out of bounds. + ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. + ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) + ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget + ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] #endif }; // Identify a mouse button. -// Those values are guaranteed to be stable and we frequently use 0/1 directly. -// Named enums provided for convenience. -enum ImGuiMouseButton_ { - ImGuiMouseButton_Left = 0, - ImGuiMouseButton_Right = 1, - ImGuiMouseButton_Middle = 2, - ImGuiMouseButton_COUNT = 5 +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +enum ImGuiMouseButton_ +{ + ImGuiMouseButton_Left = 0, + ImGuiMouseButton_Right = 1, + ImGuiMouseButton_Middle = 2, + ImGuiMouseButton_COUNT = 5 }; // Enumeration for GetMouseCursor() -// User code may request binding to display given cursor by calling -// SetMouseCursor(), which is why we have some cursors that are marked unused -// here -enum ImGuiMouseCursor_ { - ImGuiMouseCursor_None = -1, - 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_ResizeEW, // When hovering over a vertical border or a column - ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a - // window - ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of - // a window - ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. - // hyperlinks) - ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed - // interaction. Usually a crossed circle. - ImGuiMouseCursor_COUNT - -// Obsolete names (will be removed) +// User code may request binding to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +enum ImGuiMouseCursor_ +{ + ImGuiMouseCursor_None = -1, + 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_ResizeEW, // When hovering over a vertical border or a column + ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window + ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window + ImGuiMouseCursor_Hand, // (Unused by Dear ImGui functions. Use for e.g. hyperlinks) + ImGuiMouseCursor_NotAllowed, // When hovering something with disallowed interaction. Usually a crossed circle. + ImGuiMouseCursor_COUNT + + // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , - ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] + , ImGuiMouseCursor_Count_ = ImGuiMouseCursor_COUNT // [renamed in 1.60] #endif }; -// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() -// functions Represent a condition. Important: Treat as a regular enum! Do NOT -// combine multiple values using binary operators! All the functions above treat -// 0 as a shortcut to ImGuiCond_Always. -enum ImGuiCond_ { - ImGuiCond_None = 0, // No condition (always set the variable), same as _Always - ImGuiCond_Always = 1 << 0, // No condition (always set the variable) - ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only - // the first call will succeed) - ImGuiCond_FirstUseEver = - 1 << 2, // Set the variable if the object/window has no persistently saved - // data (no entry in .ini file) - ImGuiCond_Appearing = - 1 << 3 // Set the variable if the object/window is appearing after being - // hidden/inactive (or the first time) +// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +enum ImGuiCond_ +{ + ImGuiCond_None = 0, // No condition (always set the variable), same as _Always + ImGuiCond_Always = 1 << 0, // No condition (always set the variable) + ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) + ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) + ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) }; //----------------------------------------------------------------------------- // Helpers: Memory allocations macros // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() -// We call C++ constructor on own allocated memory via the placement "new(ptr) -// Type()" syntax. Defining a custom placement new() with a dummy parameter -// allows us to bypass including which on some platforms complains when -// user has disabled exceptions. +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. //----------------------------------------------------------------------------- -struct ImNewDummy {}; -inline void *operator new(size_t, ImNewDummy, void *ptr) { return ptr; } -inline void operator delete(void *, ImNewDummy, void *) { -} // This is only required so we can use the symmetrical new() -#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) -#define IM_FREE(_PTR) ImGui::MemFree(_PTR) -#define IM_PLACEMENT_NEW(_PTR) new (ImNewDummy(), _PTR) -#define IM_NEW(_TYPE) new (ImNewDummy(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE -template void IM_DELETE(T *p) { - if (p) { - p->~T(); - ImGui::MemFree(p); - } -} +struct ImNewWrapper {}; +inline void* operator new(size_t, ImNewWrapper, void* ptr) { return ptr; } +inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() +#define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) +#define IM_FREE(_PTR) ImGui::MemFree(_PTR) +#define IM_PLACEMENT_NEW(_PTR) new(ImNewWrapper(), _PTR) +#define IM_NEW(_TYPE) new(ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE +template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p); } } //----------------------------------------------------------------------------- // Helper: ImVector<> -// Lightweight std::vector<>-like class to avoid dragging dependencies (also, -// some implementations of STL with debug enabled are absurdly slow, we bypass -// it so our code runs fast in debug). +// Lightweight std::vector<>-like class to avoid dragging dependencies (also, some implementations of STL with debug enabled are absurdly slow, we bypass it so our code runs fast in debug). //----------------------------------------------------------------------------- -// - You generally do NOT need to care or use this ever. But we need to make it -// available in imgui.h because some of our public structures are relying on it. -// - We use std-like naming convention here, which is a little unusual for this -// codebase. -// - Important: clear() frees memory, resize(0) keep the allocated buffer. We -// use resize(0) a lot to intentionally recycle allocated buffers across frames -// and amortize our costs. -// - Important: our implementation does NOT call C++ constructors/destructors, -// we treat everything as raw data! This is intentional but be extra mindful of -// that, -// Do NOT use this class as a std::vector replacement in your own code! Many -// of the structures used by dear imgui can be safely initialized by a -// zero-memset. +// - You generally do NOT need to care or use this ever. But we need to make it available in imgui.h because some of our public structures are relying on it. +// - We use std-like naming convention here, which is a little unusual for this codebase. +// - Important: clear() frees memory, resize(0) keep the allocated buffer. We use resize(0) a lot to intentionally recycle allocated buffers across frames and amortize our costs. +// - Important: our implementation does NOT call C++ constructors/destructors, we treat everything as raw data! This is intentional but be extra mindful of that, +// Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- -template struct ImVector { - int Size; - int Capacity; - T *Data; - - // Provide standard typedefs but we don't use them ourselves. - typedef T value_type; - typedef value_type *iterator; - typedef const value_type *const_iterator; - - // Constructors, destructor - inline ImVector() { - Size = Capacity = 0; - Data = NULL; - } - inline ImVector(const ImVector &src) { - Size = Capacity = 0; - Data = NULL; - operator=(src); - } - inline ImVector &operator=(const ImVector &src) { - clear(); - resize(src.Size); - memcpy(Data, src.Data, (size_t)Size * sizeof(T)); - return *this; - } - inline ~ImVector() { - if (Data) - IM_FREE(Data); - } - - inline bool empty() const { return Size == 0; } - inline int size() const { return Size; } - inline int size_in_bytes() const { return Size * (int)sizeof(T); } - inline int capacity() const { return Capacity; } - inline T &operator[](int i) { - IM_ASSERT(i < Size); - return Data[i]; - } - inline const T &operator[](int i) const { - IM_ASSERT(i < Size); - return Data[i]; - } - - inline void clear() { - if (Data) { - Size = Capacity = 0; - IM_FREE(Data); - Data = NULL; - } - } - inline T *begin() { return Data; } - inline const T *begin() const { return Data; } - inline T *end() { return Data + Size; } - inline const T *end() const { return Data + Size; } - inline T &front() { - IM_ASSERT(Size > 0); - return Data[0]; - } - inline const T &front() const { - IM_ASSERT(Size > 0); - return Data[0]; - } - inline T &back() { - IM_ASSERT(Size > 0); - return Data[Size - 1]; - } - inline const T &back() const { - IM_ASSERT(Size > 0); - return Data[Size - 1]; - } - inline void swap(ImVector &rhs) { - int rhs_size = rhs.Size; - rhs.Size = Size; - Size = rhs_size; - int rhs_cap = rhs.Capacity; - rhs.Capacity = Capacity; - Capacity = rhs_cap; - T *rhs_data = rhs.Data; - rhs.Data = Data; - Data = rhs_data; - } - - inline int _grow_capacity(int sz) const { - int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; - return new_capacity > sz ? new_capacity : sz; - } - inline void resize(int new_size) { - if (new_size > Capacity) - reserve(_grow_capacity(new_size)); - Size = new_size; - } - inline void resize(int new_size, const T &v) { - if (new_size > Capacity) - reserve(_grow_capacity(new_size)); - if (new_size > Size) - for (int n = Size; n < new_size; n++) - memcpy(&Data[n], &v, sizeof(v)); - Size = new_size; - } - inline void shrink(int new_size) { - IM_ASSERT(new_size <= Size); - Size = new_size; - } // Resize a vector to a smaller size, guaranteed not to cause a reallocation - inline void reserve(int new_capacity) { - if (new_capacity <= Capacity) - return; - T *new_data = (T *)IM_ALLOC((size_t)new_capacity * sizeof(T)); - if (Data) { - memcpy(new_data, Data, (size_t)Size * sizeof(T)); - IM_FREE(Data); - } - Data = new_data; - Capacity = new_capacity; - } - - // NB: It is illegal to call push_back/push_front/insert with a reference - // pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is - // forbidden. - inline void push_back(const T &v) { - if (Size == Capacity) - reserve(_grow_capacity(Size + 1)); - memcpy(&Data[Size], &v, sizeof(v)); - Size++; - } - inline void pop_back() { - IM_ASSERT(Size > 0); - Size--; - } - inline void push_front(const T &v) { - if (Size == 0) - push_back(v); - else - insert(Data, v); - } - inline T *erase(const T *it) { - IM_ASSERT(it >= Data && it < Data + Size); - const ptrdiff_t off = it - Data; - memmove(Data + off, Data + off + 1, - ((size_t)Size - (size_t)off - 1) * sizeof(T)); - Size--; - return Data + off; - } - inline T *erase(const T *it, const T *it_last) { - IM_ASSERT(it >= Data && it < Data + Size && it_last > it && - it_last <= Data + Size); - const ptrdiff_t count = it_last - it; - const ptrdiff_t off = it - Data; - memmove(Data + off, Data + off + count, - ((size_t)Size - (size_t)off - count) * sizeof(T)); - Size -= (int)count; - return Data + off; - } - inline T *erase_unsorted(const T *it) { - IM_ASSERT(it >= Data && it < Data + Size); - const ptrdiff_t off = it - Data; - if (it < Data + Size - 1) - memcpy(Data + off, Data + Size - 1, sizeof(T)); - Size--; - return Data + off; - } - inline T *insert(const T *it, const T &v) { - IM_ASSERT(it >= Data && it <= Data + Size); - const ptrdiff_t off = it - Data; - if (Size == Capacity) - reserve(_grow_capacity(Size + 1)); - if (off < (int)Size) - memmove(Data + off + 1, Data + off, - ((size_t)Size - (size_t)off) * sizeof(T)); - memcpy(&Data[off], &v, sizeof(v)); - Size++; - return Data + off; - } - inline bool contains(const T &v) const { - const T *data = Data; - const T *data_end = Data + Size; - while (data < data_end) - if (*data++ == v) - return true; - return false; - } - inline T *find(const T &v) { - T *data = Data; - const T *data_end = Data + Size; - while (data < data_end) - if (*data == v) - break; - else - ++data; - return data; - } - inline const T *find(const T &v) const { - const T *data = Data; - const T *data_end = Data + Size; - while (data < data_end) - if (*data == v) - break; - else - ++data; - return data; - } - inline bool find_erase(const T &v) { - const T *it = find(v); - if (it < Data + Size) { - erase(it); - return true; - } - return false; - } - inline bool find_erase_unsorted(const T &v) { - const T *it = find(v); - if (it < Data + Size) { - erase_unsorted(it); - return true; - } - return false; - } - inline int index_from_ptr(const T *it) const { - IM_ASSERT(it >= Data && it < Data + Size); - const ptrdiff_t off = it - Data; - return (int)off; - } +template +struct ImVector +{ + int Size; + int Capacity; + T* Data; + + // Provide standard typedefs but we don't use them ourselves. + typedef T value_type; + typedef value_type* iterator; + typedef const value_type* const_iterator; + + // Constructors, destructor + inline ImVector() { Size = Capacity = 0; Data = NULL; } + inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } + + inline bool empty() const { return Size == 0; } + inline int size() const { return Size; } + inline int size_in_bytes() const { return Size * (int)sizeof(T); } + inline int max_size() const { return 0x7FFFFFFF / (int)sizeof(T); } + inline int capacity() const { return Capacity; } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return Data + Size; } + inline const T* end() const { return Data + Size; } + inline T& front() { IM_ASSERT(Size > 0); return Data[0]; } + inline const T& front() const { IM_ASSERT(Size > 0); return Data[0]; } + inline T& back() { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline const T& back() const { IM_ASSERT(Size > 0); return Data[Size - 1]; } + inline void swap(ImVector& rhs) { int rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; int rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; T* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } + + inline int _grow_capacity(int sz) const { int new_capacity = Capacity ? (Capacity + Capacity / 2) : 8; return new_capacity > sz ? new_capacity : sz; } + inline void resize(int new_size) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); Size = new_size; } + inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } + inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation + inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + + // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. + inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } + inline void pop_back() { IM_ASSERT(Size > 0); Size--; } + inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } + inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } + inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; //----------------------------------------------------------------------------- // ImGuiStyle -// You may modify the ImGui::GetStyle() main instance during initialization and -// before NewFrame(). During the frame, use -// ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style -// values, and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. //----------------------------------------------------------------------------- -struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in Dear ImGui. - ImVec2 WindowPadding; // Padding within a window. - float WindowRounding; // Radius of window corners rounding. Set to 0.0f to - // have rectangular windows. Large values tend to lead - // to variety of artifacts and are not recommended. - float WindowBorderSize; // Thickness of border around windows. Generally set - // to 0.0f or 1.0f. (Other values are not well tested - // and more CPU/GPU costly). - ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you - // want to constraint individual windows, use - // SetNextWindowSizeConstraints(). - ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to - // (0.0f,0.5f) for left-aligned,vertically centered. - ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in - // the title bar (None/Left/Right). - // Defaults to ImGuiDir_Left. - float ChildRounding; // Radius of child window corners rounding. Set to 0.0f - // to have rectangular windows. - float ChildBorderSize; // Thickness of border around child windows. Generally - // set to 0.0f or 1.0f. (Other values are not well - // tested and more CPU/GPU costly). - float PopupRounding; // Radius of popup window corners rounding. (Note that - // tooltip windows use WindowRounding) - float PopupBorderSize; // Thickness of border around popup/tooltip windows. - // Generally set to 0.0f or 1.0f. (Other values are not - // well tested and more CPU/GPU costly). - ImVec2 - FramePadding; // Padding within a framed rectangle (used by most widgets). - float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have - // rectangular frame (used by most widgets). - float FrameBorderSize; // Thickness of border around frames. Generally set to - // 0.0f or 1.0f. (Other values are not well tested and - // more CPU/GPU costly). - ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. - ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within - // elements of a composed widget (e.g. a slider and - // its label). - ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based - // system where touch position is not accurate - // enough. Unfortunately we don't sort widgets so - // priority on overlap will always be given to the - // first widget. So don't grow this too much! - float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. - // Generally == (FontSize + FramePadding.x*2). - float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. - // Preferably > (FramePadding.x + 1). - float ScrollbarSize; // Width of the vertical scrollbar, Height of the - // horizontal scrollbar. - float ScrollbarRounding; // Radius of grab corners for scrollbar. - float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. - float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have - // rectangular slider grabs. - float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have - // rectangular tabs. - float TabBorderSize; // Thickness of border around tabs. - float TabMinWidthForUnselectedCloseButton; // Minimum width for close button - // to appears on an unselected tab - // when hovered. Set to 0.0f to - // always show when hovering, set - // to FLT_MAX to never show close - // button unless selected. - ImGuiDir - ColorButtonPosition; // Side of the color button in the ColorEdit4 widget - // (left/right). Defaults to ImGuiDir_Right. - ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than - // text. Defaults to (0.5f, 0.5f) (centered). - ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to - // (0.0f, 0.0f) (top-left aligned). It's generally - // important to keep this left-aligned if you want - // to lay multiple items on a same line. - ImVec2 DisplayWindowPadding; // Window position are clamped to be visible - // within the display area by at least this - // amount. Only applies to regular windows. - ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen - // (e.g. on a TV) increase the safe area - // padding. Apply to popups/tooltips as well - // regular windows. NB: Prefer configuring your - // TV sets correctly! - float - MouseCursorScale; // Scale software rendered mouse cursor (when - // io.MouseDrawCursor is enabled). May be removed later. - bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if - // you are really tight on CPU/GPU. - bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded - // rectangles, circles, etc.) - float CurveTessellationTol; // Tessellation tolerance when using - // PathBezierCurveTo() without a specific number - // of segments. Decrease for highly tessellated - // curves (higher quality, more polygons), - // increase to reduce quality. - float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using - // AddCircle()/AddCircleFilled() or drawing - // rounded corner rectangles with no explicit - // segment count specified. Decrease for higher - // quality but more geometry. - ImVec4 Colors[ImGuiCol_COUNT]; - - IMGUI_API ImGuiStyle(); - IMGUI_API void ScaleAllSizes(float scale_factor); +struct ImGuiStyle +{ + float Alpha; // Global alpha applies to everything in Dear ImGui. + ImVec2 WindowPadding; // Padding within a window. + float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + float ChildBorderSize; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + float PopupRounding; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + float PopupBorderSize; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 FramePadding; // Padding within a framed rectangle (used by most widgets). + float FrameRounding; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. + ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + float ScrollbarSize; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + float ScrollbarRounding; // Radius of grab corners for scrollbar. + float GrabMinSize; // Minimum width/height of a grab box for slider/scrollbar. + float GrabRounding; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + float TabBorderSize; // Thickness of border around tabs. + float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. + ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require back-end to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; + + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); }; //----------------------------------------------------------------------------- // ImGuiIO -// Communicate most settings and inputs/outputs to Dear ImGui using this -// structure. Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp -// file for general usage. +// Communicate most settings and inputs/outputs to Dear ImGui using this structure. +// Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- -struct ImGuiIO { - //------------------------------------------------------------------ - // Configuration (fill once) // Default value - //------------------------------------------------------------------ - - ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ - // enum. Set by user/application. - // Gamepad/keyboard navigation options, etc. - ImGuiBackendFlags - BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by - // back-end (imgui_impl_xxx files or custom back-end) to - // communicate features supported by the back-end. - ImVec2 DisplaySize; // // Main display size, in pixels. - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in - // seconds. - float IniSavingRate; // = 5.0f // Minimum time between saving - // positions/sizes to .ini file, in seconds. - const char *IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to - // disable automatic .ini loading/saving, if e.g. you - // want to manually load/save from memory. - const char - *LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter - // to ImGui::LogToFile when no file is specified). - float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in - // seconds. - float - MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay - // in to validate a double-click, in pixels. - float MouseDragThreshold; // = 6.0f // Distance threshold before - // considering we are dragging. - int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the - // KeysDown[512] entries array which represent - // your "native" keyboard state. - float KeyRepeatDelay; // = 0.250f // When holding a key/button, time - // before it starts repeating, in seconds (for buttons - // in Repeat mode, etc.). - float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at - // which it repeats, in seconds. - void *UserData; // = NULL // Store your own data for retrieval by - // callbacks. - - ImFontAtlas *Fonts; // // Font atlas: load, rasterize and - // pack one or more fonts into a single texture. - float FontGlobalScale; // = 1.0f // Global scale all fonts - bool FontAllowUserScaling; // = false // Allow user scaling text of - // individual window with CTRL+Wheel. - ImFont *FontDefault; // = NULL // Font to use on NewFrame(). Use - // NULL to uses Fonts->Fonts[0]. - ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or - // other situations where window coordinates - // are different from framebuffer coordinates. - // This generally ends up in - // ImDrawData::FramebufferScale. - - // Miscellaneous options - bool MouseDrawCursor; // = false // Request ImGui to draw a mouse - // cursor for you (if you are on a platform without a - // mouse cursor). Cannot be easily renamed to - // 'io.ConfigXXX' because this is frequently used by - // back-end implementations. - bool - ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing - // cursor movement using Alt instead of Ctrl, - // Shortcuts using Cmd/Super instead of Ctrl, - // Line/Text Start and End using Cmd+Arrows instead - // of Home/End, Double click selects by word - // instead of selecting whole text, Multi-selection - // in lists uses Cmd/Super instead of Ctrl (was - // called io.OptMacOSXBehaviors prior to 1.63) - bool ConfigInputTextCursorBlink; // = true // Set to false to - // disable blinking cursor, for users who - // consider it distracting. (was called: - // io.OptCursorBlink prior to 1.63) - bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of - // windows from their edges and from the - // lower-left corner. This requires - // (io.BackendFlags & - // ImGuiBackendFlags_HasMouseCursors) - // because it needs mouse cursor feedback. - // (This used to be a per-window - // ImGuiWindowFlags_ResizeFromAnySide flag) - bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true - // to only allow moving windows when - // clicked+dragged from the title bar. - // Windows without a title bar are not - // affected. - float ConfigWindowsMemoryCompactTimer; // = 60.0f // [BETA] Compact - // window memory usage when unused. Set - // to -1.0f to disable. - - //------------------------------------------------------------------ - // Platform Functions - // (the imgui_impl_xxxx back-end files are setting those up for you) - //------------------------------------------------------------------ - - // Optional: Platform/Renderer back-end name (informational only! will be - // displayed in About Window) + User data for back-end/wrappers to store their - // own stuff. - const char *BackendPlatformName; // = NULL - const char *BackendRendererName; // = NULL - void *BackendPlatformUserData; // = NULL // User data for platform - // back-end - void *BackendRendererUserData; // = NULL // User data for renderer - // back-end - void *BackendLanguageUserData; // = NULL // User data for non C++ - // programming language back-end - - // Optional: Access OS clipboard - // (default to use native Win32 clipboard on Windows, otherwise uses a private - // clipboard. Override to access OS clipboard on other architectures) - const char *(*GetClipboardTextFn)(void *user_data); - void (*SetClipboardTextFn)(void *user_data, const char *text); - void *ClipboardUserData; - - // Optional: Notify OS Input Method Editor of the screen position of your - // cursor for text input position (e.g. when using Japanese/Chinese IME on - // Windows) (default to use native imm32 api on Windows) - void (*ImeSetInputScreenPosFn)(int x, int y); - void *ImeWindowHandle; // = NULL // (Windows) Set this to your HWND - // to get automatic IME cursor positioning. +struct ImGuiIO +{ + //------------------------------------------------------------------ + // Configuration (fill once) // Default value + //------------------------------------------------------------------ + + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end. + ImVec2 DisplaySize; // // Main display size, in pixels. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. + float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + void* UserData; // = NULL // Store your own data for retrieval by callbacks. + + ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + float FontGlobalScale; // = 1.0f // Global scale all fonts + bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. + ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + + // Miscellaneous options + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63) + bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63) + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. + float ConfigWindowsMemoryCompactTimer;// = 60.0f // [BETA] Compact window memory usage when unused. Set to -1.0f to disable. + + //------------------------------------------------------------------ + // Platform Functions + // (the imgui_impl_xxxx back-end files are setting those up for you) + //------------------------------------------------------------------ + + // Optional: Platform/Renderer back-end name (informational only! will be displayed in About Window) + User data for back-end/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform back-end + void* BackendRendererUserData; // = NULL // User data for renderer back-end + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language back-end + + // Optional: Access OS clipboard + // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS clipboard on other architectures) + const char* (*GetClipboardTextFn)(void* user_data); + void (*SetClipboardTextFn)(void* user_data, const char* text); + void* ClipboardUserData; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + void (*ImeSetInputScreenPosFn)(int x, int y); + void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // [OBSOLETE since 1.60+] Rendering function, will be automatically called in - // Render(). Please call your rendering function yourself now! You can obtain - // the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example - // applications if you are unsure of how to implement this. - void (*RenderDrawListsFn)(ImDrawData *data); + // [OBSOLETE since 1.60+] Rendering function, will be automatically called in Render(). Please call your rendering function yourself now! + // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. + void (*RenderDrawListsFn)(ImDrawData* data); #else - // This is only here to keep ImGuiIO the same size/layout, so that - // IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of - // imconfig.h. - void *RenderDrawListsFnUnused; + // This is only here to keep ImGuiIO the same size/layout, so that IMGUI_DISABLE_OBSOLETE_FUNCTIONS can exceptionally be used outside of imconfig.h. + void* RenderDrawListsFnUnused; #endif - //------------------------------------------------------------------ - // Input - Fill before calling NewFrame() - //------------------------------------------------------------------ - - ImVec2 - MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) - // if mouse is unavailable (on another screen, etc.) - bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras - // (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses - // left and right buttons. Others buttons allows us to - // track if the mouse is being used by your application + - // available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - float - MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with - // an horizontal wheel, may not be filled by all back-ends. - 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(). - - // Functions - IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input - IMGUI_API void AddInputCharacterUTF16( - ImWchar16 c); // Queue new character input from an UTF-16 character, it - // can be a surrogate - IMGUI_API void AddInputCharactersUTF8( - const char *str); // Queue new characters input from an UTF-8 string - IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually - - //------------------------------------------------------------------ - // Output - Updated by NewFrame() or EndFrame()/Render() - // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to - // dispatch your inputs, it is - // generally easier and more correct to use their state BEFORE calling - // NewFrame(). See FAQ for details!) - //------------------------------------------------------------------ - - bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this - // case do not dispatch them to your main - // game/application (either way, always pass on mouse - // inputs to imgui). (e.g. unclicked mouse is hovering - // over an imgui window, widget is active, mouse was - // clicked over an imgui window, etc.). - bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in - // this case do not dispatch them to your main - // game/application (either way, always pass - // keyboard inputs to imgui). (e.g. InputText - // active, or an imgui window is focused and - // navigation is enabled, etc.). - bool WantTextInput; // Mobile/console: when set, you may display an on-screen - // keyboard. This is set by Dear ImGui when it wants - // textual keyboard input to happen (e.g. when a InputText - // widget is active). - bool - WantSetMousePos; // MousePos has been altered, back-end should reposition - // mouse on next frame. Rarely used! Set only when - // ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. - bool WantSaveIniSettings; // When manual .ini load/save is active - // (io.IniFilename == NULL), this will be set to - // notify your application that you can call - // SaveIniSettingsToMemory() and save yourself. - // Important: clear io.WantSaveIniSettings yourself - // after saving! - bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will - // handle ImGuiKey_NavXXX events) = a window is focused and it - // doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will - // handle ImGuiKey_NavXXX events). - float Framerate; // Application framerate estimate, in frame per second. - // Solely for convenience. Rolling average estimation based - // on io.DeltaTime over 120 frames. - int MetricsRenderVertices; // Vertices output during last call to Render() - int MetricsRenderIndices; // Indices output during last call to Render() = - // number of triangles * 3 - int MetricsRenderWindows; // Number of visible windows - 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. - - //------------------------------------------------------------------ - // [Internal] Dear ImGui will maintain those fields. Forward compatibility not - // guaranteed! - //------------------------------------------------------------------ - - ImGuiKeyModFlags - KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper - // but merged into flags), updated by NewFrame() - ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not - // necessary == MousePos-MousePosPrev, in case either - // position is invalid) - ImVec2 MouseClickedPos[5]; // Position at time of clicking - double MouseClickedTime[5]; // Time of last click (used to figure out - // double-click) - bool MouseClicked[5]; // Mouse button went from !Down to Down - bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? - bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui - // window. We don't request mouse capture from the - // application if click started outside ImGui bounds. - bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click - float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f - // == just clicked) - float - MouseDownDurationPrev[5]; // Previous time the mouse button has been down - ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each - // axis, of how much mouse has traveled - // from the clicking point - float - MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse - // has traveled from the clicking point - float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f - // == just pressed) - float KeysDownDurationPrev[512]; // Previous duration the key has been down - float NavInputsDownDuration[ImGuiNavInput_COUNT]; - float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; - float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only - // when MouseDown[0] == true). Helper storage currently - // unused by Dear ImGui. - ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 - ImVector - InputQueueCharacters; // Queue of _characters_ input (obtained by platform - // back-end). Fill using AddInputCharacter() helper. - int FrameCountSinceLastInput; - - IMGUI_API ImGuiIO(); + //------------------------------------------------------------------ + // Input - Fill before calling NewFrame() + //------------------------------------------------------------------ + + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all back-ends. + 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(). + + // Functions + IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string + IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually + + //------------------------------------------------------------------ + // Output - Updated by NewFrame() or EndFrame()/Render() + // (when reading from the io.WantCaptureMouse, io.WantCaptureKeyboard flags to dispatch your inputs, it is + // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) + //------------------------------------------------------------------ + + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, back-end should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + 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. + + //------------------------------------------------------------------ + // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! + //------------------------------------------------------------------ + + ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point + float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) + float KeysDownDurationPrev[512]; // Previous duration the key has been down + float NavInputsDownDuration[ImGuiNavInput_COUNT]; + float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform back-end). Fill using AddInputCharacter() helper. + + int FrameCountSinceLastInput; + + IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- // Misc data structures //----------------------------------------------------------------------------- -// Shared state of InputText(), passed as an argument to your callback when a -// ImGuiInputTextFlags_Callback* flag is used. The callback function should -// return 0 by default. Callbacks (follow a flag name and see comments in -// ImGuiInputTextFlags_ declarations for more details) -// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB -// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down -// arrows +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration -// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to -// replace or discard them. Modify 'EventChar' to replace or discard, or return -// 1 in callback to discard. -// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity -// changes request (beyond 'buf_size' parameter value), allowing the string to -// grow. -struct ImGuiInputTextCallbackData { - ImGuiInputTextFlags - EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only - ImGuiInputTextFlags - Flags; // What user passed to InputText() // Read-only - void *UserData; // What user passed to InputText() // Read-only - - // Arguments for the different callback events - // - To modify the text buffer in a callback, prefer using the InsertChars() / - // DeleteChars() function. InsertChars() will take care of calling the resize - // callback if necessary. - // - If you know your edits are not going to resize the underlying buffer - // allocation, you may modify the contents of 'Buf[]' directly. You need to - // update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set - // 'BufDirty'' to true so InputText can update its internal state. - ImWchar - EventChar; // Character input // Read-write // - // [CharFilter] Replace character with another one, or set to - // zero to drop. return 1 is equivalent to setting EventChar=0; - ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // - // [Completion,History] - char *Buf; // Text buffer // Read-write // [Resize] - // Can replace pointer / [Completion,History,Always] Only write to - // pointed data, don't replace the actual pointer! - int BufTextLen; // Text length (in bytes) // Read-write // - // [Resize,Completion,History,Always] Exclude zero-terminator - // storage. In C land: == strlen(some_text), in C++ land: - // string.length() - int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // - // [Resize,Completion,History,Always] Include zero-terminator - // storage. In C land == ARRAYSIZE(my_char_array), in C++ land: - // string.capacity()+1 - bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // - // [Completion,History,Always] - int CursorPos; // // Read-write // - // [Completion,History,Always] - int SelectionStart; // // Read-write // - // [Completion,History,Always] - // == to SelectionEnd - // when no selection) - int SelectionEnd; // // Read-write // - // [Completion,History,Always] - - // Helper functions for text manipulation. - // Use those function to benefit from the CallbackResize behaviors. Calling - // those function reset the selection. - IMGUI_API ImGuiInputTextCallbackData(); - IMGUI_API void DeleteChars(int pos, int bytes_count); - IMGUI_API void InsertChars(int pos, const char *text, - const char *text_end = NULL); - bool HasSelection() const { return SelectionStart != SelectionEnd; } +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +struct ImGuiInputTextCallbackData +{ + ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only + ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only + void* UserData; // What user passed to InputText() // Read-only + + // Arguments for the different callback events + // - To modify the text buffer in a callback, prefer using the InsertChars() / DeleteChars() function. InsertChars() will take care of calling the resize callback if necessary. + // - If you know your edits are not going to resize the underlying buffer allocation, you may modify the contents of 'Buf[]' directly. You need to update 'BufTextLen' accordingly (0 <= BufTextLen < BufSize) and set 'BufDirty'' to true so InputText can update its internal state. + ImWchar EventChar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + ImGuiKey EventKey; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + char* Buf; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + int BufTextLen; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + int BufSize; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + bool BufDirty; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + int CursorPos; // // Read-write // [Completion,History,Always] + int SelectionStart; // // Read-write // [Completion,History,Always] == to SelectionEnd when no selection) + int SelectionEnd; // // Read-write // [Completion,History,Always] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + IMGUI_API ImGuiInputTextCallbackData(); + IMGUI_API void DeleteChars(int pos, int bytes_count); + IMGUI_API void InsertChars(int pos, const char* text, const char* text_end = NULL); + void SelectAll() { SelectionStart = 0; SelectionEnd = BufTextLen; } + void ClearSelection() { SelectionStart = SelectionEnd = BufTextLen; } + bool HasSelection() const { return SelectionStart != SelectionEnd; } }; -// Resizing callback data to apply custom constraint. As enabled by -// SetNextWindowSizeConstraints(). Callback is called during the next Begin(). -// 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() - 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. +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// 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() + 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. }; -// Data payload for Drag and Drop operations: AcceptDragDropPayload(), -// GetDragDropPayload() -struct ImGuiPayload { - // Members - void *Data; // Data (copied and owned by dear imgui) - int DataSize; // Data size - - // [Internal] - ImGuiID SourceId; // Source item id - ImGuiID SourceParentId; // Source parent id (if available) - int DataFrameCount; // Data timestamp - char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 - // characters max) - bool - Preview; // Set when AcceptDragDropPayload() was called and mouse has been - // hovering the target item (nb: handle overlapping drag targets) - bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button - // is released over the target item. - - ImGuiPayload() { Clear(); } - void Clear() { - SourceId = SourceParentId = 0; - Data = NULL; - DataSize = 0; - memset(DataType, 0, sizeof(DataType)); - DataFrameCount = -1; - Preview = Delivery = false; - } - bool IsDataType(const char *type) const { - return DataFrameCount != -1 && strcmp(type, DataType) == 0; - } - bool IsPreview() const { return Preview; } - bool IsDelivery() const { return Delivery; } +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +struct ImGuiPayload +{ + // Members + void* Data; // Data (copied and owned by dear imgui) + int DataSize; // Data size + + // [Internal] + ImGuiID SourceId; // Source item id + ImGuiID SourceParentId; // Source parent id (if available) + int DataFrameCount; // Data timestamp + char DataType[32 + 1]; // Data type tag (short user-supplied string, 32 characters max) + bool Preview; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + bool Delivery; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. + + ImGuiPayload() { Clear(); } + void Clear() { SourceId = SourceParentId = 0; Data = NULL; DataSize = 0; memset(DataType, 0, sizeof(DataType)); DataFrameCount = -1; Preview = Delivery = false; } + bool IsDataType(const char* type) const { return DataFrameCount != -1 && strcmp(type, DataType) == 0; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } }; //----------------------------------------------------------------------------- -// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in -// imgui.cpp for details) Please keep your copy of dear imgui up to date! -// Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to -// stay ahead. +// Obsolete functions (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -namespace ImGui { -// OBSOLETED in 1.77 (from June 2020) -static inline bool OpenPopupOnItemClick(const char *str_id = NULL, - ImGuiMouseButton mb = 1) { - return OpenPopupContextItem(str_id, mb); -} // Passing a mouse button to ImGuiPopupFlags is legal -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 July 2019) -static inline void TreeAdvanceToLabelPos() { - SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); -} -// OBSOLETED in 1.71 (from June 2019) -static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { - SetNextItemOpen(open, cond); -} -// OBSOLETED in 1.70 (from May 2019) -static inline float GetContentRegionAvailWidth() { - return GetContentRegionAvail().x; -} -// OBSOLETED in 1.69 (from Mar 2019) -static inline ImDrawList *GetOverlayDrawList() { - return GetForegroundDrawList(); +namespace ImGui +{ + // OBSOLETED in 1.79 (from August 2020) + static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + // OBSOLETED in 1.78 (from June 2020) + // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. + // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); + static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } + static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } + static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } + static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } + // OBSOLETED in 1.77 (from June 2020) + static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } + // OBSOLETED in 1.72 (from April 2019) + static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } + // OBSOLETED in 1.71 (from June 2019) + static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } + // OBSOLETED in 1.70 (from May 2019) + static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.69 (from Mar 2019) + static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } + // OBSOLETED in 1.66 (from Sep 2018) + static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } + // OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) + static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } + // OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) + IMGUI_API bool InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version instead of 'decimal_precision'! + IMGUI_API bool InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags flags = 0); + IMGUI_API bool InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags flags = 0); + // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } + static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } } -// OBSOLETED in 1.66 (from Sep 2018) -static inline void SetScrollHere(float center_ratio = 0.5f) { - SetScrollHereY(center_ratio); -} -// OBSOLETED in 1.63 (between Aug 2018 and Sept 2018) -static inline bool IsItemDeactivatedAfterChange() { - return IsItemDeactivatedAfterEdit(); -} -// OBSOLETED in 1.61 (between Apr 2018 and Aug 2018) -IMGUI_API bool InputFloat( - const char *label, float *v, float step, float step_fast, - int decimal_precision, - ImGuiInputTextFlags flags = 0); // Use the 'const char* format' version - // instead of 'decimal_precision'! -IMGUI_API bool InputFloat2(const char *label, float v[2], int decimal_precision, - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputFloat3(const char *label, float v[3], int decimal_precision, - ImGuiInputTextFlags flags = 0); -IMGUI_API bool InputFloat4(const char *label, float v[4], int decimal_precision, - ImGuiInputTextFlags flags = 0); -// OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) -static inline bool IsAnyWindowFocused() { - return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); -} -static inline bool IsAnyWindowHovered() { - return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); -} -} // namespace ImGui -typedef ImGuiInputTextCallback - ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names - // consistent -typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; +typedef ImGuiInputTextCallback ImGuiTextEditCallback; // OBSOLETED in 1.63 (from Aug 2018): made the names consistent +typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; #endif //----------------------------------------------------------------------------- @@ -3515,1206 +1795,701 @@ typedef ImGuiInputTextCallbackData ImGuiTextEditCallbackData; //----------------------------------------------------------------------------- // Helper: Unicode defines -#define IM_UNICODE_CODEPOINT_INVALID \ - 0xFFFD // Invalid Unicode code point (standard value). +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). #ifdef IMGUI_USE_WCHAR32 -#define IM_UNICODE_CODEPOINT_MAX \ - 0x10FFFF // Maximum Unicode code point supported by this build. +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. #else -#define IM_UNICODE_CODEPOINT_MAX \ - 0xFFFF // Maximum Unicode code point supported by this build. +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. #endif -// Helper: Execute a block of code at maximum once a frame. Convenient if you -// want to quickly create an UI within deep-nested code that runs multiple times -// every frame. Usage: static ImGuiOnceUponAFrame oaf; if (oaf) -// ImGui::Text("This will be called only once per frame"); -struct ImGuiOnceUponAFrame { - ImGuiOnceUponAFrame() { RefFrame = -1; } - mutable int RefFrame; - operator bool() const { - int current_frame = ImGui::GetFrameCount(); - if (RefFrame == current_frame) - return false; - RefFrame = current_frame; - return true; - } +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +struct ImGuiOnceUponAFrame +{ + ImGuiOnceUponAFrame() { RefFrame = -1; } + mutable int RefFrame; + operator bool() const { int current_frame = ImGui::GetFrameCount(); if (RefFrame == current_frame) return false; RefFrame = current_frame; return true; } }; // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" -struct ImGuiTextFilter { - IMGUI_API ImGuiTextFilter(const char *default_filter = ""); - IMGUI_API bool Draw(const char *label = "Filter (inc,-exc)", - float width = 0.0f); // Helper calling InputText+Build - IMGUI_API bool PassFilter(const char *text, - const char *text_end = NULL) const; - IMGUI_API void Build(); - void Clear() { - InputBuf[0] = 0; - Build(); - } - bool IsActive() const { return !Filters.empty(); } - - // [Internal] - struct ImGuiTextRange { - const char *b; - const char *e; - - ImGuiTextRange() { b = e = NULL; } - ImGuiTextRange(const char *_b, const char *_e) { - b = _b; - e = _e; - } - bool empty() const { return b == e; } - IMGUI_API void split(char separator, ImVector *out) const; - }; - char InputBuf[256]; - ImVector Filters; - int CountGrep; +struct ImGuiTextFilter +{ + IMGUI_API ImGuiTextFilter(const char* default_filter = ""); + IMGUI_API bool Draw(const char* label = "Filter (inc,-exc)", float width = 0.0f); // Helper calling InputText+Build + IMGUI_API bool PassFilter(const char* text, const char* text_end = NULL) const; + IMGUI_API void Build(); + void Clear() { InputBuf[0] = 0; Build(); } + bool IsActive() const { return !Filters.empty(); } + + // [Internal] + struct ImGuiTextRange + { + const char* b; + const char* e; + + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; + }; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') -struct ImGuiTextBuffer { - ImVector Buf; - IMGUI_API static char EmptyString[1]; - - ImGuiTextBuffer() {} - inline char operator[](int i) const { - IM_ASSERT(Buf.Data != NULL); - return Buf.Data[i]; - } - const char *begin() const { return Buf.Data ? &Buf.front() : EmptyString; } - const char *end() const { - return Buf.Data ? &Buf.back() : EmptyString; - } // Buf is zero-terminated, so end() will point on the zero-terminator - int size() const { return Buf.Size ? Buf.Size - 1 : 0; } - bool empty() const { return Buf.Size <= 1; } - void clear() { Buf.clear(); } - void reserve(int capacity) { Buf.reserve(capacity); } - const char *c_str() const { return Buf.Data ? Buf.Data : EmptyString; } - IMGUI_API void append(const char *str, const char *str_end = NULL); - IMGUI_API void appendf(const char *fmt, ...) IM_FMTARGS(2); - IMGUI_API void appendfv(const char *fmt, va_list args) IM_FMTLIST(2); +struct ImGuiTextBuffer +{ + ImVector Buf; + IMGUI_API static char EmptyString[1]; + + ImGuiTextBuffer() { } + inline char operator[](int i) const { IM_ASSERT(Buf.Data != NULL); return Buf.Data[i]; } + const char* begin() const { return Buf.Data ? &Buf.front() : EmptyString; } + const char* end() const { return Buf.Data ? &Buf.back() : EmptyString; } // Buf is zero-terminated, so end() will point on the zero-terminator + int size() const { return Buf.Size ? Buf.Size - 1 : 0; } + bool empty() const { return Buf.Size <= 1; } + void clear() { Buf.clear(); } + void reserve(int capacity) { Buf.reserve(capacity); } + const char* c_str() const { return Buf.Data ? Buf.Data : EmptyString; } + IMGUI_API void append(const char* str, const char* str_end = NULL); + IMGUI_API void appendf(const char* fmt, ...) IM_FMTARGS(2); + IMGUI_API void appendfv(const char* fmt, va_list args) IM_FMTLIST(2); }; // Helper: Key->Value storage -// Typically you don't have to worry about this since a storage is held within -// each Window. We use it to e.g. store collapse state for a tree (Int 0/1) This -// is optimized for efficient lookup (dichotomy into a contiguous buffer) and -// rare insertion (typically tied to user interactions aka max once a frame) You -// can use it as custom user storage for temporary values. Declare your own -// storage if, for example: -// - You want to manipulate the open/close state of a particular sub-tree in -// your interface (tree node uses Int 0/1 to store their state). -// - You want to store custom debug data easily without adding or editing -// structures in your code (probably not efficient, but convenient) Types are -// NOT stored, so it is up to you to make sure your Key don't collide with -// different types. -struct ImGuiStorage { - // [Internal] - struct ImGuiStoragePair { - ImGuiID key; - union { - int val_i; - float val_f; - void *val_p; +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +struct ImGuiStorage +{ + // [Internal] + struct ImGuiStoragePair + { + ImGuiID key; + union { int val_i; float val_f; void* val_p; }; + ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } + ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } + ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } }; - ImGuiStoragePair(ImGuiID _key, int _val_i) { - key = _key; - val_i = _val_i; - } - ImGuiStoragePair(ImGuiID _key, float _val_f) { - key = _key; - val_f = _val_f; - } - ImGuiStoragePair(ImGuiID _key, void *_val_p) { - key = _key; - val_p = _val_p; - } - }; - - ImVector Data; - - // - Get***() functions find pair, never add/allocate. Pairs are sorted so a - // query is O(log N) - // - Set***() functions find pair, insertion on demand if missing. - // - Sorted insertion is costly, paid once. A typical frame shouldn't need to - // insert any new pair. - void Clear() { Data.clear(); } - IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; - IMGUI_API void SetInt(ImGuiID key, int val); - IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; - IMGUI_API void SetBool(ImGuiID key, bool val); - IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; - IMGUI_API void SetFloat(ImGuiID key, float val); - IMGUI_API void *GetVoidPtr(ImGuiID key) const; // default_val is NULL - IMGUI_API void SetVoidPtr(ImGuiID key, void *val); - - // - Get***Ref() functions finds pair, insert on demand if missing, return - // pointer. Useful if you intend to do Get+Set. - // - References are only valid until a new value is added to the storage. - // Calling a Set***() function or a Get***Ref() function invalidates the - // pointer. - // - A typical use case where this is convenient for quick hacking (e.g. add - // storage during a live Edit&Continue session if you can't modify existing - // struct) - // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, - // 0, 100.0f); some_var += *pvar; - IMGUI_API int *GetIntRef(ImGuiID key, int default_val = 0); - IMGUI_API bool *GetBoolRef(ImGuiID key, bool default_val = false); - IMGUI_API float *GetFloatRef(ImGuiID key, float default_val = 0.0f); - IMGUI_API void **GetVoidPtrRef(ImGuiID key, void *default_val = NULL); - - // Use on your own storage if you know only integer are being stored - // (open/close all tree nodes) - IMGUI_API void SetAllInt(int val); - - // For quicker full rebuild of a storage (instead of an incremental one), you - // may add all your contents and then sort once. - IMGUI_API void BuildSortByKey(); + + ImVector Data; + + // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) + // - Set***() functions find pair, insertion on demand if missing. + // - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair. + void Clear() { Data.clear(); } + IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const; + IMGUI_API void SetInt(ImGuiID key, int val); + IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const; + IMGUI_API void SetBool(ImGuiID key, bool val); + IMGUI_API float GetFloat(ImGuiID key, float default_val = 0.0f) const; + IMGUI_API void SetFloat(ImGuiID key, float val); + IMGUI_API void* GetVoidPtr(ImGuiID key) const; // default_val is NULL + IMGUI_API void SetVoidPtr(ImGuiID key, void* val); + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + IMGUI_API int* GetIntRef(ImGuiID key, int default_val = 0); + IMGUI_API bool* GetBoolRef(ImGuiID key, bool default_val = false); + IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); + IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); + + // Use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); + + // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + IMGUI_API void BuildSortByKey(); }; // 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. The clipper calculates the -// range of visible items and advance the cursor to compensate for the -// non-visible items we have skipped. ImGui already clip items based on their -// bounds but it needs to measure text size to do so. Coarse clipping before -// submission makes this cost and your own data fetching/submission cost null. +// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse +// clipping based on visibility to save yourself from processing those items at all. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null) // Usage: -// ImGuiListClipper clipper(1000); // we have 1000 elements, evenly spaced. -// while (clipper.Step()) -// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) -// ImGui::Text("line number %d", i); -// - Step 0: the clipper let you process the first element, regardless of it -// being visible or not, so we can measure the element height (step skipped if -// we passed a known height as second arg to constructor). -// - Step 1: the clipper infer height from first element, calculate the actual -// range of elements to display, and position the cursor before the first -// element. -// - (Step 2: dummy step only required if an explicit items_height was passed to -// constructor or Begin() and user call Step(). Does nothing and switch to -// Step 3.) -// - Step 3: the clipper validate that we have reached the expected Y position -// (corresponding to element DisplayEnd), advance the cursor to the end of the -// list and then returns 'false' to end the loop. -struct ImGuiListClipper { - int DisplayStart, DisplayEnd; - int ItemsCount; - - // [Internal] - int StepNo; - float ItemsHeight; - float StartPosY; - - // items_count: Use -1 to ignore (you can call Begin later). Use INT_MAX if - // you don't know how many items you have (in which case the cursor won't be - // advanced in the final step). items_height: Use -1.0f to be calculated - // automatically on first step. Otherwise pass in the distance between your - // items, typically GetTextLineHeightWithSpacing() or - // GetFrameHeightWithSpacing(). If you don't specify an items_height, you NEED - // to call Step(). If you specify items_height you may call the old - // Begin()/End() api directly, but prefer calling Step(). - ImGuiListClipper(int items_count = -1, float items_height = -1.0f) { - Begin(items_count, items_height); - } // NB: Begin() initialize every fields (as we allow user to call Begin/End - // multiple times on a same instance if they want). - ~ImGuiListClipper() { - IM_ASSERT(ItemsCount == -1); - } // Assert if user forgot to call End() or Step() until false. - - IMGUI_API bool - Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields - // will be set and you can process/draw those items. - IMGUI_API void - Begin(int items_count, - float items_height = - -1.0f); // Automatically called by constructor if you passed - // 'items_count' or by Step() in Step 1. - IMGUI_API void - End(); // Automatically called on the last call of Step() that returns false. +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +struct ImGuiListClipper +{ + int DisplayStart; + int DisplayEnd; + + // [Internal] + int ItemsCount; + int StepNo; + float ItemsHeight; + float StartPosY; + + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] +#endif }; // Helpers macros to generate 32-bit encoded colors #ifdef IMGUI_USE_BGRA_PACKED_COLOR -#define IM_COL32_R_SHIFT 16 -#define IM_COL32_G_SHIFT 8 -#define IM_COL32_B_SHIFT 0 -#define IM_COL32_A_SHIFT 24 -#define IM_COL32_A_MASK 0xFF000000 +#define IM_COL32_R_SHIFT 16 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 0 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 #else -#define IM_COL32_R_SHIFT 0 -#define IM_COL32_G_SHIFT 8 -#define IM_COL32_B_SHIFT 16 -#define IM_COL32_A_SHIFT 24 -#define IM_COL32_A_MASK 0xFF000000 +#define IM_COL32_R_SHIFT 0 +#define IM_COL32_G_SHIFT 8 +#define IM_COL32_B_SHIFT 16 +#define IM_COL32_A_SHIFT 24 +#define IM_COL32_A_MASK 0xFF000000 #endif -#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 -#define IM_COL32_BLACK_TRANS \ - IM_COL32(0, 0, 0, 0) // Transparent black = 0x00000000 - -// Helper: ImColor() implicitly converts colors to either ImU32 (packed 4x1 -// byte) or ImVec4 (4x1 float) Prefer using IM_COL32() macros if you want a -// guaranteed compile-time ImU32 for usage with ImDrawList API. -// **Avoid storing ImColor! Store either u32 of ImVec4. This is not a -// full-featured color class. MAY OBSOLETE. -// **None of the ImGui API are using ImColor directly but you can use it as a -// convenience to pass colors in either ImU32 or ImVec4 formats. Explicitly cast -// to ImU32 or ImVec4 if needed. -struct ImColor { - ImVec4 Value; - - ImColor() { Value.x = Value.y = Value.z = Value.w = 0.0f; } - ImColor(int r, int g, int b, int a = 255) { - float sc = 1.0f / 255.0f; - Value.x = (float)r * sc; - Value.y = (float)g * sc; - Value.z = (float)b * sc; - Value.w = (float)a * sc; - } - ImColor(ImU32 rgba) { - float sc = 1.0f / 255.0f; - Value.x = (float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * sc; - Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; - Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; - Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; - } - ImColor(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; } - - // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. - inline void SetHSV(float h, float s, float v, float a = 1.0f) { - ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); - Value.w = a; - } - static ImColor HSV(float h, float s, float v, float a = 1.0f) { - float r, g, b; - ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); - return ImColor(r, g, b, a); - } +#define IM_COL32(R,G,B,A) (((ImU32)(A)<> 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; } + + // FIXME-OBSOLETE: May need to obsolete/cleanup those helpers. + inline void SetHSV(float h, float s, float v, float a = 1.0f){ ImGui::ColorConvertHSVtoRGB(h, s, v, Value.x, Value.y, Value.z); Value.w = a; } + static ImColor HSV(float h, float s, float v, float a = 1.0f) { float r, g, b; ImGui::ColorConvertHSVtoRGB(h, s, v, r, g, b); return ImColor(r, g, b, a); } }; //----------------------------------------------------------------------------- -// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, -// ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) Hold a series of -// drawing commands. The user provides a renderer for ImDrawData which -// essentially contains an array of ImDrawList. +// Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- -// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override -// in imconfig.h] NB: You most likely do NOT need to use draw callbacks just to -// create your own widget or customized UI rendering, you can poke into the draw -// list for that! Draw callback may be useful for example to: +// The maximum line width to bake anti-aliased textures for. Build atlas with ImFontAtlasFlags_NoBakedLines to disable baking. +#ifndef IM_DRAWLIST_TEX_LINES_WIDTH_MAX +#define IM_DRAWLIST_TEX_LINES_WIDTH_MAX (63) +#endif + +// ImDrawCallback: Draw callbacks for advanced uses [configurable type: override in imconfig.h] +// NB: You most likely do NOT need to use draw callbacks just to create your own widget or customized UI rendering, +// you can poke into the draw list for that! Draw callback may be useful for example to: // A) Change your GPU render state, -// B) render a complex 3D scene inside a UI element without an intermediate -// texture/render target, etc. -// The expected behavior from your rendering function is 'if (cmd.UserCallback -// != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' -// If you want to override the signature of ImDrawCallback, you can simply use -// e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update -// rendering back-end accordingly. +// B) render a complex 3D scene inside a UI element without an intermediate texture/render target, etc. +// The expected behavior from your rendering function is 'if (cmd.UserCallback != NULL) { cmd.UserCallback(parent_list, cmd); } else { RenderTriangles() }' +// If you want to override the signature of ImDrawCallback, you can simply use e.g. '#define ImDrawCallback MyDrawCallback' (in imconfig.h) + update rendering back-end accordingly. #ifndef ImDrawCallback -typedef void (*ImDrawCallback)(const ImDrawList *parent_list, - const ImDrawCmd *cmd); +typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); #endif -// Special Draw callback value to request renderer back-end to reset the -// graphics/render state. The renderer back-end needs to handle this special -// value, otherwise it will crash trying to call a function at this address. -// This is useful for example if you submitted callbacks which you know have -// altered the render state and you want it to be restored. It is not done by -// default because they are many perfectly useful way of altering render state -// for imgui contents (e.g. changing shader/blending settings before an Image -// call). -#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) +// Special Draw callback value to request renderer back-end to reset the graphics/render state. +// The renderer back-end needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// - VtxOffset/IdxOffset: When 'io.BackendFlags & -// ImGuiBackendFlags_RendererHasVtxOffset' is enabled, -// those fields allow us to render meshes larger than 64K vertices while -// keeping 16-bit indices. Pre-1.71 back-ends will typically ignore the -// VtxOffset/IdxOffset fields. -// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() -// them together (this is asserted for). -struct ImDrawCmd { - ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract - // ImDrawData->DisplayPos to get clipping rectangle in - // "viewport" coordinates - ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in - // ImfontAtlas::SetTexID() for fonts or passed to - // Image*() functions. Ignore if never using images or - // multiple fonts atlas. - unsigned int VtxOffset; // 4 // Start offset in vertex buffer. - // ImGuiBackendFlags_RendererHasVtxOffset: always 0, - // otherwise may be >0 to support meshes larger than - // 64K vertices with 16-bit indices. - unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal - // to sum of ElemCount drawn so far. - unsigned int - ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as - // triangles. Vertices are stored in the callee ImDrawList's - // vtx_buffer[] array, indices in idx_buffer[]. - ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead - // of rendering the vertices. clip_rect and - // texture_id will be set normally. - void *UserCallbackData; // 4-8 // The draw callback code can access this. - - ImDrawCmd() { - memset(this, 0, sizeof(*this)); - } // Also ensure our padding fields are zeroed +// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Pre-1.71 back-ends will typically ignore the VtxOffset/IdxOffset fields. +// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +struct ImDrawCmd +{ + ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. + unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + void* UserCallbackData; // 4-8 // The draw callback code can access this. + + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed }; // Vertex index, default to 16-bit -// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= -// ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in -// the renderer back-end (recommended). To use 32-bit indices: override with -// '#define ImDrawIdx unsigned int' in imconfig.h. +// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer back-end (recommended). +// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. #ifndef ImDrawIdx typedef unsigned short ImDrawIdx; #endif // Vertex layout #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT -struct ImDrawVert { - ImVec2 pos; - ImVec2 uv; - ImU32 col; +struct ImDrawVert +{ + ImVec2 pos; + ImVec2 uv; + ImU32 col; }; #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. 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. +// 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. +// 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 // For use by ImDrawListSplitter. -struct ImDrawChannel { - ImVector _CmdBuffer; - ImVector _IdxBuffer; +struct ImDrawChannel +{ + ImVector _CmdBuffer; + ImVector _IdxBuffer; }; -// Split/Merge functions are used to split the draw list into different layers -// which can be drawn into out of order. This is used by the Columns api, so -// items of each column can be batched together in a same draw call. -struct ImDrawListSplitter { - int _Current; // Current channel number (0) - int _Count; // Number of active channels (1+) - ImVector _Channels; // Draw channels (not resized down so - // _Count might be < Channels.Size) - - inline ImDrawListSplitter() { Clear(); } - inline ~ImDrawListSplitter() { ClearFreeMemory(); } - inline void Clear() { - _Current = 0; - _Count = 1; - } // Do not clear Channels[] so our allocations are reused next frame - IMGUI_API void ClearFreeMemory(); - IMGUI_API void Split(ImDrawList *draw_list, int count); - IMGUI_API void Merge(ImDrawList *draw_list); - IMGUI_API void SetCurrentChannel(ImDrawList *draw_list, int channel_idx); +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns api, so items of each column can be batched together in a same draw call. +struct ImDrawListSplitter +{ + int _Current; // Current channel number (0) + int _Count; // Number of active channels (1+) + ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + + inline ImDrawListSplitter() { Clear(); } + inline ~ImDrawListSplitter() { ClearFreeMemory(); } + inline void Clear() { _Current = 0; _Count = 1; } // Do not clear Channels[] so our allocations are reused next frame + IMGUI_API void ClearFreeMemory(); + IMGUI_API void Split(ImDrawList* draw_list, int count); + IMGUI_API void Merge(ImDrawList* draw_list); + IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; -enum ImDrawCornerFlags_ { - ImDrawCornerFlags_None = 0, - ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 - ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 - ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 - ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 - ImDrawCornerFlags_Top = - ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 - ImDrawCornerFlags_Bot = - ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC - ImDrawCornerFlags_Left = - ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 - ImDrawCornerFlags_Right = - ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA - ImDrawCornerFlags_All = - 0xF // In your function calls you may use ~0 (= all bits sets) instead of - // ImDrawCornerFlags_All, as a convenience +enum ImDrawCornerFlags_ +{ + ImDrawCornerFlags_None = 0, + ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 + ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 + ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 + ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA + ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience }; -enum ImDrawListFlags_ { - ImDrawListFlags_None = 0, - ImDrawListFlags_AntiAliasedLines = - 1 << 0, // Lines are anti-aliased (*2 the number of triangles for 1.0f - // wide line, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedFill = - 1 - << 1, // Filled shapes have anti-aliased edges (*2 the number of vertices) - ImDrawListFlags_AllowVtxOffset = - 1 << 2 // Can emit 'VtxOffset > 0' to allow large meshes. Set when - // 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. +// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +enum ImDrawListFlags_ +{ + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require back-end to render with bilinear filtering. + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list -// This is the low-level list of polygons that ImGui:: functions are filling. At -// the end of the frame, all command lists are passed to your -// ImGuiIO::RenderDrawListFn function for rendering. Each dear imgui window -// contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access -// the current window draw list and draw custom primitives. You can interleave -// normal ImGui:: calls and adding primitives to the current draw list. All -// positions are generally in pixel coordinates (top-left at (0,0), bottom-right -// at io.DisplaySize), but you are totally free to apply whatever transformation -// matrix to want to the data (if you apply such transformation you'll want to -// apply it to ClipRect as well) Important: Primitives are always added to the -// list and not culled (culling is done at higher-level by ImGui:: functions), -// if you use this API a lot consider coarse culling your drawn objects. -struct ImDrawList { - // This is what you have to render - ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU - // draw call, unless the command is a callback. - ImVector IdxBuffer; // Index buffer. Each command consume - // ImDrawCmd::ElemCount of those - ImVector VtxBuffer; // Vertex buffer. - ImDrawListFlags Flags; // Flags, you may poke into these to adjust - // anti-aliasing settings per-primitive. - - // [Internal, used while building lists] - const ImDrawListSharedData *_Data; // Pointer to shared draw data (you can use - // ImGui::GetDrawListSharedData() to get - // the one from current ImGui context) - const char *_OwnerName; // Pointer to owner window's name for debugging - unsigned int - _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are - // past 64K vertices, in which case this gets reset to 0. - ImDrawVert *_VtxWritePtr; // [Internal] point within VtxBuffer.Data after each - // add command (to avoid using the ImVector<> - // operators too much) - ImDrawIdx *_IdxWritePtr; // [Internal] point within IdxBuffer.Data after each - // add command (to avoid using the ImVector<> - // operators too much) - ImVector _ClipRectStack; // [Internal] - ImVector _TextureIdStack; // [Internal] - ImVector _Path; // [Internal] current path building - ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should - // match those of CmdBuffer.back(). - ImDrawListSplitter - _Splitter; // [Internal] for channels api (note: prefer using your own - // persistent instance of ImDrawListSplitter!) - - // If you want to create ImDrawList instances, pass them - // ImGui::GetDrawListSharedData() or create and use your own - // ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData *shared_data) { - _Data = shared_data; - Flags = ImDrawListFlags_None; - _VtxCurrentIdx = 0; - _VtxWritePtr = NULL; - _IdxWritePtr = NULL; - _OwnerName = NULL; - } - - ~ImDrawList() { _ClearFreeMemory(); } - IMGUI_API void PushClipRect( - ImVec2 clip_rect_min, ImVec2 clip_rect_max, - bool intersect_with_current_clip_rect = - false); // Render-level scissoring. This is passed down to your render - // function but not used for CPU-side coarse clipping. Prefer - // using higher-level ImGui::PushClipRect() to affect logic - // (hit-testing and widget culling) - IMGUI_API void PushClipRectFullScreen(); - IMGUI_API void PopClipRect(); - IMGUI_API void PushTextureID(ImTextureID texture_id); - IMGUI_API void PopTextureID(); - inline ImVec2 GetClipRectMin() const { - const ImVec4 &cr = _ClipRectStack.back(); - return ImVec2(cr.x, cr.y); - } - inline ImVec2 GetClipRectMax() const { - const ImVec4 &cr = _ClipRectStack.back(); - return ImVec2(cr.z, cr.w); - } - - // Primitives - // - For rectangular primitives, "p_min" and "p_max" represent the upper-left - // and lower-right corners. - // - For circle primitives, use "num_segments == 0" to automatically calculate - // tessellation (preferred). - // In future versions we will use textures to provide cheaper and - // higher-quality circles. Use AddNgon() and AddNgonFilled() functions if - // you need to guaranteed a specific number of sides. - IMGUI_API void AddLine(const ImVec2 &p1, const ImVec2 &p2, ImU32 col, - float thickness = 1.0f); - IMGUI_API void AddRect( - const ImVec2 &p_min, const ImVec2 &p_max, ImU32 col, - float rounding = 0.0f, - ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, - float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + - // size), rounding_corners_flags: 4 bits - // corresponding to which corner to round - IMGUI_API void - AddRectFilled(const ImVec2 &p_min, const ImVec2 &p_max, ImU32 col, - float rounding = 0.0f, - ImDrawCornerFlags rounding_corners = - ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== - // upper-left + size) - IMGUI_API void - AddRectFilledMultiColor(const ImVec2 &p_min, const ImVec2 &p_max, - ImU32 col_upr_left, ImU32 col_upr_right, - ImU32 col_bot_right, ImU32 col_bot_left); - IMGUI_API void AddQuad(const ImVec2 &p1, const ImVec2 &p2, const ImVec2 &p3, - const ImVec2 &p4, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2 &p1, const ImVec2 &p2, - const ImVec2 &p3, const ImVec2 &p4, ImU32 col); - IMGUI_API void AddTriangle(const ImVec2 &p1, const ImVec2 &p2, - const ImVec2 &p3, ImU32 col, - float thickness = 1.0f); - IMGUI_API void AddTriangleFilled(const ImVec2 &p1, const ImVec2 &p2, - const ImVec2 &p3, ImU32 col); - IMGUI_API void AddCircle(const ImVec2 ¢er, float radius, ImU32 col, - int num_segments = 12, float thickness = 1.0f); - IMGUI_API void AddCircleFilled(const ImVec2 ¢er, float radius, ImU32 col, - int num_segments = 12); - IMGUI_API void AddNgon(const ImVec2 ¢er, float radius, ImU32 col, - int num_segments, float thickness = 1.0f); - IMGUI_API void AddNgonFilled(const ImVec2 ¢er, float radius, ImU32 col, - int num_segments); - IMGUI_API void AddText(const ImVec2 &pos, ImU32 col, const char *text_begin, - const char *text_end = NULL); - IMGUI_API void AddText(const ImFont *font, float font_size, const ImVec2 &pos, - ImU32 col, const char *text_begin, - const char *text_end = NULL, float wrap_width = 0.0f, - const ImVec4 *cpu_fine_clip_rect = NULL); - IMGUI_API void AddPolyline(const ImVec2 *points, int num_points, ImU32 col, - bool closed, float thickness); - IMGUI_API void - AddConvexPolyFilled(const ImVec2 *points, int num_points, - ImU32 col); // Note: Anti-aliased filling requires points - // to be in clockwise order. - IMGUI_API void AddBezierCurve(const ImVec2 &p1, const ImVec2 &p2, - const ImVec2 &p3, const ImVec2 &p4, ImU32 col, - float thickness, int num_segments = 0); - - // Image primitives - // - Read FAQ to understand what ImTextureID is. - // - "p_min" and "p_max" represent the upper-left and lower-right corners of - // the rectangle. - // - "uv_min" and "uv_max" represent the normalized texture coordinates to use - // for those corners. Using (0,0)->(1,1) texture coordinates will generally - // display the entire texture. - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2 &p_min, - const ImVec2 &p_max, - const ImVec2 &uv_min = ImVec2(0, 0), - const ImVec2 &uv_max = ImVec2(1, 1), - ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageQuad( - ImTextureID user_texture_id, const ImVec2 &p1, const ImVec2 &p2, - const ImVec2 &p3, const ImVec2 &p4, const ImVec2 &uv1 = ImVec2(0, 0), - const ImVec2 &uv2 = ImVec2(1, 0), const ImVec2 &uv3 = ImVec2(1, 1), - const ImVec2 &uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void - AddImageRounded(ImTextureID user_texture_id, const ImVec2 &p_min, - const ImVec2 &p_max, const ImVec2 &uv_min, - const ImVec2 &uv_max, ImU32 col, float rounding, - ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); - - // Stateful path API, add points then finish with PathFillConvex() or - // PathStroke() - inline void PathClear() { _Path.Size = 0; } - inline void PathLineTo(const ImVec2 &pos) { _Path.push_back(pos); } - inline void PathLineToMergeDuplicate(const ImVec2 &pos) { - if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) - _Path.push_back(pos); - } - inline void PathFillConvex(ImU32 col) { - AddConvexPolyFilled(_Path.Data, _Path.Size, col); - _Path.Size = 0; - } // Note: Anti-aliased filling requires points to be in clockwise order. - inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { - AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); - _Path.Size = 0; - } - IMGUI_API void PathArcTo(const ImVec2 ¢er, float radius, float a_min, - float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast( - const ImVec2 ¢er, float radius, int a_min_of_12, - int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCurveTo(const ImVec2 &p2, const ImVec2 &p3, - const ImVec2 &p4, int num_segments = 0); - IMGUI_API void - PathRect(const ImVec2 &rect_min, const ImVec2 &rect_max, - float rounding = 0.0f, - ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); - - // Advanced - IMGUI_API void - AddCallback(ImDrawCallback callback, - void *callback_data); // Your rendering function must check for - // 'UserCallback' in ImDrawCmd and call the - // function instead of rendering triangles. - IMGUI_API void - AddDrawCmd(); // This is useful if you need to forcefully create a new draw - // call (to allow for dependent rendering / blending). Otherwise - // primitives are merged into the same draw-call as much as - // possible - IMGUI_API ImDrawList * - CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. - - // Advanced: Channels - // - Use to split render into layers. By switching channels to can render - // out-of-order (e.g. submit FG primitives before BG primitives) - // - Use to minimize draw calls (e.g. if going back-and-forth between multiple - // clipping rectangles, prefer to append into separate channels then merge at - // the end) - // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first - // place! - // Prefer using your own persistent instance of ImDrawListSplitter as you - // can stack them. Using the ImDrawList::ChannelsXXXX you cannot stack a - // split over another. - inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } - inline void ChannelsMerge() { _Splitter.Merge(this); } - inline void ChannelsSetCurrent(int n) { - _Splitter.SetCurrentChannel(this, n); - } - - // Advanced: Primitives allocations - // - We render triangles (three vertices) - // - All primitives needs to be reserved via PrimReserve() beforehand. - IMGUI_API void PrimReserve(int idx_count, int vtx_count); - IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); - IMGUI_API void - PrimRect(const ImVec2 &a, const ImVec2 &b, - ImU32 col); // Axis aligned rectangle (composed of two triangles) - IMGUI_API void PrimRectUV(const ImVec2 &a, const ImVec2 &b, - const ImVec2 &uv_a, const ImVec2 &uv_b, ImU32 col); - IMGUI_API void PrimQuadUV(const ImVec2 &a, const ImVec2 &b, const ImVec2 &c, - const ImVec2 &d, const ImVec2 &uv_a, - const ImVec2 &uv_b, const ImVec2 &uv_c, - const ImVec2 &uv_d, ImU32 col); - inline void PrimWriteVtx(const ImVec2 &pos, const ImVec2 &uv, ImU32 col) { - _VtxWritePtr->pos = pos; - _VtxWritePtr->uv = uv; - _VtxWritePtr->col = col; - _VtxWritePtr++; - _VtxCurrentIdx++; - } - inline void PrimWriteIdx(ImDrawIdx idx) { - *_IdxWritePtr = idx; - _IdxWritePtr++; - } - inline void PrimVtx(const ImVec2 &pos, const ImVec2 &uv, ImU32 col) { - PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); - PrimWriteVtx(pos, uv, col); - } // Write vertex with unique index - - // [Internal helpers] - IMGUI_API void _ResetForNewFrame(); - IMGUI_API void _ClearFreeMemory(); - IMGUI_API void _PopUnusedDrawCmd(); - IMGUI_API void _OnChangedClipRect(); - IMGUI_API void _OnChangedTextureID(); - IMGUI_API void _OnChangedVtxOffset(); +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +struct ImDrawList +{ + // This is what you have to render + ImVector CmdBuffer; // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + ImVector IdxBuffer; // Index buffer. Each command consume ImDrawCmd::ElemCount of those + ImVector VtxBuffer; // Vertex buffer. + ImDrawListFlags Flags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + // [Internal, used while building lists] + const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + const char* _OwnerName; // Pointer to owner window's name for debugging + unsigned int _VtxCurrentIdx; // [Internal] Generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + ImVector _ClipRectStack; // [Internal] + ImVector _TextureIdStack; // [Internal] + ImVector _Path; // [Internal] current path building + ImDrawCmd _CmdHeader; // [Internal] Template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(const ImDrawListSharedData* shared_data) { _Data = shared_data; Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; _VtxWritePtr = NULL; _IdxWritePtr = NULL; _OwnerName = NULL; } + + ~ImDrawList() { _ClearFreeMemory(); } + IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRectFullScreen(); + IMGUI_API void PopClipRect(); + IMGUI_API void PushTextureID(ImTextureID texture_id); + IMGUI_API void PopTextureID(); + inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } + inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } + + // Primitives + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); + IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); + IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); + IMGUI_API void AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); + IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); + IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); + IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); + IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); + + // Image primitives + // - Read FAQ to understand what ImTextureID is. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + + // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + inline void PathClear() { _Path.Size = 0; } + inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } + inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. + inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + + // Advanced + IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. + IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible + IMGUI_API ImDrawList* CloneOutput() const; // Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. + + // Advanced: Channels + // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) + // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) + // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! + // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. + // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. + inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } + inline void ChannelsMerge() { _Splitter.Merge(this); } + inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); } + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + IMGUI_API void PrimReserve(int idx_count, int vtx_count); + IMGUI_API void PrimUnreserve(int idx_count, int vtx_count); + IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles) + IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col); + IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col); + inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; } + inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } + inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index + + // [Internal helpers] + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); }; // All draw data to render a Dear ImGui frame -// (NB: the style and the naming convention here is a little inconsistent, we -// currently preserve them for backward compatibility purpose, as this is one of -// the oldest structure exposed by the library! Basically, ImDrawList == -// CmdList) -struct ImDrawData { - bool Valid; // Only valid after Render() is called and before the next - // NewFrame() is called. - ImDrawList **CmdLists; // Array of ImDrawList* to render. The ImDrawList are - // owned by ImGuiContext and only pointed to from here. - int CmdListsCount; // Number of ImDrawList* to render - int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size - int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size - ImVec2 DisplayPos; // Upper-left position of the viewport to render (== - // upper-left of the orthogonal projection matrix to use) - ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for - // the main viewport) (DisplayPos + DisplaySize == - // lower-right of the orthogonal projection matrix to use) - ImVec2 - FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based - // on io.DisplayFramebufferScale. Generally (1,1) on - // normal display, (2,2) on OSX with Retina display. - - // Functions - ImDrawData() { - Valid = false; - Clear(); - } - ~ImDrawData() { Clear(); } - void Clear() { - Valid = false; - CmdLists = NULL; - CmdListsCount = TotalVtxCount = TotalIdxCount = 0; - DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); - } // The ImDrawList are owned by ImGuiContext! - IMGUI_API void - DeIndexAllBuffers(); // Helper to convert all buffers from indexed to - // non-indexed, in case you cannot render indexed. Note: - // this is slow and most likely a waste of resources. - // Always prefer indexed rendering! - IMGUI_API void ScaleClipRects( - const ImVec2 &fb_scale); // Helper to scale the ClipRect field of each - // ImDrawCmd. Use if your final output buffer is - // at a different scale than Dear ImGui expects, - // or if there is a difference between your - // window resolution and framebuffer resolution. +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +struct ImDrawData +{ + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + int CmdListsCount; // Number of ImDrawList* to render + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) + ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + + // Functions + ImDrawData() { Valid = false; Clear(); } + ~ImDrawData() { Clear(); } + void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- -// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, -// ImFontGlyphRangesBuilder, ImFont) +// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- -struct ImFontConfig { - void *FontData; // // TTF/OTF data - int FontDataSize; // // TTF/OTF data size - bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the - // container ImFontAtlas (will delete memory - // itself). - int FontNo; // 0 // Index of font within TTF/OTF file - float SizePixels; // // Size in pixels for rasterizer (more or less - // maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel - // positioning. Read - // https://github.com/nothings/stb/blob/master/tests/oversample/README.md - // for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel - // positioning. We don't use sub-pixel positions on the Y - // axis. - bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful - // e.g. if you are merging a non-pixel aligned font with the - // default font. If enabled, you can set OversampleH/V to 1. - ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between - // glyphs. Only X axis is supported for now. - ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. - const ImWchar - *GlyphRanges; // NULL // Pointer to a user-provided list of Unicode - // range (2 value per range, values are inclusive, - // zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS - // LONG AS THE FONT IS ALIVE. - float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to - // align font icons, set both Min/Max to enforce - // mono-space font - float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs - bool MergeMode; // false // Merge into previous ImFont, so you can combine - // multiple inputs font into one ImFont (e.g. ASCII font + - // icons + Japanese glyphs). You may want to use GlyphOffset.y - // when merge font of different heights. - unsigned int - RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. - // ImGuiFreeType). Leave as zero if you aren't using one. - float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) - // font output. Brightening small fonts may be a - // good workaround to make them more readable. - ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of - // ellipsis character. When fonts are being merged first - // specified ellipsis will be used. - - // [Internal] - char Name[40]; // Name (strictly to ease debugging) - ImFont *DstFont; - - IMGUI_API ImFontConfig(); +struct ImFontConfig +{ + void* FontData; // // TTF/OTF data + int FontDataSize; // // TTF/OTF data size + bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + int FontNo; // 0 // Index of font within TTF/OTF file + float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs + bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + + // [Internal] + char Name[40]; // Name (strictly to ease debugging) + ImFont* DstFont; + + IMGUI_API ImFontConfig(); }; // Hold rendering data for one glyph. -// (Note: some language parsers may fail to convert the 31+1 bitfield members, -// in this case maybe drop store a single u32 or we can rework this) -struct ImFontGlyph { - unsigned int Codepoint : 31; // 0x0000..0xFFFF - unsigned int Visible : 1; // Flag to allow early out when rendering - float AdvanceX; // Distance to next character (= data from font + - // ImFontConfig::GlyphExtraSpacing.x baked in) - float X0, Y0, X1, Y1; // Glyph corners - float U0, V0, U1, V1; // Texture coordinates +// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +struct ImFontGlyph +{ + unsigned int Codepoint : 31; // 0x0000..0xFFFF + unsigned int Visible : 1; // Flag to allow early out when rendering + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates }; -// Helper to build glyph ranges from text/string data. Feed your application -// strings/characters to it then call BuildRanges(). This is essentially a -// tightly packed of vector of 64k booleans = 8KB storage. -struct ImFontGlyphRangesBuilder { - ImVector - UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - - ImFontGlyphRangesBuilder() { Clear(); } - inline void Clear() { - int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; - UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); - memset(UsedChars.Data, 0, (size_t)size_in_bytes); - } - inline bool GetBit(size_t n) const { - int off = (int)(n >> 5); - ImU32 mask = 1u << (n & 31); - return (UsedChars[off] & mask) != 0; - } // Get bit n in the array - inline void SetBit(size_t n) { - int off = (int)(n >> 5); - ImU32 mask = 1u << (n & 31); - UsedChars[off] |= mask; - } // Set bit n in the array - inline void AddChar(ImWchar c) { SetBit(c); } // Add character - IMGUI_API void AddText( - const char *text, - const char *text_end = - NULL); // Add string (each character of the UTF-8 string are added) - IMGUI_API void - AddRanges(const ImWchar *ranges); // Add ranges, e.g. - // builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) - // to force add all of ASCII/Latin+Ext - IMGUI_API void - BuildRanges(ImVector *out_ranges); // Output new ranges +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + + ImFontGlyphRangesBuilder() { Clear(); } + inline void Clear() { int size_in_bytes = (IM_UNICODE_CODEPOINT_MAX + 1) / 8; UsedChars.resize(size_in_bytes / (int)sizeof(ImU32)); memset(UsedChars.Data, 0, (size_t)size_in_bytes); } + inline bool GetBit(size_t n) const { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); return (UsedChars[off] & mask) != 0; } // Get bit n in the array + inline void SetBit(size_t n) { int off = (int)(n >> 5); ImU32 mask = 1u << (n & 31); UsedChars[off] |= mask; } // Set bit n in the array + inline void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; // See ImFontAtlas::AddCustomRectXXX functions. -struct ImFontAtlasCustomRect { - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned short X, Y; // Output // Packed position in Atlas - unsigned int - GlyphID; // Input // For custom font glyphs only (ID < 0x110000) - float - GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display - // offset - ImFont *Font; // Input // For custom font glyphs only: target font - ImFontAtlasCustomRect() { - Width = Height = 0; - X = Y = 0xFFFF; - GlyphID = 0; - GlyphAdvanceX = 0.0f; - GlyphOffset = ImVec2(0, 0); - Font = NULL; - } - bool IsPacked() const { return X != 0xFFFF; } +struct ImFontAtlasCustomRect +{ + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } }; -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 +// Flags for ImFontAtlas build +enum ImFontAtlasFlags_ +{ + ImFontAtlasFlags_None = 0, + ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two + ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) + ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). }; -// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas -// will build a single texture holding: +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: // - One or more fonts. // - Custom graphics data needed to render the shapes needed by Dear ImGui. -// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags -// |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). -// It is the user-code responsibility to setup/build the atlas, then upload the -// pixel data into a texture accessible by your graphics api. -// - Optionally, call any of the AddFont*** functions. If you don't call any, -// the default font embedded in the code will be loaded for you. -// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve -// pixels data. -// - Upload the pixels data into a texture within your graphics system (see -// imgui_impl_xxxx.cpp examples) -// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture -// in a format natural to your graphics API. -// This value will be passed back to you during rendering to identify the -// texture. Read FAQ entry about ImTextureID for more details. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. +// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. +// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. // Common pitfalls: -// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to -// make sure that your array persist up until the -// atlas is build (when calling GetTexData*** or Build()). We only copy the -// pointer, not the data. -// - 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! -struct ImFontAtlas { - IMGUI_API ImFontAtlas(); - IMGUI_API ~ImFontAtlas(); - IMGUI_API ImFont *AddFont(const ImFontConfig *font_cfg); - IMGUI_API ImFont *AddFontDefault(const ImFontConfig *font_cfg = NULL); - IMGUI_API ImFont *AddFontFromFileTTF(const char *filename, float size_pixels, - const ImFontConfig *font_cfg = NULL, - const ImWchar *glyph_ranges = NULL); - IMGUI_API ImFont *AddFontFromMemoryTTF( - void *font_data, int font_size, float size_pixels, - const ImFontConfig *font_cfg = NULL, - const ImWchar *glyph_ranges = - NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will - // be deleted after destruction of the atlas. Set - // font_cfg->FontDataOwnedByAtlas=false to keep ownership of - // your data and it won't be freed. - IMGUI_API ImFont *AddFontFromMemoryCompressedTTF( - const void *compressed_font_data, int compressed_font_size, - float size_pixels, const ImFontConfig *font_cfg = NULL, - const ImWchar *glyph_ranges = - NULL); // 'compressed_font_data' still owned by caller. Compress with - // binary_to_compressed_c.cpp. - IMGUI_API ImFont *AddFontFromMemoryCompressedBase85TTF( - const char *compressed_font_data_base85, float size_pixels, - const ImFontConfig *font_cfg = NULL, - const ImWchar *glyph_ranges = - NULL); // 'compressed_font_data_base85' still owned by caller. - // Compress with binary_to_compressed_c.cpp with -base85 - // parameter. - IMGUI_API void - ClearInputData(); // Clear input data (all ImFontConfig structures including - // sizes, TTF data, glyph ranges, etc.) = all the data used - // to build the texture and fonts. - IMGUI_API void - ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the - // texture has been copied to graphics memory. - IMGUI_API void - ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). - IMGUI_API void Clear(); // Clear all input and output. - - // Build atlas, retrieve pixel data. - // User is in charge of copying the pixels into graphics memory (e.g. create a - // texture with your engine). Then store your texture handle with SetTexID(). - // The pitch is always = Width * BytesPerPixels (1 or 4) - // Building in RGBA32 format is provided for convenience and compatibility, - // but note that unless you manually manipulate or copy color data into the - // texture (e.g. when using the AddCustomRect*** api), then the RGB pixels - // emitted will always be white (~75% of memory/bandwidth waste. - 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 && - (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); - } - void SetTexID(ImTextureID id) { TexID = id; } - - //------------------------------------------- - // Glyph Ranges - //------------------------------------------- - - // Helpers to retrieve list of common Unicode ranges (2 value per range, - // values are inclusive, zero-terminated list) 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 * - GetGlyphRangesKorean(); // Default + Korean characters - IMGUI_API const ImWchar * - GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, - // Selection of 1946 Ideographs - IMGUI_API const ImWchar * - GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese - // Hiragana/Katakana + full set of about 21000 - // CJK Unified Ideographs - IMGUI_API const ImWchar * - GetGlyphRangesChineseSimplifiedCommon(); // Default + Half-Width + Japanese - // Hiragana/Katakana + set of 2500 - // CJK Unified Ideographs for common - // simplified Chinese - IMGUI_API const ImWchar * - GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters - IMGUI_API const ImWchar *GetGlyphRangesThai(); // Default + Thai characters - IMGUI_API const ImWchar * - GetGlyphRangesVietnamese(); // Default + Vietnamese characters - - //------------------------------------------- - // [BETA] Custom Rectangles/Glyphs API - //------------------------------------------- - - // You can request arbitrary rectangles to be packed into the atlas, for your - // own purposes. After calling Build(), you can query the rectangle position - // and render your pixels. You can also request your rectangles to be mapped - // as font glyph (given a font + Unicode point), so you can render e.g. custom - // colorful icons and use them as regular glyphs. Read docs/FONTS.md for more - // details about using colorful icons. Note: this API may be redesigned later - // in order to support multi-monitor varying DPI settings. - IMGUI_API int AddCustomRectRegular(int width, int height); - IMGUI_API int AddCustomRectFontGlyph(ImFont *font, ImWchar id, int width, - int height, float advance_x, - const ImVec2 &offset = ImVec2(0, 0)); - const ImFontAtlasCustomRect *GetCustomRectByIndex(int index) const { - if (index < 0) - return NULL; - return &CustomRects[index]; - } - - // [Internal] - IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect *rect, - ImVec2 *out_uv_min, ImVec2 *out_uv_max) const; - IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, - ImVec2 *out_offset, ImVec2 *out_size, - ImVec2 out_uv_border[2], - ImVec2 out_uv_fill[2]); - - //------------------------------------------- - // Members - //------------------------------------------- - - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the - // atlas will assert. - ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) - ImTextureID TexID; // User data to refer to the texture once it has been - // uploaded to user's graphic systems. It is passed back to - // you during rendering via the ImDrawCmd structure. - int TexDesiredWidth; // Texture width desired by user before Build(). Must be - // a power-of-two. If have many glyphs your graphics API - // have texture size restrictions you may want to - // increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. - // Defaults to 1. If your rendering method doesn't rely - // on bilinear filtering you may set this to 0. - - // [Internal] - // NB: Access texture data via GetTexData*() calls! Which will setup a default - // font for you. - unsigned char - *TexPixelsAlpha8; // 1 component per pixel, each component is unsigned - // 8-bit. Total size = TexWidth * TexHeight - unsigned int - *TexPixelsRGBA32; // 4 component per pixel, each component is unsigned - // 8-bit. Total size = TexWidth * TexHeight * 4 - int TexWidth; // Texture width calculated during Build(). - int TexHeight; // Texture height calculated during Build(). - ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) - ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel - ImVector - Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default - // font upon calling ImGui::NewFrame(), use - // ImGui::PushFont()/PopFont() to change the current font. - ImVector - CustomRects; // Rectangles for packing custom texture data into the atlas. - ImVector ConfigData; // Internal data - int CustomRectIds[1]; // Identifiers of custom texture rectangle used by - // ImFontAtlas/ImDrawList +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - 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! +struct ImFontAtlas +{ + IMGUI_API ImFontAtlas(); + IMGUI_API ~ImFontAtlas(); + IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); + IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); + IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. + IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates). + IMGUI_API void Clear(); // Clear all input and output. + + // Build atlas, retrieve pixel data. + // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // The pitch is always = Width * BytesPerPixels (1 or 4) + // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + 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 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + void SetTexID(ImTextureID id) { TexID = id; } + + //------------------------------------------- + // Glyph Ranges + //------------------------------------------- + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // 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* GetGlyphRangesKorean(); // Default + Korean characters + IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + + //------------------------------------------- + // [BETA] Custom Rectangles/Glyphs API + //------------------------------------------- + + // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. + // After calling Build(), you can query the rectangle position and render your pixels. + // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Read docs/FONTS.md for more details about using colorful icons. + // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + IMGUI_API int AddCustomRectRegular(int width, int height); + IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); + ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } + + // [Internal] + IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + IMGUI_API bool GetMouseCursorTexData(ImGuiMouseCursor cursor, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); + + //------------------------------------------- + // Members + //------------------------------------------- + + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + + // [Internal] + // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + int TexHeight; // Texture height calculated during Build(). + ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. + ImVector ConfigData; // Configuration data + ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines + + // [Internal] Packing data + int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors + int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ + typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ #endif }; // Font runtime data and rendering -// ImFontAtlas automatically loads a default embedded font for you when you call -// GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). -struct ImFont { - // Members: Hot ~20/24 bytes (for CalcTextSize) - ImVector - IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX - // in a directly indexable way (cache-friendly for - // CalcTextSize functions which only this this info, and - // are often bottleneck in large UI). - float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX - float FontSize; // 4 // in // // Height of characters/line, - // set during loading (don't change after loading) - - // Members: Hot ~36/48 bytes (for CalcTextSize + render loop) - ImVector IndexLookup; // 12-16 // out // // Sparse. Index - // glyphs by Unicode code-point. - ImVector Glyphs; // 12-16 // out // // All glyphs. - const ImFontGlyph - *FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) - ImVec2 DisplayOffset; // 8 // in // = (0,0) // Offset font rendering - // by xx pixels - - // Members: Cold ~32/40 bytes - ImFontAtlas *ContainerAtlas; // 4-8 // out // // What we has been - // loaded into - const ImFontConfig *ConfigData; // 4-8 // in // // Pointer - // within ContainerAtlas->ConfigData - short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig - // involved in creating this font. Bigger than 1 when - // merging multiple font sources into one ImFont. - ImWchar - FallbackChar; // 2 // in // = '?' // Replacement character if a - // glyph isn't found. Only set via SetFallbackChar() - ImWchar EllipsisChar; // 2 // out // = -1 // Character used for - // ellipsis rendering. - bool DirtyLookupTables; // 1 // out // - float Scale; // 4 // in // = 1.f // Base font scale, multiplied by - // the per-window font scale which you can adjust with - // SetWindowFontScale() - float Ascent, Descent; // 4+4 // out // // Ascent: distance from - // top to bottom of e.g. 'A' [0..FontSize] - int MetricsTotalSurface; // 4 // out // // Total surface in - // pixels to get an idea of the font - // rasterization/texture cost (not exact, we - // approximate the cost of padding between glyphs) - ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX + 1) / 4096 / - 8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if - // ImWchar==ImWchar32. Store 1-bit for each block of - // 4K codepoints that has one active glyph. This is - // mainly used to facilitate iterations across all - // used codepoints. - - // Methods - IMGUI_API ImFont(); - IMGUI_API ~ImFont(); - IMGUI_API const ImFontGlyph *FindGlyph(ImWchar c) const; - IMGUI_API const ImFontGlyph *FindGlyphNoFallback(ImWchar c) const; - float GetCharAdvance(ImWchar c) const { - return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] - : FallbackAdvanceX; - } - bool IsLoaded() const { return ContainerAtlas != NULL; } - const char *GetDebugName() const { - return ConfigData ? ConfigData->Name : ""; - } - - // 'max_width' stops rendering after a certain width (could be turned into a - // 2d size). FLT_MAX to disable. '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; - - // [Internal] Don't use! - IMGUI_API void BuildLookupTable(); - IMGUI_API void ClearOutputData(); - IMGUI_API void GrowIndex(int new_size); - IMGUI_API void AddGlyph(ImWchar c, float x0, float y0, float x1, float y1, - float u0, float v0, float u1, float v1, - float advance_x); - IMGUI_API void AddRemapChar( - ImWchar dst, ImWchar src, - bool overwrite_dst = - true); // Makes 'dst' character/glyph points to 'src' character/glyph. - // Currently needs to be called AFTER fonts have been built. - IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); - IMGUI_API void SetFallbackChar(ImWchar c); - IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); +// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). +struct ImFont +{ + // Members: Hot ~20/24 bytes (for CalcTextSize) + ImVector IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI). + float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX + float FontSize; // 4 // in // // Height of characters/line, set during loading (don't change after loading) + + // Members: Hot ~28/40 bytes (for CalcTextSize + render loop) + ImVector IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point. + ImVector Glyphs; // 12-16 // out // // All glyphs. + const ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + + // Members: Cold ~32/40 bytes + ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into + const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData + short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. + ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() + ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + bool DirtyLookupTables; // 1 // out // + float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] + int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + ImU8 Used4kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/4096/8]; // 2 bytes if ImWchar=ImWchar16, 34 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + + // Methods + IMGUI_API ImFont(); + IMGUI_API ~ImFont(); + IMGUI_API const ImFontGlyph*FindGlyph(ImWchar c) const; + IMGUI_API const ImFontGlyph*FindGlyphNoFallback(ImWchar c) const; + float GetCharAdvance(ImWchar c) const { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + bool IsLoaded() const { return ContainerAtlas != NULL; } + const char* GetDebugName() const { return ConfigData ? ConfigData->Name : ""; } + + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // '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; + + // [Internal] Don't use! + IMGUI_API void BuildLookupTable(); + IMGUI_API void ClearOutputData(); + IMGUI_API void GrowIndex(int new_size); + IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); + IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. + IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); + IMGUI_API void SetFallbackChar(ImWchar c); + IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; #if defined(__clang__) @@ -4723,8 +2498,7 @@ struct ImFont { #pragma GCC diagnostic pop #endif -// Include imgui_user.h at the end of imgui.h (convenient for user to only -// explicitly include vanilla imgui.h) +// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" #endif diff --git a/imgui/imgui_demo.cpp b/imgui/imgui_demo.cpp index 7abe7dd7..60be4b2f 100644 --- a/imgui/imgui_demo.cpp +++ b/imgui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.77 +// dear imgui, v1.79 // (demo code) // Help: @@ -228,8 +228,8 @@ void ImGui::ShowDemoWindow(bool* p_open) IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Examples Apps (accessible from the "Examples" menu) - static bool show_app_documents = false; static bool show_app_main_menu_bar = false; + static bool show_app_documents = false; static bool show_app_console = false; static bool show_app_log = false; static bool show_app_layout = false; @@ -241,8 +241,9 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; - if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); 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); @@ -378,12 +379,12 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::TreeNode("Configuration##2")) { - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); ImGui::SameLine(); HelpMarker("Required back-end to feed in gamepad inputs in io.NavInputs[] and set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); - ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NoMouse); // The "NoMouse" option above can get us stuck with a disable mouse! Provide an alternative way to fix it: if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) @@ -396,7 +397,7 @@ void ImGui::ShowDemoWindow(bool* p_open) if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space))) io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; } - ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int *)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", (unsigned int*)&io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); ImGui::SameLine(); HelpMarker("Instruct back-end to not alter mouse cursor shape and visibility."); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); ImGui::SameLine(); HelpMarker("Set to false to disable blinking cursor, for users who consider it distracting"); @@ -405,6 +406,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); ImGui::SameLine(); HelpMarker("Instruct Dear ImGui to render a mouse cursor itself. Note that a mouse cursor rendered via your application GPU rendering path will feel more laggy than hardware cursor, but will be more in sync with your other visuals.\n\nSome desktop applications may use both kinds of cursors (e.g. enable software cursor only when resizing/dragging something)."); + ImGui::Text("Also see Style->Rendering for rendering options."); ImGui::TreePop(); ImGui::Separator(); } @@ -417,10 +419,10 @@ void ImGui::ShowDemoWindow(bool* p_open) // Make a local copy to avoid modifying actual back-end flags. ImGuiBackendFlags backend_flags = io.BackendFlags; - ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad); - ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors); - ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasSetMousePos); - ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int *)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int*)&backend_flags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int*)&backend_flags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", (unsigned int*)&backend_flags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", (unsigned int*)&backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); ImGui::TreePop(); ImGui::Separator(); } @@ -507,9 +509,9 @@ static void ShowDemoWindowWidgets() if (i > 0) ImGui::SameLine(); ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.6f)); - ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.7f)); - ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i/7.0f, 0.8f, 0.8f)); + ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.6f)); + ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.7f)); + ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.8f, 0.8f)); ImGui::Button("Click"); ImGui::PopStyleColor(3); ImGui::PopID(); @@ -558,7 +560,9 @@ static void ShowDemoWindowWidgets() const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; static int item_current = 0; ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); - ImGui::SameLine(); HelpMarker("Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, and demonstration of various flags.\n"); + ImGui::SameLine(); HelpMarker( + "Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, " + "and demonstration of various flags.\n"); } { @@ -613,21 +617,21 @@ static void ShowDemoWindowWidgets() "Hold SHIFT/ALT for faster/slower edit.\n" "Double-click or CTRL+click to input value."); - ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%"); + ImGui::DragInt("drag int 0..100", &i2, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); - static float f1=1.00f, f2=0.0067f; + static float f1 = 1.00f, f2 = 0.0067f; ImGui::DragFloat("drag float", &f1, 0.005f); ImGui::DragFloat("drag small float", &f2, 0.0001f, 0.0f, 0.0f, "%.06f ns"); } { - static int i1=0; + static int i1 = 0; ImGui::SliderInt("slider int", &i1, -1, 3); ImGui::SameLine(); HelpMarker("CTRL+click to input value."); - static float f1=0.123f, f2=0.0f; + static float f1 = 0.123f, f2 = 0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); - ImGui::SliderFloat("slider float (curve)", &f2, -10.0f, 10.0f, "%.4f", 2.0f); + ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); static float angle = 0.0f; ImGui::SliderAngle("slider angle", &angle); @@ -644,8 +648,8 @@ static void ShowDemoWindowWidgets() } { - static float col1[3] = { 1.0f,0.0f,0.2f }; - static float col2[4] = { 0.4f,0.7f,0.0f,0.5f }; + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); ImGui::SameLine(); HelpMarker( "Click on the colored square to open a color picker.\n" @@ -822,8 +826,8 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Colored Text")) { // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. - ImGui::TextColored(ImVec4(1.0f,0.0f,1.0f,1.0f), "Pink"); - ImGui::TextColored(ImVec4(1.0f,1.0f,0.0f,1.0f), "Yellow"); + ImGui::TextColored(ImVec4(1.0f, 0.0f, 1.0f, 1.0f), "Pink"); + ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Yellow"); ImGui::TextDisabled("Disabled"); ImGui::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); ImGui::TreePop(); @@ -832,7 +836,9 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Word Wrapping")) { // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. - ImGui::TextWrapped("This text should automatically wrap on the edge of the window. The current implementation for text wrapping follows simple rules suitable for English and possibly other languages."); + ImGui::TextWrapped( + "This text should automatically wrap on the edge of the window. The current implementation " + "for text wrapping follows simple rules suitable for English and possibly other languages."); ImGui::Spacing(); static float wrap_width = 200.0f; @@ -848,7 +854,7 @@ static void ShowDemoWindowWidgets() ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); if (n == 0) ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); - if (n == 1) + else ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); // Draw actual text bounding box, following by marker of our expected limit (should not overlap!) @@ -889,7 +895,10 @@ static void ShowDemoWindowWidgets() if (ImGui::TreeNode("Images")) { ImGuiIO& io = ImGui::GetIO(); - ImGui::TextWrapped("Below we are displaying the font texture (which is the only texture we have access to in this demo). Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. Hover the texture for a zoomed view!"); + ImGui::TextWrapped( + "Below we are displaying the font texture (which is the only texture we have access to in this demo). " + "Use the 'ImTextureID' type as storage to pass pointers or identifier to your own texture data. " + "Hover the texture for a zoomed view!"); // Below we are displaying the font texture because it is the only texture we have access to inside the demo! // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that @@ -944,7 +953,7 @@ static void ShowDemoWindowWidgets() 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 / my_tex_h); // UV coordinates for (32,32) in our texture + 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)) @@ -973,7 +982,7 @@ static void ShowDemoWindowWidgets() // stored in the object itself, etc.) const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; static int item_current_idx = 0; // Here our selection data is an index. - const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically could be anything)( + const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically it could be anything) if (ImGui::BeginCombo("combo 1", combo_label, flags)) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) @@ -998,9 +1007,9 @@ static void ShowDemoWindowWidgets() ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); // Simplified one-liner Combo() using an accessor function - struct FuncHolder { static bool ItemGetter(void* data, int idx, const char** out_str) { *out_str = ((const char**)data)[idx]; return true; } }; + struct Funcs { static bool ItemGetter(void* data, int n, const char** out_str) { *out_str = ((const char**)data)[n]; return true; } }; static int item_current_4 = 0; - ImGui::Combo("combo 4 (function)", &item_current_4, &FuncHolder::ItemGetter, items, IM_ARRAYSIZE(items)); + ImGui::Combo("combo 4 (function)", &item_current_4, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items)); ImGui::TreePop(); } @@ -1079,27 +1088,34 @@ static void ShowDemoWindowWidgets() } if (ImGui::TreeNode("Grid")) { - static int selected[4*4] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; - for (int i = 0; i < 4*4; i++) - { - ImGui::PushID(i); - if (ImGui::Selectable("Sailor", selected[i] != 0, 0, ImVec2(50,50))) + static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; + + // Add in a bit of silly fun... + const float time = (float)ImGui::GetTime(); + const bool winning_state = memchr(selected, 0, sizeof(selected)) == NULL; // If all cells are selected... + if (winning_state) + ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, ImVec2(0.5f + 0.5f * cosf(time * 2.0f), 0.5f + 0.5f * sinf(time * 3.0f))); + + for (int y = 0; y < 4; y++) + for (int x = 0; x < 4; x++) { - // Toggle - selected[i] = !selected[i]; - - // Note: We _unnecessarily_ test for both x/y and i here only to silence some static analyzer. - // The second part of each test is unnecessary. - int x = i % 4; - int y = i / 4; - if (x > 0) { selected[i - 1] ^= 1; } - if (x < 3 && i < 15) { selected[i + 1] ^= 1; } - if (y > 0 && i > 3) { selected[i - 4] ^= 1; } - if (y < 3 && i < 12) { selected[i + 4] ^= 1; } + if (x > 0) + ImGui::SameLine(); + ImGui::PushID(y * 4 + x); + if (ImGui::Selectable("Sailor", selected[y][x] != 0, 0, ImVec2(50, 50))) + { + // Toggle clicked cell + toggle neighbors + selected[y][x] ^= 1; + if (x > 0) { selected[y][x - 1] ^= 1; } + if (x < 3) { selected[y][x + 1] ^= 1; } + if (y > 0) { selected[y - 1][x] ^= 1; } + if (y < 3) { selected[y + 1][x] ^= 1; } + } + ImGui::PopID(); } - if ((i % 4) < 3) ImGui::SameLine(); - ImGui::PopID(); - } + + if (winning_state) + ImGui::PopStyleVar(); ImGui::TreePop(); } if (ImGui::TreeNode("Alignment")) @@ -1118,7 +1134,7 @@ static void ShowDemoWindowWidgets() sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); if (x > 0) ImGui::SameLine(); ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); - ImGui::Selectable(name, &selected[3*y+x], ImGuiSelectableFlags_None, ImVec2(80,80)); + ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); ImGui::PopStyleVar(); } } @@ -1175,8 +1191,11 @@ static void ShowDemoWindowWidgets() static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); + ImGui::TreePop(); + } - ImGui::Text("Password input"); + if (ImGui::TreeNode("Password Input")) + { static char password[64] = "password123"; ImGui::InputText("password", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); @@ -1185,6 +1204,62 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + if (ImGui::TreeNode("Completion, History, Edit Callbacks")) + { + struct Funcs + { + static int MyCallback(ImGuiInputTextCallbackData* data) + { + if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) + { + data->InsertChars(data->CursorPos, ".."); + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) + { + if (data->EventKey == ImGuiKey_UpArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Up!"); + data->SelectAll(); + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, "Pressed Down!"); + data->SelectAll(); + } + } + else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) + { + // Toggle casing of first character + char c = data->Buf[0]; + if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) data->Buf[0] ^= 32; + data->BufDirty = true; + + // Increment a counter + int* p_int = (int*)data->UserData; + *p_int = *p_int + 1; + } + return 0; + } + }; + static char buf1[64]; + ImGui::InputText("Completion", buf1, 64, ImGuiInputTextFlags_CallbackCompletion, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker("Here we append \"..\" each time Tab is pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf2[64]; + ImGui::InputText("History", buf2, 64, ImGuiInputTextFlags_CallbackHistory, Funcs::MyCallback); + ImGui::SameLine(); HelpMarker("Here we replace and select text each time Up/Down are pressed. See 'Examples>Console' for a more meaningful demonstration of using this callback."); + + static char buf3[64]; + static int edit_count = 0; + ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); + ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits."); + ImGui::SameLine(); ImGui::Text("(%d)", edit_count); + + ImGui::TreePop(); + } + if (ImGui::TreeNode("Resize Callback")) { // To wire InputText() with std::string or any other custom string type, @@ -1241,7 +1316,7 @@ static void ShowDemoWindowWidgets() static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - // Create a dummy array of contiguous float values to plot + // Fill an array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float // and the sizeof() of your structure in the "stride" parameter. static float values[90] = {}; @@ -1249,13 +1324,13 @@ static void ShowDemoWindowWidgets() static double refresh_time = 0.0; if (!animate || refresh_time == 0.0) refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create dummy data at fixed 60 Hz rate for the demo + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo { static float phase = 0.0f; values[values_offset] = cosf(phase); - values_offset = (values_offset+1) % IM_ARRAYSIZE(values); - phase += 0.10f*values_offset; - refresh_time += 1.0f/60.0f; + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; } // Plots can display overlay texts @@ -1286,8 +1361,8 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); ImGui::SliderInt("Sample count", &display_count, 1, 400); float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); - ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0,80)); + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); ImGui::Separator(); // Animate a simple progress bar @@ -1301,20 +1376,20 @@ static void ShowDemoWindowWidgets() // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. - ImGui::ProgressBar(progress, ImVec2(0.0f,0.0f)); + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Text("Progress Bar"); float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); char buf[32]; - sprintf(buf, "%d/%d", (int)(progress_saturated*1753), 1753); - ImGui::ProgressBar(progress, ImVec2(0.f,0.f), buf); + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); ImGui::TreePop(); } if (ImGui::TreeNode("Color/Picker Widgets")) { - static ImVec4 color = ImVec4(114.0f/255.0f, 144.0f/255.0f, 154.0f/255.0f, 200.0f/255.0f); + static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); static bool alpha_preview = true; static bool alpha_half_preview = false; @@ -1349,7 +1424,7 @@ static void ShowDemoWindowWidgets() ImGui::Text("Color button with Custom Picker Popup:"); - // Generate a dummy default palette. The palette will persist and can be edited. + // Generate a default palette. The palette will persist and can be edited. static bool saved_palette_init = true; static ImVec4 saved_palette[32] = {}; if (saved_palette_init) @@ -1381,9 +1456,9 @@ static void ShowDemoWindowWidgets() ImGui::BeginGroup(); // Lock X position ImGui::Text("Current"); - ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40)); + ImGui::ColorButton("##current", color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40)); ImGui::Text("Previous"); - if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60,40))) + if (ImGui::ColorButton("##previous", backup_color, ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_AlphaPreviewHalf, ImVec2(60, 40))) color = backup_color; ImGui::Separator(); ImGui::Text("Palette"); @@ -1394,7 +1469,7 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; - if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20,20))) + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! // Allow user to drop colors into each palette entry. Note that ColorButton() is already a @@ -1417,14 +1492,14 @@ static void ShowDemoWindowWidgets() 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::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); ImGui::Text("Color picker:"); static bool alpha = true; static bool alpha_bar = true; static bool side_preview = true; static bool ref_color = false; - static ImVec4 ref_color_v(1.0f,0.0f,1.0f,0.5f); + static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); static int display_mode = 0; static int picker_mode = 0; ImGui::Checkbox("With Alpha", &alpha); @@ -1486,11 +1561,45 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + if (ImGui::TreeNode("Drag/Slider Flags")) + { + // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! + static ImGuiSliderFlags flags = ImGuiSliderFlags_None; + ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", (unsigned int*)&flags, ImGuiSliderFlags_AlwaysClamp); + ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); + ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", (unsigned int*)&flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", (unsigned int*)&flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", (unsigned int*)&flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); + + ImGui::TreePop(); + } + if (ImGui::TreeNode("Range Widgets")) { static float begin = 10, end = 90; static int begin_i = 100, end_i = 1000; - ImGui::DragFloatRange2("range", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%"); + ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", ImGuiSliderFlags_AlwaysClamp); + ImGui::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); ImGui::TreePop(); } @@ -1545,7 +1654,10 @@ static void ShowDemoWindowWidgets() const float drag_speed = 0.2f; static bool drag_clamp = false; ImGui::Text("Drags:"); - ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); ImGui::SameLine(); HelpMarker("As with every widgets in dear imgui, we never modify values unless there is a user interaction.\nYou can override the clamping limits by using CTRL+Click to input a value."); + ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); + ImGui::SameLine(); HelpMarker( + "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); @@ -1554,34 +1666,42 @@ static void ShowDemoWindowWidgets() ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); - ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 1.0f); - ImGui::DragScalar("drag float ^2", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", 2.0f); ImGui::SameLine(); HelpMarker("You can use the 'power' parameter to increase tweaking precision on one side of the range."); - ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams", 1.0f); - ImGui::DragScalar("drag double ^2", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", 2.0f); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + ImGui::DragScalar("drag float log", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f", ImGuiSliderFlags_Logarithmic); + ImGui::DragScalar("drag double", ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, NULL, "%.10f grams"); + ImGui::DragScalar("drag double log",ImGuiDataType_Double, &f64_v, 0.0005f, &f64_zero, &f64_one, "0 < %.10f < 1", ImGuiSliderFlags_Logarithmic); ImGui::Text("Sliders"); - ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); - ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); - ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); - ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); - ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); - ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); - ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); - ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); - ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); - ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); - ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); - ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); - ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); - ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); - ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); - ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); - ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); - ImGui::SliderScalar("slider float low^2", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", 2.0f); - ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); - ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams", 1.0f); - ImGui::SliderScalar("slider double low^2",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", 2.0f); - ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams", 1.0f); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + + ImGui::Text("Sliders (reverse)"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%I64d"); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%I64u ms"); static bool inputs_step = true; ImGui::Text("Inputs"); @@ -1639,7 +1759,7 @@ static void ShowDemoWindowWidgets() ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); static int int_value = 0; - ImGui::VSliderInt("##int", ImVec2(18,160), &int_value, 0, 5); + ImGui::VSliderInt("##int", ImVec2(18, 160), &int_value, 0, 5); ImGui::SameLine(); static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; @@ -1648,11 +1768,11 @@ static void ShowDemoWindowWidgets() { if (i > 0) ImGui::SameLine(); ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i/7.0f, 0.5f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i/7.0f, 0.6f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i/7.0f, 0.7f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i/7.0f, 0.9f, 0.9f)); - ImGui::VSliderFloat("##v", ImVec2(18,160), &values[i], 0.0f, 1.0f, ""); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); if (ImGui::IsItemActive() || ImGui::IsItemHovered()) ImGui::SetTooltip("%.3f", values[i]); ImGui::PopStyleColor(4); @@ -1671,7 +1791,7 @@ static void ShowDemoWindowWidgets() ImGui::BeginGroup(); for (int ny = 0; ny < rows; ny++) { - ImGui::PushID(nx*rows+ny); + ImGui::PushID(nx * rows + ny); ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); if (ImGui::IsItemActive() || ImGui::IsItemHovered()) ImGui::SetTooltip("%.3f", values2[nx]); @@ -1688,7 +1808,7 @@ static void ShowDemoWindowWidgets() if (i > 0) ImGui::SameLine(); ImGui::PushID(i); ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); - ImGui::VSliderFloat("##v", ImVec2(40,160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); ImGui::PopStyleVar(); ImGui::PopID(); } @@ -1725,7 +1845,7 @@ static void ShowDemoWindowWidgets() if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } - const char* names[9] = + static const char* names[9] = { "Bobby", "Beatrice", "Betty", "Brianna", "Barry", "Bernard", @@ -1736,7 +1856,7 @@ static void ShowDemoWindowWidgets() ImGui::PushID(n); if ((n % 3) != 0) ImGui::SameLine(); - ImGui::Button(names[n], ImVec2(60,60)); + ImGui::Button(names[n], ImVec2(60, 60)); // Our buttons are both drag sources and drag targets here! if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) @@ -1929,8 +2049,8 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); - static char dummy_str[] = "This is a dummy field to be able to tab-out of the widgets above."; - ImGui::InputText("dummy", dummy_str, IM_ARRAYSIZE(dummy_str), ImGuiInputTextFlags_ReadOnly); + static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above."; + ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly); // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu associated to the title bar of a window. @@ -1957,7 +2077,7 @@ static void ShowDemoWindowWidgets() static void ShowDemoWindowLayout() { - if (!ImGui::CollapsingHeader("Layout")) + if (!ImGui::CollapsingHeader("Layout & Scrolling")) return; if (ImGui::TreeNode("Child windows")) @@ -1968,12 +2088,6 @@ static void ShowDemoWindowLayout() ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); ImGui::Checkbox("Disable Menu", &disable_menu); - static int line = 50; - bool goto_line = ImGui::Button("Goto"); - ImGui::SameLine(); - ImGui::SetNextItemWidth(100); - goto_line |= ImGui::InputInt("##Line", &line, 0, 0, ImGuiInputTextFlags_EnterReturnsTrue); - // Child 1: no border, enable horizontal scrollbar { ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; @@ -1981,13 +2095,7 @@ static void ShowDemoWindowLayout() window_flags |= ImGuiWindowFlags_NoScrollWithMouse; ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); for (int i = 0; i < 100; i++) - { ImGui::Text("%04d: scrollable region", i); - if (goto_line && line == i) - ImGui::SetScrollHereY(); - } - if (goto_line && line >= 100) - ImGui::SetScrollHereY(); ImGui::EndChild(); } @@ -2033,15 +2141,21 @@ static void ShowDemoWindowLayout() // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from // the POV of the parent window). See 'Demo->Querying Status (Active/Focused/Hovered etc.)' for details. { - ImGui::SetCursorPosX(ImGui::GetCursorPosX() + 10); + static int offset_x = 0; + ImGui::SetNextItemWidth(100); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); for (int n = 0; n < 50; n++) ImGui::Text("Some test %d", n); ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); ImVec2 child_rect_min = ImGui::GetItemRectMin(); ImVec2 child_rect_max = ImGui::GetItemRectMax(); ImGui::PopStyleColor(); + ImGui::Text("Hovered: %d", child_is_hovered); ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); } @@ -2247,6 +2361,72 @@ static void ShowDemoWindowLayout() ImGui::Separator(); ImGui::TreePop(); } + + if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) + { + static ImVector active_tabs; + static int next_tab_id = 0; + if (next_tab_id == 0) // Initialize with some default tabs + for (int i = 0; i < 3; i++) + active_tabs.push_back(next_tab_id++); + + // TabItemButton() and Leading/Trailing flags are distinct features which we will demo together. + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; + static bool show_trailing_button = true; + ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); + ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); + + // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", (unsigned int*)&tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) + tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); + + if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) + { + // Demo a Leading TabItemButton(): click the "?" button to open a menu + if (show_leading_button) + if (ImGui::TabItemButton("?", ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_NoTooltip)) + ImGui::OpenPopup("MyHelpMenu"); + if (ImGui::BeginPopup("MyHelpMenu")) + { + ImGui::Selectable("Hello!"); + ImGui::EndPopup(); + } + + // Demo Trailing Tabs: click the "+" button to add a new tab (in your app you may want to use a font icon instead of the "+") + // Note that we submit it before the regular tabs, but because of the ImGuiTabItemFlags_Trailing flag it will always appear at the end. + if (show_trailing_button) + if (ImGui::TabItemButton("+", ImGuiTabItemFlags_Trailing | ImGuiTabItemFlags_NoTooltip)) + active_tabs.push_back(next_tab_id++); // Add new tab + + // Submit our regular tabs + for (int n = 0; n < active_tabs.Size; ) + { + bool open = true; + char name[16]; + snprintf(name, IM_ARRAYSIZE(name), "%04d", active_tabs[n]); + if (ImGui::BeginTabItem(name, &open, ImGuiTabItemFlags_None)) + { + ImGui::Text("This is the %s tab!", name); + ImGui::EndTabItem(); + } + + if (!open) + active_tabs.erase(active_tabs.Data + n); + else + n++; + } + + ImGui::EndTabBar(); + } + ImGui::Separator(); + ImGui::TreePop(); + } ImGui::TreePop(); } @@ -2379,7 +2559,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(0.0f, spacing); if (ImGui::TreeNode("Node##1")) { - // Dummy tree data + // Placeholder tree data for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); @@ -2395,7 +2575,7 @@ static void ShowDemoWindowLayout() ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); if (node_open) { - // Dummy tree data + // Placeholder tree data for (int i = 0; i < 6; i++) ImGui::BulletText("Item %d..", i); ImGui::TreePop(); @@ -2427,8 +2607,6 @@ static void ShowDemoWindowLayout() static float scroll_to_pos_px = 200.0f; ImGui::Checkbox("Decoration", &enable_extra_decorations); - ImGui::SameLine(); - HelpMarker("We expose this for testing because scrolling sometimes had issues with window decoration such as menu-bars."); ImGui::Checkbox("Track", &enable_track); ImGui::PushItemWidth(100); @@ -2495,11 +2673,9 @@ static void ShowDemoWindowLayout() ImGui::Spacing(); HelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" - "Using the \"Scroll To Pos\" button above will make the discontinuity at edges visible: " - "scrolling to the top/bottom/left/right-most item will add an additional WindowPadding to reflect " - "on reaching the edge of the list.\n\nBecause the clipping rectangle of most window hides half " - "worth of WindowPadding on the left/right, using SetScrollFromPosX(+1) will usually result in " - "clipped text whereas the equivalent SetScrollFromPosY(+1) wouldn't."); + "Because the clipping rectangle of most window hides half worth of WindowPadding on the " + "left/right, using SetScrollFromPosX(+1) will usually result in clipped text whereas the " + "equivalent SetScrollFromPosY(+1) wouldn't."); ImGui::PushID("##HorizontalScrolling"); for (int i = 0; i < 5; i++) { @@ -2560,8 +2736,8 @@ static void ShowDemoWindowLayout() ImGui::PushID(n + line * 1000); char num_buf[16]; sprintf(num_buf, "%d", n); - const char* label = (!(n%15)) ? "FizzBuzz" : (!(n%3)) ? "Fizz" : (!(n%5)) ? "Buzz" : num_buf; - float hue = n*0.05f; + const char* label = (!(n % 15)) ? "FizzBuzz" : (!(n % 3)) ? "Fizz" : (!(n % 5)) ? "Buzz" : num_buf; + float hue = n * 0.05f; ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor::HSV(hue, 0.6f, 0.6f)); ImGui::PushStyleColor(ImGuiCol_ButtonHovered, (ImVec4)ImColor::HSV(hue, 0.7f, 0.7f)); ImGui::PushStyleColor(ImGuiCol_ButtonActive, (ImVec4)ImColor::HSV(hue, 0.8f, 0.8f)); @@ -2689,23 +2865,66 @@ static void ShowDemoWindowLayout() if (ImGui::TreeNode("Clipping")) { - static ImVec2 size(100, 100), offset(50, 20); - ImGui::TextWrapped( - "On a per-widget basis we are occasionally clipping text CPU-side if it won't fit in its frame. " - "Otherwise we are doing coarser clipping + passing a scissor rectangle to the renderer. " - "The system is designed to try minimizing both execution and CPU/GPU rendering cost."); + static ImVec2 size(100.0f, 100.0f); + static ImVec2 offset(30.0f, 30.0f); ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); - ImGui::TextWrapped("(Click and drag)"); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec4 clip_rect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); - ImGui::InvisibleButton("##dummy", size); - if (ImGui::IsItemActive() && ImGui::IsMouseDragging(0)) + ImGui::TextWrapped("(Click and drag to scroll)"); + + for (int n = 0; n < 3; n++) { - offset.x += ImGui::GetIO().MouseDelta.x; - offset.y += ImGui::GetIO().MouseDelta.y; + if (n > 0) + ImGui::SameLine(); + ImGui::PushID(n); + ImGui::BeginGroup(); // Lock X position + + ImGui::InvisibleButton("##empty", size); + if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) + { + offset.x += ImGui::GetIO().MouseDelta.x; + offset.y += ImGui::GetIO().MouseDelta.y; + } + const ImVec2 p0 = ImGui::GetItemRectMin(); + const ImVec2 p1 = ImGui::GetItemRectMax(); + const char* text_str = "Line 1 hello\nLine 2 clip me!"; + const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + + switch (n) + { + case 0: + HelpMarker( + "Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)"); + ImGui::PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + ImGui::PopClipRect(); + break; + case 1: + HelpMarker( + "Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)"); + draw_list->PushClipRect(p0, p1, true); + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); + draw_list->PopClipRect(); + break; + case 2: + HelpMarker( + "Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); + ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. + draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); + break; + } + ImGui::EndGroup(); + ImGui::PopID(); } - ImGui::GetWindowDrawList()->AddRectFilled(pos, ImVec2(pos.x + size.x, pos.y + size.y), IM_COL32(90, 90, 120, 255)); - ImGui::GetWindowDrawList()->AddText(ImGui::GetFont(), ImGui::GetFontSize()*2.0f, ImVec2(pos.x + offset.x, pos.y + offset.y), IM_COL32_WHITE, "Line 1 hello\nLine 2 clip me!", NULL, 0.0f, &clip_rect); + ImGui::TreePop(); } } @@ -2831,11 +3050,11 @@ static void ShowDemoWindowPopups() ImGui::EndPopup(); } - // We can also use OpenPopupContextItem() which is the same as BeginPopupContextItem() but without the + // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the // Begin() call. So here we will make it that clicking on the text field with the right mouse button (1) // will toggle the visibility of the popup above. ImGui::Text("(You can also right-click me to open the same popup as above.)"); - ImGui::OpenPopupContextItem("item context menu", 1); + ImGui::OpenPopupOnItemClick("item context menu", 1); // When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem(). // BeginPopupContextItem() will use the last item ID as the popup ID. @@ -2874,8 +3093,8 @@ static void ShowDemoWindowPopups() ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); ImGui::Separator(); - //static int dummy_i = 0; - //ImGui::Combo("Combo", &dummy_i, "Delete\0Delete harder\0"); + //static int unused_i = 0; + //ImGui::Combo("Combo", &unused_i, "Delete\0Delete harder\0"); static bool dont_ask_me_next_time = false; ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); @@ -2897,7 +3116,7 @@ static void ShowDemoWindowPopups() { if (ImGui::BeginMenu("File")) { - if (ImGui::MenuItem("Dummy menu item")) {} + if (ImGui::MenuItem("Some menu item")) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -2906,7 +3125,7 @@ static void ShowDemoWindowPopups() // Testing behavior of widgets stacking their own regular popups over the modal. static int item = 1; - static float color[4] = { 0.4f,0.7f,0.0f,0.5f }; + static float color[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::Combo("Combo", &item, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); ImGui::ColorEdit4("color", color); @@ -2916,8 +3135,8 @@ static void ShowDemoWindowPopups() // Also demonstrate passing a bool* to BeginPopupModal(), this will create a regular close button which // will close the popup. Note that the visibility state of popups is owned by imgui, so the input value // of the bool actually doesn't matter here. - bool dummy_open = true; - if (ImGui::BeginPopupModal("Stacked 2", &dummy_open)) + bool unused_open = true; + if (ImGui::BeginPopupModal("Stacked 2", &unused_open)) { ImGui::Text("Hello from Stacked The Second!"); if (ImGui::Button("Close")) @@ -3128,7 +3347,8 @@ static void ShowDemoWindowColumns() ImGui::BeginChild("##ScrollingRegion", child_size, false, ImGuiWindowFlags_HorizontalScrollbar); ImGui::Columns(10); int ITEMS_COUNT = 2000; - ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list + ImGuiListClipper clipper; // Also demonstrate using the clipper for large list + clipper.Begin(ITEMS_COUNT); while (clipper.Step()) { for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) @@ -3224,7 +3444,7 @@ static void ShowDemoWindowMisc() ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } - ImGui::Text("Mouse 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 dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); @@ -3252,7 +3472,7 @@ static void ShowDemoWindowMisc() if (ImGui::TreeNode("Tabbing")) { ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); - static char buf[32] = "dummy"; + static char buf[32] = "hello"; ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); @@ -3569,7 +3789,6 @@ static void NodeFont(ImFont* font) "You may oversample them to get some flexibility with scaling. " "You can also render at multiple sizes and select which one to use at runtime.\n\n" "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); - ImGui::InputFloat("Font offset", &font->DisplayOffset.y, 1, 1, "%.0f"); ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); @@ -3578,8 +3797,8 @@ static void NodeFont(ImFont* font) for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) if (font->ConfigData) if (const ImFontConfig* cfg = &font->ConfigData[config_i]) - ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d", - config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH); + ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { // Display all glyphs of the fonts in separate pages of 256 characters @@ -3706,6 +3925,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::SliderFloat("PopupRounding", &style.PopupRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f"); + ImGui::SliderFloat("LogSliderDeadzone", &style.LogSliderDeadzone, 0.0f, 12.0f, "%.0f"); ImGui::SliderFloat("TabRounding", &style.TabRounding, 0.0f, 12.0f, "%.0f"); ImGui::Text("Alignment"); ImGui::SliderFloat2("WindowTitleAlign", (float*)&style.WindowTitleAlign, 0.0f, 1.0f, "%.2f"); @@ -3817,10 +4037,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); static float window_scale = 1.0f; - if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f")) // Scale only this window - ImGui::SetWindowFontScale(IM_MAX(window_scale, MIN_SCALE)); - if (ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f")) // Scale everything - io.FontGlobalScale = IM_MAX(io.FontGlobalScale, MIN_SCALE); + if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + ImGui::SetWindowFontScale(window_scale); + ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything ImGui::PopItemWidth(); ImGui::EndTabItem(); @@ -3829,12 +4048,40 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::BeginTabItem("Rendering")) { ImGui::Checkbox("Anti-aliased lines", &style.AntiAliasedLines); - ImGui::SameLine(); HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + ImGui::SameLine(); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); + + ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); + ImGui::SameLine(); + HelpMarker("Faster lines using texture data. Require back-end to render with bilinear filtering (not point/nearest filtering)."); + ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); ImGui::PushItemWidth(100); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; - ImGui::DragFloat("Circle segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f"); + + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f"); + if (ImGui::IsItemActive()) + { + ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); + ImGui::BeginTooltip(); + ImVec2 p = ImGui::GetCursorScreenPos(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + float RAD_MIN = 10.0f, RAD_MAX = 80.0f; + float off_x = 10.0f; + for (int n = 0; n < 7; n++) + { + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f); + draw_list->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0); + off_x += 10.0f + rad * 2.0f; + } + ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f)); + ImGui::EndTooltip(); + } + ImGui::SameLine(); + HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); + ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. ImGui::PopItemWidth(); @@ -3885,7 +4132,7 @@ static void ShowExampleAppMainMenuBar() // (future version will add explicit flags to BeginMenu() to request processing shortcuts) static void ShowExampleMenuFile() { - ImGui::MenuItem("(dummy menu)", NULL, false, false); + ImGui::MenuItem("(demo menu)", NULL, false, false); if (ImGui::MenuItem("New")) {} if (ImGui::MenuItem("Open", "Ctrl+O")) {} if (ImGui::BeginMenu("Open Recent")) @@ -3933,7 +4180,7 @@ static void ShowExampleMenuFile() { const char* name = ImGui::GetStyleColorName((ImGuiCol)i); ImVec2 p = ImGui::GetCursorScreenPos(); - ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x+sz, p.y+sz), ImGui::GetColorU32((ImGuiCol)i)); + ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); ImGui::Dummy(ImVec2(sz, sz)); ImGui::SameLine(); ImGui::MenuItem(name); @@ -4025,7 +4272,7 @@ struct ExampleAppConsole void Draw(const char* title, bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin(title, p_open)) { ImGui::End(); @@ -4043,15 +4290,18 @@ struct ExampleAppConsole } ImGui::TextWrapped( - "This example implements a console with basic coloring, completion and history. A more elaborate " + "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). A more elaborate " "implementation may want to store entries along with extra data such as timestamp, emitter, etc."); - ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion."); + ImGui::TextWrapped("Enter 'HELP' for help."); // TODO: display items starting from the bottom - if (ImGui::SmallButton("Add Dummy Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } ImGui::SameLine(); - if (ImGui::SmallButton("Add Dummy Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); - if (ImGui::SmallButton("Clear")) { ClearLog(); } ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Text")) { AddLog("%d some text", Items.Size); AddLog("some more text"); AddLog("display very important message here!"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } + ImGui::SameLine(); + if (ImGui::SmallButton("Clear")) { ClearLog(); } + ImGui::SameLine(); bool copy_to_clipboard = ImGui::SmallButton("Copy"); //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } @@ -4088,7 +4338,8 @@ struct ExampleAppConsole // To use the clipper we can replace your standard loop: // for (int i = 0; i < Items.Size; i++) // With: - // ImGuiListClipper clipper(Items.Size); + // 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) @@ -4103,7 +4354,7 @@ struct ExampleAppConsole // 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 + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing if (copy_to_clipboard) ImGui::LogToClipboard(); for (int i = 0; i < Items.Size; i++) @@ -4163,7 +4414,7 @@ struct ExampleAppConsole // Insert into history. First find match and delete it so it can be pushed to the back. // This isn't trying to be smart or optimal. HistoryPos = -1; - for (int i = History.Size-1; i >= 0; i--) + for (int i = History.Size - 1; i >= 0; i--) if (Stricmp(History[i], command_line) == 0) { free(History[i]); @@ -4228,18 +4479,18 @@ struct ExampleAppConsole // Build a list of candidates ImVector candidates; for (int i = 0; i < Commands.Size; i++) - if (Strnicmp(Commands[i], word_start, (int)(word_end-word_start)) == 0) + if (Strnicmp(Commands[i], word_start, (int)(word_end - word_start)) == 0) candidates.push_back(Commands[i]); if (candidates.Size == 0) { // No match - AddLog("No match for \"%.*s\"!\n", (int)(word_end-word_start), word_start); + AddLog("No match for \"%.*s\"!\n", (int)(word_end - word_start), word_start); } else if (candidates.Size == 1) { // Single match. Delete the beginning of the word and replace it entirely so we've got nice casing. - data->DeleteChars((int)(word_start-data->Buf), (int)(word_end-word_start)); + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0]); data->InsertChars(data->CursorPos, " "); } @@ -4264,7 +4515,7 @@ struct ExampleAppConsole if (match_len > 0) { - data->DeleteChars((int)(word_start - data->Buf), (int)(word_end-word_start)); + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); } @@ -4540,11 +4791,13 @@ static void ShowExampleAppLayout(bool* p_open) // [SECTION] Example App: Property Editor / ShowExampleAppPropertyEditor() //----------------------------------------------------------------------------- -static void ShowDummyObject(const char* prefix, int uid) +static void ShowPlaceholderObject(const char* prefix, int uid) { // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. ImGui::PushID(uid); - ImGui::AlignTextToFramePadding(); // Text and Tree nodes are less high than framed widgets, here we add vertical spacing to make the tree lines equal high. + + // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. + ImGui::AlignTextToFramePadding(); bool node_open = ImGui::TreeNode("Object", "%s_%u", prefix, uid); ImGui::NextColumn(); ImGui::AlignTextToFramePadding(); @@ -4552,13 +4805,13 @@ static void ShowDummyObject(const char* prefix, int uid) ImGui::NextColumn(); if (node_open) { - static float dummy_members[8] = { 0.0f,0.0f,1.0f,3.1416f,100.0f,999.0f }; + static float placeholder_members[8] = { 0.0f, 0.0f, 1.0f, 3.1416f, 100.0f, 999.0f }; for (int i = 0; i < 8; i++) { ImGui::PushID(i); // Use field index as identifier. if (i < 2) { - ShowDummyObject("Child", 424242); + ShowPlaceholderObject("Child", 424242); } else { @@ -4569,9 +4822,9 @@ static void ShowDummyObject(const char* prefix, int uid) ImGui::NextColumn(); ImGui::SetNextItemWidth(-1); if (i >= 5) - ImGui::InputFloat("##value", &dummy_members[i], 1.0f); + ImGui::InputFloat("##value", &placeholder_members[i], 1.0f); else - ImGui::DragFloat("##value", &dummy_members[i], 0.01f); + ImGui::DragFloat("##value", &placeholder_members[i], 0.01f); ImGui::NextColumn(); } ImGui::PopID(); @@ -4584,7 +4837,7 @@ static void ShowDummyObject(const char* prefix, int uid) // Demonstrate create a simple property editor. static void ShowExampleAppPropertyEditor(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(430,450), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(430, 450), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Property editor", p_open)) { ImGui::End(); @@ -4597,13 +4850,13 @@ static void ShowExampleAppPropertyEditor(bool* p_open) "Remember that in many simple cases, you can use ImGui::SameLine(xxx) to position\n" "your cursor horizontally instead of using the Columns() API."); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2,2)); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2)); ImGui::Columns(2); ImGui::Separator(); - // Iterate dummy objects with dummy members (all the same data) + // Iterate placeholder objects (all the same data) for (int obj_i = 0; obj_i < 3; obj_i++) - ShowDummyObject("Object", obj_i); + ShowPlaceholderObject("Object", obj_i); ImGui::Columns(1); ImGui::Separator(); @@ -4618,7 +4871,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open) // Demonstrate/test rendering huge amount of text, and the incidence of clipping. static void ShowExampleAppLongText(bool* p_open) { - ImGui::SetNextWindowSize(ImVec2(520,600), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin("Example: Long text display", p_open)) { ImGui::End(); @@ -4639,7 +4892,7 @@ static void ShowExampleAppLongText(bool* p_open) if (ImGui::Button("Add 1000 lines")) { for (int i = 0; i < 1000; i++) - log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines+i); + log.appendf("%i The quick brown fox jumps over the lazy dog\n", lines + i); lines += 1000; } ImGui::BeginChild("Log"); @@ -4653,7 +4906,8 @@ static void ShowExampleAppLongText(bool* p_open) { // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); - ImGuiListClipper clipper(lines); + ImGuiListClipper clipper; + clipper.Begin(lines); while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); @@ -4760,16 +5014,15 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) const float DISTANCE = 10.0f; static int corner = 0; ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (corner != -1) { + window_flags |= ImGuiWindowFlags_NoMove; ImVec2 window_pos = ImVec2((corner & 1) ? io.DisplaySize.x - DISTANCE : DISTANCE, (corner & 2) ? io.DisplaySize.y - DISTANCE : DISTANCE); ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); } ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; - if (corner != -1) - window_flags |= ImGuiWindowFlags_NoMove; 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)"); @@ -4841,31 +5094,32 @@ static void ShowExampleAppCustomRendering(bool* p_open) // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your // types and ImVec2/ImVec4. Dear ImGui defines overloaded operators but they are internal to imgui.cpp and not // exposed outside (to avoid messing with your types) In this example we are not using the maths operators! - ImDrawList* draw_list = ImGui::GetWindowDrawList(); if (ImGui::BeginTabBar("##TabBar")) { if (ImGui::BeginTabItem("Primitives")) { ImGui::PushItemWidth(-ImGui::GetFontSize() * 10); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); // Draw gradients // (note that those are currently exacerbating our sRGB/Linear issues) + // Calling ImGui::GetColorU32() multiplies the given colors by the current Style Alpha, but you may pass the IM_COL32() directly as well.. ImGui::Text("Gradients"); ImVec2 gradient_size = ImVec2(ImGui::CalcItemWidth(), ImGui::GetFrameHeight()); { ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); - ImU32 col_a = ImGui::GetColorU32(ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); - ImU32 col_b = ImGui::GetColorU32(ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui::InvisibleButton("##gradient1", gradient_size); } { ImVec2 p0 = ImGui::GetCursorScreenPos(); ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); - ImU32 col_a = ImGui::GetColorU32(ImVec4(0.0f, 1.0f, 0.0f, 1.0f)); - ImU32 col_b = ImGui::GetColorU32(ImVec4(1.0f, 0.0f, 0.0f, 1.0f)); + ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); + ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui::InvisibleButton("##gradient2", gradient_size); } @@ -4886,6 +5140,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40)) circle_segments_override = true; ImGui::ColorEdit4("Color", &colf.x); + const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col = ImColor(colf); const float spacing = 10.0f; @@ -4893,38 +5148,39 @@ static void ShowExampleAppCustomRendering(bool* p_open) const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; - float x = p.x + 4.0f, y = p.y + 4.0f; + float x = p.x + 4.0f; + float y = p.y + 4.0f; for (int n = 0; n < 2; n++) { // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; - draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon - draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners - draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th); x += sz + spacing; // Triangle - draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th); x += sz*0.4f + spacing; // Thin triangle - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz*1.3f, y + sz*0.3f), ImVec2(x + sz - sz*1.3f, y + sz - sz*0.3f), ImVec2(x + sz, y + sz), col, th); x = p.x + 4; y += sz + spacing; } - draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon - draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments);x += sz + spacing; // Circle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners - draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle - draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing*2.0f; // Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) + draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz*0.5f, col, ngon_sides); x += sz + spacing; // N-gon + draw_list->AddCircleFilled(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments); x += sz + spacing; // Circle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); x += sz + spacing; // Square + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); x += sz + spacing; // Square with all rounded corners + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangleFilled(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col); x += sz + spacing; // Triangle + //draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col); x += sz*0.4f + spacing; // Thin triangle + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); x += spacing * 2.0f;// Vertical line (faster than AddLine, but only handle integer thickness) + draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); x += sz; // Pixel (faster than AddLine) draw_list->AddRectFilledMultiColor(ImVec2(x, y), ImVec2(x + sz, y + sz), IM_COL32(0, 0, 0, 255), IM_COL32(255, 0, 0, 255), IM_COL32(255, 255, 0, 255), IM_COL32(0, 255, 0, 255)); - ImGui::Dummy(ImVec2((sz + spacing) * 9.8f, (sz + spacing) * 3)); + ImGui::Dummy(ImVec2((sz + spacing) * 8.8f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } @@ -4932,55 +5188,97 @@ static void ShowExampleAppCustomRendering(bool* p_open) if (ImGui::BeginTabItem("Canvas")) { static ImVector points; + static ImVec2 scrolling(0.0f, 0.0f); + static bool opt_enable_grid = true; + static bool opt_enable_context_menu = true; static bool adding_line = false; - if (ImGui::Button("Clear")) points.clear(); - if (points.Size >= 2) { ImGui::SameLine(); if (ImGui::Button("Undo")) { points.pop_back(); points.pop_back(); } } - ImGui::Text("Left-click and drag to add lines,\nRight-click to undo"); - - // Here we are using InvisibleButton() as a convenience to 1) advance the cursor and 2) allows us to use - // IsItemHovered(). But you can also draw directly and poll mouse/keyboard by yourself. - // You can manipulate the cursor using GetCursorPos() and SetCursorPos(). - // If you only use the ImDrawList API, you can notify the owner window of its extends with SetCursorPos(max). - ImVec2 canvas_p = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + + ImGui::Checkbox("Enable grid", &opt_enable_grid); + ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); + ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); + + // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. + // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. + // To use a child window instead we could use, e.g: + // ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Disable padding + // ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(50, 50, 50, 255)); // Set a background color + // ImGui::BeginChild("canvas", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_NoMove); + // ImGui::PopStyleColor(); + // ImGui::PopStyleVar(); + // [...] + // ImGui::EndChild(); + + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; - draw_list->AddRectFilledMultiColor(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), IM_COL32(50, 50, 50, 255), IM_COL32(50, 50, 60, 255), IM_COL32(60, 60, 70, 255), IM_COL32(50, 50, 60, 255)); - draw_list->AddRect(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), IM_COL32(255, 255, 255, 255)); + ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); - bool adding_preview = false; - ImGui::InvisibleButton("canvas", canvas_sz); - ImVec2 mouse_pos_global = ImGui::GetIO().MousePos; - ImVec2 mouse_pos_canvas = ImVec2(mouse_pos_global.x - canvas_p.x, mouse_pos_global.y - canvas_p.y); + // Draw border and background color + ImGuiIO& io = ImGui::GetIO(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255)); + draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255)); + + // This will catch our interactions + ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight); + const bool is_hovered = ImGui::IsItemHovered(); // Hovered + const bool is_active = ImGui::IsItemActive(); // Held + const ImVec2 origin(canvas_p0.x + scrolling.x, canvas_p0.y + scrolling.y); // Lock scrolled origin + const ImVec2 mouse_pos_in_canvas(io.MousePos.x - origin.x, io.MousePos.y - origin.y); + + // Add first and second point + if (is_hovered && !adding_line && ImGui::IsMouseClicked(ImGuiMouseButton_Left)) + { + points.push_back(mouse_pos_in_canvas); + points.push_back(mouse_pos_in_canvas); + adding_line = true; + } if (adding_line) { - adding_preview = true; - points.push_back(mouse_pos_canvas); - if (!ImGui::IsMouseDown(0)) - adding_line = adding_preview = false; + points.back() = mouse_pos_in_canvas; + if (!ImGui::IsMouseDown(ImGuiMouseButton_Left)) + adding_line = false; } - if (ImGui::IsItemHovered()) + + // Pan (we use a zero mouse threshold when there's no context menu) + // You may decide to make that threshold dynamic based on whether the mouse is hovering something etc. + const float mouse_threshold_for_pan = opt_enable_context_menu ? -1.0f : 0.0f; + if (is_active && ImGui::IsMouseDragging(ImGuiMouseButton_Right, mouse_threshold_for_pan)) { - if (!adding_line && ImGui::IsMouseClicked(0)) - { - points.push_back(mouse_pos_canvas); - adding_line = true; - } - if (ImGui::IsMouseClicked(1) && !points.empty()) - { - adding_line = adding_preview = false; - points.pop_back(); - points.pop_back(); - } + scrolling.x += io.MouseDelta.x; + scrolling.y += io.MouseDelta.y; } - // Draw all lines in the canvas (with a clipping rectangle so they don't stray out of it). - draw_list->PushClipRect(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), true); - for (int i = 0; i < points.Size - 1; i += 2) - draw_list->AddLine(ImVec2(canvas_p.x + points[i].x, canvas_p.y + points[i].y), ImVec2(canvas_p.x + points[i + 1].x, canvas_p.y + points[i + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); + // Context menu (under default mouse threshold) + ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); + if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context"); + if (ImGui::BeginPopup("context")) + { + if (adding_line) + points.resize(points.size() - 2); + adding_line = false; + if (ImGui::MenuItem("Remove one", NULL, false, points.Size > 0)) { points.resize(points.size() - 2); } + if (ImGui::MenuItem("Remove all", NULL, false, points.Size > 0)) { points.clear(); } + ImGui::EndPopup(); + } + + // Draw grid + all lines in the canvas + draw_list->PushClipRect(canvas_p0, canvas_p1, true); + if (opt_enable_grid) + { + const float GRID_STEP = 64.0f; + for (float x = fmodf(scrolling.x, GRID_STEP); x < canvas_sz.x; x += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x + x, canvas_p0.y), ImVec2(canvas_p0.x + x, canvas_p1.y), IM_COL32(200, 200, 200, 40)); + for (float y = fmodf(scrolling.y, GRID_STEP); y < canvas_sz.y; y += GRID_STEP) + draw_list->AddLine(ImVec2(canvas_p0.x, canvas_p0.y + y), ImVec2(canvas_p1.x, canvas_p0.y + y), IM_COL32(200, 200, 200, 40)); + } + for (int n = 0; n < points.Size; n += 2) + draw_list->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); draw_list->PopClipRect(); - if (adding_preview) - points.pop_back(); + ImGui::EndTabItem(); } @@ -4996,7 +5294,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) - ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10+4); + ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), 0, 10 + 4); if (draw_fg) ImGui::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); ImGui::EndTabItem(); @@ -5022,7 +5320,7 @@ struct MyDocument bool WantClose; // Set when the document ImVec4 Color; // An arbitrary variable associated to the document - MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f,1.0f,1.0f,1.0f)) + MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) { Name = name; Open = OpenPrev = open; @@ -5035,7 +5333,7 @@ struct MyDocument void DoForceClose() { Open = false; Dirty = false; } void DoSave() { Dirty = false; } - // Display dummy contents for the Document + // Display placeholder contents for the Document static void DisplayContents(MyDocument* doc) { ImGui::PushID(doc); diff --git a/imgui/imgui_draw.cpp b/imgui/imgui_draw.cpp index 49197277..c491cd25 100644 --- a/imgui/imgui_draw.cpp +++ b/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.77 +// dear imgui, v1.79 // (drawing and font code) /* @@ -339,7 +339,7 @@ void ImGui::StyleColorsLight(ImGuiStyle* dst) } //----------------------------------------------------------------------------- -// ImDrawList +// [SECTION] ImDrawList //----------------------------------------------------------------------------- ImDrawListSharedData::ImDrawListSharedData() @@ -358,6 +358,7 @@ ImDrawListSharedData::ImDrawListSharedData() ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); } memset(CircleSegmentCounts, 0, sizeof(CircleSegmentCounts)); // This will be set by SetCircleSegmentMaxError() + TexUvLines = NULL; } void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) @@ -516,7 +517,7 @@ 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; ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 if (curr_cmd->ElemCount != 0) { AddDrawCmd(); @@ -581,6 +582,9 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0); if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset)) { + // FIXME: In theory we should be testing that vtx_count <64k here. + // In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us + // to not make that check until we rework the text functions to handle clipping and large horizontal lines better. _CmdHeader.VtxOffset = VtxBuffer.Size; _OnChangedVtxOffset(); } @@ -666,28 +670,41 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 return; const ImVec2 opaque_uv = _Data->TexUvWhitePixel; - int count = points_count; - if (!closed) - count = points_count-1; - + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw const bool thick_line = (thickness > 1.0f); + if (Flags & ImDrawListFlags_AntiAliasedLines) { // Anti-aliased stroke const float AA_SIZE = 1.0f; const ImU32 col_trans = col & ~IM_COL32_A_MASK; - const int idx_count = thick_line ? count*18 : count*12; - const int vtx_count = thick_line ? points_count*4 : points_count*3; + // Thicknesses <1.0 should behave like thickness 1.0 + thickness = ImMax(thickness, 1.0f); + const int integer_thickness = (int)thickness; + const float fractional_thickness = thickness - integer_thickness; + + // Do we want to draw this line using a texture? + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. + // - If AA_SIZE is not 1.0f we cannot use the texture path. + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f); + + // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off + IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines)); + + const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12); + const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3); PrimReserve(idx_count, vtx_count); // Temporary buffer - ImVec2* temp_normals = (ImVec2*)alloca(points_count * (thick_line ? 5 : 3) * sizeof(ImVec2)); //-V630 + // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point + ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 ImVec2* temp_points = temp_normals + points_count; + // Calculate normals (tangents) for each line segment for (int i1 = 0; i1 < count; i1++) { - const int i2 = (i1+1) == points_count ? 0 : i1+1; + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; float dx = points[i2].x - points[i1].x; float dy = points[i2].y - points[i1].y; IM_NORMALIZE2F_OVER_ZERO(dx, dy); @@ -695,61 +712,113 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 temp_normals[i1].y = -dx; } if (!closed) - temp_normals[points_count-1] = temp_normals[points_count-2]; + temp_normals[points_count - 1] = temp_normals[points_count - 2]; - if (!thick_line) + // If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point + if (use_texture || !thick_line) { + // [PATH 1] Texture-based lines (thick or non-thick) + // [PATH 2] Non texture-based lines (non-thick) + + // The width of the geometry we need to draw - this is essentially pixels for the line itself, plus "one pixel" for AA. + // - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture + // (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code. + // - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to + // allow scaling geometry while preserving one-screen-pixel AA fringe). + const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend if (!closed) { - temp_points[0] = points[0] + temp_normals[0] * AA_SIZE; - temp_points[1] = points[0] - temp_normals[0] * AA_SIZE; - temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * AA_SIZE; - temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * AA_SIZE; + temp_points[0] = points[0] + temp_normals[0] * half_draw_size; + temp_points[1] = points[0] - temp_normals[0] * half_draw_size; + temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size; + temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size; } + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. - unsigned int idx1 = _VtxCurrentIdx; - for (int i1 = 0; i1 < count; i1++) + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment { - const int i2 = (i1+1) == points_count ? 0 : i1+1; - unsigned int idx2 = (i1+1) == points_count ? _VtxCurrentIdx : idx1+3; + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment + const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f; IM_FIXNORMAL2F(dm_x, dm_y); - dm_x *= AA_SIZE; - dm_y *= AA_SIZE; + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_y *= half_draw_size; - // Add temporary vertices - ImVec2* out_vtx = &temp_points[i2*2]; + // Add temporary vertexes for the outer edges + ImVec2* out_vtx = &temp_points[i2 * 2]; out_vtx[0].x = points[i2].x + dm_x; out_vtx[0].y = points[i2].y + dm_y; out_vtx[1].x = points[i2].x - dm_x; out_vtx[1].y = points[i2].y - dm_y; - // Add indexes - _IdxWritePtr[0] = (ImDrawIdx)(idx2+0); _IdxWritePtr[1] = (ImDrawIdx)(idx1+0); _IdxWritePtr[2] = (ImDrawIdx)(idx1+2); - _IdxWritePtr[3] = (ImDrawIdx)(idx1+2); _IdxWritePtr[4] = (ImDrawIdx)(idx2+2); _IdxWritePtr[5] = (ImDrawIdx)(idx2+0); - _IdxWritePtr[6] = (ImDrawIdx)(idx2+1); _IdxWritePtr[7] = (ImDrawIdx)(idx1+1); _IdxWritePtr[8] = (ImDrawIdx)(idx1+0); - _IdxWritePtr[9] = (ImDrawIdx)(idx1+0); _IdxWritePtr[10]= (ImDrawIdx)(idx2+0); _IdxWritePtr[11]= (ImDrawIdx)(idx2+1); - _IdxWritePtr += 12; + if (use_texture) + { + // Add indices for two triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri + _IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri + _IdxWritePtr += 6; + } + else + { + // Add indexes for four triangles + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1 + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2 + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1 + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2 + _IdxWritePtr += 12; + } idx1 = idx2; } - // Add vertices - for (int i = 0; i < points_count; i++) + // Add vertexes for each point on the line + if (use_texture) + { + // If we're using textures we only need to emit the left/right edge vertices + ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness]; + if (fractional_thickness != 0.0f) + { + const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1]; + tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp() + tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness; + tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness; + tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness; + } + ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y); + ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w); + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge + _VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge + _VtxWritePtr += 2; + } + } + else { - _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = temp_points[i*2+0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; - _VtxWritePtr[2].pos = temp_points[i*2+1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; - _VtxWritePtr += 3; + // If we're not using a texture, we need the center vertex as well + for (int i = 0; i < points_count; i++) + { + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line + _VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge + _VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge + _VtxWritePtr += 3; + } } } else { + // [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f; + + // If line is not closed, the first and last points need to be generated differently as there are no normals to blend if (!closed) { const int points_last = points_count - 1; @@ -763,9 +832,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); } + // Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges + // This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps) // FIXME-OPT: Merge the different loops, possibly remove the temporary buffer. - unsigned int idx1 = _VtxCurrentIdx; - for (int i1 = 0; i1 < count; i1++) + unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment + for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment { const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment @@ -780,7 +851,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 float dm_in_y = dm_y * half_inner_thickness; // Add temporary vertices - ImVec2* out_vtx = &temp_points[i2*4]; + ImVec2* out_vtx = &temp_points[i2 * 4]; out_vtx[0].x = points[i2].x + dm_out_x; out_vtx[0].y = points[i2].y + dm_out_y; out_vtx[1].x = points[i2].x + dm_in_x; @@ -816,14 +887,14 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 } else { - // Non Anti-aliased Stroke - const int idx_count = count*6; - const int vtx_count = count*4; // FIXME-OPT: Not sharing edges + // [PATH 4] Non texture-based, Non anti-aliased lines + const int idx_count = count * 6; + const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges PrimReserve(idx_count, vtx_count); for (int i1 = 0; i1 < count; i1++) { - const int i2 = (i1+1) == points_count ? 0 : i1+1; + const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; const ImVec2& p1 = points[i1]; const ImVec2& p2 = points[i2]; @@ -860,22 +931,22 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun // Anti-aliased Fill const float AA_SIZE = 1.0f; const ImU32 col_trans = col & ~IM_COL32_A_MASK; - const int idx_count = (points_count-2)*3 + points_count*6; - const int vtx_count = (points_count*2); + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); PrimReserve(idx_count, vtx_count); // Add indexes for fill unsigned int vtx_inner_idx = _VtxCurrentIdx; - unsigned int vtx_outer_idx = _VtxCurrentIdx+1; + unsigned int vtx_outer_idx = _VtxCurrentIdx + 1; for (int i = 2; i < points_count; i++) { - _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+((i-1)<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx+(i<<1)); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1)); _IdxWritePtr += 3; } // Compute normals ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 - for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; const ImVec2& p1 = points[i1]; @@ -886,7 +957,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun temp_normals[i0].y = -dx; } - for (int i0 = points_count-1, i1 = 0; i1 < points_count; i0 = i1++) + for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { // Average normals const ImVec2& n0 = temp_normals[i0]; @@ -903,8 +974,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun _VtxWritePtr += 2; // Add indexes for fringes - _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx+(i0<<1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); - _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx+(i0<<1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx+(i1<<1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx+(i1<<1)); + _IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); + _IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr += 6; } _VtxCurrentIdx += (ImDrawIdx)vtx_count; @@ -912,7 +983,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun else { // Non Anti-aliased Fill - const int idx_count = (points_count-2)*3; + const int idx_count = (points_count - 2)*3; const int vtx_count = points_count; PrimReserve(idx_count, vtx_count); for (int i = 0; i < vtx_count; i++) @@ -922,7 +993,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } for (int i = 2; i < points_count; i++) { - _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx+i-1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx+i); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i); _IdxWritePtr += 3; } _VtxCurrentIdx += (ImDrawIdx)vtx_count; @@ -989,20 +1060,20 @@ static void PathBezierToCasteljau(ImVector* path, float x1, float y1, fl float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); d2 = (d2 >= 0) ? d2 : -d2; d3 = (d3 >= 0) ? d3 : -d3; - if ((d2+d3) * (d2+d3) < tess_tol * (dx*dx + dy*dy)) + if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) { path->push_back(ImVec2(x4, y4)); } else if (level < 10) { - float x12 = (x1+x2)*0.5f, y12 = (y1+y2)*0.5f; - float x23 = (x2+x3)*0.5f, y23 = (y2+y3)*0.5f; - float x34 = (x3+x4)*0.5f, y34 = (y3+y4)*0.5f; - float x123 = (x12+x23)*0.5f, y123 = (y12+y23)*0.5f; - float x234 = (x23+x34)*0.5f, y234 = (y23+y34)*0.5f; - float x1234 = (x123+x234)*0.5f, y1234 = (y123+y234)*0.5f; - PathBezierToCasteljau(path, x1,y1, x12,y12, x123,y123, x1234,y1234, tess_tol, level+1); - PathBezierToCasteljau(path, x1234,y1234, x234,y234, x34,y34, x4,y4, tess_tol, level+1); + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } @@ -1062,9 +1133,9 @@ void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, fl if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.50f,0.50f), rounding, rounding_corners); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners); else - PathRect(p_min + ImVec2(0.50f,0.50f), p_max - ImVec2(0.49f,0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, true, thickness); } @@ -1092,8 +1163,8 @@ void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_ma const ImVec2 uv = _Data->TexUvWhitePixel; PrimReserve(6, 4); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx+3)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); PrimWriteVtx(p_min, uv, col_upr_left); PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); PrimWriteVtx(p_max, uv, col_bot_right); @@ -1170,7 +1241,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; if (num_segments == 12) - PathArcToFast(center, radius - 0.5f, 0, 12); + PathArcToFast(center, radius - 0.5f, 0, 12 - 1); else PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); PathStroke(col, true, thickness); @@ -1200,7 +1271,7 @@ void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; if (num_segments == 12) - PathArcToFast(center, radius, 0, 12); + PathArcToFast(center, radius, 0, 12 - 1); else PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); @@ -1334,7 +1405,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi //----------------------------------------------------------------------------- -// ImDrawListSplitter +// [SECTION] ImDrawListSplitter //----------------------------------------------------------------------------- // FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. //----------------------------------------------------------------------------- @@ -1528,13 +1599,19 @@ void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int ve float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent); ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF; + const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF; + const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF; + const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r; + const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g; + const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b; for (ImDrawVert* vert = vert_start; vert < vert_end; vert++) { float d = ImDot(vert->pos - gradient_p0, gradient_extent); float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f); - int r = ImLerp((int)(col0 >> IM_COL32_R_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_R_SHIFT) & 0xFF, t); - int g = ImLerp((int)(col0 >> IM_COL32_G_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_G_SHIFT) & 0xFF, t); - int b = ImLerp((int)(col0 >> IM_COL32_B_SHIFT) & 0xFF, (int)(col1 >> IM_COL32_B_SHIFT) & 0xFF, t); + int r = (int)(col0_r + col_delta_r * t); + int g = (int)(col0_g + col_delta_g * t); + int b = (int)(col0_b + col_delta_b * t); vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK); } } @@ -1596,10 +1673,10 @@ ImFontConfig::ImFontConfig() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) -// The white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. -const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 108; -const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; -static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = +// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing. +const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; +static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = { "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " @@ -1656,8 +1733,7 @@ ImFontAtlas::ImFontAtlas() TexWidth = TexHeight = 0; TexUvScale = ImVec2(0.0f, 0.0f); TexUvWhitePixel = ImVec2(0.0f, 0.0f); - for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) - CustomRectIds[n] = -1; + PackIdMouseCursors = PackIdLines = -1; } ImFontAtlas::~ImFontAtlas() @@ -1685,8 +1761,7 @@ void ImFontAtlas::ClearInputData() } ConfigData.clear(); CustomRects.clear(); - for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++) - CustomRectIds[n] = -1; + PackIdMouseCursors = PackIdLines = -1; } void ImFontAtlas::ClearTexData() @@ -1787,15 +1862,15 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) } // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) -static unsigned int stb_decompress_length(const unsigned char *input); -static unsigned int stb_decompress(unsigned char *output, const unsigned char *input, unsigned int length); +static unsigned int stb_decompress_length(const unsigned char* input); +static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length); static const char* GetDefaultCompressedFontDataTTFBase85(); static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; } static void Decode85(const unsigned char* src, unsigned char* dst) { while (*src) { - unsigned int tmp = Decode85Byte(src[0]) + 85*(Decode85Byte(src[1]) + 85*(Decode85Byte(src[2]) + 85*(Decode85Byte(src[3]) + 85*Decode85Byte(src[4])))); + unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4])))); dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness. src += 5; dst += 4; @@ -1816,11 +1891,11 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges); - font->DisplayOffset.y = 1.0f; return font; } @@ -1862,7 +1937,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data); - unsigned char* buf_decompressed_data = (unsigned char *)IM_ALLOC(buf_decompressed_size); + unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size); stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -1926,15 +2001,15 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou if (Flags & ImFontAtlasFlags_NoMouseCursors) return false; - IM_ASSERT(CustomRectIds[0] != -1); - ImFontAtlasCustomRect& r = CustomRects[CustomRectIds[0]]; - ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r.X, (float)r.Y); + IM_ASSERT(PackIdMouseCursors != -1); + ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; *out_size = size; *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; out_uv_border[0] = (pos) * TexUvScale; out_uv_border[1] = (pos + size) * TexUvScale; - pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; + pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; out_uv_fill[0] = (pos) * TexUvScale; out_uv_fill[1] = (pos + size) * TexUvScale; return true; @@ -2149,7 +2224,7 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) if (atlas->TexDesiredWidth > 0) atlas->TexWidth = atlas->TexDesiredWidth; else - atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). @@ -2216,8 +2291,11 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) if (src_tmp.GlyphsCount == 0) continue; + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + ImFont* dst_font = cfg.DstFont; const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); int unscaled_ascent, unscaled_descent, unscaled_line_gap; @@ -2231,20 +2309,13 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { + // Register glyph const int codepoint = src_tmp.GlyphsList[glyph_i]; const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; - - const float char_advance_x_org = pc.xadvance; - const float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); - float char_off_x = font_off_x; - if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? ImFloor((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; - - // Register glyph stbtt_aligned_quad q; - float dummy_x = 0.0f, dummy_y = 0.0f; - stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &dummy_x, &dummy_y, &q, 0); - dst_font->AddGlyph((ImWchar)codepoint, q.x0 + char_off_x, q.y0 + font_off_y, q.x1 + char_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, char_advance_x_mod); + float unused_x = 0.0f, unused_y = 0.0f; + stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); } } @@ -2256,17 +2327,6 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) return true; } -// Register default custom rectangles (this is called/shared by both the stb_truetype and the FreeType builder) -void ImFontAtlasBuildInit(ImFontAtlas* atlas) -{ - if (atlas->CustomRectIds[0] >= 0) - return; - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF*2+1, FONT_ATLAS_DEFAULT_TEX_DATA_H); - else - atlas->CustomRectIds[0] = atlas->AddCustomRectRegular(2, 2); -} - void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) @@ -2274,6 +2334,7 @@ void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* f font->ClearOutputData(); font->FontSize = font_config->SizePixels; font->ConfigData = font_config; + font->ConfigDataCount = 0; font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; @@ -2308,52 +2369,113 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa } } +void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; +} + static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { - IM_ASSERT(atlas->CustomRectIds[0] >= 0); - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); - ImFontAtlasCustomRect& r = atlas->CustomRects[atlas->CustomRectIds[0]]; - IM_ASSERT(r.IsPacked()); + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); + IM_ASSERT(r->IsPacked()); const int w = atlas->TexWidth; if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) { // Render/copy pixels - IM_ASSERT(r.Width == FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * 2 + 1 && r.Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); - for (int y = 0, n = 0; y < FONT_ATLAS_DEFAULT_TEX_DATA_H; y++) - for (int x = 0; x < FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF; x++, n++) - { - const int offset0 = (int)(r.X + x) + (int)(r.Y + y) * w; - const int offset1 = offset0 + FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1; - atlas->TexPixelsAlpha8[offset0] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == '.' ? 0xFF : 0x00; - atlas->TexPixelsAlpha8[offset1] = FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[n] == 'X' ? 0xFF : 0x00; - } + IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); + const int x_for_white = r->X; + const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); } else { - IM_ASSERT(r.Width == 2 && r.Height == 2); - const int offset = (int)(r.X) + (int)(r.Y) * w; + // Render 4 white pixels + IM_ASSERT(r->Width == 2 && r->Height == 2); + const int offset = (int)r->X + (int)r->Y * w; atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; } - atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * atlas->TexUvScale.x, (r.Y + 0.5f) * atlas->TexUvScale.y); + atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } +static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +{ + if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) + return; + + // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them + ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); + IM_ASSERT(r->IsPacked()); + for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row + { + // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle + unsigned int y = n; + unsigned int line_width = n; + unsigned int pad_left = (r->Width - line_width) / 2; + unsigned int pad_right = r->Width - (pad_left + line_width); + + // Write each slice + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + memset(write_ptr, 0x00, pad_left); + memset(write_ptr + pad_left, 0xFF, line_width); + memset(write_ptr + pad_left + line_width, 0x00, pad_right); + + // Calculate UVs for this line + ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts + atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); + } +} + +// Note: this is called / shared by both the stb_truetype and the FreeType builder +void ImFontAtlasBuildInit(ImFontAtlas* atlas) +{ + // Register texture region for mouse cursors or standard white pixels + if (atlas->PackIdMouseCursors < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + else + atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row + if (atlas->PackIdLines < 0) + { + if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + } +} + +// This is called/shared by both the stb_truetype and the FreeType builder. void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { - // Render into our custom data block + // Render into our custom data blocks + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); ImFontAtlasBuildRenderDefaultTexData(atlas); + ImFontAtlasBuildRenderLinesTexData(atlas); // Register custom rectangle glyphs for (int i = 0; i < atlas->CustomRects.Size; i++) { - const ImFontAtlasCustomRect& r = atlas->CustomRects[i]; - if (r.Font == NULL || r.GlyphID == 0) + const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; + if (r->Font == NULL || r->GlyphID == 0) continue; - IM_ASSERT(r.Font->ContainerAtlas == atlas); + // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH + IM_ASSERT(r->Font->ContainerAtlas == atlas); ImVec2 uv0, uv1; - atlas->CalcCustomRectUV(&r, &uv0, &uv1); - r.Font->AddGlyph((ImWchar)r.GlyphID, r.GlyphOffset.x, r.GlyphOffset.y, r.GlyphOffset.x + r.Width, r.GlyphOffset.y + r.Height, uv0.x, uv0.y, uv1.x, uv1.y, r.GlyphAdvanceX); + atlas->CalcCustomRectUV(r, &uv0, &uv1); + r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); } // Build all fonts lookup tables @@ -2646,7 +2768,6 @@ ImFont::ImFont() FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)'?'; EllipsisChar = (ImWchar)-1; - DisplayOffset = ImVec2(0.0f, 0.0f); FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; @@ -2712,7 +2833,7 @@ void ImFont::BuildLookupTable() tab_glyph.Codepoint = '\t'; tab_glyph.AdvanceX *= IM_TABSIZE; IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size-1); + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); } // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) @@ -2763,8 +2884,29 @@ void ImFont::GrowIndex(int new_size) // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). -void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font. +void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) { + if (cfg != NULL) + { + // Clamp & recenter if needed + const float advance_x_original = advance_x; + advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); + if (advance_x != advance_x_original) + { + float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + x0 += char_off_x; + x1 += char_off_x; + } + + // Snap to pixel + if (cfg->PixelSnapH) + advance_x = IM_ROUND(advance_x); + + // Bake spacing + advance_x += cfg->GlyphExtraSpacing.x; + } + Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& glyph = Glyphs.back(); glyph.Codepoint = (unsigned int)codepoint; @@ -2777,14 +2919,13 @@ void ImFont::AddGlyph(ImWchar codepoint, float x0, float y0, float x1, float y1, glyph.V0 = v0; glyph.U1 = u1; glyph.V1 = v1; - glyph.AdvanceX = advance_x + ConfigData->GlyphExtraSpacing.x; // Bake spacing into AdvanceX - - if (ConfigData->PixelSnapH) - glyph.AdvanceX = IM_ROUND(glyph.AdvanceX); + glyph.AdvanceX = advance_x; // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) + // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; DirtyLookupTables = true; - MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + 1.99f) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + 1.99f); + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); } void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) @@ -3021,8 +3162,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (!glyph || !glyph->Visible) return; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = IM_FLOOR(pos.x + DisplayOffset.x); - pos.y = IM_FLOOR(pos.y + DisplayOffset.y); + pos.x = IM_FLOOR(pos.x); + pos.y = IM_FLOOR(pos.y); draw_list->PrimReserve(6, 4); draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } @@ -3033,8 +3174,8 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = IM_FLOOR(pos.x + DisplayOffset.x); - pos.y = IM_FLOOR(pos.y + DisplayOffset.y); + pos.x = IM_FLOOR(pos.x); + pos.y = IM_FLOOR(pos.y); float x = pos.x; float y = pos.y; if (y > clip_rect.w) @@ -3207,7 +3348,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); - draw_list->CmdBuffer[draw_list->CmdBuffer.Size-1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); + draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; draw_list->_VtxCurrentIdx = vtx_current_idx; @@ -3293,10 +3434,10 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, Im pos -= offset; const ImTextureID tex_id = font_atlas->TexID; draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); draw_list->PopTextureID(); } } @@ -3383,6 +3524,22 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathFillConvex(col); } +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) +{ + const bool fill_L = (inner.Min.x > outer.Min.x); + const bool fill_R = (inner.Max.x < outer.Max.x); + const bool fill_U = (inner.Min.y > outer.Min.y); + const bool fill_D = (inner.Max.y < outer.Max.y); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); +} + // Helper for ColorPicker4() // NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. // Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. @@ -3551,7 +3708,7 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i // Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). // The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size. //----------------------------------------------------------------------------- -static const char proggy_clean_ttf_compressed_data_base85[11980+1] = +static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] = "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/" "2*>]b(MC;$jPfY.;h^`IWM9Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1=Ke$$'5F%)]0^#0X@U.a dst_tmp_array; src_tmp_array.resize(atlas->ConfigData.Size); dst_tmp_array.resize(atlas->Fonts.Size); - memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); - memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); + memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); + memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); // 1. Initialize font loading structure, check font data validity for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) @@ -383,7 +384,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) + for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++) { if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) continue; @@ -469,7 +470,6 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); - IM_ASSERT(metrics != NULL); if (metrics == NULL) continue; @@ -504,7 +504,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns if (atlas->TexDesiredWidth > 0) atlas->TexWidth = atlas->TexDesiredWidth; else - atlas->TexWidth = (surface_sqrt >= 4096*0.7f) ? 4096 : (surface_sqrt >= 2048*0.7f) ? 2048 : (surface_sqrt >= 1024*0.7f) ? 1024 : 512; + atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; // 5. Start packing // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). @@ -546,8 +546,11 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns if (src_tmp.GlyphsCount == 0) continue; + // When merging fonts with MergeMode=true: + // - We can have multiple input fonts writing into a same destination font. + // - dst_font->ConfigData is != from cfg which is our source configuration. ImFontConfig& cfg = atlas->ConfigData[src_i]; - ImFont* dst_font = cfg.DstFont; // We can have multiple input fonts writing into a same destination font (when using MergeMode=true) + ImFont* dst_font = cfg.DstFont; const float ascent = src_tmp.Font.Info.Ascender; const float descent = src_tmp.Font.Info.Descender; @@ -561,6 +564,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; IM_ASSERT(pack_rect.was_packed); + if (pack_rect.w == 0 && pack_rect.h == 0) + continue; GlyphInfo& info = src_glyph.Info; IM_ASSERT(info.Width + padding <= pack_rect.w); @@ -576,14 +581,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns for (int y = info.Height; y > 0; y--, blit_dst += blit_dst_stride, blit_src += blit_src_stride) memcpy(blit_dst, blit_src, blit_src_stride); - float char_advance_x_org = info.AdvanceX; - float char_advance_x_mod = ImClamp(char_advance_x_org, cfg.GlyphMinAdvanceX, cfg.GlyphMaxAdvanceX); - float char_off_x = font_off_x; - if (char_advance_x_org != char_advance_x_mod) - char_off_x += cfg.PixelSnapH ? IM_FLOOR((char_advance_x_mod - char_advance_x_org) * 0.5f) : (char_advance_x_mod - char_advance_x_org) * 0.5f; - // Register glyph - float x0 = info.OffsetX + char_off_x; + float x0 = info.OffsetX + font_off_x; float y0 = info.OffsetY + font_off_y; float x1 = x0 + info.Width; float y1 = y0 + info.Height; @@ -591,7 +590,7 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns float v0 = (ty) / (float)atlas->TexHeight; float u1 = (tx + info.Width) / (float)atlas->TexWidth; float v1 = (ty + info.Height) / (float)atlas->TexHeight; - dst_font->AddGlyph((ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, char_advance_x_mod); + dst_font->AddGlyph(&cfg, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX); } src_tmp.Rects = NULL; @@ -609,8 +608,8 @@ bool ImFontAtlasBuildWithFreeType(FT_Library ft_library, ImFontAtlas* atlas, uns } // Default memory allocators -static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } -static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } +static void* ImFreeTypeDefaultAllocFunc(size_t size, void* user_data) { IM_UNUSED(user_data); return IM_ALLOC(size); } +static void ImFreeTypeDefaultFreeFunc(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_FREE(ptr); } // Current memory allocators static void* (*GImFreeTypeAllocFunc)(size_t size, void* user_data) = ImFreeTypeDefaultAllocFunc; diff --git a/imgui/imgui_freetype.h b/imgui/imgui_freetype.h index d65c7724..619735c4 100644 --- a/imgui/imgui_freetype.h +++ b/imgui/imgui_freetype.h @@ -1,4 +1,4 @@ -// Wrapper to use FreeType (instead of stb_truetype) for Dear ImGui +// dear imgui: wrapper to use FreeType (instead of stb_truetype) // Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype // Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut diff --git a/imgui/imgui_internal.h b/imgui/imgui_internal.h index 912d1de2..e170aa93 100644 --- a/imgui/imgui_internal.h +++ b/imgui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.77 +// dear imgui, v1.79 // (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! @@ -96,7 +96,7 @@ struct ImGuiContext; // Main Dear ImGui context struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box -struct ImGuiItemHoveredDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result struct ImGuiNextWindowData; // Storage for SetNextWindow** functions @@ -114,7 +114,6 @@ struct ImGuiWindowSettings; // Storage for a window .ini settings (we ke typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for ButtonEx(), ButtonBehavior() typedef int ImGuiColumnsFlags; // -> enum ImGuiColumnsFlags_ // Flags: BeginColumns() -typedef int ImGuiDragFlags; // -> enum ImGuiDragFlags_ // Flags: for DragBehavior() typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() @@ -123,7 +122,6 @@ typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // F typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for SliderBehavior() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() @@ -163,6 +161,12 @@ namespace ImStb #define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) #endif +// Debug Logging for selected systems. Remove the '((void)0) //' to enable. +//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log +//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log +#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log + // Static Asserts #if (__cplusplus >= 201100) #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") @@ -290,21 +294,21 @@ IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, cons // We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) // We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. #ifdef IMGUI_DEFINE_MATH_OPERATORS -static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x*rhs, lhs.y*rhs); } -static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x/rhs, lhs.y/rhs); } -static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x+rhs.x, lhs.y+rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x-rhs.x, lhs.y-rhs.y); } -static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x*rhs.x, lhs.y*rhs.y); } -static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x/rhs.x, lhs.y/rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } -static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x+rhs.x, lhs.y+rhs.y, lhs.z+rhs.z, lhs.w+rhs.w); } -static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x-rhs.x, lhs.y-rhs.y, lhs.z-rhs.z, lhs.w-rhs.w); } -static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x*rhs.x, lhs.y*rhs.y, lhs.z*rhs.z, lhs.w*rhs.w); } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } #endif // Helpers: File System @@ -344,6 +348,12 @@ IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* #define ImCeil(X) ceilf(X) static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } #endif // - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double // (Exceptionally using templates here but we could also redefine them for those types) @@ -362,9 +372,9 @@ static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, const ImVec2& t) { return ImVec2(a.x + (b.x - a.x) * t.x, a.y + (b.y - a.y) * t.y); } static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) { return ImVec4(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t, a.w + (b.w - a.w) * t); } static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } -static inline float ImLengthSqr(const ImVec2& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y; } -static inline float ImLengthSqr(const ImVec4& lhs) { return lhs.x*lhs.x + lhs.y*lhs.y + lhs.z*lhs.z + lhs.w*lhs.w; } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = lhs.x*lhs.x + lhs.y*lhs.y; if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } +static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } +static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } static inline float ImFloor(float f) { return (float)(int)(f); } static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } @@ -544,6 +554,7 @@ struct IMGUI_API ImDrawListSharedData // [Internal] Lookup tables ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); void SetCircleSegmentMaxError(float max_error); @@ -574,6 +585,7 @@ enum ImGuiItemFlags_ ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. ImGuiItemFlags_Default_ = 0 }; @@ -598,58 +610,47 @@ enum ImGuiItemStatusFlags_ #endif }; -enum ImGuiButtonFlags_ +// Extend ImGuiButtonFlags_ +enum ImGuiButtonFlagsPrivate_ { - ImGuiButtonFlags_None = 0, - ImGuiButtonFlags_Repeat = 1 << 0, // hold to repeat - ImGuiButtonFlags_PressedOnClick = 1 << 1, // return true on click (mouse down event) - ImGuiButtonFlags_PressedOnClickRelease = 1 << 2, // [Default] return true on click + release on same item <-- this is what the majority of Button are using - ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 3, // return true on click + release even if the release event is not done while hovering the item - ImGuiButtonFlags_PressedOnRelease = 1 << 4, // return true on release (default requires click+release) - ImGuiButtonFlags_PressedOnDoubleClick = 1 << 5, // return true on double-click (default requires click+release) - ImGuiButtonFlags_PressedOnDragDropHold = 1 << 6, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_FlattenChildren = 1 << 7, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 8, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() - ImGuiButtonFlags_DontClosePopups = 1 << 9, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 10, // disable interactions - ImGuiButtonFlags_AlignTextBaseLine = 1 << 11, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine - ImGuiButtonFlags_NoKeyModifiers = 1 << 12, // disable mouse interaction if a key modifier is held - ImGuiButtonFlags_NoHoldingActiveId = 1 << 13, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_NoNavFocus = 1 << 14, // don't override navigation focus when activated - ImGuiButtonFlags_NoHoveredOnFocus = 1 << 15, // don't report as hovered when nav focus is on this item - ImGuiButtonFlags_MouseButtonLeft = 1 << 16, // [Default] react on left mouse button - ImGuiButtonFlags_MouseButtonRight = 1 << 17, // react on right mouse button - ImGuiButtonFlags_MouseButtonMiddle = 1 << 18, // react on center mouse button - - ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, - ImGuiButtonFlags_MouseButtonShift_ = 16, - ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, + ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) + ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this is what the majority of Button are using + ImGuiButtonFlags_PressedOnClickReleaseAnywhere = 1 << 6, // return true on click + release even if the release event is not done while hovering the item + ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) + ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) + ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) + ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat + ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping + ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] + ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease }; -enum ImGuiSliderFlags_ -{ - ImGuiSliderFlags_None = 0, - ImGuiSliderFlags_Vertical = 1 << 0 -}; - -enum ImGuiDragFlags_ +// Extend ImGuiSliderFlags_ +enum ImGuiSliderFlagsPrivate_ { - ImGuiDragFlags_None = 0, - ImGuiDragFlags_Vertical = 1 << 0 + ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? + ImGuiSliderFlags_ReadOnly = 1 << 21 }; // Extend ImGuiSelectableFlags_ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ - ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release) - ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release) - ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) - ImGuiSelectableFlags_DrawHoveredWhenHeld= 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. - ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25 + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f }; // Extend ImGuiTreeNodeFlags_ @@ -776,7 +777,8 @@ enum ImGuiNavLayer enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip }; struct ImGuiDataTypeTempStorage @@ -787,7 +789,8 @@ struct ImGuiDataTypeTempStorage // Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). struct ImGuiDataTypeInfo { - size_t Size; // Size in byte + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging const char* PrintFmt; // Default printf format for the type const char* ScanFmt; // Default scanf format for the type }; @@ -860,6 +863,7 @@ struct IMGUI_API ImGuiInputTextState float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback ImGuiInputTextCallback UserCallback; // " void* UserCallbackData; // " @@ -1016,7 +1020,7 @@ struct ImGuiColumns float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() - ImRect HostWorkRect; // Backup of WorkRect at the time of BeginColumns() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() ImVector Columns; ImDrawListSplitter Splitter; @@ -1128,17 +1132,19 @@ struct ImGuiContext ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame ImGuiWindow* CurrentWindow; // Window being drawn into - ImGuiWindow* HoveredWindow; // Will catch mouse inputs - ImGuiWindow* HoveredRootWindow; // Will catch mouse inputs (for focus/move only) - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actually window that is moved is generally MovingWindow->RootWindow. + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; float WheelingWindowTimer; // Item/widgets state and tracking information ImGuiID HoveredId; // Hovered widget - bool HoveredIdAllowOverlap; ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active ImGuiID ActiveId; // Active widget @@ -1146,6 +1152,7 @@ struct ImGuiContext float ActiveIdTimer; bool ActiveIdIsJustActivated; // Set at the time of activation for one frame bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool ActiveIdNoClearOnFocusLoss; // Disable losing active id if the active id window gets unfocused. bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; @@ -1173,8 +1180,7 @@ struct ImGuiContext ImVector FontStack; // Stack for PushFont()/PopFont() ImVectorOpenPopupStack; // Which popups are open (persistent) ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) - - // Power saving mode + double MaxWaitBeforeNextFrame; // Gamepad/keyboard Navigation @@ -1191,11 +1197,11 @@ struct ImGuiContext ImGuiKeyModFlags NavJustMovedToKeyMods; ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. - ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->DC.NavRefRectRel[], modified for directional navigation scoring. + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. int NavScoringCount; // Metrics for debugging ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. int NavIdTabCounter; // == NavWindow->DC.FocusIdxTabCounter at time of NavId processing - bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRefRectRel is valid + bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse is touched again. @@ -1204,7 +1210,6 @@ struct ImGuiContext bool NavInitRequestFromMove; ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) - bool NavMoveFromClampedRefRect; // Set by manual scrolling, if we scroll to a point where NavId isn't visible we reset navigation from visible items bool NavMoveRequest; // Move request for this frame ImGuiNavMoveFlags NavMoveRequestFlags; ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling parent menus from a child menu) @@ -1277,6 +1282,8 @@ struct ImGuiContext float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips float ColorEditLastColor[3]; ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio @@ -1288,6 +1295,7 @@ struct ImGuiContext // Platform support ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor ImVec2 PlatformImeLastPos; + char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point // Settings bool SettingsLoaded; @@ -1318,7 +1326,7 @@ struct ImGuiContext int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags int WantCaptureKeyboardNextFrame; int WantTextInputNextFrame; - char TempBuffer[1024*3+1]; // Temporary text buffer + char TempBuffer[1024 * 3 + 1]; // Temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) : BackgroundDrawList(&DrawListSharedData), ForegroundDrawList(&DrawListSharedData) { @@ -1339,26 +1347,28 @@ struct ImGuiContext CurrentWindow = NULL; HoveredWindow = NULL; HoveredRootWindow = NULL; + HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; WheelingWindowTimer = 0.0f; - HoveredId = 0; + HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; - HoveredIdPreviousFrame = 0; + HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; ActiveIdIsAlive = 0; ActiveIdTimer = 0.0f; ActiveIdIsJustActivated = false; ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; ActiveIdUsingNavDirMask = 0x00; ActiveIdUsingNavInputMask = 0x00; ActiveIdUsingKeyInputMask = 0x00; - ActiveIdClickOffset = ImVec2(-1,-1); + ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; ActiveIdMouseButton = 0; @@ -1386,7 +1396,6 @@ struct ImGuiContext NavInitRequest = false; NavInitRequestFromMove = false; NavInitResultId = 0; - NavMoveFromClampedRefRect = false; NavMoveRequest = false; NavMoveRequestFlags = ImGuiNavMoveFlags_None; NavMoveRequestForward = ImGuiNavForward_None; @@ -1428,6 +1437,8 @@ struct ImGuiContext ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; ColorEditLastHue = ColorEditLastSat = 0.0f; ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; @@ -1435,6 +1446,7 @@ struct ImGuiContext TooltipOverrideCount = 0; PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); + PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; @@ -1487,9 +1499,8 @@ struct IMGUI_API ImGuiWindowTempData // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) - int NavLayerCurrentMask; // = (1 << NavLayerCurrent) used by ItemAdd prior to clipping. - int NavLayerActiveMask; // Which layer have been written to (result from previous frame) - int NavLayerActiveMaskNext; // Which layer have been written to (buffer for current frame) + int NavLayerActiveMask; // Which layers have been written to (result from previous frame) + int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame) ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) @@ -1534,7 +1545,6 @@ struct IMGUI_API ImGuiWindowTempData NavLayerActiveMask = NavLayerActiveMaskNext = 0x00; NavLayerCurrent = ImGuiNavLayer_Main; - NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); NavFocusScopeIdCurrent = 0; NavHideHighlightOneFrame = false; NavHasScroll = false; @@ -1576,6 +1586,7 @@ struct IMGUI_API ImGuiWindow ImVec2 ScrollMax; ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. bool ScrollbarX, ScrollbarY; // Are scrollbars visible? bool Active; // Set to true on Begin(), unless Collapsed @@ -1613,9 +1624,12 @@ struct IMGUI_API ImGuiWindow ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. - ImRect WorkRect; // Cover the whole scrolling region, shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; int LastFrameActive; // Last frame number the window was Active. float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) @@ -1628,7 +1642,7 @@ 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. + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. @@ -1653,7 +1667,7 @@ struct IMGUI_API ImGuiWindow ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x+Size.x, Pos.y+Size.y); } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } @@ -1662,14 +1676,14 @@ struct IMGUI_API ImGuiWindow }; // Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. -struct ImGuiItemHoveredDataBackup +struct ImGuiLastItemDataBackup { ImGuiID LastItemId; ImGuiItemStatusFlags LastItemStatusFlags; ImRect LastItemRect; ImRect LastItemDisplayRect; - ImGuiItemHoveredDataBackup() { Backup(); } + ImGuiLastItemDataBackup() { Backup(); } void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } }; @@ -1689,22 +1703,26 @@ enum ImGuiTabBarFlagsPrivate_ // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { - ImGuiTabItemFlags_NoCloseButton = 1 << 20 // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button }; -// Storage for one active tab item (sizeof() 26~32 bytes) +// Storage for one active tab item (sizeof() 28~32 bytes) struct ImGuiTabItem { ImGuiID ID; ImGuiTabItemFlags Flags; int LastFrameVisible; int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance - int NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames float Offset; // Position relative to beginning of tab float Width; // Width currently displayed - float ContentWidth; // Width of actual contents, stored during BeginTabItem() call + float ContentWidth; // Width of label, stored during BeginTabItem() call + ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS8 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS8 IndexDuringLayout; // Index only used during TabBarLayout() + bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; } + ImGuiTabItem() { ID = 0; Flags = ImGuiTabItemFlags_None; LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; Offset = Width = ContentWidth = 0.0f; BeginOrder = -1; IndexDuringLayout = -1; WantClose = false; } }; // Storage for a tab bar (sizeof() 92~96 bytes) @@ -1719,19 +1737,22 @@ struct ImGuiTabBar int PrevFrameVisible; ImRect BarRect; float LastTabContentHeight; // Record the height of contents submitted below the tab bar - float OffsetMax; // Distance from BarRect.Min.x, locked during layout - float OffsetMaxIdeal; // Ideal offset if all tabs were visible and not clipped - float OffsetNextTab; // Distance from BarRect.Min.x, incremented with each BeginTabItem() call, not used if ImGuiTabBarFlags_Reorderable if set. + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped float ScrollingAnim; float ScrollingTarget; float ScrollingTargetDistToVisibility; float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; ImGuiTabBarFlags Flags; ImGuiID ReorderRequestTabId; ImS8 ReorderRequestDir; + ImS8 TabsActiveCount; // Number of tabs submitted this frame. bool WantLayout; bool VisibleTabWasSubmitted; - short LastTabItemIdx; // For BeginTabItem()/EndTabItem() + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + short LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. @@ -1739,7 +1760,7 @@ struct ImGuiTabBar int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } const char* GetTabName(const ImGuiTabItem* tab) const { - IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); + IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; @@ -1776,6 +1797,7 @@ namespace ImGui IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); // Windows: Display Order and Focus Order IMGUI_API void FocusWindow(ImGuiWindow* window); @@ -1810,10 +1832,10 @@ namespace ImGui // 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 new_scroll_x); - IMGUI_API void SetScrollY(ImGuiWindow* window, float new_scroll_y); - IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio = 0.5f); - IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio = 0.5f); + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); // Basic Accessors @@ -1829,6 +1851,7 @@ namespace ImGui IMGUI_API void KeepAliveID(ImGuiID id); IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) + IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); @@ -1836,6 +1859,7 @@ namespace ImGui IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); + IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); @@ -1861,7 +1885,7 @@ namespace ImGui IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); - IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); // Gamepad/Keyboard Navigation IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); @@ -1916,7 +1940,8 @@ namespace ImGui IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); - IMGUI_API void TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); @@ -1944,6 +1969,7 @@ namespace ImGui 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] @@ -1959,7 +1985,7 @@ namespace ImGui IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float avail_v, float contents_v, ImDrawCornerFlags rounding_corners); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders @@ -1967,8 +1993,8 @@ namespace ImGui // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); - IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags); - IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging @@ -1977,16 +2003,18 @@ namespace ImGui // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). // e.g. " extern template IMGUI_API float RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, float v); " - template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, float power, ImGuiDragFlags flags); - template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb); - template IMGUI_API float SliderCalcRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, float power, float linear_zero_pos); + template IMGUI_API float ScaleRatioFromValueT(ImGuiDataType data_type, T v, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); + template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); + template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); - IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); // InputText @@ -2024,6 +2052,7 @@ IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); @@ -2031,8 +2060,8 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned ch // [SECTION] Test Engine Hooks (imgui_test_engine) //----------------------------------------------------------------------------- -//#define IMGUI_ENABLE_TEST_ENGINE #ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_Shutdown(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PreNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_PostNewFrame(ImGuiContext* ctx); extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); diff --git a/imgui/imgui_test.go b/imgui/imgui_test.go index 5507d260..4538c01d 100644 --- a/imgui/imgui_test.go +++ b/imgui/imgui_test.go @@ -10,5 +10,5 @@ import ( func TestVersion(t *testing.T) { version := imgui.Version() - assert.Equal(t, "1.77", version) + assert.Equal(t, "1.79", version) } diff --git a/imgui/imgui_widgets.cpp b/imgui/imgui_widgets.cpp index 918dbf94..fe5d2ba3 100644 --- a/imgui/imgui_widgets.cpp +++ b/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.77 +// dear imgui, v1.79 // (widgets code) /* @@ -160,7 +160,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) // - We use memchr(), pay attention that well optimized versions of those str/mem functions are much faster than a casually written loop. const char* line = text; const float line_height = GetTextLineHeight(); - ImVec2 text_size(0,0); + ImVec2 text_size(0, 0); // Lines to skip (can't skip when logging text) ImVec2 pos = text_pos; @@ -274,7 +274,10 @@ void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) { PushStyleColor(ImGuiCol_Text, col); - TextV(fmt, args); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); PopStyleColor(); } @@ -288,8 +291,12 @@ void ImGui::TextDisabled(const char* fmt, ...) void ImGui::TextDisabledV(const char* fmt, va_list args) { - PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]); - TextV(fmt, args); + ImGuiContext& g = *GImGui; + PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); PopStyleColor(); } @@ -303,11 +310,14 @@ void ImGui::TextWrapped(const char* fmt, ...) void ImGui::TextWrappedV(const char* fmt, va_list args) { - ImGuiWindow* window = GetCurrentWindow(); - bool need_backup = (window->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + ImGuiContext& g = *GImGui; + bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set if (need_backup) PushTextWrapPos(0.0f); - TextV(fmt, args); + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + else + TextV(fmt, args); if (need_backup) PopTextWrapPos(); } @@ -332,8 +342,8 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2)); - const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size); + const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; @@ -341,7 +351,7 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) // Render const char* value_text_begin = &g.TempBuffer[0]; const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f,0.5f)); + RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } @@ -377,7 +387,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Render ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, g.FontSize*0.5f), text_col); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, g.FontSize * 0.5f), text_col); RenderText(bb.Min + ImVec2(g.FontSize + style.FramePadding.x * 2, 0.0f), text_begin, text_end, false); } @@ -595,6 +605,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } } + // Process while held bool held = false; if (g.ActiveId == id) { @@ -615,6 +626,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; if ((release_in || release_anywhere) && !g.DragDropActive) { + // Report as pressed when releasing the mouse (this is the most common path) bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps if (!is_double_click_release && !is_repeating_already) @@ -627,6 +639,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { + // When activated using Nav, we hold on the ActiveID until activation button is released if (g.NavActivateDownId != id) ClearActiveID(); } @@ -682,7 +695,7 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags bool ImGui::Button(const char* label, const ImVec2& size_arg) { - return ButtonEx(label, size_arg, 0); + return ButtonEx(label, size_arg, ImGuiButtonFlags_None); } // Small buttons fits within text without additional vertical spacing. @@ -698,7 +711,7 @@ bool ImGui::SmallButton(const char* label) // Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack. // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) -bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) +bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -715,7 +728,7 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg) return false; bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); return pressed; } @@ -781,8 +794,8 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); center -= ImVec2(0.5f, 0.5f); - window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f); - window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, +cross_extent), center + ImVec2(-cross_extent, -cross_extent), cross_col, 1.0f); + window->DrawList->AddLine(center + ImVec2(+cross_extent, -cross_extent), center + ImVec2(-cross_extent, +cross_extent), cross_col, 1.0f); return pressed; } @@ -1058,7 +1071,8 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - if (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) + bool mixed_value = (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); @@ -1067,11 +1081,11 @@ bool ImGui::Checkbox(const char* label, bool* v) else if (*v) { const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); - RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad*2.0f); + RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } if (g.LogEnabled) - LogRenderedText(&total_bb.Min, *v ? "[x]" : "[ ]"); + LogRenderedText(&total_bb.Min, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); @@ -1082,7 +1096,21 @@ bool ImGui::Checkbox(const char* label, bool* v) bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value) { bool v = ((*flags & flags_value) == flags_value); - bool pressed = Checkbox(label, &v); + bool pressed; + if (v == false && (*flags & flags_value) != 0) + { + // Mixed value (FIXME: find a way to expose neatly to Checkbox?) + ImGuiWindow* window = GetCurrentWindow(); + const ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; + window->DC.ItemFlags |= ImGuiItemFlags_MixedValue; + pressed = Checkbox(label, &v); + window->DC.ItemFlags = backup_item_flags; + } + else + { + // Regular checkbox + pressed = Checkbox(label, &v); + } if (pressed) { if (v) @@ -1133,7 +1161,7 @@ bool ImGui::RadioButton(const char* label, bool active) if (style.FrameBorderSize > 0.0f) { - window->DrawList->AddCircle(center + ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize); window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } @@ -1166,7 +1194,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over const ImGuiStyle& style = g.Style; ImVec2 pos = window->DC.CursorPos; - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f); + ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); if (!ItemAdd(bb, 0)) @@ -1183,13 +1211,13 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over char overlay_buf[32]; if (!overlay) { - ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f); + ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction * 100 + 0.01f); overlay = overlay_buf; } ImVec2 overlay_size = CalcTextSize(overlay, NULL); if (overlay_size.x > 0.0f) - RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb); + RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f, 0.5f), &bb); } void ImGui::Bullet() @@ -1200,18 +1228,18 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y*2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) { - SameLine(0, style.FramePadding.x*2); + SameLine(0, style.FramePadding.x * 2); return; } // Render and stay on same line ImU32 text_col = GetColorU32(ImGuiCol_Text); - RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f), text_col); + RenderBullet(window->DrawList, bb.Min + ImVec2(style.FramePadding.x + g.FontSize * 0.5f, line_height * 0.5f), text_col); SameLine(0, style.FramePadding.x * 2.0f); } @@ -1413,11 +1441,13 @@ static int IMGUI_CDECL ShrinkWidthItemComparer(const void* lhs, const void* rhs) } // Shrink excess width from a set of item, by removing width from the larger items first. +// Set items Width to -1.0f to disable shrinking this item. void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess) { if (count == 1) { - items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); + if (items[0].Width >= 0.0f) + items[0].Width = ImMax(items[0].Width - width_excess, 1.0f); return; } ImQsort(items, (size_t)count, sizeof(ImGuiShrinkWidthItem), ShrinkWidthItemComparer); @@ -1426,7 +1456,9 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc { while (count_same_width < count && items[0].Width <= items[count_same_width].Width) count_same_width++; - float max_width_to_remove_per_item = (count_same_width < count) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + float max_width_to_remove_per_item = (count_same_width < count && items[count_same_width].Width >= 0.0f) ? (items[0].Width - items[count_same_width].Width) : (items[0].Width - 1.0f); + if (max_width_to_remove_per_item <= 0.0f) + break; float width_to_remove_per_item = ImMin(width_excess / count_same_width, max_width_to_remove_per_item); for (int item_n = 0; item_n < count_same_width; item_n++) items[item_n].Width -= width_to_remove_per_item; @@ -1484,7 +1516,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const ImVec2 label_size = CalcTextSize(label, NULL, true); const float expected_w = CalcItemWidth(); const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id, &frame_bb)) @@ -1509,7 +1541,7 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF } RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f,0.0f)); + RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -1684,21 +1716,21 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa static const ImGuiDataTypeInfo GDataTypeInfo[] = { - { sizeof(char), "%d", "%d" }, // ImGuiDataType_S8 - { sizeof(unsigned char), "%u", "%u" }, - { sizeof(short), "%d", "%d" }, // ImGuiDataType_S16 - { sizeof(unsigned short), "%u", "%u" }, - { sizeof(int), "%d", "%d" }, // ImGuiDataType_S32 - { sizeof(unsigned int), "%u", "%u" }, + { sizeof(char), "S8", "%d", "%d" }, // ImGuiDataType_S8 + { sizeof(unsigned char), "U8", "%u", "%u" }, + { sizeof(short), "S16", "%d", "%d" }, // ImGuiDataType_S16 + { sizeof(unsigned short), "U16", "%u", "%u" }, + { sizeof(int), "S32", "%d", "%d" }, // ImGuiDataType_S32 + { sizeof(unsigned int), "U32", "%u", "%u" }, #ifdef _MSC_VER - { sizeof(ImS64), "%I64d","%I64d" }, // ImGuiDataType_S64 - { sizeof(ImU64), "%I64u","%I64u" }, + { sizeof(ImS64), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, #else - { sizeof(ImS64), "%lld", "%lld" }, // ImGuiDataType_S64 - { sizeof(ImU64), "%llu", "%llu" }, + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif - { sizeof(float), "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) - { sizeof(double), "%f", "%lf" }, // ImGuiDataType_Double + { sizeof(float), "float", "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); @@ -1755,7 +1787,7 @@ int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type return 0; } -void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2) +void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg1, const void* arg2) { IM_ASSERT(op == '+' || op == '-'); switch (data_type) @@ -1907,10 +1939,39 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b } template -static bool ClampBehaviorT(T* v, T v_min, T v_max) +static int DataTypeCompareT(const T* lhs, const T* rhs) { - if (*v < v_min) { *v = v_min; return true; } - if (*v > v_max) { *v = v_max; return true; } + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; + return 0; +} + +int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2) +{ + switch (data_type) + { + case ImGuiDataType_S8: return DataTypeCompareT((const ImS8* )arg_1, (const ImS8* )arg_2); + case ImGuiDataType_U8: return DataTypeCompareT((const ImU8* )arg_1, (const ImU8* )arg_2); + case ImGuiDataType_S16: return DataTypeCompareT((const ImS16* )arg_1, (const ImS16* )arg_2); + case ImGuiDataType_U16: return DataTypeCompareT((const ImU16* )arg_1, (const ImU16* )arg_2); + case ImGuiDataType_S32: return DataTypeCompareT((const ImS32* )arg_1, (const ImS32* )arg_2); + case ImGuiDataType_U32: return DataTypeCompareT((const ImU32* )arg_1, (const ImU32* )arg_2); + case ImGuiDataType_S64: return DataTypeCompareT((const ImS64* )arg_1, (const ImS64* )arg_2); + case ImGuiDataType_U64: return DataTypeCompareT((const ImU64* )arg_1, (const ImU64* )arg_2); + case ImGuiDataType_Float: return DataTypeCompareT((const float* )arg_1, (const float* )arg_2); + case ImGuiDataType_Double: return DataTypeCompareT((const double*)arg_1, (const double*)arg_2); + case ImGuiDataType_COUNT: break; + } + IM_ASSERT(0); + return 0; +} + +template +static bool DataTypeClampT(T* v, const T* v_min, const T* v_max) +{ + // Clamp, both sides are optional, return true if modified + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } return false; } @@ -1918,16 +1979,16 @@ bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_m { switch (data_type) { - case ImGuiDataType_S8: return ClampBehaviorT((ImS8* )p_data, *(const ImS8* )p_min, *(const ImS8* )p_max); - case ImGuiDataType_U8: return ClampBehaviorT((ImU8* )p_data, *(const ImU8* )p_min, *(const ImU8* )p_max); - case ImGuiDataType_S16: return ClampBehaviorT((ImS16* )p_data, *(const ImS16* )p_min, *(const ImS16* )p_max); - case ImGuiDataType_U16: return ClampBehaviorT((ImU16* )p_data, *(const ImU16* )p_min, *(const ImU16* )p_max); - case ImGuiDataType_S32: return ClampBehaviorT((ImS32* )p_data, *(const ImS32* )p_min, *(const ImS32* )p_max); - case ImGuiDataType_U32: return ClampBehaviorT((ImU32* )p_data, *(const ImU32* )p_min, *(const ImU32* )p_max); - case ImGuiDataType_S64: return ClampBehaviorT((ImS64* )p_data, *(const ImS64* )p_min, *(const ImS64* )p_max); - case ImGuiDataType_U64: return ClampBehaviorT((ImU64* )p_data, *(const ImU64* )p_min, *(const ImU64* )p_max); - case ImGuiDataType_Float: return ClampBehaviorT((float* )p_data, *(const float* )p_min, *(const float* )p_max); - case ImGuiDataType_Double: return ClampBehaviorT((double*)p_data, *(const double*)p_min, *(const double*)p_max); + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); @@ -1994,16 +2055,13 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, // This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls) template -bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiDragFlags flags) +bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags) { ImGuiContext& g = *GImGui; - const ImGuiAxis axis = (flags & ImGuiDragFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const bool is_clamped = (v_min < v_max); - const bool is_power = (power != 1.0f && is_decimal && is_clamped && (v_max - v_min < FLT_MAX)); - const bool is_locked = (v_min > v_max); - if (is_locked) - return false; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; // Default tweak speed if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) @@ -2011,7 +2069,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings float adjust_delta = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f) + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f) { adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) @@ -2031,12 +2089,15 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (axis == ImGuiAxis_Y) adjust_delta = -adjust_delta; + // For logarithmic use our range is effectively 0..1 so scale the delta into that range + if (is_logarithmic && (v_max - v_min < FLT_MAX) && ((v_max - v_min) > 0.000001f)) // Epsilon to avoid /0 + adjust_delta /= (float)(v_max - v_min); + // Clear current value on activation // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300. bool is_just_activated = g.ActiveIdIsJustActivated; bool is_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); - bool is_drag_direction_change_with_power = is_power && ((adjust_delta < 0 && g.DragCurrentAccum > 0) || (adjust_delta > 0 && g.DragCurrentAccum < 0)); - if (is_just_activated || is_already_past_limits_and_pushing_outward || is_drag_direction_change_with_power) + if (is_just_activated || is_already_past_limits_and_pushing_outward) { g.DragCurrentAccum = 0.0f; g.DragCurrentAccumDirty = false; @@ -2053,13 +2114,19 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_cur = *v; FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; - if (is_power) + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + const float zero_deadzone_halfsize = 0.0f; // Drag widgets have no deadzone (as it doesn't make sense) + if (is_logarithmic) { - // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range - FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); - FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min)); - v_cur = v_min + (SIGNEDTYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min); - v_old_ref_for_accum_remainder = v_old_norm_curved; + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + + // Convert to parametric space, apply delta, convert back + float v_old_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float v_new_parametric = v_old_parametric + g.DragCurrentAccum; + v_cur = ScaleValueFromRatioT(data_type, v_new_parametric, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + v_old_ref_for_accum_remainder = v_old_parametric; } else { @@ -2067,14 +2134,16 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const } // Round to user desired precision based on format string - v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. g.DragCurrentAccumDirty = false; - if (is_power) + if (is_logarithmic) { - FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power); - g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder); + // Convert to parametric space, apply delta, convert back + float v_new_parametric = ScaleRatioFromValueT(data_type, v_cur, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + g.DragCurrentAccum -= (float)(v_new_parametric - v_old_ref_for_accum_remainder); } else { @@ -2101,8 +2170,11 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const return true; } -bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, float power, ImGuiDragFlags flags) +bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flags! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + ImGuiContext& g = *GImGui; if (g.ActiveId == id) { @@ -2113,19 +2185,21 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } if (g.ActiveId != id) return false; + if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, power, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, power, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, power, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, power, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } - case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, power, flags); - case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, power, flags); - case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, power, flags); - case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, power, flags); - case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, power, flags); - case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, power, flags); + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); @@ -2133,22 +2207,19 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } // Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. -// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. -bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - if (power != 1.0f) - IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds - ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -2163,11 +2234,11 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Tabbing or CTRL-clicking on Drag turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - bool temp_input_is_active = TempInputIsActive(id); - bool temp_input_start = false; + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); const bool clicked = (hovered && g.IO.MouseClicked[0]); const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) @@ -2176,17 +2247,20 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id) + if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) { - temp_input_start = true; + temp_input_is_active = true; FocusableItemUnregister(window); } } } - // Our current specs do NOT clamp when using CTRL+Click manual input, but we should eventually add a flag for that.. - if (temp_input_is_active || temp_input_start) - return TempInputScalar(frame_bb, id, label, data_type, p_data, format);// , p_min, p_max); + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0 && (p_min == NULL || p_max == NULL || DataTypeCompare(data_type, p_min, p_max) < 0); + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2194,7 +2268,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); // Drag behavior - const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, power, ImGuiDragFlags_None); + const bool value_changed = DragBehavior(id, data_type, p_data, v_speed, p_min, p_max, format, flags); if (value_changed) MarkItemEdited(id); @@ -2210,7 +2284,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, return value_changed; } -bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2227,7 +2301,7 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, power); + value_changed |= DragScalar("", data_type, p_data, v_speed, p_min, p_max, format, flags); PopID(); PopItemWidth(); p_data = (void*)((char*)p_data + type_size); @@ -2245,27 +2319,28 @@ bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data return value_changed; } -bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) +bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); + return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) +bool ImGui::DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); + return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) +bool ImGui::DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); + return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) +bool ImGui::DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); + return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power) +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2276,10 +2351,17 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu BeginGroup(); PushMultiItemsWidths(2, CalcItemWidth()); - bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power); + float min_min = (v_min >= v_max) ? -FLT_MAX : v_min; + float min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragScalar("##min", ImGuiDataType_Float, v_current_min, v_speed, &min_min, &min_max, format, min_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power); + + float max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + float max_max = (v_min >= v_max) ? FLT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragScalar("##max", ImGuiDataType_Float, v_current_max, v_speed, &max_min, &max_max, format_max ? format_max : format, max_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); @@ -2290,27 +2372,28 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu } // NB: v_speed is float to allow adjusting the drag speed with more precision -bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format) +bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format); + return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format) +bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format); + return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format) +bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format); + return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format) +bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format); + return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format, flags); } -bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max) +// NB: You likely want to specify the ImGuiSliderFlags_AlwaysClamp when using this. +bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2321,10 +2404,17 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ BeginGroup(); PushMultiItemsWidths(2, CalcItemWidth()); - bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format); + int min_min = (v_min >= v_max) ? INT_MIN : v_min; + int min_max = (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max); + ImGuiSliderFlags min_flags = flags | ((min_min == min_max) ? ImGuiSliderFlags_ReadOnly : 0); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format); + + int max_min = (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min); + int max_max = (v_min >= v_max) ? INT_MAX : v_max; + ImGuiSliderFlags max_flags = flags | ((max_min == max_max) ? ImGuiSliderFlags_ReadOnly : 0); + value_changed |= DragInt("##max", v_current_max, v_speed, max_min, max_max, format_max ? format_max : format, max_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); @@ -2335,9 +2425,40 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ return value_changed; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); +} + +bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) +{ + ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds + drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); +} + +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //------------------------------------------------------------------------- // [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. //------------------------------------------------------------------------- +// - ScaleRatioFromValueT<> [Internal] +// - ScaleValueFromRatioT<> [Internal] // - SliderBehaviorT<>() [Internal] // - SliderBehavior() [Internal] // - SliderScalar() @@ -2356,42 +2477,151 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ // - VSliderInt() //------------------------------------------------------------------------- -template -float ImGui::SliderCalcRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos) +// Convert a value v in the output space of a slider into a parametric position on the slider itself (the logical opposite of ScaleValueFromRatioT) +template +float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { if (v_min == v_max) return 0.0f; + IM_UNUSED(data_type); - const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min); - if (is_power) + if (is_logarithmic) { - if (v_clamped < 0.0f) + bool flipped = v_max < v_min; + + if (flipped) // Handle the case where the range is backwards + ImSwap(v_min, v_max); + + // Fudge min/max to avoid getting close to log(0) + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + // Awkward special cases - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_min == 0.0f) && (v_max < 0.0f)) + v_min_fudged = -logarithmic_zero_epsilon; + else if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float result; + + if (v_clamped <= v_min_fudged) + result = 0.0f; // Workaround for values that are in-range but below our fudge + else if (v_clamped >= v_max_fudged) + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions { - const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min)); - return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos; + float zero_point_center = (-(float)v_min) / ((float)v_max - (float)v_min); // The zero point in parametric space. There's an argument we should take the logarithmic nature into account when calculating this, but for now this should do (and the most common case of a symmetrical range works fine) + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (v == 0.0f) + result = zero_point_center; // Special case for exactly zero + else if (v < 0.0f) + result = (1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(-v_min_fudged / logarithmic_zero_epsilon))) * zero_point_snap_L; + else + result = zero_point_snap_R + ((float)(ImLog((FLOATTYPE)v_clamped / logarithmic_zero_epsilon) / ImLog(v_max_fudged / logarithmic_zero_epsilon)) * (1.0f - zero_point_snap_R)); } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = 1.0f - (float)(ImLog(-(FLOATTYPE)v_clamped / -v_max_fudged) / ImLog(-v_min_fudged / -v_max_fudged)); else + result = (float)(ImLog((FLOATTYPE)v_clamped / v_min_fudged) / ImLog(v_max_fudged / v_min_fudged)); + + return flipped ? (1.0f - result) : result; + } + + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); +} + +// Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) +template +TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) +{ + if (v_min == v_max) + return (TYPE)0.0f; + const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + + TYPE result; + if (is_logarithmic) + { + // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value + if (t <= 0.0f) + result = v_min; + else if (t >= 1.0f) + result = v_max; + else + { + bool flipped = v_max < v_min; // Check if range is "backwards" + + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts + { + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); + else + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); + } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + } + } + else + { + // Linear slider + if (is_decimal) { - const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min))); - return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos); + result = ImLerp(v_min, v_max, t); + } + else + { + // - For integer values we want the clicking position to match the grab box so we round above + // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. + // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 + // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. + if (t < 1.0) + { + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); + } + else + { + result = v_max; + } } } - // Linear slider - return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min)); + return result; } -// FIXME: Move some of the code into SliderBehavior(). Current responsibility is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc. +// FIXME: Move more of the code into SliderBehavior() template -bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool is_power = (power != 1.0f) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; const float grab_padding = 2.0f; const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; @@ -2404,19 +2634,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; - // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f - float linear_zero_pos; // 0.0->1.0f - if (is_power && v_min * v_max < 0.0f) + float logarithmic_zero_epsilon = 0.0f; // Only valid when is_logarithmic is true + float zero_deadzone_halfsize = 0.0f; // Only valid when is_logarithmic is true + if (is_logarithmic) { - // Different sign - const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f / power); - const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f / power); - linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0)); - } - else - { - // Same sign - linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f; + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. + const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); } // Process interacting with the slider @@ -2442,87 +2667,80 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); - float delta = (axis == ImGuiAxis_X) ? delta2.x : -delta2.y; - if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + if (g.ActiveIdIsJustActivated) { - ClearActiveID(); + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccumDirty = false; } - else if (delta != 0.0f) + + const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); + float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; + if (input_delta != 0.0f) { - clicked_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; - if ((decimal_precision > 0) || is_power) + if (decimal_precision > 0) { - delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds if (IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta /= 10.0f; + input_delta /= 10.0f; } else { if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps else - delta /= 100.0f; + input_delta /= 100.0f; } if (IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= 10.0f; - set_new_value = true; - if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits - set_new_value = false; - else - clicked_t = ImSaturate(clicked_t + delta); + input_delta *= 10.0f; + + g.SliderCurrentAccum += input_delta; + g.SliderCurrentAccumDirty = true; } - } - if (set_new_value) - { - TYPE v_new; - if (is_power) + float delta = g.SliderCurrentAccum; + if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) { - // Account for power curve scale on both sides of the zero - if (clicked_t < linear_zero_pos) - { - // Negative: rescale to the negative range before powering - float a = 1.0f - (clicked_t / linear_zero_pos); - a = ImPow(a, power); - v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a); - } - else - { - // Positive: rescale to the positive range before powering - float a; - if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f) - a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos); - else - a = clicked_t; - a = ImPow(a, power); - v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a); - } + ClearActiveID(); } - else + else if (g.SliderCurrentAccumDirty) { - // Linear slider - if (is_decimal) + clicked_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits { - v_new = ImLerp(v_min, v_max, clicked_t); + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate } else { - // For integer values we want the clicking position to match the grab box so we round above - // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. - FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t; - TYPE v_new_off_floor = (TYPE)(v_new_off_f); - TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5); - if (v_new_off_floor < v_new_off_round) - v_new = v_min + v_new_off_round; + set_new_value = true; + float old_clicked_t = clicked_t; + clicked_t = ImSaturate(clicked_t + delta); + + // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); + float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + + if (delta > 0) + g.SliderCurrentAccum -= ImMin(new_clicked_t - old_clicked_t, delta); else - v_new = v_min + v_new_off_floor; + g.SliderCurrentAccum -= ImMax(new_clicked_t - old_clicked_t, delta); } + + g.SliderCurrentAccumDirty = false; } + } + + if (set_new_value) + { + TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); // Round to user desired precision based on format string - v_new = RoundScalarWithFormatT(format, data_type, v_new); + if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); // Apply result if (*v != v_new) @@ -2540,7 +2758,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ else { // Output grab position so it can be displayed by the caller - float grab_t = SliderCalcRatioFromValueT(data_type, *v, v_min, v_max, power, linear_zero_pos); + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (axis == ImGuiAxis_Y) grab_t = 1.0f - grab_t; const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); @@ -2556,32 +2774,39 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ // For 32-bit and larger types, slider bounds are limited to half the natural type range. // So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok. // It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders. -bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, float power, ImGuiSliderFlags flags, ImRect* out_grab_bb) +bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { + // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. + IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + + ImGuiContext& g = *GImGui; + if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + return false; + switch (data_type) { - case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } - case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } - case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } - case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, power, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, *(const ImU8*)p_max, format, flags, out_grab_bb); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, *(const ImS16*)p_max, format, flags, out_grab_bb); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, *(const ImU16*)p_max, format, flags, out_grab_bb); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } case ImGuiDataType_S32: - IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN/2 && *(const ImS32*)p_max <= IM_S32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS32*)p_min >= IM_S32_MIN / 2 && *(const ImS32*)p_max <= IM_S32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS32*)p_v, *(const ImS32*)p_min, *(const ImS32*)p_max, format, flags, out_grab_bb); case ImGuiDataType_U32: - IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU32*)p_max <= IM_U32_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU32*)p_v, *(const ImU32*)p_min, *(const ImU32*)p_max, format, flags, out_grab_bb); case ImGuiDataType_S64: - IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN/2 && *(const ImS64*)p_max <= IM_S64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImS64*)p_min >= IM_S64_MIN / 2 && *(const ImS64*)p_max <= IM_S64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImS64*)p_v, *(const ImS64*)p_min, *(const ImS64*)p_max, format, flags, out_grab_bb); case ImGuiDataType_U64: - IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX/2); - return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const ImU64*)p_max <= IM_U64_MAX / 2); + return SliderBehaviorT(bb, id, data_type, (ImU64*)p_v, *(const ImU64*)p_min, *(const ImU64*)p_max, format, flags, out_grab_bb); case ImGuiDataType_Float: - IM_ASSERT(*(const float*)p_min >= -FLT_MAX/2.0f && *(const float*)p_max <= FLT_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const float*)p_min >= -FLT_MAX / 2.0f && *(const float*)p_max <= FLT_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (float*)p_v, *(const float*)p_min, *(const float*)p_max, format, flags, out_grab_bb); case ImGuiDataType_Double: - IM_ASSERT(*(const double*)p_min >= -DBL_MAX/2.0f && *(const double*)p_max <= DBL_MAX/2.0f); - return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, power, flags, out_grab_bb); + IM_ASSERT(*(const double*)p_min >= -DBL_MAX / 2.0f && *(const double*)p_max <= DBL_MAX / 2.0f); + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); case ImGuiDataType_COUNT: break; } IM_ASSERT(0); @@ -2590,7 +2815,7 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type // Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. // Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2602,7 +2827,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat const float w = CalcItemWidth(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -2617,11 +2842,11 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - bool temp_input_is_active = TempInputIsActive(id); - bool temp_input_start = false; + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; + bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = FocusableItemRegister(window, id); + const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); const bool clicked = (hovered && g.IO.MouseClicked[0]); if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) { @@ -2629,17 +2854,20 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id) + if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) { - temp_input_start = true; + temp_input_is_active = true; FocusableItemUnregister(window); } } } - // Our current specs do NOT clamp when using CTRL+Click manual input, but we should eventually add a flag for that.. - if (temp_input_is_active || temp_input_start) - return TempInputScalar(frame_bb, id, label, data_type, p_data, format);// , p_min, p_max); + if (temp_input_is_active) + { + // Only clamp CTRL+Click input when ImGuiSliderFlags_AlwaysClamp is set + const bool is_clamp_input = (flags & ImGuiSliderFlags_AlwaysClamp) != 0; + return TempInputScalar(frame_bb, id, label, data_type, p_data, format, is_clamp_input ? p_min : NULL, is_clamp_input ? p_max : NULL); + } // Draw frame const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); @@ -2648,7 +2876,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_None, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2659,7 +2887,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); - RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.5f)); + RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -2669,7 +2897,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat } // Add multiple sliders on 1 line for compact edition of multiple components -bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) +bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2686,7 +2914,7 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i PushID(i); if (i > 0) SameLine(0, g.Style.ItemInnerSpacing.x); - value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, power); + value_changed |= SliderScalar("", data_type, v, v_min, v_max, format, flags); PopID(); PopItemWidth(); v = (void*)((char*)v + type_size); @@ -2704,57 +2932,57 @@ bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, i return value_changed; } -bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) +bool ImGui::SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); + return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); } -bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) +bool ImGui::SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); + return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, flags); } -bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) +bool ImGui::SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); + return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, flags); } -bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) +bool ImGui::SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); + return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, flags); } -bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format) +bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max, const char* format, ImGuiSliderFlags flags) { if (format == NULL) format = "%.0f deg"; - float v_deg = (*v_rad) * 360.0f / (2*IM_PI); - bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, 1.0f); - *v_rad = v_deg * (2*IM_PI) / 360.0f; + float v_deg = (*v_rad) * 360.0f / (2 * IM_PI); + bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, format, flags); + *v_rad = v_deg * (2 * IM_PI) / 360.0f; return value_changed; } -bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format) +bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format); + return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } -bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format) +bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format); + return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format, flags); } -bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format) +bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format); + return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format, flags); } -bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format) +bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format); + return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format, flags); } -bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) +bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -2794,7 +3022,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, power, ImGuiSliderFlags_Vertical, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); if (value_changed) MarkItemEdited(id); @@ -2806,23 +3034,50 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f)); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); return value_changed; } -bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power) +bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, ImGuiSliderFlags flags) +{ + return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, flags); +} + +bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format, ImGuiSliderFlags flags) { - return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power); + return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } -bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format) +#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) { - return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format); + ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; + if (power != 1.0f) + { + IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); + slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + } + return 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. //------------------------------------------------------------------------- @@ -2938,20 +3193,9 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* return value_changed; } -// Note that Drag/Slider functions are currently NOT forwarding the min/max values clamping values! +// 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. -// In the future we should add flags to Slider/Drag to specify how to enforce min/max values with CTRL+Click. -// See GitHub issues #1829 and #3209 -// In the meanwhile, you can easily "wrap" those functions to enforce clamping, using wrapper functions, e.g. -// bool SliderFloatClamp(const char* label, float* v, float v_min, float v_max) -// { -// float v_backup = *v; -// if (!SliderFloat(label, v, v_min, v_max)) -// return false; -// *v = ImClamp(*v, v_min, v_max); -// return v_backup != *v; -// } 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; @@ -2974,8 +3218,12 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG // Apply new value (or operations) then clamp DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); - if (p_clamp_min && p_clamp_max) + if (p_clamp_min || p_clamp_max) + { + if (DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + ImSwap(p_clamp_min, p_clamp_max); DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); + } // Only mark as edited if new value is different value_changed = memcmp(&data_backup, p_data, data_type_size) != 0; @@ -3097,7 +3345,7 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_dat bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); } bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags flags) @@ -3154,7 +3402,7 @@ bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiIn { // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes. const char* format = (flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d"; - return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step > 0 ? &step : NULL), (void*)(step_fast > 0 ? &step_fast : NULL), format, flags); } bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags flags) @@ -3175,7 +3423,7 @@ bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { flags |= ImGuiInputTextFlags_CharsScientific; - return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, flags); + return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); } //------------------------------------------------------------------------- @@ -3286,10 +3534,10 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob } static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } -static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator( obj->TextW[idx-1] ) && !is_separator( obj->TextW[idx] ) ) : 1; } +static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } #ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator( obj->TextW[idx-1] ) && is_separator( obj->TextW[idx] ) ) : 1; } +static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } #else static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } @@ -3302,6 +3550,7 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) ImWchar* dst = obj->TextW.Data + pos; // We maintain our buffer length in both UTF-8 and wchar formats + obj->Edited = true; obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n); obj->CurLenW -= n; @@ -3336,6 +3585,7 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar)); memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar)); + obj->Edited = true; obj->CurLenW += new_text_len; obj->CurLenA += new_text_len_utf8; obj->TextW[obj->CurLenW] = '\0'; @@ -3358,6 +3608,8 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im #define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo #define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word #define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page #define STB_TEXTEDIT_K_SHIFT 0x400000 #define STB_TEXTEDIT_IMPLEMENTATION @@ -3406,7 +3658,7 @@ void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) *dst++ = c; *dst = '\0'; - if (CursorPos + bytes_count >= pos) + if (CursorPos >= pos + bytes_count) CursorPos -= bytes_count; else if (CursorPos >= pos) CursorPos = pos; @@ -3477,14 +3729,22 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // Generic named filters if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) { + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: + // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + ImGuiContext& g = *GImGui; + const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; + // Allow 0-9 . - + * / if (flags & ImGuiInputTextFlags_CharsDecimal) - if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/')) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) return false; // Allow 0-9 . - + * / e E if (flags & ImGuiInputTextFlags_CharsScientific) - if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) + if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E')) return false; // Allow 0-9 a-F A-F @@ -3495,7 +3755,7 @@ 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')); + *p_char = (c += (unsigned int)('A' - 'a')); if (flags & ImGuiInputTextFlags_CharsNoBlank) if (ImCharIsBlankW(c)) @@ -3556,7 +3816,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); @@ -3588,7 +3848,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ return false; } draw_window = g.CurrentWindow; // Child window - draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.NavLayerActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. inner_size.x -= draw_window->ScrollbarSizes.x; } else @@ -3616,6 +3876,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ bool clear_active_id = false; bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; + const bool init_make_active = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); const bool init_state = (init_make_active || user_scroll_active); if (init_state && g.ActiveId != id) @@ -3676,7 +3938,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); if (is_multiline) - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); // FIXME-NAV: Page up/down actually not supported yet by widget, but claim them ahead. + g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); } @@ -3718,7 +3980,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImFont* password_font = &g.InputTextPasswordFont; password_font->FontSize = g.Font->FontSize; password_font->Scale = g.Font->Scale; - password_font->DisplayOffset = g.Font->DisplayOffset; password_font->Ascent = g.Font->Ascent; password_font->Descent = g.Font->Descent; password_font->ContainerAtlas = g.Font->ContainerAtlas; @@ -3734,6 +3995,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { IM_ASSERT(state != NULL); backup_current_text_length = state->CurLenA; + state->Edited = false; state->BufCapacityA = buf_size; state->UserFlags = flags; state->UserCallback = callback; @@ -3746,7 +4008,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f)); + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) @@ -3815,6 +4077,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ 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)); @@ -3834,6 +4099,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } @@ -3842,9 +4109,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!state->HasSelection()) { if (is_wordmove_key_down) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT); else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) - state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT); } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } @@ -3903,7 +4170,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Filter pasted buffer const int clipboard_len = (int)strlen(clipboard); - ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len+1) * sizeof(ImWchar)); + ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; for (const char* s = clipboard; *s; ) { @@ -3971,7 +4238,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // User callback - if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0) + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) { IM_ASSERT(callback != NULL); @@ -3993,8 +4260,14 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_DownArrow; } + else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) + { + event_flag = ImGuiInputTextFlags_CallbackEdit; + } else if (flags & ImGuiInputTextFlags_CallbackAlways) + { event_flag = ImGuiInputTextFlags_CallbackAlways; + } if (event_flag) { @@ -4196,11 +4469,13 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Vertical scroll if (is_multiline) { - float scroll_y = draw_window->Scroll.y; + // Test if cursor is vertically visible if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); else if (cursor_offset.y - inner_size.y >= scroll_y) - scroll_y = cursor_offset.y - inner_size.y; + scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; + const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); + scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); draw_pos.y += (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag draw_window->Scroll.y = scroll_y; } @@ -4235,7 +4510,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines - ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn)); + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); @@ -4284,16 +4559,16 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } } + if (is_password && !is_displaying_hint) + PopFont(); + if (is_multiline) { - Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line + Dummy(text_size); EndChild(); EndGroup(); } - if (is_password && !is_displaying_hint) - PopFont(); - // Log as text if (g.LogEnabled && (!is_password || is_displaying_hint)) LogRenderedText(&draw_pos, buf_display, buf_display_end); @@ -4406,8 +4681,8 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components-1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components-1))); + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; @@ -4434,7 +4709,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. if (flags & ImGuiColorEditFlags_Float) { - value_changed |= DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); + value_changed |= DragFloat(ids[n], &f[n], 1.0f / 255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]); value_changed_as_float |= value_changed; } else @@ -4442,7 +4717,7 @@ 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)) - OpenPopupContextItem("context"); + OpenPopupOnItemClick("context"); } } else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) @@ -4450,9 +4725,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // RGB Hexadecimal Input char buf[64]; if (alpha) - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255)); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255), ImClamp(i[3], 0, 255)); else - ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255)); + ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); SetNextItemWidth(w_inputs); if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { @@ -4467,7 +4742,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupContextItem("context"); + OpenPopupOnItemClick("context"); } ImGuiWindow* picker_active_window = NULL; @@ -4484,11 +4759,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Store current color and open a picker g.ColorPickerRef = col_v4; OpenPopup("picker"); - SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y)); + SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1, style.ItemSpacing.y)); } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupContextItem("context"); + OpenPopupOnItemClick("context"); if (BeginPopup("picker")) { @@ -4645,7 +4920,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float wheel_thickness = sv_picker_size * 0.08f; float wheel_r_outer = sv_picker_size * 0.50f; float wheel_r_inner = wheel_r_outer - wheel_thickness; - ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f); + ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size * 0.5f); // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic. float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f); @@ -4684,10 +4959,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; ImVec2 current_off = g.IO.MousePos - wheel_center; float initial_dist2 = ImLengthSqr(initial_off); - if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1)) + if (initial_dist2 >= (wheel_r_inner - 1) * (wheel_r_inner - 1) && initial_dist2 <= (wheel_r_outer + 1) * (wheel_r_outer + 1)) { // Interactive with Hue wheel - H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f; + H = ImAtan2(current_off.y, current_off.x) / IM_PI * 0.5f; if (H < 0.0f) H += 1.0f; value_changed = value_changed_h = true; @@ -4708,7 +4983,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupContextItem("context"); + OpenPopupOnItemClick("context"); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { @@ -4716,19 +4991,19 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); if (IsItemActive()) { - S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1)); - V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); + V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupContextItem("context"); + OpenPopupOnItemClick("context"); // Hue bar logic SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); if (IsItemActive()) { - H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_h = true; } } @@ -4740,7 +5015,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size)); if (IsItemActive()) { - col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1)); + col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = true; } } @@ -4791,7 +5066,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { if (flags & ImGuiColorEditFlags_InputRGB) { - ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10*1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); + ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, col[0], col[1], col[2]); g.ColorEditLastHue = H; g.ColorEditLastSat = S; memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); @@ -4894,17 +5169,17 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n+1]); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); } // Render Cursor + preview on Hue Wheel float cos_hue_angle = ImCos(H * 2.0f * IM_PI); float sin_hue_angle = ImSin(H * 2.0f * IM_PI); - ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f); + ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32); draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); - draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, col_midgrey, hue_cursor_segments); + draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) @@ -4942,7 +5217,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, col_midgrey, 12); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); // Render alpha bar @@ -5014,8 +5289,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight| ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft); } else { @@ -5133,7 +5408,7 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) if (allow_opt_inputs || allow_opt_datatype) Separator(); - if (Button("Copy as..", ImVec2(-1,0))) + if (Button("Copy as..", ImVec2(-1, 0))) OpenPopup("Copy"); if (BeginPopup("Copy")) { @@ -5177,16 +5452,16 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl // Draw small/thumbnail version of each picker type (over an invisible button for selection) if (picker_type > 0) Separator(); PushID(picker_type); - ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha); + ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoSidePreview | (flags & ImGuiColorEditFlags_NoAlpha); if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar; if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel; ImVec2 backup_pos = GetCursorScreenPos(); if (Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask); SetCursorScreenPos(backup_pos); - ImVec4 dummy_ref_col; - memcpy(&dummy_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); - ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags); + ImVec4 previewing_ref_col; + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); PopID(); } PopItemWidth(); @@ -5361,7 +5636,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2); + const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); ImRect frame_bb; frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; frame_bb.Min.y = window->DC.CursorPos.y; @@ -5375,9 +5650,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); } - const float text_offset_x = g.FontSize + (display_frame ? padding.x*3 : padding.x*2); // Collapser arrow width + Spacing + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); ItemSize(ImVec2(text_width, frame_height), padding.y); @@ -5423,17 +5698,14 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. - // - Single-click on label = Toggle on MouseUp (default) - // - Single-click on arrow = Toggle on MouseUp (when _OpenOnArrow=0) + // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) + // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) - // This makes _OpenOnArrow have a subtle effect on _OpenOnDoubleClick: arrow click reacts on Down rather than Up. - // It is rather standard that arrow click react on Down rather than Up and we'd be tempted to make it the default - // (by removing the _OpenOnArrow test below), however this would have a perhaps surprising effect on CollapsingHeader()? - // So right now we are making this optional. May evolve later. + // It is rather standard that arrow click react on Down rather than Up. // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. - if (is_mouse_x_over_arrow && (flags & ImGuiTreeNodeFlags_OpenOnArrow)) + if (is_mouse_x_over_arrow) button_flags |= ImGuiButtonFlags_PressedOnClick; else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; @@ -5511,9 +5783,9 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. const char log_prefix[] = "\n##"; const char log_suffix[] = "##"; - LogRenderedText(&text_pos, log_prefix, log_prefix+3); + LogRenderedText(&text_pos, log_prefix, log_prefix + 3); RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix, log_suffix+2); + LogRenderedText(&text_pos, log_suffix, log_suffix + 2); } else { @@ -5640,11 +5912,12 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; - ImGuiItemHoveredDataBackup last_item_backup; + ImGuiLastItemDataBackup last_item_backup; float button_size = g.FontSize; float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); float button_y = window->DC.LastItemRect.Min.y; - if (CloseButton(window->GetID((void*)((intptr_t)id + 1)), ImVec2(button_x, button_y))) + ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); + if (CloseButton(close_button_id, ImVec2(button_x, button_y))) *p_open = false; last_item_backup.Restore(); } @@ -5658,7 +5931,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags // - Selectable() //------------------------------------------------------------------------- -// Tip: pass a non-visible label (e.g. "##dummy") then you can use the space to draw other text or image. +// Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. // With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. // FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. @@ -5671,7 +5944,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. + const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; + if (span_all_columns && window->DC.CurrentColumns) // FIXME-OPT: Avoid if vertically clipped. PushColumnsBackground(); // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. @@ -5683,8 +5957,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ItemSize(size, 0.0f); // Fill horizontal space - const float min_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ContentRegionRect.Min.x : pos.x; - const float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? window->ContentRegionRect.Max.x : GetContentRegionMaxAbs().x; + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitely right-aligned sizes not visibly match other widgets. + const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; + const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_SpanAvailWidth)) size.x = ImMax(label_size.x, max_x - min_x); @@ -5693,33 +5968,35 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const ImVec2 text_max(min_x + size.x, pos.y + size.y); // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. - ImRect bb_enlarged(min_x, pos.y, text_max.x, text_max.y); - const float spacing_x = style.ItemSpacing.x; - const float spacing_y = style.ItemSpacing.y; - const float spacing_L = IM_FLOOR(spacing_x * 0.50f); - const float spacing_U = IM_FLOOR(spacing_y * 0.50f); - bb_enlarged.Min.x -= spacing_L; - bb_enlarged.Min.y -= spacing_U; - bb_enlarged.Max.x += (spacing_x - spacing_L); - bb_enlarged.Max.y += (spacing_y - spacing_U); - //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb_align.Min, bb_align.Max, IM_COL32(255, 0, 0, 255)); } - //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb_enlarged.Min, bb_enlarged.Max, IM_COL32(0, 255, 0, 255)); } + ImRect bb(min_x, pos.y, text_max.x, text_max.y); + if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) + { + const float spacing_x = style.ItemSpacing.x; + const float spacing_y = style.ItemSpacing.y; + const float spacing_L = IM_FLOOR(spacing_x * 0.50f); + const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + bb.Min.x -= spacing_L; + bb.Min.y -= spacing_U; + bb.Max.x += (spacing_x - spacing_L); + bb.Max.y += (spacing_y - spacing_U); + } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } bool item_add; if (flags & ImGuiSelectableFlags_Disabled) { ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; - item_add = ItemAdd(bb_enlarged, id); + item_add = ItemAdd(bb, id); window->DC.ItemFlags = backup_item_flags; } else { - item_add = ItemAdd(bb_enlarged, id); + item_add = ItemAdd(bb, id); } if (!item_add) { - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); return false; } @@ -5738,7 +6015,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const bool was_selected = selected; bool hovered, held; - bool pressed = ButtonBehavior(bb_enlarged, id, &hovered, &held, button_flags); + bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) @@ -5765,15 +6042,15 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); - RenderFrame(bb_enlarged.Min, bb_enlarged.Max, col, false, 0.0f); - RenderNavHighlight(bb_enlarged, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } - if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.CurrentColumns) + if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); - RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb_enlarged); + RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups @@ -5892,7 +6169,8 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. ImGuiContext& g = *GImGui; bool value_changed = false; - ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. + ImGuiListClipper clipper; + clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { @@ -5988,7 +6266,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get const float v0 = values_getter(data, (v_idx + values_offset) % values_count); const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count); if (plot_type == ImGuiPlotType_Lines) - SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1); + SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx + 1, v1); else if (plot_type == ImGuiPlotType_Histogram) SetTooltip("%d: %8.4g", v_idx, v0); idx_hovered = v_idx; @@ -6034,7 +6312,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get // Text overlay if (overlay_text) - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f)); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); @@ -6195,10 +6473,10 @@ bool ImGui::BeginMenuBar() clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); - window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analoguous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu); window->DC.MenuBarAppending = true; AlignTextToFramePadding(); return true; @@ -6241,7 +6519,6 @@ void ImGui::EndMenuBar() EndGroup(); // Restore position on layer 0 window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main); window->DC.MenuBarAppending = false; } @@ -6531,20 +6808,29 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, // - TabBarFindTabById() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] -// - TabBarScrollClamp()v +// - TabBarScrollClamp() [Internal] // - TabBarScrollToTab() [Internal] // - TabBarQueueChangeTabOrder() [Internal] // - TabBarScrollingButtons() [Internal] // - TabBarTabListPopupButton() [Internal] //------------------------------------------------------------------------- +struct ImGuiTabBarSection +{ + int TabCount; // Number of tabs in this section. + float Width; // Sum of width of tabs in this section (after shrinking down) + float Spacing; // Horizontal spacing at the end of the section. + + ImGuiTabBarSection() { memset(this, 0, sizeof(*this)); } +}; + namespace ImGui { static void TabBarLayout(ImGuiTabBar* tab_bar); static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); - static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections); static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } @@ -6555,20 +6841,33 @@ ImGuiTabBar::ImGuiTabBar() SelectedTabId = NextSelectedTabId = VisibleTabId = 0; CurrFrameVisible = PrevFrameVisible = -1; LastTabContentHeight = 0.0f; - OffsetMax = OffsetMaxIdeal = OffsetNextTab = 0.0f; + WidthAllTabs = WidthAllTabsIdeal = 0.0f; ScrollingAnim = ScrollingTarget = ScrollingTargetDistToVisibility = ScrollingSpeed = 0.0f; + ScrollingRectMinX = ScrollingRectMaxX = 0.0f; Flags = ImGuiTabBarFlags_None; ReorderRequestTabId = 0; ReorderRequestDir = 0; - WantLayout = VisibleTabWasSubmitted = false; + TabsActiveCount = 0; + WantLayout = VisibleTabWasSubmitted = TabsAddedNew = false; LastTabItemIdx = -1; } -static int IMGUI_CDECL TabItemComparerByVisibleOffset(const void* lhs, const void* rhs) +static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - return (int)(a->Offset - b->Offset); + const int a_section = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (a_section != b_section) + return a_section - b_section; + return (int)(a->IndexDuringLayout - b->IndexDuringLayout); +} + +static int IMGUI_CDECL TabItemComparerByBeginOrder(const void* lhs, const void* rhs) +{ + const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; + const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; + return (int)(a->BeginOrder - b->BeginOrder); } static ImGuiTabBar* GetTabBarFromTabBarRef(const ImGuiPtrOrIndex& ref) @@ -6620,10 +6919,11 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG return true; } - // When toggling back from ordered to manually-reorderable, shuffle tabs to enforce the last visible order. - // Otherwise, the most recently inserted tabs would move at the end of visible list which can be a little too confusing or magic for the user. - if ((flags & ImGuiTabBarFlags_Reorderable) && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable) && tab_bar->Tabs.Size > 1 && tab_bar->PrevFrameVisible != -1) - ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByVisibleOffset); + // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable + if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) + if (tab_bar->Tabs.Size > 1) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); + tab_bar->TabsAddedNew = false; // Flags if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) @@ -6635,10 +6935,11 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; tab_bar->CurrFrameVisible = g.FrameCount; tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; - // Layout - ItemSize(ImVec2(tab_bar->OffsetMaxIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap window->DC.CursorPos.x = tab_bar->BarRect.Min.x; + window->DC.CursorPos.y = tab_bar->BarRect.Max.y + g.Style.ItemSpacing.y; // Draw separator const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); @@ -6664,7 +6965,7 @@ void ImGui::EndTabBar() IM_ASSERT_USER_ERROR(tab_bar != NULL, "Mismatched BeginTabBar()/EndTabBar()!"); return; } - if (tab_bar->WantLayout) + if (tab_bar->WantLayout) // Fallback in case no TabItem have been submitted TabBarLayout(tab_bar); // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). @@ -6688,24 +6989,53 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) ImGuiContext& g = *GImGui; tab_bar->WantLayout = false; - // Garbage collect + // Garbage collect by compacting list + // Detect if we need to sort out tab list (e.g. in rare case where a tab changed section) int tab_dst_n = 0; + bool need_sort_by_section = false; + ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing for (int tab_src_n = 0; tab_src_n < tab_bar->Tabs.Size; tab_src_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_src_n]; - if (tab->LastFrameVisible < tab_bar->PrevFrameVisible) + if (tab->LastFrameVisible < tab_bar->PrevFrameVisible || tab->WantClose) { - if (tab->ID == tab_bar->SelectedTabId) - tab_bar->SelectedTabId = 0; + // Remove tab + if (tab_bar->VisibleTabId == tab->ID) { tab_bar->VisibleTabId = 0; } + if (tab_bar->SelectedTabId == tab->ID) { tab_bar->SelectedTabId = 0; } + if (tab_bar->NextSelectedTabId == tab->ID) { tab_bar->NextSelectedTabId = 0; } continue; } if (tab_dst_n != tab_src_n) tab_bar->Tabs[tab_dst_n] = tab_bar->Tabs[tab_src_n]; + + tab = &tab_bar->Tabs[tab_dst_n]; + tab->IndexDuringLayout = (ImS8)tab_dst_n; + + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) + int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (tab_dst_n > 0) + { + ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; + int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + if (curr_tab_section_n == 0 && prev_tab_section_n != 0) + need_sort_by_section = true; + if (prev_tab_section_n == 2 && curr_tab_section_n != 2) + need_sort_by_section = true; + } + + sections[curr_tab_section_n].TabCount++; tab_dst_n++; } if (tab_bar->Tabs.Size != tab_dst_n) tab_bar->Tabs.resize(tab_dst_n); + if (need_sort_by_section) + ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerBySection); + + // Calculate spacing between sections + sections[0].Spacing = sections[0].TabCount > 0 && (sections[1].TabCount + sections[2].TabCount) > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; + // Setup next selected tab ImGuiID scroll_track_selected_tab_id = 0; if (tab_bar->NextSelectedTabId) @@ -6718,46 +7048,38 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). if (tab_bar->ReorderRequestTabId != 0) { - if (ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId)) - { - //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; - if (tab2_order >= 0 && tab2_order < tab_bar->Tabs.Size) - { - ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; - ImGuiTabItem item_tmp = *tab1; - *tab1 = *tab2; - *tab2 = item_tmp; - if (tab2->ID == tab_bar->SelectedTabId) - scroll_track_selected_tab_id = tab2->ID; - tab1 = tab2 = NULL; - } - if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) - MarkIniSettingsDirty(); - } + if (TabBarProcessReorder(tab_bar)) + if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) + scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId; tab_bar->ReorderRequestTabId = 0; } // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; if (tab_list_popup_button) - if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Max.x! + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; - // Compute ideal widths + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); - float width_total_contents = 0.0f; + + // Compute ideal tabs widths + store them into shrink buffer ImGuiTabItem* most_recently_selected_tab = NULL; + int curr_section_n = -1; bool found_selected_tab_id = false; for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; IM_ASSERT(tab->LastFrameVisible >= tab_bar->PrevFrameVisible); - if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) most_recently_selected_tab = tab; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; + if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) + scroll_track_selected_tab_id = tab->ID; // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, @@ -6766,56 +7088,87 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - width_total_contents += (tab_n > 0 ? g.Style.ItemInnerSpacing.x : 0.0f) + tab->ContentWidth; + int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + ImGuiTabBarSection* section = §ions[section_n]; + section->Width += tab->ContentWidth + (section_n == curr_section_n ? g.Style.ItemInnerSpacing.x : 0.0f); + curr_section_n = section_n; // Store data so we can build an array sorted by width if we need to shrink tabs down - g.ShrinkWidthBuffer[tab_n].Index = tab_n; - g.ShrinkWidthBuffer[tab_n].Width = tab->ContentWidth; - } + int shrink_buffer_index = shrink_buffer_indexes[section_n]++; + g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; + g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; - // Compute width - const float initial_offset_x = 0.0f; // g.Style.ItemInnerSpacing.x; - const float width_avail = ImMax(tab_bar->BarRect.GetWidth() - initial_offset_x, 0.0f); - float width_excess = (width_avail < width_total_contents) ? (width_total_contents - width_avail) : 0.0f; - if (width_excess > 0.0f && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown)) - { - // If we don't have enough room, resize down the largest tabs first - ShrinkWidths(g.ShrinkWidthBuffer.Data, g.ShrinkWidthBuffer.Size, width_excess); - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) - tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index].Width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + IM_ASSERT(tab->ContentWidth > 0.0f); + tab->Width = tab->ContentWidth; } + + // Compute total ideal width (used for e.g. auto-resizing a window) + tab_bar->WidthAllTabsIdeal = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) + tab_bar->WidthAllTabsIdeal += sections[section_n].Width + sections[section_n].Spacing; + + // Horizontal scrolling buttons + // (note that TabBarScrollButtons() will alter BarRect.Max.x) + if ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar)) + { + scroll_track_selected_tab_id = scroll_track_selected_tab->ID; + if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button)) + tab_bar->SelectedTabId = scroll_track_selected_tab_id; + } + + // Shrink widths if full tabs don't fit in their allocated space + float section_0_w = sections[0].Width + sections[0].Spacing; + float section_1_w = sections[1].Width + sections[1].Spacing; + float section_2_w = sections[2].Width + sections[2].Spacing; + bool central_section_is_visible = (section_0_w + section_2_w) < tab_bar->BarRect.GetWidth(); + float width_excess; + if (central_section_is_visible) + width_excess = ImMax(section_1_w - (tab_bar->BarRect.GetWidth() - section_0_w - section_2_w), 0.0f); // Excess used to shrink central section else + width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section + + // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore + if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) { - const float tab_max_width = TabBarCalcMaxTabWidth(); - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); + ShrinkWidths(g.ShrinkWidthBuffer.Data + shrink_data_offset, shrink_data_count, width_excess); + + // Apply shrunk values into tabs and sections + for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - tab->Width = ImMin(tab->ContentWidth, tab_max_width); - IM_ASSERT(tab->Width > 0.0f); + ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; + float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + if (shrinked_width < 0.0f) + continue; + + int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + sections[section_n].Width -= (tab->Width - shrinked_width); + tab->Width = shrinked_width; } } // Layout all active tabs - float offset_x = initial_offset_x; - float offset_x_ideal = offset_x; - tab_bar->OffsetNextTab = offset_x; // This is used by non-reorderable tab bar where the submission order is always honored. - for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) + int section_tab_index = 0; + float tab_offset = 0.0f; + tab_bar->WidthAllTabs = 0.0f; + for (int section_n = 0; section_n < 3; section_n++) { - ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - tab->Offset = offset_x; - if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) - scroll_track_selected_tab_id = tab->ID; - offset_x += tab->Width + g.Style.ItemInnerSpacing.x; - offset_x_ideal += tab->ContentWidth + g.Style.ItemInnerSpacing.x; - } - tab_bar->OffsetMax = ImMax(offset_x - g.Style.ItemInnerSpacing.x, 0.0f); - tab_bar->OffsetMaxIdeal = ImMax(offset_x_ideal - g.Style.ItemInnerSpacing.x, 0.0f); + ImGuiTabBarSection* section = §ions[section_n]; + if (section_n == 2) + tab_offset = ImMin(ImMax(0.0f, tab_bar->BarRect.GetWidth() - section->Width), tab_offset); - // Horizontal scrolling buttons - const bool scrolling_buttons = (tab_bar->OffsetMax > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll); - if (scrolling_buttons) - if (ImGuiTabItem* tab_to_select = TabBarScrollingButtons(tab_bar)) // NB: Will alter BarRect.Max.x! - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + for (int tab_n = 0; tab_n < section->TabCount; tab_n++) + { + ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; + tab->Offset = tab_offset; + tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); + } + tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); + tab_offset += section->Spacing; + section_tab_index += section->TabCount; + } // If we have lost the selected tab, select the next most recently active one if (found_selected_tab_id == false) @@ -6830,7 +7183,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Update scrolling if (scroll_track_selected_tab_id) if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) - TabBarScrollToTab(tab_bar, scroll_track_selected_tab); + TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) @@ -6846,10 +7199,17 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { tab_bar->ScrollingSpeed = 0.0f; } + tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; + tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; // Clear name buffers if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) tab_bar->TabsNames.Buf.resize(0); + + // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) + ImGuiWindow* window = g.CurrentWindow; + window->DC.CursorPos = tab_bar->BarRect.Min; + ItemSize(ImVec2(tab_bar->WidthAllTabsIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); } // Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. @@ -6896,47 +7256,64 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) // Called on manual closure attempt void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { - if ((tab_bar->VisibleTabId == tab->ID) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); + if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) { // This will remove a frame of lag for selecting another tab on closure. // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure - tab->LastFrameVisible = -1; - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + tab->WantClose = true; + if (tab_bar->VisibleTabId == tab->ID) + { + tab->LastFrameVisible = -1; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; + } } - else if ((tab_bar->VisibleTabId != tab->ID) && (tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + else { - // Actually select before expecting closure - tab_bar->NextSelectedTabId = tab->ID; + // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) + if (tab_bar->VisibleTabId != tab->ID) + tab_bar->NextSelectedTabId = tab->ID; } } static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) { - scrolling = ImMin(scrolling, tab_bar->OffsetMax - tab_bar->BarRect.GetWidth()); + scrolling = ImMin(scrolling, tab_bar->WidthAllTabs - tab_bar->BarRect.GetWidth()); return ImMax(scrolling, 0.0f); } -static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections) { + if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) + return; + ImGuiContext& g = *GImGui; float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) int order = tab_bar->GetTabOrder(tab); - float tab_x1 = tab->Offset + (order > 0 ? -margin : 0.0f); - float tab_x2 = tab->Offset + tab->Width + (order + 1 < tab_bar->Tabs.Size ? margin : 1.0f); + + // Scrolling happens only in the central section (leading/trailing sections are not scrolling) + // FIXME: This is all confusing. + float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; + + // We make all tabs positions all relative Sections[0].Width to make code simpler + float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); tab_bar->ScrollingTargetDistToVisibility = 0.0f; - if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= tab_bar->BarRect.GetWidth())) + if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) { + // Scroll to the left tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); tab_bar->ScrollingTarget = tab_x1; } - else if (tab_bar->ScrollingTarget < tab_x2 - tab_bar->BarRect.GetWidth()) + else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) { - tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - tab_bar->BarRect.GetWidth()) - tab_bar->ScrollingAnim, 0.0f); - tab_bar->ScrollingTarget = tab_x2 - tab_bar->BarRect.GetWidth(); + // Scroll to the right + tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; } } -void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) { IM_ASSERT(dir == -1 || dir == +1); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); @@ -6944,6 +7321,33 @@ void ImGui::TabBarQueueChangeTabOrder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab_bar->ReorderRequestDir = (ImS8)dir; } +bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) +{ + ImGuiTabItem* tab1 = TabBarFindTabByID(tab_bar, tab_bar->ReorderRequestTabId); + if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) + return false; + + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) + return false; + + // Reordered TabItem must share the same position flags than target + ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; + if (tab2->Flags & ImGuiTabItemFlags_NoReorder) + return false; + if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))) + return false; + + ImGuiTabItem item_tmp = *tab1; + *tab1 = *tab2; + *tab2 = item_tmp; + + if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) + MarkIniSettingsDirty(); + return true; +} + static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) { ImGuiContext& g = *GImGui; @@ -6955,13 +7359,6 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) const ImVec2 backup_cursor_pos = window->DC.CursorPos; //window->DrawList->AddRect(ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y), ImVec2(tab_bar->BarRect.Max.x, tab_bar->BarRect.Max.y), IM_COL32(255,0,0,255)); - const ImRect avail_bar_rect = tab_bar->BarRect; - bool want_clip_rect = !avail_bar_rect.Contains(ImRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(scrolling_buttons_width, 0.0f))); - if (want_clip_rect) - PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); - - ImGuiTabItem* tab_to_select = NULL; - int select_dir = 0; ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; arrow_col.w *= 0.5f; @@ -6972,30 +7369,44 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) const float backup_repeat_rate = g.IO.KeyRepeatRate; g.IO.KeyRepeatDelay = 0.250f; g.IO.KeyRepeatRate = 0.200f; - window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width, tab_bar->BarRect.Min.y); + float x = ImMax(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.x - scrolling_buttons_width); + window->DC.CursorPos = ImVec2(x, tab_bar->BarRect.Min.y); if (ArrowButtonEx("##<", ImGuiDir_Left, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) select_dir = -1; - window->DC.CursorPos = ImVec2(tab_bar->BarRect.Max.x - scrolling_buttons_width + arrow_button_size.x, tab_bar->BarRect.Min.y); + window->DC.CursorPos = ImVec2(x + arrow_button_size.x, tab_bar->BarRect.Min.y); if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) select_dir = +1; PopStyleColor(2); g.IO.KeyRepeatRate = backup_repeat_rate; g.IO.KeyRepeatDelay = backup_repeat_delay; - if (want_clip_rect) - PopClipRect(); - + ImGuiTabItem* tab_to_scroll_to = NULL; if (select_dir != 0) if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) { int selected_order = tab_bar->GetTabOrder(tab_item); int target_order = selected_order + select_dir; - tab_to_select = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; // If we are at the end of the list, still scroll to make our tab visible + + // Skip tab item buttons until another tab item is found or end is reached + while (tab_to_scroll_to == NULL) + { + // If we are at the end of the list, still scroll to make our tab visible + tab_to_scroll_to = &tab_bar->Tabs[(target_order >= 0 && target_order < tab_bar->Tabs.Size) ? target_order : selected_order]; + + // Cross through buttons + // (even if first/last item is a button, return it so we can update the scroll) + if (tab_to_scroll_to->Flags & ImGuiTabItemFlags_Button) + { + target_order += select_dir; + selected_order += select_dir; + tab_to_scroll_to = (target_order <= 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; + } + } } window->DC.CursorPos = backup_cursor_pos; tab_bar->BarRect.Max.x -= scrolling_buttons_width + 1.0f; - return tab_to_select; + return tab_to_scroll_to; } static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) @@ -7013,7 +7424,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) arrow_col.w *= 0.5f; PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); - bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview); + bool open = BeginCombo("##v", NULL, ImGuiComboFlags_NoPreview | ImGuiComboFlags_HeightLargest); PopStyleColor(2); ImGuiTabItem* tab_to_select = NULL; @@ -7022,6 +7433,9 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + if (tab->Flags & ImGuiTabItemFlags_Button) + continue; + const char* tab_name = tab_bar->GetTabName(tab); if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) tab_to_select = tab; @@ -7038,6 +7452,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) //------------------------------------------------------------------------- // - BeginTabItem() // - EndTabItem() +// - TabItemButton() // - TabItemEx() [Internal] // - SetTabItemClosed() // - TabItemCalcSize() [Internal] @@ -7055,9 +7470,11 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT_USER_ERROR(tab_bar, "BeginTabItem() Needs to be called between BeginTabBar() and EndTabBar()!"); + IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); return false; } + IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + bool ret = TabItemEx(tab_bar, label, p_open, flags); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { @@ -7077,7 +7494,7 @@ void ImGui::EndTabItem() ImGuiTabBar* tab_bar = g.CurrentTabBar; if (tab_bar == NULL) { - IM_ASSERT(tab_bar != NULL && "Needs to be called between BeginTabBar() and EndTabBar()!"); + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); return; } IM_ASSERT(tab_bar->LastTabItemIdx >= 0); @@ -7086,6 +7503,22 @@ void ImGui::EndTabItem() window->IDStack.pop_back(); } +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + ImGuiTabBar* tab_bar = g.CurrentTabBar; + if (tab_bar == NULL) + { + IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); + return false; + } + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder); +} + bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) { // Layout whole tab bar if not already done @@ -7100,7 +7533,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImGuiStyle& style = g.Style; const ImGuiID id = TabBarCalcTabID(tab_bar, label); - // If the user called us with *p_open == false, we early out and don't render. We make a dummy call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. + // If the user called us with *p_open == false, we early out and don't render. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); if (p_open && !*p_open) { @@ -7110,6 +7544,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, return false; } + IM_ASSERT(!p_open || !(flags & ImGuiTabItemFlags_Button)); + IM_ASSERT((flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)); // Can't use both Leading and Trailing + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) if (flags & ImGuiTabItemFlags_NoCloseButton) p_open = NULL; @@ -7128,35 +7565,32 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab = &tab_bar->Tabs.back(); tab->ID = id; tab->Width = size.x; + tab_bar->TabsAddedNew = true; tab_is_new = true; } tab_bar->LastTabItemIdx = (short)tab_bar->Tabs.index_from_ptr(tab); tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; // Append name with zero-terminator - tab->NameOffset = tab_bar->TabsNames.size(); + tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); tab_bar->TabsNames.append(label, label + strlen(label) + 1); - // If we are not reorderable, always reset offset based on submission order. - // (We already handled layout and sizing using the previous known order, but sizing is not affected by order!) - if (!tab_appearing && !(tab_bar->Flags & ImGuiTabBarFlags_Reorderable)) - { - tab->Offset = tab_bar->OffsetNextTab; - tab_bar->OffsetNextTab += tab->Width + g.Style.ItemInnerSpacing.x; - } - // Update selected tab if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) - tab_bar->NextSelectedTabId = id; // New tabs gets activated + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; // New tabs gets activated if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar - tab_bar->NextSelectedTabId = id; + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; // Lock visibility // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) @@ -7176,6 +7610,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); ItemAdd(ImRect(), id); PopItemFlag(); + if (is_tab_button) + return false; return tab_contents_visible; } @@ -7186,15 +7622,19 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; // Layout + const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0; size.x = tab->Width; - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + if (is_central_section) + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + else + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); ImVec2 pos = window->DC.CursorPos; ImRect bb(pos, pos + size); // We don't have CPU clipping primitives to clip the CloseButton (until it becomes a texture), so need to add an extra draw call (temporary in the case of vertical animation) - bool want_clip_rect = (bb.Min.x < tab_bar->BarRect.Min.x) || (bb.Max.x > tab_bar->BarRect.Max.x); + const bool want_clip_rect = is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); if (want_clip_rect) - PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true); + PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true); ImVec2 backup_cursor_max_pos = window->DC.CursorMaxPos; ItemSize(bb.GetSize(), style.FramePadding.y); @@ -7209,12 +7649,12 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Click to Select a tab - ImGuiButtonFlags button_flags = (ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_AllowItemOverlap); + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); if (g.DragDropActive) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); - if (pressed) + if (pressed && !is_tab_button) tab_bar->NextSelectedTabId = id; hovered |= (g.HoveredId == id); @@ -7231,12 +7671,12 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueChangeTabOrder(tab_bar, tab, -1); + TabBarQueueReorder(tab_bar, tab, -1); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueChangeTabOrder(tab_bar, tab, +1); + TabBarQueueReorder(tab_bar, tab, +1); } } } @@ -7260,13 +7700,14 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) - tab_bar->NextSelectedTabId = id; + if (!is_tab_button) + tab_bar->NextSelectedTabId = id; if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // Render tab label, process close button - const ImGuiID close_button_id = p_open ? window->GetID((void*)((intptr_t)id + 1)) : 0; + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; bool just_closed = TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible); if (just_closed && p_open != NULL) { @@ -7285,13 +7726,15 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected + if (is_tab_button) + return pressed; return tab_contents_visible; } // [Public] This is call is 100% optional but it allows to remove some one-frame glitches when a tab has been unexpectedly removed. -// To use it to need to call the function SetTabItemClosed() after BeginTabBar() and before any call to BeginTabItem(). +// To use it to need to call the function SetTabItemClosed() between BeginTabBar() and EndTabBar(). // Tabs closed by the close button will automatically be flagged to avoid this issue. -// FIXME: We should aim to support calling SetTabItemClosed() after the tab submission (for next frame) void ImGui::SetTabItemClosed(const char* label) { ImGuiContext& g = *GImGui; @@ -7299,9 +7742,9 @@ void ImGui::SetTabItemClosed(const char* label) if (is_within_manual_tab_bar) { ImGuiTabBar* tab_bar = g.CurrentTabBar; - IM_ASSERT(tab_bar->WantLayout); // Needs to be called AFTER BeginTabBar() and BEFORE the first call to BeginTabItem() ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); - TabBarRemoveTab(tab_bar, tab_id); + if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) + tab->WantClose = true; // Will be processed by next call to TabBarLayout() } } @@ -7324,7 +7767,7 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI const float width = bb.GetWidth(); IM_UNUSED(flags); IM_ASSERT(width > 0.0f); - const float rounding = ImMax(0.0f, ImMin(g.Style.TabRounding, width * 0.5f - 1.0f)); + const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); const float y1 = bb.Min.y + 1.0f; const float y2 = bb.Max.y - 1.0f; draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); @@ -7378,12 +7821,12 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, bool close_button_pressed = false; bool close_button_visible = false; if (close_button_id != 0) - if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForUnselectedCloseButton) - if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == close_button_id) + if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForCloseButton) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) close_button_visible = true; if (close_button_visible) { - ImGuiItemHoveredDataBackup last_item_backup; + ImGuiLastItemDataBackup last_item_backup; const float close_button_sz = g.FontSize; PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) @@ -7398,6 +7841,7 @@ bool ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, text_pixel_clip_bb.Max.x -= close_button_sz; } + // FIXME: if FramePadding is noticeably large, ellipsis_max_x will be wrong here (e.g. #3497), maybe for consistency that parameter of RenderTextEllipsis() shouldn't exist.. float ellipsis_max_x = close_button_visible ? text_pixel_clip_bb.Max.x : bb.Max.x - 1.0f; RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); @@ -7538,7 +7982,7 @@ void ImGui::SetColumnOffset(int column_index, float offset) column_index = columns->Current; IM_ASSERT(column_index < columns->Columns.Size); - const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count-1); + const bool preserve_width = !(columns->Flags & ImGuiColumnsFlags_NoPreserveWidths) && (column_index < columns->Count - 1); const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; if (!(columns->Flags & ImGuiColumnsFlags_NoForceWithinWindow)) @@ -7643,7 +8087,8 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; columns->HostInitialClipRect = window->ClipRect; - columns->HostWorkRect = window->WorkRect; + columns->HostBackupParentWorkRect = window->ParentWorkRect; + window->ParentWorkRect = window->WorkRect; // Set state for first column // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect @@ -7679,7 +8124,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); - column->ClipRect.ClipWith(window->ClipRect); + column->ClipRect.ClipWithFull(window->ClipRect); } if (columns->Count > 1) @@ -7823,7 +8268,8 @@ void ImGui::EndColumns() } columns->IsBeingResized = is_being_resized; - window->WorkRect = columns->HostWorkRect; + window->WorkRect = window->ParentWorkRect; + window->ParentWorkRect = columns->HostBackupParentWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); diff --git a/imgui/imstb_textedit.h b/imgui/imstb_textedit.h index 2077d02a..76446709 100644 --- a/imgui/imstb_textedit.h +++ b/imgui/imstb_textedit.h @@ -148,6 +148,8 @@ // STB_TEXTEDIT_K_RIGHT keyboard input to move cursor right // STB_TEXTEDIT_K_UP keyboard input to move cursor up // STB_TEXTEDIT_K_DOWN keyboard input to move cursor down +// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page +// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page // STB_TEXTEDIT_K_LINESTART keyboard input to move cursor to start of line // e.g. HOME // STB_TEXTEDIT_K_LINEEND keyboard input to move cursor to end of line // e.g. END // STB_TEXTEDIT_K_TEXTSTART keyboard input to move cursor to start of text // e.g. ctrl-HOME @@ -170,14 +172,10 @@ // STB_TEXTEDIT_K_TEXTSTART2 secondary keyboard input to move cursor to start of text // STB_TEXTEDIT_K_TEXTEND2 secondary keyboard input to move cursor to end of text // -// Todo: -// STB_TEXTEDIT_K_PGUP keyboard input to move cursor up a page -// STB_TEXTEDIT_K_PGDOWN keyboard input to move cursor down a page -// // Keyboard input must be encoded as a single integer value; e.g. a character code // and some bitflags that represent shift states. to simplify the interface, SHIFT must // be a bitflag, so we can test the shifted state of cursor movements to allow selection, -// i.e. (STB_TEXTED_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. +// i.e. (STB_TEXTEDIT_K_RIGHT|STB_TEXTEDIT_K_SHIFT) should be shifted right-arrow. // // You can encode other things, such as CONTROL or ALT, in additional bits, and // then test for their presence in e.g. STB_TEXTEDIT_K_WORDLEFT. For example, @@ -337,6 +335,10 @@ typedef struct // each textfield keeps its own insert mode state. to keep an app-wide // insert mode, copy this value in/out of the app state + int row_count_per_page; + // page size in number of row. + // this value MUST be set to >0 for pageup or pagedown in multilines documents. + ///////////////////// // // private data @@ -855,12 +857,16 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, break; case STB_TEXTEDIT_K_DOWN: - case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: { + case STB_TEXTEDIT_K_DOWN | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGDOWN: + case STB_TEXTEDIT_K_PGDOWN | STB_TEXTEDIT_K_SHIFT: { StbFindState find; StbTexteditRow row; - int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int i, j, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGDOWN; + int row_count = is_page ? state->row_count_per_page : 1; - if (state->single_line) { + if (!is_page && state->single_line) { // on windows, up&down in single-line behave like left&right key = STB_TEXTEDIT_K_RIGHT | (key & STB_TEXTEDIT_K_SHIFT); goto retry; @@ -869,17 +875,25 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, if (sel) stb_textedit_prep_selection_at_cursor(state); else if (STB_TEXT_HAS_SELECTION(state)) - stb_textedit_move_to_last(str,state); + stb_textedit_move_to_last(str, state); // compute current position of cursor point stb_textedit_clamp(str, state); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - // now find character position down a row - if (find.length) { - float goal_x = state->has_preferred_x ? state->preferred_x : find.x; - float x; + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; int start = find.first_char + find.length; + + if (find.length == 0) + break; + + // [DEAR IMGUI] + // going down while being on the last line shouldn't bring us to that line end + if (STB_TEXTEDIT_GETCHAR(str, find.first_char + find.length - 1) != STB_TEXTEDIT_NEWLINE) + break; + + // now find character position down a row state->cursor = start; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; @@ -901,17 +915,25 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, if (sel) state->select_end = state->cursor; + + // go to next line + find.first_char = find.first_char + find.length; + find.length = row.num_chars; } break; } case STB_TEXTEDIT_K_UP: - case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: { + case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: + case STB_TEXTEDIT_K_PGUP: + case STB_TEXTEDIT_K_PGUP | STB_TEXTEDIT_K_SHIFT: { StbFindState find; StbTexteditRow row; - int i, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int i, j, prev_scan, sel = (key & STB_TEXTEDIT_K_SHIFT) != 0; + int is_page = (key & ~STB_TEXTEDIT_K_SHIFT) == STB_TEXTEDIT_K_PGUP; + int row_count = is_page ? state->row_count_per_page : 1; - if (state->single_line) { + if (!is_page && state->single_line) { // on windows, up&down become left&right key = STB_TEXTEDIT_K_LEFT | (key & STB_TEXTEDIT_K_SHIFT); goto retry; @@ -926,11 +948,14 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, stb_textedit_clamp(str, state); stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - // can only go up if there's a previous row - if (find.prev_first != find.first_char) { + for (j = 0; j < row_count; ++j) { + float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + + // can only go up if there's a previous row + if (find.prev_first == find.first_char) + break; + // now find character position up a row - float goal_x = state->has_preferred_x ? state->preferred_x : find.x; - float x; state->cursor = find.prev_first; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; @@ -952,6 +977,14 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, if (sel) state->select_end = state->cursor; + + // go to previous line + // (we need to scan previous line the hard way. maybe we could expose this as a new API function?) + prev_scan = find.prev_first > 0 ? find.prev_first - 1 : 0; + while (prev_scan > 0 && STB_TEXTEDIT_GETCHAR(str, prev_scan - 1) != STB_TEXTEDIT_NEWLINE) + --prev_scan; + find.first_char = find.prev_first; + find.prev_first = prev_scan; } break; } @@ -1075,10 +1108,6 @@ static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, state->has_preferred_x = 0; break; } - -// @TODO: -// STB_TEXTEDIT_K_PGUP - move cursor up a page -// STB_TEXTEDIT_K_PGDOWN - move cursor down a page } } @@ -1134,7 +1163,7 @@ static void stb_textedit_discard_redo(StbUndoState *state) state->undo_rec[i].char_storage += n; } // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' - // {DEAR IMGUI] + // [DEAR IMGUI] size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; @@ -1350,6 +1379,7 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin state->initialized = 1; state->single_line = (unsigned char) is_single_line; state->insert_mode = 0; + state->row_count_per_page = 0; } // API initialize diff --git a/imgui/imstb_truetype.h b/imgui/imstb_truetype.h index b4bdbd86..e758b3de 100644 --- a/imgui/imstb_truetype.h +++ b/imgui/imstb_truetype.h @@ -4374,32 +4374,32 @@ static float stbtt__cuberoot( float x ) // x^3 + c*x^2 + b*x + a = 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; } }