diff --git a/extensions/ImGuiEXT/CCImGuiEXT.cpp b/extensions/ImGuiEXT/CCImGuiEXT.cpp index 000806050e..33bb8a6525 100644 --- a/extensions/ImGuiEXT/CCImGuiEXT.cpp +++ b/extensions/ImGuiEXT/CCImGuiEXT.cpp @@ -3,6 +3,13 @@ #include "imgui_impl_adxe.h" #include "imgui_internal.h" +// TODO: mac metal +#if (defined(CC_USE_GL) || defined(CC_USE_GLES)) +# define CC_IMGUI_ENABLE_MULTI_VIEWPORT 1 +#else +# define CC_IMGUI_ENABLE_MULTI_VIEWPORT 0 +#endif + NS_CC_EXT_BEGIN static uint32_t fourccValue(std::string_view str) @@ -156,7 +163,44 @@ void ImGuiEXT::destroyInstance() void ImGuiEXT::init() { - ImGui_ImplAdxe_Init(true); + // Setup Dear ImGui context + IMGUI_CHECKVERSION(); + ImGui::CreateContext(); + ImGuiIO& io = ImGui::GetIO(); + (void)io; + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls + // io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls + io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking + +#if CC_IMGUI_ENABLE_MULTI_VIEWPORT + io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows +#endif + // io.ConfigViewportsNoAutoMerge = true; + // io.ConfigViewportsNoTaskBarIcon = true; + // io.ConfigViewportsNoDefaultParent = true; + // io.ConfigDockingAlwaysTabBar = true; + // io.ConfigDockingTransparentPayload = true; + // io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleFonts; // FIXME-DPI: Experimental. THIS CURRENTLY DOESN'T + // WORK AS EXPECTED. DON'T USE IN USER APP! io.ConfigFlags |= ImGuiConfigFlags_DpiEnableScaleViewports; // + // FIXME-DPI: Experimental. + + // Setup Dear ImGui style + ImGui::StyleColorsDark(); + // ImGui::StyleColorsClassic(); + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular + // ones. + ImGuiStyle& style = ImGui::GetStyle(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + style.WindowRounding = 0.0f; + style.Colors[ImGuiCol_WindowBg].w = 1.0f; + } + + auto window = static_cast(Director::getInstance()->getOpenGLView())->getWindow(); + ImGui_ImplGlfw_InitForAdxe(window, true); + ImGui_ImplAdxe_Init(); + ImGui_ImplAdxe_SetCustomFontLoader(&ImGuiEXT::loadCustomFonts, this); ImGui::StyleColorsClassic(); @@ -174,8 +218,11 @@ void ImGuiEXT::cleanup() ImGui_ImplAdxe_SetCustomFontLoader(nullptr, nullptr); ImGui_ImplAdxe_Shutdown(); + ImGui_ImplGlfw_Shutdown(); CC_SAFE_RELEASE_NULL(_fontsTexture); + + ImGui::DestroyContext(); } void ImGuiEXT::setOnInit(const std::function& callBack) @@ -293,6 +340,8 @@ void ImGuiEXT::beginFrame() { // create frame ImGui_ImplAdxe_NewFrame(); + ImGui_ImplGlfw_NewFrame(); + ImGui::NewFrame(); // move to endFrame? _fontsTexture = (Texture2D*)ImGui_ImplAdxe_GetFontsTexture(); diff --git a/extensions/ImGuiEXT/imgui/LICENSE.txt b/extensions/ImGuiEXT/imgui/LICENSE.txt index 780533dcb2..4023e0caa8 100644 --- a/extensions/ImGuiEXT/imgui/LICENSE.txt +++ b/extensions/ImGuiEXT/imgui/LICENSE.txt @@ -1,6 +1,6 @@ The MIT License (MIT) -Copyright (c) 2014-2021 Omar Cornut +Copyright (c) 2014-2022 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/extensions/ImGuiEXT/imgui/imconfig.h b/extensions/ImGuiEXT/imgui/imconfig.h index 768377be30..774b8f0e01 100644 --- a/extensions/ImGuiEXT/imgui/imconfig.h +++ b/extensions/ImGuiEXT/imgui/imconfig.h @@ -1,67 +1,53 @@ //----------------------------------------------------------------------------- // COMPILE-TIME OPTIONS FOR DEAR IMGUI -// 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. +// 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/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. +// 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. +// 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. //----------------------------------------------------------------------------- #pragma once //---- Define assertion handler. Defaults to calling assert(). -// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a -// single statement. +// If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement. //#define IM_ASSERT(_EXPR) MyAssert(_EXPR) //#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts //---- Define attributes of all API symbols declarations, e.g. for DLL under Windows -// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't -// guarantee backward nor forward ABI compatibility. DLL users: heaps and globals are not shared across DLL boundaries! -// You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling -// from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) -//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid -// using soon-to-be obsolete function/names. #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87: disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This will be folded into IMGUI_DISABLE_OBSOLETE_FUNCTIONS in a few versions. //---- Disable all of Dear ImGui or don't implement standard windows. -// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in -// imgui_demo.cpp. -//#define IMGUI_DISABLE // Disable everything: all headers and source files will be -// empty. #define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: -// ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. #define IMGUI_DISABLE_METRICS_WINDOW // Disable -// metrics/debugger window: ShowMetricsWindow() will be empty. +// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. +//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. -//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't -// use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) #define -// IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME -// handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) #define -// IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't -// implement default IME handler (won't require imm32.lib/.a) #define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use -// and link with any Win32 function (clipboard, ime). #define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] -// Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not -// the default). #define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement -// ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) -//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement -// ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. #define -// IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite -// and ImFileHandle at all (replace them with dummies) #define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // -// Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if -// you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. #define -// IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to -// avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). #define IMGUI_DISABLE_SSE // Disable -// use of SSE intrinsics even if available +//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) +//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) +//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). +//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) +//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. +//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies) +//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function. +//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions(). +//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //---- Include imgui_user.h at the end of imgui.h as a convenience //#define IMGUI_INCLUDE_IMGUI_USER_H @@ -69,8 +55,8 @@ //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR -//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like -// emoticons, dingbats, symbols, shapes, ancient languages, etc...) #define IMGUI_USE_WCHAR32 +//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//#define IMGUI_USE_WCHAR32 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version // By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. @@ -79,22 +65,17 @@ //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION -//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless -// IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) -// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by -// clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. #define -// IMGUI_USE_STB_SPRINTF +//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. +// #define IMGUI_USE_STB_SPRINTF -//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear -// ImGui) -// Requires FreeType headers to be available in the include path. Requires program to be compiled with -// 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). On Windows you may use -// vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. +//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) +// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). +// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE //---- Use stb_truetype to build and rasterize the font atlas (default) -// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType -// backend. +// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. //#define IMGUI_ENABLE_STB_TRUETYPE //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. @@ -116,9 +97,9 @@ //#define ImDrawIdx unsigned int //---- Override ImDrawCallback signature (will need to modify renderer backends accordingly) -// struct ImDrawList; -// struct ImDrawCmd; -// typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); +//struct ImDrawList; +//struct ImDrawCmd; +//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //#define ImDrawCallback MyImDrawCallback //---- Debug Tools: Macro to break in Debugger diff --git a/extensions/ImGuiEXT/imgui/imgui.cpp b/extensions/ImGuiEXT/imgui/imgui.cpp index e9c52c3bf0..b5fa1bf22d 100644 --- a/extensions/ImGuiEXT/imgui/imgui.cpp +++ b/extensions/ImGuiEXT/imgui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.87 // (main code and documentation) // Help: @@ -15,14 +15,16 @@ // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues -// - Discussions https://github.com/ocornut/imgui/discussions + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. -// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring -// contracts. Please reach out to "contact AT dearimgui.com". Individuals: you can support continued development via -// donations. See docs/README or web page. +// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". +// Individuals: you can support continued development via donations. See docs/README or web page. // It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library. // Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without @@ -68,6 +70,7 @@ CODE // [SECTION] STYLING // [SECTION] RENDER HELPERS // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] INPUTS // [SECTION] ERROR CHECKING // [SECTION] LAYOUT // [SECTION] SCROLLING @@ -81,6 +84,7 @@ CODE // [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) */ @@ -125,12 +129,9 @@ CODE - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ - CTRL+Z,CTRL+Y to undo/redo. - ESCAPE to revert text to its original value. - - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative -value!) - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h -ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets PROGRAMMER GUIDE @@ -139,42 +140,35 @@ ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets READ FIRST ---------- - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) - - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no -construction or destruction steps, less superfluous data retention on your side, less state duplication, less state -synchronization, fewer bugs. + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or + destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h -to configure your build. - - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by -Casey Muratori). You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 -& more links in Wiki. - - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and -high-performances. For every application frame, your UI code will be called only once. This is in contrast to e.g. -Unity's implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry -point. There are pros and cons to both approaches. + - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. + - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. + - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, + where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). If you get an assert, read the messages and comments around the assert. - - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a -namespace. + - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types. See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that. However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase. - - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid -using it in your code!). + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!). HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) - - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase -over "master". + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. - If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently -removed from the public API. If you have a problem with a missing function/symbols, search for its name in the code, -there will likely be a comment about it. Please report any issue to the GitHub page! + If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed + from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will + likely be a comment about it. Please report any issue to the GitHub page! - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. - Try to keep your copy of Dear ImGui reasonably up to date. @@ -183,20 +177,15 @@ there will likely be a comment about it. Please report any issue to the GitHub p --------------------------------------------------------------- - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. - - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build -system. It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared -library (DLL). - - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types -with your own maths types. - - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types -to find comments about them. - - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function -that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of -being in "update" vs "render" phases of your own application. All rendering information is stored into command-lists -that you will retrieve after calling ImGui::Render(). + - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). + - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. + - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. + - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. + Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" + phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render(). - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code. - - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** -files from the examples/ folder. + - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder. HOW A SIMPLE APPLICATION MAY LOOK LIKE @@ -207,13 +196,13 @@ files from the examples/ folder. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable -keyboard controls. + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. - // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and -imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); + // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp) + ImGui_ImplWin32_Init(hwnd); + ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); // Application main loop while (true) @@ -242,47 +231,48 @@ imgui_impl_dx11.cpp) ImGui_ImplWin32_Init(hwnd); ImGui_ImplDX11_Init(g_pd3dDevic // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable -keyboard controls. + // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. // TODO: Fill optional fields of the io structure later. // TODO: Load TTF/OTF fonts if you don't want to use the default font. // Build and load the texture atlas into a texture - // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo -Renderer) int width, height; unsigned char* pixels = NULL; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) + int width, height; + unsigned char* pixels = NULL; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // At this point you've got the texture data and you need to upload that to your graphic system: - // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in -'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about -ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) + // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. + // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. + MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) io.Fonts->SetTexID((void*)texture); // Application main loop while (true) { - // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows -message handlers, etc. - // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo -Platform Backends) io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) + // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc. + // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends) + io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) io.DisplaySize.x = 1920.0f; // set the current display width io.DisplaySize.y = 1280.0f; // set the current display height here - io.MousePos = my_mouse_pos; // set the mouse position - io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states - io.MouseDown[1] = my_mouse_buttons[1]; + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui -everywhere) ImGui::NewFrame(); + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) + ImGui::NewFrame(); // Most of your application code here ImGui::Text("Hello, world!"); - MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, -world!"); ImGui::End(); MyGameRender(); // may use any Dear ImGui functions as well! + MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); + MyGameRender(); // may use any Dear ImGui functions as well! // Render dear imgui, swap buffers - // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game -rendering code) ImGui::EndFrame(); ImGui::Render(); ImDrawData* draw_data = ImGui::GetDrawData(); + // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) + ImGui::EndFrame(); + ImGui::Render(); + ImDrawData* draw_data = ImGui::GetDrawData(); MyImGuiRenderFunction(draw_data); SwapBuffers(); } @@ -303,10 +293,10 @@ rendering code) ImGui::EndFrame(); ImGui::Render(); ImDrawData* draw_data = ImGu { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize - // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + -draw_data->DisplaySize - // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, -multiply by vertex color. for (int n = 0; n < draw_data->CmdListsCount; n++) + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; + for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui @@ -320,32 +310,31 @@ multiply by vertex color. for (int n = 0; n < draw_data->CmdListsCount; n++) } else { - // The texture for the draw call is specified by pcmd->GetTexID(). - // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set -yourself during initialization. MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; // We are using scissoring to clip some objects. All low-level graphics API should support it. - // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some -small glitches + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches // (some elements visible outside their bounds) but you can fix that once everything else works! // - Clipping coordinates are provided in imgui coordinates space: - // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == -viewport->Size - // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == -io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport -space. - // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use -Min+Size (size being Max-Min) ImVec2 pos = draw_data->DisplayPos; MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), -(int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); // Render 'pcmd->ElemCount/3' indexed triangles. - // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your -engine doesn't support 16-bit indices. MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? -GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); } - idx_buffer += pcmd->ElemCount; } } } @@ -358,112 +347,106 @@ GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Keyboard: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard -flag will be set. For more advanced uses, you may want to read from: + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() calls. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), + the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. -functions. Please reach out if you think the game vs navigation input sharing could be improved. + - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. + Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling -NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). - - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the -following values: 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to -0.0..1.0 imgui range, etc.). - - You can download PNG/PSD files depicting the gamepad controls for common controllers at: -http://dearimgui.org/controls_sheets - - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, -with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be -improved. + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - Internally: NewFrame() will automatically fill io.NavInputs[] based on backend's io.AddKeyEvent() + io.AddKeyAnalogEvent() calls. + - BEFORE 1.87, BACKENDS USED TO WRITE DIRECTLY TO io.NavInputs[]. This is going to be obsoleted in the future. Please call io functions instead! + - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: - - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a -mouse-emulation fallback. - - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your -console/tablet/phone app) to share your PC mouse/keyboard. - - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the -ImGuiConfigFlags_NavEnableSetMousePos flag. Enabling ImGuiConfigFlags_NavEnableSetMousePos + -ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. When -enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the -mouse cursor to be moved. When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next -frame. Some of the backends in examples/ do that. (If you set the NavEnableSetMousePos flag but don't honor -'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) (In a setup when -you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may -want to set a boolean to ignore your other external mouse positions until the external source is moved again.) + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) API BREAKING CHANGES ==================== Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. - Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix -some code. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to -look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases -for more details. + Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + You can read releases logs https://github.com/ocornut/imgui/releases for more details. (Docking/Viewport Branch) - - 2021/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It -means that: - - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not -what you want anymore. you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. -SetNextWindowPos(GetMainViewport()->Pos) + - 2021/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: + - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore. + you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos) - likewise io.MousePos and GetMousePos() will use OS coordinates. - If you query mouse positions to interact with non-imgui coordinates you will need to offset -them, e.g. subtract GetWindowViewport()->Pos. - - 2021/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO -api. + If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos. - - - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March -2019): + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiKey_ModXXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiKey_ModXXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder - - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling -ImDrawCmd::GetTexID(). + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). - if you are using official backends from the source tree: you have nothing to do. - - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to -draw_cmd->GetTexID(). - - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of -ImDrawCornersFlags. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. - breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no -corners": + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) - - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now -round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. this ONLY matters for hard coded use of 0 + -rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. the old -ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we -sometimes encouraged using them as shortcuts. legacy path still support use of hard coded ~0 or any value from 0x1 or -0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() - - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < -0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect -on anti-aliasing. - - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags -flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. - - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July -2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with --limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. - - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to -style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. - - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection -function (will obsolete). - - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of -specifying size. Kept inline redirection function (will obsolete). + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'. + - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed. + - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete). + - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete). - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete). - - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define -IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very -rarely used) are now stored in ImFontAtlas::FontBuilderFlags. + - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags. - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): @@ -471,458 +454,257 @@ rarely used) are now stored in ImFontAtlas::FontBuilderFlags. - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg - ImGuiInputTextCallback -> use ImGuiTextEditCallback - ImGuiInputTextCallbackData -> use ImGuiTextEditCallbackData - - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to -PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). + - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete). - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added! - - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of -incoming Tables API. - - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will -apply to other data structures - - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to -backends/. + - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API. + - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures + - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018): - - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render -function of your backend + - io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend - ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow) - ImGui::IsAnyWindowHovered() -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow) - ImGuiStyleVar_Count_ -> use ImGuiStyleVar_COUNT - ImGuiMouseCursor_Count_ -> use ImGuiMouseCursor_COUNT - removed redirecting functions names that were marked obsolete in 1.61 (May 2018): - - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with -format = "%.Xf" where X is your value for decimal_precision. - - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` -parameter. - - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative -to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from -imgui_club/ used this old clipper API. Update your copy if needed). - - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum -(will obsolete sooner because previous name was added recently). + - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision. + - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter. + - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed). + - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. - - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. -For varieties of reason this is more self-explanatory. - - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - -because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use -IsWindowAppearing() after BeginPopup() for a similar result. - - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied -after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this -value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font -scaling, so let's get rid of it now! - - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), -DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), -SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). replaced the 'float -power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). worked out a -backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those -functions: + - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. + - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now! + - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar(). + replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags). + worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions: - if you omitted the 'power' parameter (likely!), you are not affected. - - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may -warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, -and be technically correct. - - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may -warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash -and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the -warning/assert and get a _similar_ effect as previous uses of power >1.0f. see -https://github.com/ocornut/imgui/issues/3361 for all details. kept inline redirection functions (will obsolete) apart -for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed -directly as they were most unlikely ever used. for shared code, you can version check at compile-time with `#if -IMGUI_VERSION_NUM >= 17704`. - - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced -in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the -ImGuiSliderFlags_ReadOnly internal flag in the meantime. - - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of -BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. - - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will -obsolete). [NOTE: THIS WAS REVERTED IN 1.79] - - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December -2017. + - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. + - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. + see https://github.com/ocornut/imgui/issues/3361 for all details. + kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used. + for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime. + - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems. + - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79] + - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017. - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular(). - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more. - - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. -While the current code technically supports it, future code may not so we're putting the restriction ahead. - - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of -(FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into -it, you may need to fix your initial value. + - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead. + - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value. - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017): - ShowTestWindow() -> use ShowDemoWindow() - IsRootWindowFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow) - - IsRootWindowOrAnyChildFocused() -> use -IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) + - IsRootWindowOrAnyChildFocused() -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows) - SetNextWindowContentWidth(w) -> use SetNextWindowContentSize(ImVec2(w, 0.0f) - GetItemsLineHeightWithSpacing() -> use GetFrameHeightWithSpacing() - ImGuiCol_ChildWindowBg -> use ImGuiCol_ChildBg - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS - - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented -and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. - - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other -mouse functions (none of the other functions have it). - - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) -to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for -consistency. + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. + - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). + - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. + - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency. - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017): - - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() -SetNextWindowBgAlpha() if needed - - IsRootWindowOrAnyChildHovered() -> use -IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) + - Begin() [old 5 args version] -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed + - IsRootWindowOrAnyChildHovered() -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows) - AlignFirstTextHeightToWidgets() -> use AlignTextToFramePadding() - SetNextWindowPosCenter() -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f) - ImFont::Glyph -> use ImFontGlyph - - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, -used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. if you were using a -non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate -for the fix. The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). -Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). If you never -altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. - - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() -+ GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). - - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will -obsolete). - - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): -ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), -IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were -implemented until 1.71. - - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as -part of the parent window. If you have overlapping child windows in a same parent, and relied on their relative z-order -to be mapped to their submission order, this will affect your rendering. This optimization is disabled if the parent -window has no visual output, because it appears to be the most common situation leading to the creation of overlapping -child windows. Please reach out if you are affected. - - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will -obsolete). + - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function. + if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix. + The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay). + If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you. + - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete). + - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete). + - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71. + - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have + overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering. + This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows. + Please reach out if you are affected. + - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete). - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c). - - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles -(e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. - - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline -redirection function (will obsolete). - - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will -obsolete). - - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to -ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums -(will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If -for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! - - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from -viewport/docking branch already). - - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access -directly, and use AddInputCharacter() instead! - - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef -(will obsolete). - - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had -various undesirable side-effects. - - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a -large pass on configuration flags. + - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now. + - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). + - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). + - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! + - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). + - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects. + - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). - - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and -stb_rect_pack.h to imstb_rectpack.h. If you were conveniently using the imgui copy of those STB headers in your project -you will have to update your include paths. + - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h. + If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths. - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427) - - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into -imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS -SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. Because of this, any local modifications to imgui.cpp -will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. - - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new -IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). - - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to -ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). - - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of -(ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). - - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global -io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. - - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], -io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. - - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point -imprecisions over time. - - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with -other features. Kept redirection enum (will obsolete). - - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) -from renderer (DX11, OpenGL, Vulkan, etc.). old backends will still work as is, however prefer using the separated -backends as they will be updated to support multi-viewports. when adopting new backends follow the main.cpp code of your -preferred examples/ folder to know which functions to call. in particular, note that old backends called -ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. - - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and -discourage using the full set. - - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the -ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. - - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are -not using integers internally any more. If you used DragInt() with custom format strings, make sure you change them to -use %d or an integer-compatible format. To honor backward-compatibility, the DragInt() code will currently parse and -modify format strings to replace %*f with %d, giving time to users to upgrade their code. If you have -IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase -for e.g. "DragInt.*%f" to help you find them. - - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an -equivalent and more flexible "const char* format", consistent with other functions. Kept redirection functions (will -obsolete). - - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more -consistent with expectation and allows passing r-value. - - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was -added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). - - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the -closing cross uses regular button colors now. - - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent -to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly -aligned vertically. - - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to -ImGuiMouseCursor_COUNT for consistency with other public enums. - - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is -not really usable in many situations at the moment. - - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function -after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. + - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp. + NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED. + Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions. + - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent). + - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete). + - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly). + - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature. + - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency. + - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time. + - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete). + - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.). + old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports. + when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call. + in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function. + - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set. + - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details. + - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more. + If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format. + To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code. + If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them. + - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format", + consistent with other functions. Kept redirection functions (will obsolete). + - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value. + - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch). + - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now. + - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically. + - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums. + - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment. + - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. - 2018/02/07 (1.60) - reorganized context handling to be more explicit, - - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL -ImGui::DestroyContext() AT THE END. + - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END. - removed Shutdown() function, as DestroyContext() serve this purpose. - - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. -Otherwise CreateContext() will create its own font atlas instance. - - removed allocator parameters from CreateContext(), they are now setup with -SetAllocatorFunctions(), and shared by all contexts. - - removed the default global context and font atlas instance, which were confusing for users of -DLL reloading and users of multiple contexts. - - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the -imgui repo you may need to update your paths. - - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept -redirection function (will obsolete). - - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept -redirection function (will obsolete). - - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to -ImGuiSizeCallbackData. - - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo -code. If you need it it's easy to replicate on your side. - - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function -(will obsolete). - - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way -to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags - - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and -ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. - - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel -event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. - - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function -(will obsolete). - - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). -Kept redirection function (will obsolete). - - obsoleted IsRootWindowOrAnyChildFocused() in favor of using -IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). - - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept -redirection enum (will obsolete). - - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection -function (will obsolete). - - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the -'Log' demo in your code, it uses appendv() so that needs to be renamed. - - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in -the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look -them up. Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles -will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), -StyleColorsLight() functions. + - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance. + - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts. + - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts. + - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths. + - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete). + - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData. + - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side. + - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete). + - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags + - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame. + - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set. + - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete). + - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete). + - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete). + - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete). + - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete). + - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed. + - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up. + Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions. - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency. - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg. - - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, -ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. - - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using -IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); - - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to -IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. - - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in -another window (e.g. click-dragging item from another window to this window). You can use the newly introduced -IsWindowHovered() flags to requests this specific behavior if you need it. - - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly -introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for -details. removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more -consistent names for the two functions we are now obsoleting. IsItemHoveredRect() --> -IsItemHovered(ImGuiHoveredFlags_RectOnly) IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) - IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | -ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] - - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use -SetNextWindowSize()+Begin() instead! - - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection -function (will obsolete). + - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding. + - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); + - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency. + - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. + - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details. + removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. + IsItemHoveredRect() --> IsItemHovered(ImGuiHoveredFlags_RectOnly) + IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow) + IsMouseHoveringWindow() --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior] + - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! + - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete). - - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot -information to do the same and more. Kept redirection function (will obsolete). - - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. -Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support -unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will -obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! - - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline -redirection function (will obsolete). - - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection -function (will obsolete). + - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). + - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". + - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! + - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete). + - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete). - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency. - - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" -compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. - - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit -ImGuiOnceUponAFrame type. - - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool -also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters -completely. - - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to -ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). - - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, -ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection -enums (will obsolete). - - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + -ColorButton(). - - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to -the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change -them with right-click context menu. - - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to -'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op -(hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the -various new options. - - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool -outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = -ImVec2(0, 0))' - - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect -user to io.WantCaptureMouse - - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose -ImFontConfig::GlyphOffset. - - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for -clarity. - - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other -functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple -times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use -it instead of passing string to BeginChild(). - - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We -pass io.ClipboardUserData to it. - - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for -horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of -window. This was sort of always the intent and hopefully, breakage should be minimal. - - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window -background (ImGuiCol_WindowBg color) anymore. If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default -theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we -don't draw a WindowBg background behind the title bar. This helper function will convert an old TitleBg/TitleBgActive -color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: ImVec4 -ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * -(1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, -(win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If -this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or -you may just create TitleBgActive from a tweaked TitleBg color. - - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() -functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). + - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix. + - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type. + - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely. + - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete). + - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete). + - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton(). + - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu. + - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options. + - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))' + - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse + - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. + - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). + - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. + - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. + - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: + ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } + If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. + - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext(). - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. - - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool -display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can -replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). - - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 -max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it -will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. - - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside -style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). - - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus -were previously using ImGuiCol_WindowBg. (ref github issue #337) - - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline -redirection function (will obsolete). - - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without -using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. - - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra -FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. + - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). + - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). + - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) + - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). + - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. + - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you. - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis. - - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made -obsolete. - - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing -with cursor position. GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the -majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may -include scrolling, not at +100 from the window left side. - GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow -include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a -problem, but watch out! + - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete. + - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position. + GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side. + GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out! - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize - - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to -add to your project. - - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an -extra PI for no justifiable reason - - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of -ImFontAtlas::AddFont** functions to the ImFontConfig structure. you need to render your textured triangles with bilinear -filtering to benefit from sub-pixel positioning of text. - - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and -enables us to get anti-aliasing for a marginal cost. this necessary change will break your rendering function! the fix -should be very easy. sorry for that :( - - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you -just need to update your copy and you can ignore the rest. + - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project. + - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason + - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure. + you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text. + - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost. + this necessary change will break your rendering function! the fix should be very easy. sorry for that :( + - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest. - the signature of the io.RenderDrawListsFn handler has changed! old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). - parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes -'draw_data->CmdListsCount' ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is -new. ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes -'UserCallback', 'texture_id' becomes 'TextureId'. - - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render -ElemCount/3 triangles using indices from the index buffer. - - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() -method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! - - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. -please upgrade! + parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount' + ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new. + ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'. + - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer. + - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering! + - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade! - 2015/07/10 (1.43) - changed SameLine() parameters from int to float. - - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will -obsolete). - - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling -functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. - - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) -- makes a difference when texture have transparence - - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size -override should have been rarely used. Sorry! - - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection -function (will obsolete). - - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! -Kept inline redirection function (will obsolete). - - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and -inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. - - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the -open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if -the popup is opened. - - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were -already the same). + - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). + - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. + - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! + - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). + - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). + - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. + - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened. + - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same). - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50. - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API - - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general -ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. - - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() -or Inputfloat() instead. - - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to -GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. - - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to -ImGuiStyleVar_IndentSpacing + - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive. + - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead. + - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50. + - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50. - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing) - - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection -function until 1.50. + - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50. - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once. - - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for -future use, return 0 for now. + - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now. - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing() - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused) - - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was -conflicting with actual pointer storage functions. - - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG -loader. - - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed -pixels. - - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, -&png_data, &png_size); [..Upload texture to GPU..]; - - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, -&height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); you now have more flexibility to load -multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font -texture with bilinear interpolation. - - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). -make sure to call io.Fonts->SetTexID() + - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions. + - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. + - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. + - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); + you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets - - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, -ImGuiSetCondition_FirstUseEver) - - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, -FontBaseScale, FontFallbackGlyph) + - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) + - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph) - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered() - - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to -imgui_user.inl (more IDE friendly) - - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated -for simplicity) + - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly) + - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity) - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale() - - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to -IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn + - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically) - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes @@ -978,9 +760,11 @@ IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn 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: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? Q: How can I display an image? What is ImTextureID, how does it 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)? @@ -1011,18 +795,15 @@ IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn Q: How can I help? A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! - We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring -contacts. This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people -working on this project. + We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. - Individuals: you can support continued development via PayPal donations. See README. - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - 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. Visuals are ideal as they inspire other programmers. - But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other -teams and programmers with taking decisions. - - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that -you share your issues (on GitHub or privately). + But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. + - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately). */ @@ -1031,266 +812,201 @@ you share your issues (on GitHub or privately). //------------------------------------------------------------------------- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) -# define _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE -# ifndef IMGUI_DEFINE_MATH_OPERATORS -# define IMGUI_DEFINE_MATH_OPERATORS -# endif -# include "imgui_internal.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" // System includes -# include // toupper -# include // vsnprintf, sscanf, printf -# if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -# include // intptr_t -# else -# include // intptr_t -# endif +#include // toupper +#include // vsnprintf, sscanf, printf +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif -// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly -// enabled -# if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && \ - !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) -# define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS -# endif +// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled +#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif // [Windows] OS specific includes (optional) -# if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && \ - defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && \ - defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) -# define IMGUI_DISABLE_WIN32_FUNCTIONS -# endif -# if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) -# ifndef WIN32_LEAN_AND_MEAN -# define WIN32_LEAN_AND_MEAN -# endif -# ifndef NOMINMAX -# define NOMINMAX -# endif -# ifndef __MINGW32__ -# include // _wfopen, OpenClipboard -# else -# include -# endif -# if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions -# define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS -# define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS -# endif -# endif +#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#ifndef NOMINMAX +#define NOMINMAX +#endif +#ifndef __MINGW32__ +#include // _wfopen, OpenClipboard +#else +#include +#endif +#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions +#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif +#endif // [Apple] OS specific includes -# if defined(__APPLE__) -# include -# endif +#if defined(__APPLE__) +#include +#endif // Visual Studio warnings -# ifdef _MSC_VER -# pragma warning(disable : 4127) // condition expression is constant -# pragma warning(disable : 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, - // vsnprintf, sscanf, fopen -# if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later -# pragma warning(disable : 5054) // operator '|': deprecated between enumerations of different types -# endif -# pragma warning(disable : 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte - // value and then casting the result to a 8 byte value. Cast the value to the - // wider type before calling operator 'xxx' to avoid overflow(io.2). -# pragma warning(disable : 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a - // member variable (type.6). -# pragma warning(disable : 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over - // 'enum' (Enum.3). -# endif +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif // Clang/GCC warnings with -Weverything -# if defined(__clang__) -# if __has_warning("-Wunknown-warning-option") -# pragma clang diagnostic ignored \ - "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all - // warnings are known by all Clang versions and they tend to be - // rename-happy.. so ignoring warnings triggers new warnings on some - // configuration. Great! -# endif -# pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -# pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more - // terse. -# pragma clang diagnostic ignored \ - "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing - // against same constants (typically 0.0f) is ok. -# pragma clang diagnostic ignored \ - "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal - // to vsnformat(). yes, user passing incorrect format strings can crash the code. -# pragma clang diagnostic ignored \ - "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time - // destruction order is undefined. if MemFree() leads to users code that has been - // disabled before exit it might cause problems. ImGui coding style welcomes - // static/globals. -# pragma clang diagnostic ignored \ - "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, - // not sure what the exact difference is. -# pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -# pragma clang diagnostic ignored \ - "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // - // unreasonable, would lead to casting every %p arg to void*. probably enabled by - // -pedantic. -# pragma clang diagnostic ignored \ - "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' -# pragma clang diagnostic ignored \ - "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some - // standard header variations use #define NULL 0 -# pragma clang diagnostic ignored \ - "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to - // function // using printf() is a misery with this as C++ va_arg ellipsis changes - // float to double. -# pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' - // to 'float' may lose precision -# elif defined(__GNUC__) -// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following -// the warning/version association. -# pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -# pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used -# pragma GCC diagnostic ignored \ - "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size -# pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but - // argument 6 has type 'ImGuiWindow*' -# pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' - // when passing argument to function -# pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -# pragma GCC diagnostic ignored \ - "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -# pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when - // assuming that (X - c) > X is always false -# 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 +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wformat-pedantic" // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic. +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type 'int' +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat" // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*' +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif // Debug options -# define IMGUI_DEBUG_NAV_SCORING \ - 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding - // CTRL -# define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -# define IMGUI_DEBUG_INI_SETTINGS \ - 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) +#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL +#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) -// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast -// switch. -static const float NAV_WINDOWING_HIGHLIGHT_DELAY = - 0.20f; // Time before the highlight and screen dimming starts fading in -static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear +// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. +static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in +static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear -// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set -// in io.BackendFlags by backend) -static const float WINDOWS_HOVER_PADDING = - 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. - // Affect FindHoveredWindow(). -static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = - 0.04f; // Reduce visual noise by only highlighting the border after a certain time. -static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = - 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, - // unless mouse moved. +// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). +static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. // Docking -static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = - 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. -static const float DOCKING_SPLITTER_SIZE = 2.0f; +static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. +static const float DOCKING_SPLITTER_SIZE = 2.0f; //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS //------------------------------------------------------------------------- -static void SetCurrentWindow(ImGuiWindow* window); -static void FindHoveredWindow(); -static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); -static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); +static void SetCurrentWindow(ImGuiWindow* window); +static void FindHoveredWindow(); +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); +static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); -static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); -static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); +static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); +static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); // Settings -static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); -static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); -static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); -static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); -static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); +static void WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); +static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); +static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); +static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); +static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); // Platform Dependents default implementation for IO functions -static const char* GetClipboardTextFn_DefaultImpl(void* user_data); -static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static const char* GetClipboardTextFn_DefaultImpl(void* user_data); +static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); namespace ImGui { // Navigation -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(); -static bool NavScoreItem(ImGuiNavItemData* result, ImRect cand); -static void NavApplyItemToResult(ImGuiNavItemData* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel); -static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); -static ImVec2 NavCalcPreferredRefPos(); -static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); -static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); -static void NavRestoreLayer(ImGuiNavLayer layer); -static int FindWindowFocusIndex(ImGuiWindow* window); +static void NavUpdate(); +static void NavUpdateWindowing(); +static void NavUpdateWindowingOverlay(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); +static float NavUpdatePageUpPageDown(); +static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); +static void NavEndFrame(); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id); +static ImVec2 NavCalcPreferredRefPos(); +static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); +static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); +static void NavRestoreHighlightAfterMove(); +static int FindWindowFocusIndex(ImGuiWindow* window); -// Error Checking -static void ErrorCheckNewFrameSanityChecks(); -static void ErrorCheckEndFrameSanityChecks(); +// Error Checking and Debug Tools +static void ErrorCheckNewFrameSanityChecks(); +static void ErrorCheckEndFrameSanityChecks(); +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); // Misc -static void UpdateSettings(); -static void UpdateMouseInputs(); -static void UpdateMouseWheel(); -static void UpdateTabFocus(); -static void UpdateDebugToolItemPicker(); -static bool UpdateWindowManualResize(ImGuiWindow* window, - const ImVec2& size_auto_fit, - int* border_held, - int resize_grip_count, - ImU32 resize_grip_col[4], - const ImRect& visibility_rect); -static void RenderWindowOuterBorders(ImGuiWindow* window); -static void RenderWindowDecorations(ImGuiWindow* window, - const ImRect& title_bar_rect, - bool title_bar_is_highlight, - bool handle_borders_and_resize_grips, - int resize_grip_count, - const ImU32 resize_grip_col[4], - float resize_grip_draw_size); -static void RenderWindowTitleBarContents(ImGuiWindow* window, - const ImRect& title_bar_rect, - const char* name, - bool* p_open); -static void EndFrameDrawDimmedBackgrounds(); +static void UpdateSettings(); +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static void RenderWindowOuterBorders(ImGuiWindow* window); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); +static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); +static void RenderDimmedBackgrounds(); +static ImGuiWindow* FindBlockingModal(ImGuiWindow* window); // Viewports -const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = - 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot - // in the debugger. The exact value doesn't matter. -static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, - ImGuiID id, - const ImVec2& platform_pos, - const ImVec2& size, - ImGuiViewportFlags flags); -static void UpdateViewportsNewFrame(); -static void UpdateViewportsEndFrame(); -static void WindowSelectViewport(ImGuiWindow* window); -static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); -static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); -static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); -static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); -static int FindPlatformMonitorForPos(const ImVec2& pos); -static int FindPlatformMonitorForRect(const ImRect& r); -static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); +const ImGuiID IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter. +static ImGuiViewportP* AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags); +static void DestroyViewport(ImGuiViewportP* viewport); +static void UpdateViewportsNewFrame(); +static void UpdateViewportsEndFrame(); +static void WindowSelectViewport(ImGuiWindow* window); +static void WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack); +static bool UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport); +static bool UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window); +static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); +static int FindPlatformMonitorForPos(const ImVec2& pos); +static int FindPlatformMonitorForRect(const ImRect& r); +static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); -} // namespace ImGui +} //----------------------------------------------------------------------------- // [SECTION] CONTEXT AND MEMORY ALLOCATORS @@ -1298,69 +1014,41 @@ static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); // DLL users: // - Heaps and globals are not shared across DLL boundaries! -// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling -// from. -// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading -// mechanisms work without DLL). -// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't -// guarantee backward nor forward ABI compatibility. -// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current -// location (which DLL boundary you are in). +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. // - ImGui::CreateContext() will automatically set this pointer if it is NULL. // Change to a different context by calling ImGui::SetCurrentContext(). // - Important: Dear ImGui functions are not thread-safe because of this pointer. // If you want thread-safety to allow N threads to access N different contexts: -// - Change this variable to use thread local storage so each thread can refer to a different context, in your -// imconfig.h: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: // struct ImGuiContext; // extern thread_local ImGuiContext* MyImGuiTLS; // #define GImGui MyImGuiTLS -// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses -// compiler-specific keyword. -// - Future development aims to make this context pointer explicit to all calls. Also read -// https://github.com/ocornut/imgui/issues/586 -// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a -// different namespace. +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. // - DLL users: read comments above. -# ifndef GImGui -ImGuiContext* GImGui = NULL; -# endif +#ifndef GImGui +ImGuiContext* GImGui = NULL; +#endif // Memory Allocator functions. Use SetAllocatorFunctions() to change them. -// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may -// need to keep them accessible during program destruction. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. // - DLL users: read comments above. -# ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS -static void* MallocWrapper(size_t size, void* user_data) -{ - IM_UNUSED(user_data); - return malloc(size); -} -static void FreeWrapper(void* ptr, void* user_data) -{ - IM_UNUSED(user_data); - free(ptr); -} -# else -static void* MallocWrapper(size_t size, void* user_data) -{ - IM_UNUSED(user_data); - IM_UNUSED(size); - IM_ASSERT(0); - return NULL; -} -static void FreeWrapper(void* ptr, void* user_data) -{ - IM_UNUSED(user_data); - IM_UNUSED(ptr); - IM_ASSERT(0); -} -# endif -static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; -static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; -static void* GImAllocatorUserData = NULL; +#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } +#else +static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } +static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } +#endif +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) @@ -1368,190 +1056,170 @@ static void* GImAllocatorUserData = NULL; ImGuiStyle::ImGuiStyle() { - Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. - DisabledAlpha = - 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. - WindowPadding = ImVec2(8, 8); // Padding within a window - WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values - // tend to lead to variety of artifacts and are not recommended. - WindowBorderSize = - 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. - WindowMinSize = ImVec2(32, 32); // Minimum window size - WindowTitleAlign = ImVec2(0.0f, 0.5f); // Alignment for title bar text - WindowMenuButtonPosition = ImGuiDir_Left; // Position of the collapsing/docking button in the title bar - // (left/right). Defaults to ImGuiDir_Left. - ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows - ChildBorderSize = - 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. - PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows - PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. - // Other values not well tested. - FramePadding = ImVec2(4, 3); // Padding within a framed rectangle (used by most widgets) - FrameRounding = - 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). - FrameBorderSize = - 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. - ItemSpacing = ImVec2(8, 4); // Horizontal and vertical spacing between widgets/lines - ItemInnerSpacing = ImVec2(4, 4); // Horizontal and vertical spacing between within elements of a composed widget - // (e.g. a slider and its label) - CellPadding = ImVec2(4, 2); // Padding within a table cell - TouchExtraPadding = ImVec2(0, 0); // Expand reactive bounding box for touch-based system where touch position is - // not accurate enough. Unfortunately we don't sort widgets so priority on - // overlap will always be given to the first widget. So don't grow this too much! - IndentSpacing = - 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). - ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). - ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar - ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar - GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar - GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. - LogSliderDeadzone = - 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. - TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. - TabBorderSize = 0.0f; // Thickness of border around tabs. - TabMinWidthForCloseButton = - 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always - // show when hovering, set to FLT_MAX to never show close button unless selected. - ColorButtonPosition = - ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. - ButtonTextAlign = ImVec2(0.5f, 0.5f); // Alignment of button text when button is larger than text. - 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-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend - // to render with bilinear filtering. - AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). - CurveTessellationTol = - 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease - // for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - CircleTessellationMaxError = - 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner - // rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding = ImVec2(8,8); // Padding within a window + WindowRounding = 0.0f; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize = 1.0f; // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested. + WindowMinSize = ImVec2(32,32); // Minimum window size + WindowTitleAlign = ImVec2(0.0f,0.5f);// Alignment for title bar text + WindowMenuButtonPosition= ImGuiDir_Left; // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left. + ChildRounding = 0.0f; // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows + ChildBorderSize = 1.0f; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested. + PopupRounding = 0.0f; // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows + PopupBorderSize = 1.0f; // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested. + FramePadding = ImVec2(4,3); // Padding within a framed rectangle (used by most widgets) + FrameRounding = 0.0f; // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets). + FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. + ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines + ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) + CellPadding = ImVec2(4,2); // Padding within a table cell + TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar + ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar + GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize = 0.0f; // Thickness of border around tabs. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. + 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-aliased lines/borders. Disable if you are really tight on CPU/GPU. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. + AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). + CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); } -// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper -// function. Scaling the fonts is done separately and is up to you. Important: This operation is lossy because we round -// all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle -// structure rather than scaling multiple times. +// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. +// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. void ImGuiStyle::ScaleAllSizes(float scale_factor) { - WindowPadding = ImFloor(WindowPadding * scale_factor); - WindowRounding = ImFloor(WindowRounding * scale_factor); - WindowMinSize = ImFloor(WindowMinSize * scale_factor); - ChildRounding = ImFloor(ChildRounding * scale_factor); - PopupRounding = ImFloor(PopupRounding * scale_factor); - FramePadding = ImFloor(FramePadding * scale_factor); - FrameRounding = ImFloor(FrameRounding * scale_factor); - ItemSpacing = ImFloor(ItemSpacing * scale_factor); - ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); - CellPadding = ImFloor(CellPadding * scale_factor); + WindowPadding = ImFloor(WindowPadding * scale_factor); + WindowRounding = ImFloor(WindowRounding * scale_factor); + WindowMinSize = ImFloor(WindowMinSize * scale_factor); + ChildRounding = ImFloor(ChildRounding * scale_factor); + PopupRounding = ImFloor(PopupRounding * scale_factor); + FramePadding = ImFloor(FramePadding * scale_factor); + FrameRounding = ImFloor(FrameRounding * scale_factor); + ItemSpacing = ImFloor(ItemSpacing * scale_factor); + ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); + CellPadding = ImFloor(CellPadding * scale_factor); TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); - IndentSpacing = ImFloor(IndentSpacing * scale_factor); + IndentSpacing = ImFloor(IndentSpacing * scale_factor); ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); - ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); + ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); - GrabMinSize = ImFloor(GrabMinSize * scale_factor); - GrabRounding = ImFloor(GrabRounding * scale_factor); + GrabMinSize = ImFloor(GrabMinSize * scale_factor); + GrabRounding = ImFloor(GrabRounding * scale_factor); LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); - TabRounding = ImFloor(TabRounding * scale_factor); - TabMinWidthForCloseButton = - (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; - DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); + TabRounding = ImFloor(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); - MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); } ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); - IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && - IM_ARRAYSIZE(ImGuiIO::MouseClicked) == - ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern - // compilers so we don't use it here. + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Settings - ConfigFlags = ImGuiConfigFlags_None; - BackendFlags = ImGuiBackendFlags_None; - DisplaySize = ImVec2(-1.0f, -1.0f); - DeltaTime = 1.0f / 60.0f; + ConfigFlags = ImGuiConfigFlags_None; + BackendFlags = ImGuiBackendFlags_None; + DisplaySize = ImVec2(-1.0f, -1.0f); + DeltaTime = 1.0f / 60.0f; IniSavingRate = 5.0f; - IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to - // lock this to an absolute path (e.g. same path as executables). - LogFilename = "imgui_log.txt"; - MouseDoubleClickTime = 0.30f; + IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). + LogFilename = "imgui_log.txt"; + MouseDoubleClickTime = 0.30f; MouseDoubleClickMaxDist = 6.0f; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; +#endif KeyRepeatDelay = 0.275f; - KeyRepeatRate = 0.050f; - UserData = NULL; + KeyRepeatRate = 0.050f; + UserData = NULL; - Fonts = NULL; - FontGlobalScale = 1.0f; - FontDefault = NULL; - FontAllowUserScaling = false; + Fonts = NULL; + FontGlobalScale = 1.0f; + FontDefault = NULL; + FontAllowUserScaling = false; DisplayFramebufferScale = ImVec2(1.0f, 1.0f); // Docking options (when ImGuiConfigFlags_DockingEnable is set) - ConfigDockingNoSplit = false; - ConfigDockingAlwaysTabBar = false; + ConfigDockingNoSplit = false; + ConfigDockingWithShift = false; + ConfigDockingAlwaysTabBar = false; ConfigDockingTransparentPayload = false; // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) - ConfigViewportsNoAutoMerge = false; - ConfigViewportsNoTaskBarIcon = false; - ConfigViewportsNoDecoration = true; + ConfigViewportsNoAutoMerge = false; + ConfigViewportsNoTaskBarIcon = false; + ConfigViewportsNoDecoration = true; ConfigViewportsNoDefaultParent = false; // Miscellaneous options MouseDrawCursor = false; -# ifdef __APPLE__ +#ifdef __APPLE__ ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag -# else +#else ConfigMacOSXBehaviors = false; -# endif - ConfigInputTextCursorBlink = true; - ConfigWindowsResizeFromEdges = true; +#endif + ConfigInputTrickleEventQueue = true; + ConfigInputTextCursorBlink = true; + ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; - ConfigMemoryCompactTimer = 60.0f; + ConfigMemoryCompactTimer = 60.0f; // Platform Functions BackendPlatformName = BackendRendererName = NULL; BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; - GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; - ClipboardUserData = NULL; + ClipboardUserData = NULL; + SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; // Input (NB: we already have memset zero the entire structure!) - MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX); MouseDragThreshold = 6.0f; - for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) - MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) - KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) - NavInputsDownDuration[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; + BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API void ImGuiIO::AddInputCharacter(unsigned int c) { - if (c != 0) - InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (c == 0) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Char; + e.Source = ImGuiInputSource_Keyboard; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); } // UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so @@ -1561,10 +1229,10 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) if (c == 0 && InputQueueSurrogate == 0) return; - if ((c & 0xFC00) == 0xD800) // High surrogate, must save + if ((c & 0xFC00) == 0xD800) // High surrogate, must save { if (InputQueueSurrogate != 0) - InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); InputQueueSurrogate = c; return; } @@ -1572,22 +1240,22 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) ImWchar cp = c; if (InputQueueSurrogate != 0) { - if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate + if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate { - InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); } else { -# if IM_UNICODE_CODEPOINT_MAX == 0xFFFF - cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar -# else +#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF + cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar +#else cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); -# endif +#endif } InputQueueSurrogate = 0; } - InputQueueCharacters.push_back(cp); + AddInputCharacter((unsigned)cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) @@ -1597,7 +1265,7 @@ void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); if (c != 0) - InputQueueCharacters.push_back((ImWchar)c); + AddInputCharacter(c); } } @@ -1608,46 +1276,182 @@ void ImGuiIO::ClearInputCharacters() void ImGuiIO::ClearInputKeys() { +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO memset(KeysDown, 0, sizeof(KeysDown)); - for (int n = 0; n < IM_ARRAYSIZE(KeysDownDuration); n++) - KeysDownDuration[n] = KeysDownDurationPrev[n] = -1.0f; +#endif + for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + { + KeysData[n].Down = false; + KeysData[n].DownDuration = -1.0f; + KeysData[n].DownDurationPrev = -1.0f; + } KeyCtrl = KeyShift = KeyAlt = KeySuper = false; KeyMods = KeyModsPrev = ImGuiKeyModFlags_None; for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++) NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f; } +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + if (key == ImGuiKey_None) + return; + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(ImGui::IsNamedKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + + // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + if (BackendUsingLegacyKeyArrays == -1) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + BackendUsingLegacyKeyArrays = 0; +#endif + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; + + // Partial filter of duplicates (not strictly needed, but makes data neater in particular for key mods and gamepad values which are most commonly spmamed) + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + if (key_data->Down == down && key_data->AnalogValue == analog_value) + { + bool found = false; + for (int n = g.InputEventsQueue.Size - 1; n >= 0 && !found; n--) + if (g.InputEventsQueue[n].Type == ImGuiInputEventType_Key && g.InputEventsQueue[n].Key.Key == key) + found = true; + if (!found) + return; + } + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey(native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + + // Build native->imgui map so old user code can still call key functions with native 0..511 values. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; + if (ImGui::IsLegacyKey(legacy_key)) + KeyMap[legacy_key] = key; +#else + IM_UNUSED(key); + IM_UNUSED(native_legacy_index); +#endif +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.MousePos.PosX = x; + e.MousePos.PosY = y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (most mouse/API will only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (wheel_x == 0.0f && wheel_y == 0.0f) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseViewport; + e.Source = ImGuiInputSource_Mouse; + e.MouseViewport.HoveredViewportID = viewport_id; + g.InputEventsQueue.push_back(e); +} + void ImGuiIO::AddFocusEvent(bool focused) { - // We intentionally overwrite this and process in NewFrame(), in order to give a chance - // to multi-viewports backends to queue AddFocusEvent(false),AddFocusEvent(true) in same frame. - AppFocusLost = !focused; + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); } //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (Geometry functions) //----------------------------------------------------------------------------- -ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - const ImVec2& p, - int num_segments) +ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments) { - IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; - float t_step = 1.0f / (float)num_segments; + float t_step = 1.0f / (float)num_segments; for (int i_step = 1; i_step <= num_segments; i_step++) { ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step); - ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); - float dist2 = ImLengthSqr(p - p_line); + ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); + float dist2 = ImLengthSqr(p - p_line); if (dist2 < p_closest_dist2) { - p_closest = p_line; + p_closest = p_line; p_closest_dist2 = dist2; } p_last = p_current; @@ -1656,77 +1460,56 @@ ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, } // Closely mimics PathBezierToCasteljau() in imgui_draw.cpp -static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, - ImVec2& p_closest, - ImVec2& p_last, - float& p_closest_dist2, - float x1, - float y1, - float x2, - float y2, - float x3, - float y3, - float x4, - float y4, - float tess_tol, - int level) +static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; float d2 = ((x2 - x4) * dy - (y2 - y4) * dx); float d3 = ((x3 - x4) * dy - (y3 - y4) * dx); - d2 = (d2 >= 0) ? d2 : -d2; - d3 = (d3 >= 0) ? d3 : -d3; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) { ImVec2 p_current(x4, y4); ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p); - float dist2 = ImLengthSqr(p - p_line); + float dist2 = ImLengthSqr(p - p_line); if (dist2 < p_closest_dist2) { - p_closest = p_line; + p_closest = p_line; p_closest_dist2 = dist2; } p_last = p_current; } else if (level < 10) { - float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f; - float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f; - float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f; - float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f; - float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f; - float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f; - ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, - x1234, y1234, tess_tol, level + 1); - ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, - y34, x4, y4, tess_tol, level + 1); + float x12 = (x1 + x2)*0.5f, y12 = (y1 + y2)*0.5f; + float x23 = (x2 + x3)*0.5f, y23 = (y2 + y3)*0.5f; + float x34 = (x3 + x4)*0.5f, y34 = (y3 + y4)*0.5f; + float x123 = (x12 + x23)*0.5f, y123 = (y12 + y23)*0.5f; + float x234 = (x23 + x34)*0.5f, y234 = (y23 + y34)*0.5f; + float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f; + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1); } } // tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol // Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically. -ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - const ImVec2& p, - float tess_tol) +ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol) { IM_ASSERT(tess_tol > 0.0f); ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; - ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, - p4.x, p4.y, tess_tol, 0); + ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0); return p_closest; } ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p) { - ImVec2 ap = p - a; + ImVec2 ap = p - a; ImVec2 ab_dir = b - a; - float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; + float dot = ap.x * ab_dir.x + ap.y * ab_dir.y; if (dot < 0.0f) return a; float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y; @@ -1743,21 +1526,15 @@ bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, return ((b1 == b2) && (b2 == b3)); } -void ImTriangleBarycentricCoords(const ImVec2& a, - const ImVec2& b, - const ImVec2& c, - const ImVec2& p, - float& out_u, - float& out_v, - float& out_w) +void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w) { - ImVec2 v0 = b - a; - ImVec2 v1 = c - a; - ImVec2 v2 = p - a; + ImVec2 v0 = b - a; + ImVec2 v1 = c - a; + ImVec2 v2 = p - a; const float denom = v0.x * v1.y - v1.x * v0.y; - out_v = (v2.x * v1.y - v1.x * v2.y) / denom; - out_w = (v0.x * v2.y - v2.x * v0.y) / denom; - out_u = 1.0f - out_v - out_w; + out_v = (v2.x * v1.y - v1.x * v2.y) / denom; + out_w = (v0.x * v2.y - v2.x * v0.y) / denom; + out_u = 1.0f - out_v - out_w; } ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p) @@ -1768,7 +1545,7 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, float dist2_ab = ImLengthSqr(p - proj_ab); float dist2_bc = ImLengthSqr(p - proj_bc); float dist2_ca = ImLengthSqr(p - proj_ca); - float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); + float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca)); if (m == dist2_ab) return proj_ab; if (m == dist2_bc) @@ -1780,28 +1557,18 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, // [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions) //----------------------------------------------------------------------------- -// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either -// ImStricmp/ImStrnicmp in the codebase any more. +// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more. int ImStricmp(const char* str1, const char* str2) { int d; - while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) - { - str1++; - str2++; - } + while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } return d; } int ImStrnicmp(const char* str1, const char* str2, size_t count) { int d = 0; - while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) - { - str1++; - str2++; - count--; - } + while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } return d; } @@ -1817,14 +1584,14 @@ void ImStrncpy(char* dst, const char* src, size_t count) char* ImStrdup(const char* str) { size_t len = strlen(str); - void* buf = IM_ALLOC(len + 1); + void* buf = IM_ALLOC(len + 1); return (char*)memcpy(buf, (const void*)str, len + 1); } char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) { size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1; - size_t src_size = strlen(src) + 1; + size_t src_size = strlen(src) + 1; if (dst_buf_size < src_size) { IM_FREE(dst); @@ -1843,10 +1610,9 @@ const char* ImStrchrRange(const char* str, const char* str_end, char c) int ImStrlenW(const ImWchar* str) { - // return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit + //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bit int n = 0; - while (*str++) - n++; + while (*str++) n++; return n; } @@ -1857,7 +1623,7 @@ const char* ImStreolRange(const char* str, const char* str_end) return p ? p : str_end; } -const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line +const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line { while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n') buf_mid_line--; @@ -1886,21 +1652,20 @@ const char* ImStristr(const char* haystack, const char* haystack_end, const char return NULL; } -// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in -// situation where the cost is negligible. +// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible. void ImStrTrimBlanks(char* buf) { char* p = buf; - while (p[0] == ' ' || p[0] == '\t') // Leading blanks + while (p[0] == ' ' || p[0] == '\t') // Leading blanks p++; char* p_start = p; - while (*p != 0) // Find end of string + while (*p != 0) // Find end of string p++; while (p > p_start && (p[-1] == ' ' || p[-1] == '\t')) // Trailing blanks p--; - if (p_start != buf) // Copy memory if we had leading blanks + if (p_start != buf) // Copy memory if we had leading blanks memmove(buf, p_start, p - p_start); - buf[p - p_start] = 0; // Zero terminate + buf[p - p_start] = 0; // Zero terminate } const char* ImStrSkipBlank(const char* str) @@ -1910,34 +1675,33 @@ const char* ImStrSkipBlank(const char* str) return str; } -// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= -// buf_size). Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), -// but trying to deduct it at compile time sounds like a pandora can of worm. B) When buf==NULL vsnprintf() will return -// the output size. -# ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size). +// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm. +// B) When buf==NULL vsnprintf() will return the output size. +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h) // You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) -# ifdef IMGUI_USE_STB_SPRINTF -# define STB_SPRINTF_IMPLEMENTATION -# include "stb_sprintf.h" -# endif +#ifdef IMGUI_USE_STB_SPRINTF +#define STB_SPRINTF_IMPLEMENTATION +#include "stb_sprintf.h" +#endif -# if defined(_MSC_VER) && !defined(vsnprintf) -# define vsnprintf _vsnprintf -# endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) { va_list args; va_start(args, fmt); -# ifdef IMGUI_USE_STB_SPRINTF +#ifdef IMGUI_USE_STB_SPRINTF int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); -# else +#else int w = vsnprintf(buf, buf_size, fmt, args); -# endif +#endif va_end(args); if (buf == NULL) return w; @@ -1949,11 +1713,11 @@ int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) { -# ifdef IMGUI_USE_STB_SPRINTF +#ifdef IMGUI_USE_STB_SPRINTF int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args); -# else +#else int w = vsnprintf(buf, buf_size, fmt, args); -# endif +#endif if (buf == NULL) return w; if (w == -1 || w >= (int)buf_size) @@ -1961,43 +1725,29 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) buf[w] = 0; return w; } -# endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // CRC32 needs a 1KB lookup table (not cache friendly) -// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to -// easily: -// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it -// thread-safe. -static const ImU32 GCrc32LookupTable[256] = { - 0x00000000, 0x77073096, 0xEE0E612C, 0x990951BA, 0x076DC419, 0x706AF48F, 0xE963A535, 0x9E6495A3, 0x0EDB8832, - 0x79DCB8A4, 0xE0D5E91E, 0x97D2D988, 0x09B64C2B, 0x7EB17CBD, 0xE7B82D07, 0x90BF1D91, 0x1DB71064, 0x6AB020F2, - 0xF3B97148, 0x84BE41DE, 0x1ADAD47D, 0x6DDDE4EB, 0xF4D4B551, 0x83D385C7, 0x136C9856, 0x646BA8C0, 0xFD62F97A, - 0x8A65C9EC, 0x14015C4F, 0x63066CD9, 0xFA0F3D63, 0x8D080DF5, 0x3B6E20C8, 0x4C69105E, 0xD56041E4, 0xA2677172, - 0x3C03E4D1, 0x4B04D447, 0xD20D85FD, 0xA50AB56B, 0x35B5A8FA, 0x42B2986C, 0xDBBBC9D6, 0xACBCF940, 0x32D86CE3, - 0x45DF5C75, 0xDCD60DCF, 0xABD13D59, 0x26D930AC, 0x51DE003A, 0xC8D75180, 0xBFD06116, 0x21B4F4B5, 0x56B3C423, - 0xCFBA9599, 0xB8BDA50F, 0x2802B89E, 0x5F058808, 0xC60CD9B2, 0xB10BE924, 0x2F6F7C87, 0x58684C11, 0xC1611DAB, - 0xB6662D3D, 0x76DC4190, 0x01DB7106, 0x98D220BC, 0xEFD5102A, 0x71B18589, 0x06B6B51F, 0x9FBFE4A5, 0xE8B8D433, - 0x7807C9A2, 0x0F00F934, 0x9609A88E, 0xE10E9818, 0x7F6A0DBB, 0x086D3D2D, 0x91646C97, 0xE6635C01, 0x6B6B51F4, - 0x1C6C6162, 0x856530D8, 0xF262004E, 0x6C0695ED, 0x1B01A57B, 0x8208F4C1, 0xF50FC457, 0x65B0D9C6, 0x12B7E950, - 0x8BBEB8EA, 0xFCB9887C, 0x62DD1DDF, 0x15DA2D49, 0x8CD37CF3, 0xFBD44C65, 0x4DB26158, 0x3AB551CE, 0xA3BC0074, - 0xD4BB30E2, 0x4ADFA541, 0x3DD895D7, 0xA4D1C46D, 0xD3D6F4FB, 0x4369E96A, 0x346ED9FC, 0xAD678846, 0xDA60B8D0, - 0x44042D73, 0x33031DE5, 0xAA0A4C5F, 0xDD0D7CC9, 0x5005713C, 0x270241AA, 0xBE0B1010, 0xC90C2086, 0x5768B525, - 0x206F85B3, 0xB966D409, 0xCE61E49F, 0x5EDEF90E, 0x29D9C998, 0xB0D09822, 0xC7D7A8B4, 0x59B33D17, 0x2EB40D81, - 0xB7BD5C3B, 0xC0BA6CAD, 0xEDB88320, 0x9ABFB3B6, 0x03B6E20C, 0x74B1D29A, 0xEAD54739, 0x9DD277AF, 0x04DB2615, - 0x73DC1683, 0xE3630B12, 0x94643B84, 0x0D6D6A3E, 0x7A6A5AA8, 0xE40ECF0B, 0x9309FF9D, 0x0A00AE27, 0x7D079EB1, - 0xF00F9344, 0x8708A3D2, 0x1E01F268, 0x6906C2FE, 0xF762575D, 0x806567CB, 0x196C3671, 0x6E6B06E7, 0xFED41B76, - 0x89D32BE0, 0x10DA7A5A, 0x67DD4ACC, 0xF9B9DF6F, 0x8EBEEFF9, 0x17B7BE43, 0x60B08ED5, 0xD6D6A3E8, 0xA1D1937E, - 0x38D8C2C4, 0x4FDFF252, 0xD1BB67F1, 0xA6BC5767, 0x3FB506DD, 0x48B2364B, 0xD80D2BDA, 0xAF0A1B4C, 0x36034AF6, - 0x41047A60, 0xDF60EFC3, 0xA867DF55, 0x316E8EEF, 0x4669BE79, 0xCB61B38C, 0xBC66831A, 0x256FD2A0, 0x5268E236, - 0xCC0C7795, 0xBB0B4703, 0x220216B9, 0x5505262F, 0xC5BA3BBE, 0xB2BD0B28, 0x2BB45A92, 0x5CB36A04, 0xC2D7FFA7, - 0xB5D0CF31, 0x2CD99E8B, 0x5BDEAE1D, 0x9B64C2B0, 0xEC63F226, 0x756AA39C, 0x026D930A, 0x9C0906A9, 0xEB0E363F, - 0x72076785, 0x05005713, 0x95BF4A82, 0xE2B87A14, 0x7BB12BAE, 0x0CB61B38, 0x92D28E9B, 0xE5D5BE0D, 0x7CDCEFB7, - 0x0BDBDF21, 0x86D3D2D4, 0xF1D4E242, 0x68DDB3F8, 0x1FDA836E, 0x81BE16CD, 0xF6B9265B, 0x6FB077E1, 0x18B74777, - 0x88085AE6, 0xFF0F6A70, 0x66063BCA, 0x11010B5C, 0x8F659EFF, 0xF862AE69, 0x616BFFD3, 0x166CCF45, 0xA00AE278, - 0xD70DD2EE, 0x4E048354, 0x3903B3C2, 0xA7672661, 0xD06016F7, 0x4969474D, 0x3E6E77DB, 0xAED16A4A, 0xD9D65ADC, - 0x40DF0B66, 0x37D83BF0, 0xA9BCAE53, 0xDEBB9EC5, 0x47B2CF7F, 0x30B5FFE9, 0xBDBDF21C, 0xCABAC28A, 0x53B39330, - 0x24B4A3A6, 0xBAD03605, 0xCDD70693, 0x54DE5729, 0x23D967BF, 0xB3667A2E, 0xC4614AB8, 0x5D681B02, 0x2A6F2B94, - 0xB40BBE37, 0xC30C8EA1, 0x5A05DF1B, 0x2D02EF8D, +// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: +// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. +static const ImU32 GCrc32LookupTable[256] = +{ + 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91, + 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5, + 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59, + 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D, + 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01, + 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65, + 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9, + 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD, + 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1, + 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5, + 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79, + 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D, + 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21, + 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45, + 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9, + 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D, }; // Known size hash @@ -2005,9 +1755,9 @@ static const ImU32 GCrc32LookupTable[256] = { // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) { - ImU32 crc = ~seed; + ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; - const ImU32* crc32_lut = GCrc32LookupTable; + const ImU32* crc32_lut = GCrc32LookupTable; while (data_size-- != 0) crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++]; return ~crc; @@ -2017,15 +1767,14 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed. // Because this syntax is rarely used we are optimizing for the common case. // - If we reach ### in the string we discard the hash so far and reset to the seed. -// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in -// Debug build) +// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build) // FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements. ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) { - seed = ~seed; - ImU32 crc = seed; + seed = ~seed; + ImU32 crc = seed; const unsigned char* data = (const unsigned char*)data_p; - const ImU32* crc32_lut = GCrc32LookupTable; + const ImU32* crc32_lut = GCrc32LookupTable; if (data_size != 0) { while (data_size-- != 0) @@ -2053,53 +1802,36 @@ ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) //----------------------------------------------------------------------------- // Default file functions -# ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS ImFileHandle ImFileOpen(const char* filename, const char* mode) { -# if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__) // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. - // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and - // ImWchar32! + // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); - const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); + const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); ImVector buf; buf.resize(filename_wsize + mode_wsize); ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); -# else +#else return fopen(filename, mode); -# endif +#endif } -// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the -// PR that does that in a very portable pre-C++11 zero-warnings way. -bool ImFileClose(ImFileHandle f) -{ - return fclose(f) == 0; -} -ImU64 ImFileGetSize(ImFileHandle f) -{ - long off = 0, sz = 0; - return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) - ? (ImU64)sz - : (ImU64)-1; -} -ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) -{ - return fread(data, (size_t)sz, (size_t)count, f); -} -ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) -{ - return fwrite(data, (size_t)sz, (size_t)count, f); -} -# endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way. +bool ImFileClose(ImFileHandle f) { return fclose(f) == 0; } +ImU64 ImFileGetSize(ImFileHandle f) { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; } +ImU64 ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fread(data, (size_t)sz, (size_t)count, f); } +ImU64 ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f) { return fwrite(data, (size_t)sz, (size_t)count, f); } +#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Helper: Load file content into memory // Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree() // This can't really be used with "rt" because fseek size won't match read size. -void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) +void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes) { IM_ASSERT(filename && mode); if (out_file_size) @@ -2147,17 +1879,16 @@ void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_fil // We handle UTF-8 decoding error by skipping forward. int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end) { - static const char lengths[32] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, - 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0}; - static const int masks[] = {0x00, 0x7f, 0x1f, 0x0f, 0x07}; - static const uint32_t mins[] = {0x400000, 0, 0x80, 0x800, 0x10000}; - static const int shiftc[] = {0, 18, 12, 6, 0}; - static const int shifte[] = {0, 6, 4, 2, 0}; - int len = lengths[*(const unsigned char*)in_text >> 3]; - int wanted = len + !len; + static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 }; + static const int masks[] = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 }; + static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 }; + static const int shiftc[] = { 0, 18, 12, 6, 0 }; + static const int shifte[] = { 0, 6, 4, 2, 0 }; + int len = lengths[*(const unsigned char*)in_text >> 3]; + int wanted = len + !len; if (in_text_end == NULL) - in_text_end = in_text + wanted; // Max length, nulls will be taken into account. + in_text_end = in_text + wanted; // Max length, nulls will be taken into account. // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here, // so it is fast even with excessive branching. @@ -2168,21 +1899,21 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* s[3] = in_text + 3 < in_text_end ? in_text[3] : 0; // Assume a four-byte character and load four bytes. Unused bits are shifted out. - *out_char = (uint32_t)(s[0] & masks[len]) << 18; + *out_char = (uint32_t)(s[0] & masks[len]) << 18; *out_char |= (uint32_t)(s[1] & 0x3f) << 12; - *out_char |= (uint32_t)(s[2] & 0x3f) << 6; - *out_char |= (uint32_t)(s[3] & 0x3f) << 0; + *out_char |= (uint32_t)(s[2] & 0x3f) << 6; + *out_char |= (uint32_t)(s[3] & 0x3f) << 0; *out_char >>= shiftc[len]; // Accumulate the various error conditions. int e = 0; - e = (*out_char < mins[len]) << 6; // non-canonical encoding - e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? + e = (*out_char < mins[len]) << 6; // non-canonical encoding + e |= ((*out_char >> 11) == 0x1b) << 7; // surrogate half? e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8; // out of range? e |= (s[1] & 0xc0) >> 2; e |= (s[2] & 0xc0) >> 4; - e |= (s[3]) >> 6; - e ^= 0x2a; // top two bits of each tail byte correct? + e |= (s[3] ) >> 6; + e ^= 0x2a; // top two bits of each tail byte correct? e >>= shifte[len]; if (e) @@ -2190,20 +1921,15 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* // No bytes are consumed when *in_text == 0 || in_text == in_text_end. // One byte is consumed in case of invalid first byte of in_text. // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes. - // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in - // s. - wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); + // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s. + wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]); *out_char = IM_UNICODE_CODEPOINT_INVALID; } return wanted; } -int ImTextStrFromUtf8(ImWchar* buf, - int buf_size, - const char* in_text, - const char* in_text_end, - const char** in_text_remaining) +int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining) { ImWchar* buf_out = buf; ImWchar* buf_end = buf + buf_size; @@ -2245,29 +1971,26 @@ static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int } if (c < 0x800) { - if (buf_size < 2) - return 0; + if (buf_size < 2) return 0; buf[0] = (char)(0xc0 + (c >> 6)); buf[1] = (char)(0x80 + (c & 0x3f)); return 2; } if (c < 0x10000) { - if (buf_size < 3) - return 0; + if (buf_size < 3) return 0; buf[0] = (char)(0xe0 + (c >> 12)); buf[1] = (char)(0x80 + ((c >> 6) & 0x3f)); - buf[2] = (char)(0x80 + ((c)&0x3f)); + buf[2] = (char)(0x80 + ((c ) & 0x3f)); return 3; } if (c <= 0x10FFFF) { - if (buf_size < 4) - return 0; + if (buf_size < 4) return 0; buf[0] = (char)(0xf0 + (c >> 18)); buf[1] = (char)(0x80 + ((c >> 12) & 0x3f)); buf[2] = (char)(0x80 + ((c >> 6) & 0x3f)); - buf[3] = (char)(0x80 + ((c)&0x3f)); + buf[3] = (char)(0x80 + ((c ) & 0x3f)); return 4; } // Invalid code point, the max unicode is 0x10FFFF @@ -2276,7 +1999,7 @@ static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) { - int count = ImTextCharToUtf8_inline(out_buf, 5, c); + int count = ImTextCharToUtf8_inline(out_buf, 5, c); out_buf[count] = 0; return out_buf; } @@ -2290,20 +2013,16 @@ int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) static inline int ImTextCountUtf8BytesFromChar(unsigned int c) { - if (c < 0x80) - return 1; - if (c < 0x800) - return 2; - if (c < 0x10000) - return 3; - if (c <= 0x10FFFF) - return 4; + if (c < 0x80) return 1; + if (c < 0x800) return 2; + if (c < 0x10000) return 3; + if (c <= 0x10FFFF) return 4; return 3; } int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) { - char* buf_p = out_buf; + char* buf_p = out_buf; const char* buf_end = out_buf + out_buf_size; while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) { @@ -2339,23 +2058,26 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b) { float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f; - int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); - int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); - int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); + int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t); + int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t); + int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t); return IM_COL32(r, g, b, 0xFF); } ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in) { float s = 1.0f / 255.0f; - return ImVec4(((in >> IM_COL32_R_SHIFT) & 0xFF) * s, ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, - ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); + return ImVec4( + ((in >> IM_COL32_R_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_G_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_B_SHIFT) & 0xFF) * s, + ((in >> IM_COL32_A_SHIFT) & 0xFF) * s); } ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in) { ImU32 out; - out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; + out = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT; out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT; out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT; out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT; @@ -2379,9 +2101,9 @@ void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& } const float chroma = r - (g < b ? g : b); - out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); - out_s = chroma / (r + 1e-20f); - out_v = r; + out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f)); + out_s = chroma / (r + 1e-20f); + out_v = r; } // Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593 @@ -2395,8 +2117,8 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& return; } - h = ImFmod(h, 1.0f) / (60.0f / 360.0f); - int i = (int)h; + h = ImFmod(h, 1.0f) / (60.0f / 360.0f); + int i = (int)h; float f = h - (float)i; float p = v * (1.0f - s); float q = v * (1.0f - s * f); @@ -2404,37 +2126,12 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& switch (i) { - case 0: - out_r = v; - out_g = t; - out_b = p; - break; - case 1: - out_r = q; - out_g = v; - out_b = p; - break; - case 2: - out_r = p; - out_g = v; - out_b = t; - break; - case 3: - out_r = p; - out_g = q; - out_b = v; - break; - case 4: - out_r = t; - out_g = p; - out_b = v; - break; - case 5: - default: - out_r = v; - out_g = p; - out_b = q; - break; + case 0: out_r = v; out_g = t; out_b = p; break; + case 1: out_r = q; out_g = v; out_b = p; break; + case 2: out_r = p; out_g = v; out_b = t; break; + case 3: out_r = p; out_g = q; out_b = v; break; + case 4: out_r = t; out_g = p; out_b = v; break; + case 5: default: out_r = v; out_g = p; out_b = q; break; } } @@ -2447,11 +2144,11 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector& data, ImGuiID key) { ImGuiStorage::ImGuiStoragePair* first = data.Data; - ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; - size_t count = (size_t)(last - first); + ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size; + size_t count = (size_t)(last - first); while (count > 0) { - size_t count2 = count >> 1; + size_t count2 = count >> 1; ImGuiStorage::ImGuiStoragePair* mid = first + count2; if (mid->key < key) { @@ -2466,25 +2163,20 @@ static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVectorkey > ((const ImGuiStoragePair*)rhs)->key) - return +1; - if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) - return -1; + // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. + if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; + if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1; return 0; } }; - if (Data.Size > 1) - ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const @@ -2516,8 +2208,7 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const return it->val_p; } -// 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. +// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val) { ImGuiStoragePair* it = LowerBound(Data, key); @@ -2547,8 +2238,7 @@ void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val) return &it->val_p; } -// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only -// happens on explicit interaction (maximum one a frame) +// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame) void ImGuiStorage::SetInt(ImGuiID key, int val) { ImGuiStoragePair* it = LowerBound(Data, key); @@ -2608,7 +2298,7 @@ ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) else { InputBuf[0] = 0; - CountGrep = 0; + CountGrep = 0; } } @@ -2701,15 +2391,15 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const // On some platform vsnprintf() takes va_list by reference and modifies it. // va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it. -# ifndef va_copy -# if defined(__GNUC__) || defined(__clang__) -# define va_copy(dest, src) __builtin_va_copy(dest, src) -# else -# define va_copy(dest, src) (dest = src) -# endif -# endif +#ifndef va_copy +#if defined(__GNUC__) || defined(__clang__) +#define va_copy(dest, src) __builtin_va_copy(dest, src) +#else +#define va_copy(dest, src) (dest = src) +#endif +#endif -char ImGuiTextBuffer::EmptyString[1] = {0}; +char ImGuiTextBuffer::EmptyString[1] = { 0 }; void ImGuiTextBuffer::append(const char* str, const char* str_end) { @@ -2743,8 +2433,7 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) va_list args_copy; va_copy(args_copy, args); - int len = ImFormatStringV( - NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. + int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass. if (len <= 0) { va_end(args_copy); @@ -2779,22 +2468,19 @@ static bool GetSkipItemForListClipping() return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); } -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how -// those use this sort of pattern. NB: 'items_count' is only used to clamp the result, if you don't know your count you -// can use INT_MAX -void ImGui::CalcListClipping(int items_count, - float items_height, - int* out_items_display_start, - int* out_items_display_end) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy helper to calculate coarse clipping of large list of evenly sized items. +// This legacy API is not ideal because it assume we will return a single contiguous rectangle. +// Prefer using ImGuiListClipper which can returns non-contiguous ranges. +void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.LogEnabled) { // If logging is active, do not perform any clipping *out_items_display_start = 0; - *out_items_display_end = items_count; + *out_items_display_end = items_count; return; } if (GetSkipItemForListClipping()) @@ -2803,60 +2489,91 @@ void ImGui::CalcListClipping(int items_count, return; } - // We create the union of the ClipRect and the NavScoringRect which at worst should be 1 page away from ClipRect - ImRect unclipped_rect = window->ClipRect; - if (g.NavMoveRequest) - unclipped_rect.Add(g.NavScoringRect); + // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect + // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. + ImRect rect = window->ClipRect; + if (g.NavMoveScoringItems) + rect.Add(g.NavScoringNoClipRect); if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - unclipped_rect.Add(ImRect(window->Pos + window->NavRectRel[0].Min, window->Pos + window->NavRectRel[0].Max)); + rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel const ImVec2 pos = window->DC.CursorPos; - int start = (int)((unclipped_rect.Min.y - pos.y) / items_height); - int end = (int)((unclipped_rect.Max.y - pos.y) / items_height); + int start = (int)((rect.Min.y - pos.y) / items_height); + int end = (int)((rect.Max.y - pos.y) / items_height); // When performing a navigation request, ensure we have one item extra in the direction we are moving to - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Up) + // FIXME: Verify this works with tabbing + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) start--; - if (g.NavMoveRequest && g.NavMoveClipDir == ImGuiDir_Down) + if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) end++; - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); + start = ImClamp(start, 0, items_count); + end = ImClamp(end + 1, start, items_count); *out_items_display_start = start; - *out_items_display_end = end; + *out_items_display_end = end; +} +#endif + +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } } -static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. - // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on - // the same issue. The clipper should probably have a 4th step to display the last item in a regular manner. - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - float off_y = pos_y - window->DC.CursorPos.y; - window->DC.CursorPos.y = pos_y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); - window->DC.CursorPosPrevLine.y = - window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function - // after the end of our clipper usage. - window->DC.PrevLineSize.y = - (line_height - - g.Style.ItemSpacing - .y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper - // have a fourth step to let user process and display the last item in their list. + // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float off_y = pos_y - window->DC.CursorPos.y; + window->DC.CursorPos.y = pos_y; + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); + window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. + window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. if (ImGuiOldColumns* columns = window->DC.CurrentColumns) - columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly + columns->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly if (ImGuiTable* table = g.CurrentTable) { if (table->IsInsideRow) ImGui::TableEndRow(table); - table->RowPosY2 = window->DC.CursorPos.y; + table->RowPosY2 = window->DC.CursorPos.y; const int row_increase = (int)((off_y / line_height) + 0.5f); - // table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() + //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow() table->RowBgColorCounter += row_increase; } } +static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) +{ + // StartPosY starts from ItemsFrozen hence the subtraction + // Perform the add and multiply with double to allow seeking through larger ranges + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); +} + ImGuiListClipper::ImGuiListClipper() { memset(this, 0, sizeof(*this)); @@ -2865,48 +2582,72 @@ ImGuiListClipper::ImGuiListClipper() ImGuiListClipper::~ImGuiListClipper() { - IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?"); + End(); } // Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 // Use case B: Begin() called from constructor with items_height>0 -// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. -// This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. +// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int items_count, float items_height) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (ImGuiTable* table = g.CurrentTable) if (table->IsInsideRow) ImGui::TableEndRow(table); - StartPosY = window->DC.CursorPos.y; - ItemsHeight = items_height; - ItemsCount = items_count; - ItemsFrozen = 0; - StepNo = 0; + StartPosY = window->DC.CursorPos.y; + ItemsHeight = items_height; + ItemsCount = items_count; DisplayStart = -1; - DisplayEnd = 0; + DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; } void ImGuiListClipper::End() { - if (ItemsCount < 0) // Already ended - return; - - // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels - // saner to just seek at the end and not assert/crash the user. - if (ItemsCount < INT_MAX && DisplayStart >= 0) - SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *GImGui; + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); ItemsCount = -1; - StepNo = 3; + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } +} + +void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_min <= item_max); + if (item_min < item_max) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); } bool ImGuiListClipper::Step() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; ImGuiTable* table = g.CurrentTable; if (table && table->IsInsideRow) @@ -2914,99 +2655,117 @@ bool ImGuiListClipper::Step() // No items if (ItemsCount == 0 || GetSkipItemForListClipping()) + return (void)End(), false; + + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) { - End(); - return false; - } - - // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element - // height) - if (StepNo == 0) - { - // While we are in frozen row state, keep displaying items one by one, unclipped - // FIXME: Could be stored as a table-agnostic state. - if (table != NULL && !table->IsUnfrozenRows) - { - DisplayStart = ItemsFrozen; - DisplayEnd = ItemsFrozen + 1; - ItemsFrozen++; - return true; - } - - StartPosY = window->DC.CursorPos.y; - if (ItemsHeight <= 0.0f) - { - // Submit the first item so we can measure its height (generally it is 0..1) - DisplayStart = ItemsFrozen; - DisplayEnd = ItemsFrozen + 1; - StepNo = 1; - return true; - } - - // Already has item height (given by user in Begin): skip to calculating step - DisplayStart = DisplayEnd; - StepNo = 2; - } - - // Step 1: the clipper infer height from first element - if (StepNo == 1) - { - IM_ASSERT(ItemsHeight <= 0.0f); - if (table) - { - const float pos_y1 = - table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row - const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell. - ItemsHeight = pos_y2 - pos_y1; - window->DC.CursorPos.y = pos_y2; - } - else - { - ItemsHeight = window->DC.CursorPos.y - StartPosY; - } - IM_ASSERT(ItemsHeight > 0.0f && - "Unable to calculate item height! First item hasn't moved the cursor vertically!"); - StepNo = 2; - } - - // Reached end of list - if (DisplayEnd >= ItemsCount) - { - End(); - return false; - } - - // Step 2: calculate the actual range of elements to display, and position the cursor before the first element - if (StepNo == 2) - { - IM_ASSERT(ItemsHeight > 0.0f); - - int already_submitted = DisplayEnd; - ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd); - DisplayStart += already_submitted; - DisplayEnd += already_submitted; - - // Seek cursor - if (DisplayStart > already_submitted) - SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight); - - StepNo = 3; + DisplayStart = data->ItemsFrozen; + DisplayEnd = data->ItemsFrozen + 1; + if (DisplayStart >= ItemsCount) + return (void)End(), false; + data->ItemsFrozen++; return true; } - // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), - // Advance the cursor to the end of the list and then returns 'false' to end the loop. - if (StepNo == 3) + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) { - // Seek cursor - if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, - ItemsHeight); // advance cursor - ItemsCount = -1; - return false; + StartPosY = window->DC.CursorPos.y; + if (ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount); + if (DisplayStart == DisplayEnd) + return (void)End(), false; + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. } - IM_ASSERT(0); + // Step 1: Let the clipper infer height from first range + if (ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + + IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = DisplayEnd; + if (calc_clipping) + { + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (int i = 0; i < data->Ranges.Size; i++) + if (data->Ranges[i].PosToIndexConvert) + { + int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight); + int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f); + data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1); + data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount); + data->Ranges[i].PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + if (data->StepNo < data->Ranges.Size) + { + DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount); + if (DisplayStart > already_submitted) //-V1051 + ImGuiListClipper_SeekCursorForItem(this, DisplayStart); + data->StepNo++; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (ItemsCount < INT_MAX) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + ItemsCount = -1; + return false; } @@ -3016,15 +2775,14 @@ bool ImGuiListClipper::Step() ImGuiStyle& ImGui::GetStyle() { - IM_ASSERT(GImGui != NULL && - "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->Style; } ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) { ImGuiStyle& style = GImGui->Style; - ImVec4 c = style.Colors[idx]; + ImVec4 c = style.Colors[idx]; c.w *= style.Alpha * alpha_mul; return ColorConvertFloat4ToU32(c); } @@ -3032,7 +2790,7 @@ ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul) ImU32 ImGui::GetColorU32(const ImVec4& col) { ImGuiStyle& style = GImGui->Style; - ImVec4 c = col; + ImVec4 c = col; c.w *= style.Alpha; return ColorConvertFloat4ToU32(c); } @@ -3049,17 +2807,16 @@ ImU32 ImGui::GetColorU32(ImU32 col) if (style.Alpha >= 1.0f) return col; ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT; - a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. + a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range. return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT); } -// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the -// in-flight colors as ImU32 +// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32 void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) { ImGuiContext& g = *GImGui; ImGuiColorMod backup; - backup.Col = idx; + backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); @@ -3069,7 +2826,7 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) { ImGuiContext& g = *GImGui; ImGuiColorMod backup; - backup.Col = idx; + backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); g.Style.Colors[idx] = col; @@ -3080,7 +2837,7 @@ void ImGui::PopStyleColor(int count) ImGuiContext& g = *GImGui; while (count > 0) { - ImGuiColorMod& backup = g.ColorStack.back(); + ImGuiColorMod& backup = g.ColorStack.back(); g.Style.Colors[backup.Col] = backup.BackupValue; g.ColorStack.pop_back(); count--; @@ -3089,42 +2846,44 @@ void ImGui::PopStyleColor(int count) struct ImGuiStyleVarInfo { - ImGuiDataType Type; - ImU32 Count; - ImU32 Offset; - void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } + ImGuiDataType Type; + ImU32 Count; + ImU32 Offset; + void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } }; -static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = { - ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, - ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive}; +static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] = +{ + ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive +}; -static const ImGuiStyleVarInfo GStyleVarInfo[] = { - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha)}, // ImGuiStyleVar_Alpha - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha)}, // ImGuiStyleVar_DisabledAlpha - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding)}, // ImGuiStyleVar_WindowPadding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding)}, // ImGuiStyleVar_WindowRounding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize)}, // ImGuiStyleVar_WindowBorderSize - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize)}, // ImGuiStyleVar_WindowMinSize - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign)}, // ImGuiStyleVar_WindowTitleAlign - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding)}, // ImGuiStyleVar_ChildRounding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize)}, // ImGuiStyleVar_ChildBorderSize - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding)}, // ImGuiStyleVar_PopupRounding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize)}, // ImGuiStyleVar_PopupBorderSize - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding)}, // ImGuiStyleVar_FramePadding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding)}, // ImGuiStyleVar_FrameRounding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize)}, // ImGuiStyleVar_FrameBorderSize - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing)}, // ImGuiStyleVar_ItemSpacing - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing)}, // ImGuiStyleVar_ItemInnerSpacing - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing)}, // ImGuiStyleVar_IndentSpacing - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding)}, // ImGuiStyleVar_CellPadding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize)}, // ImGuiStyleVar_ScrollbarSize - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding)}, // ImGuiStyleVar_ScrollbarRounding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize)}, // ImGuiStyleVar_GrabMinSize - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding)}, // ImGuiStyleVar_GrabRounding - {ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding)}, // ImGuiStyleVar_TabRounding - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign)}, // ImGuiStyleVar_ButtonTextAlign - {ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign)}, // ImGuiStyleVar_SelectableTextAlign +static const ImGuiStyleVarInfo GStyleVarInfo[] = +{ + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign }; static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) @@ -3140,7 +2899,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) { ImGuiContext& g = *GImGui; - float* pvar = (float*)var_info->GetVarPtr(&g.Style); + float* pvar = (float*)var_info->GetVarPtr(&g.Style); g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; @@ -3154,7 +2913,7 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) { ImGuiContext& g = *GImGui; - ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); + ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; @@ -3167,20 +2926,12 @@ void ImGui::PopStyleVar(int count) ImGuiContext& g = *GImGui; while (count > 0) { - // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in - // Debug is not worth it. - ImGuiStyleMod& backup = g.StyleVarStack.back(); + // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. + ImGuiStyleMod& backup = g.StyleVarStack.back(); const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); - void* data = info->GetVarPtr(&g.Style); - if (info->Type == ImGuiDataType_Float && info->Count == 1) - { - ((float*)data)[0] = backup.BackupFloat[0]; - } - else if (info->Type == ImGuiDataType_Float && info->Count == 2) - { - ((float*)data)[0] = backup.BackupFloat[0]; - ((float*)data)[1] = backup.BackupFloat[1]; - } + void* data = info->GetVarPtr(&g.Style); + if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } + else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } g.StyleVarStack.pop_back(); count--; } @@ -3191,121 +2942,67 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx) // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1"; switch (idx) { - case ImGuiCol_Text: - return "Text"; - case ImGuiCol_TextDisabled: - return "TextDisabled"; - case ImGuiCol_WindowBg: - return "WindowBg"; - case ImGuiCol_ChildBg: - return "ChildBg"; - case ImGuiCol_PopupBg: - return "PopupBg"; - case ImGuiCol_Border: - return "Border"; - case ImGuiCol_BorderShadow: - return "BorderShadow"; - case ImGuiCol_FrameBg: - return "FrameBg"; - case ImGuiCol_FrameBgHovered: - return "FrameBgHovered"; - case ImGuiCol_FrameBgActive: - return "FrameBgActive"; - case ImGuiCol_TitleBg: - return "TitleBg"; - case ImGuiCol_TitleBgActive: - return "TitleBgActive"; - case ImGuiCol_TitleBgCollapsed: - return "TitleBgCollapsed"; - case ImGuiCol_MenuBarBg: - return "MenuBarBg"; - case ImGuiCol_ScrollbarBg: - return "ScrollbarBg"; - case ImGuiCol_ScrollbarGrab: - return "ScrollbarGrab"; - case ImGuiCol_ScrollbarGrabHovered: - return "ScrollbarGrabHovered"; - case ImGuiCol_ScrollbarGrabActive: - return "ScrollbarGrabActive"; - case ImGuiCol_CheckMark: - return "CheckMark"; - case ImGuiCol_SliderGrab: - return "SliderGrab"; - case ImGuiCol_SliderGrabActive: - return "SliderGrabActive"; - case ImGuiCol_Button: - return "Button"; - case ImGuiCol_ButtonHovered: - return "ButtonHovered"; - case ImGuiCol_ButtonActive: - return "ButtonActive"; - case ImGuiCol_Header: - return "Header"; - case ImGuiCol_HeaderHovered: - return "HeaderHovered"; - case ImGuiCol_HeaderActive: - return "HeaderActive"; - case ImGuiCol_Separator: - return "Separator"; - case ImGuiCol_SeparatorHovered: - return "SeparatorHovered"; - case ImGuiCol_SeparatorActive: - return "SeparatorActive"; - case ImGuiCol_ResizeGrip: - return "ResizeGrip"; - case ImGuiCol_ResizeGripHovered: - return "ResizeGripHovered"; - case ImGuiCol_ResizeGripActive: - return "ResizeGripActive"; - case ImGuiCol_Tab: - return "Tab"; - case ImGuiCol_TabHovered: - return "TabHovered"; - case ImGuiCol_TabActive: - return "TabActive"; - case ImGuiCol_TabUnfocused: - return "TabUnfocused"; - case ImGuiCol_TabUnfocusedActive: - return "TabUnfocusedActive"; - case ImGuiCol_DockingPreview: - return "DockingPreview"; - case ImGuiCol_DockingEmptyBg: - return "DockingEmptyBg"; - case ImGuiCol_PlotLines: - return "PlotLines"; - case ImGuiCol_PlotLinesHovered: - return "PlotLinesHovered"; - case ImGuiCol_PlotHistogram: - return "PlotHistogram"; - case ImGuiCol_PlotHistogramHovered: - return "PlotHistogramHovered"; - case ImGuiCol_TableHeaderBg: - return "TableHeaderBg"; - case ImGuiCol_TableBorderStrong: - return "TableBorderStrong"; - case ImGuiCol_TableBorderLight: - return "TableBorderLight"; - case ImGuiCol_TableRowBg: - return "TableRowBg"; - case ImGuiCol_TableRowBgAlt: - return "TableRowBgAlt"; - case ImGuiCol_TextSelectedBg: - return "TextSelectedBg"; - case ImGuiCol_DragDropTarget: - return "DragDropTarget"; - case ImGuiCol_NavHighlight: - return "NavHighlight"; - case ImGuiCol_NavWindowingHighlight: - return "NavWindowingHighlight"; - case ImGuiCol_NavWindowingDimBg: - return "NavWindowingDimBg"; - case ImGuiCol_ModalWindowDimBg: - return "ModalWindowDimBg"; + case ImGuiCol_Text: return "Text"; + case ImGuiCol_TextDisabled: return "TextDisabled"; + case ImGuiCol_WindowBg: return "WindowBg"; + case ImGuiCol_ChildBg: return "ChildBg"; + case ImGuiCol_PopupBg: return "PopupBg"; + case ImGuiCol_Border: return "Border"; + case ImGuiCol_BorderShadow: return "BorderShadow"; + case ImGuiCol_FrameBg: return "FrameBg"; + case ImGuiCol_FrameBgHovered: return "FrameBgHovered"; + case ImGuiCol_FrameBgActive: return "FrameBgActive"; + case ImGuiCol_TitleBg: return "TitleBg"; + case ImGuiCol_TitleBgActive: return "TitleBgActive"; + case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed"; + case ImGuiCol_MenuBarBg: return "MenuBarBg"; + case ImGuiCol_ScrollbarBg: return "ScrollbarBg"; + case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab"; + case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered"; + case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive"; + case ImGuiCol_CheckMark: return "CheckMark"; + case ImGuiCol_SliderGrab: return "SliderGrab"; + case ImGuiCol_SliderGrabActive: return "SliderGrabActive"; + case ImGuiCol_Button: return "Button"; + case ImGuiCol_ButtonHovered: return "ButtonHovered"; + case ImGuiCol_ButtonActive: return "ButtonActive"; + case ImGuiCol_Header: return "Header"; + case ImGuiCol_HeaderHovered: return "HeaderHovered"; + case ImGuiCol_HeaderActive: return "HeaderActive"; + case ImGuiCol_Separator: return "Separator"; + case ImGuiCol_SeparatorHovered: return "SeparatorHovered"; + case ImGuiCol_SeparatorActive: return "SeparatorActive"; + case ImGuiCol_ResizeGrip: return "ResizeGrip"; + case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered"; + case ImGuiCol_ResizeGripActive: return "ResizeGripActive"; + case ImGuiCol_Tab: return "Tab"; + case ImGuiCol_TabHovered: return "TabHovered"; + case ImGuiCol_TabActive: return "TabActive"; + case ImGuiCol_TabUnfocused: return "TabUnfocused"; + case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive"; + case ImGuiCol_DockingPreview: return "DockingPreview"; + case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg"; + case ImGuiCol_PlotLines: return "PlotLines"; + case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered"; + case ImGuiCol_PlotHistogram: return "PlotHistogram"; + case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered"; + case ImGuiCol_TableHeaderBg: return "TableHeaderBg"; + case ImGuiCol_TableBorderStrong: return "TableBorderStrong"; + case ImGuiCol_TableBorderLight: return "TableBorderLight"; + case ImGuiCol_TableRowBg: return "TableRowBg"; + case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt"; + case ImGuiCol_TextSelectedBg: return "TextSelectedBg"; + case ImGuiCol_DragDropTarget: return "DragDropTarget"; + case ImGuiCol_NavHighlight: return "NavHighlight"; + case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight"; + case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg"; + case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg"; } IM_ASSERT(0); return "Unknown"; } + //----------------------------------------------------------------------------- // [SECTION] RENDER HELPERS // Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change, @@ -3319,8 +3016,7 @@ const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) if (!text_end) text_end = (const char*)-1; - while (text_display_end < text_end && *text_display_end != '\0' && - (text_display_end[0] != '#' || text_display_end[1] != '#')) + while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#')) text_display_end++; return text_display_end; } @@ -3329,7 +3025,7 @@ const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end) // RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText() void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // Hide anything after a '##' string @@ -3341,7 +3037,7 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool else { if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + strlen(text); // FIXME-OPT text_display_end = text_end; } @@ -3355,11 +3051,11 @@ void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!text_end) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + strlen(text); // FIXME-OPT if (text != text_end) { @@ -3370,34 +3066,22 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end } // Default clip_rect uses (pos_min,pos_max) -// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping -// rectangle edges) -void ImGui::RenderTextClippedEx(ImDrawList* draw_list, - const ImVec2& pos_min, - const ImVec2& pos_max, - const char* text, - const char* text_display_end, - const ImVec2* text_size_if_known, - const ImVec2& align, - const ImRect* clip_rect) +// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) { // Perform CPU side clipping for single clipped element to avoid using scissor state ImVec2 pos = pos_min; - const ImVec2 text_size = - text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); + const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f); const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min; const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max; - bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); - if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min + bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y); + if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y); - // Align whole block. We should defer that to the better rendering function when we'll have support for individual - // line alignment. - if (align.x > 0.0f) - pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); - if (align.y > 0.0f) - pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); + // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment. + if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x); + if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y); // Render if (need_clipping) @@ -3411,52 +3095,36 @@ void ImGui::RenderTextClippedEx(ImDrawList* draw_list, } } -void ImGui::RenderTextClipped(const ImVec2& pos_min, - const ImVec2& pos_max, - const char* text, - const char* text_end, - const ImVec2* text_size_if_known, - const ImVec2& align, - const ImRect* clip_rect) +void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect) { // Hide anything after a '##' string const char* text_display_end = FindRenderedTextEnd(text, text_end); - const int text_len = (int)(text_display_end - text); + const int text_len = (int)(text_display_end - text); if (text_len == 0) return; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, - clip_rect); + RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect); if (g.LogEnabled) LogRenderedText(&pos_min, text, text_display_end); } + // Another overly complex function until we reorganize everything into a nice all-in-one helper. -// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ -// the ellipsis is, from actual clipping of text and limit of the ellipsis display. This is because in the context of -// tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. -void ImGui::RenderTextEllipsis(ImDrawList* draw_list, - const ImVec2& pos_min, - const ImVec2& pos_max, - float clip_max_x, - float ellipsis_max_x, - const char* text, - const char* text_end_full, - const ImVec2* text_size_if_known) +// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. +// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. +void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known) { ImGuiContext& g = *GImGui; if (text_end_full == NULL) text_end_full = FindRenderedTextEnd(text); const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f); - // draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); - // draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, - // 255)); draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, - // 255)); - // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few - // pixels. + //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255)); + //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255)); + //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255)); + // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels. if (text_size.x > pos_max.x - pos_min.x) { // Hello wo... @@ -3464,67 +3132,59 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, // min max ellipsis_max // <-> this is generally some padding value - const ImFont* font = draw_list->_Data->Font; - const float font_size = draw_list->_Data->FontSize; + const ImFont* font = draw_list->_Data->Font; + const float font_size = draw_list->_Data->FontSize; const char* text_end_ellipsis = NULL; - ImWchar ellipsis_char = font->EllipsisChar; + ImWchar ellipsis_char = font->EllipsisChar; int ellipsis_char_count = 1; if (ellipsis_char == (ImWchar)-1) { - ellipsis_char = font->DotChar; + ellipsis_char = font->DotChar; ellipsis_char_count = 3; } const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); - float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side - float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis + float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side + float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis if (ellipsis_char_count > 1) { // Full ellipsis size without free spacing after it. const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); - ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; - ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; + ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; + ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; } // We can now claim the space between pos_max.x and ellipsis_max.x - const float text_avail_width = - ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); - float text_size_clipped_x = - font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) { // Always display at least 1 character if there's no room for character + ellipsis - text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); + text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full); text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x; } while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1])) { - // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a - // function to backtrack in UTF-8 text) + // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text) text_end_ellipsis--; - text_size_clipped_x -= - font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1) - .x; // Ascii blanks are always 1 byte + text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte } // Render text, render ellipsis - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, - ImVec2(0.0f, 0.0f)); + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); float ellipsis_x = pos_min.x + text_size_clipped_x; if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) for (int i = 0; i < ellipsis_char_count; i++) { - font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), - ellipsis_char); + font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); ellipsis_x += ellipsis_glyph_width; } } else { - RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, - ImVec2(0.0f, 0.0f)); + RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f)); } if (g.LogEnabled) @@ -3534,27 +3194,25 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, // Render a rectangle shaped with optional rounding and borders void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding); 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, 0, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; 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, 0, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } @@ -3570,27 +3228,24 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl if (window->DC.NavHideHighlightOneFrame) return; - float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; + float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding; ImRect display_rect = bb; display_rect.ClipWith(window->ClipRect); if (flags & ImGuiNavHighlightFlags_TypeDefault) { const float THICKNESS = 2.0f; - const float DISTANCE = 3.0f + THICKNESS * 0.5f; + const float DISTANCE = 3.0f + THICKNESS * 0.5f; 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, 0, THICKNESS); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } if (flags & ImGuiNavHighlightFlags_TypeThin) { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, - 1.0f); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); } } @@ -3602,29 +3257,30 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst(NULL) { memset(this, 0, sizeof(*this)); - Name = ImStrdup(name); + Name = ImStrdup(name); NameBufLen = (int)strlen(name) + 1; - ID = ImHashStr(name); + ID = ImHashStr(name); IDStack.push_back(ID); ViewportAllowPlatformMonitorExtend = -1; - ViewportPos = ImVec2(FLT_MAX, FLT_MAX); - MoveId = GetID("#MOVE"); - ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); - ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); + ViewportPos = ImVec2(FLT_MAX, FLT_MAX); + MoveId = GetID("#MOVE"); + TabId = GetID("#TAB"); + ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); AutoFitFramesX = AutoFitFramesY = -1; - AutoPosLastDirection = ImGuiDir_None; - SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = - ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + AutoPosLastDirection = ImGuiDir_None; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); - LastFrameActive = -1; - LastFrameJustFocused = -1; - LastTimeActive = -1.0f; + LastFrameActive = -1; + LastFrameJustFocused = -1; + LastTimeActive = -1.0f; FontWindowScale = FontDpiScale = 1.0f; - SettingsOffset = -1; - DockOrder = -1; - DrawList = &DrawListInst; - DrawList->_Data = &context->DrawListSharedData; - DrawList->_OwnerName = Name; + SettingsOffset = -1; + DockOrder = -1; + DrawList = &DrawListInst; + DrawList->_Data = &context->DrawListSharedData; + DrawList->_OwnerName = Name; + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); } ImGuiWindow::~ImGuiWindow() @@ -3637,79 +3293,72 @@ ImGuiWindow::~ImGuiWindow() ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); ImGui::KeepAliveID(id); -# ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -# endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } ImGuiID ImGuiWindow::GetID(const void* ptr) { ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); ImGui::KeepAliveID(id); -# ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); -# endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; } ImGuiID ImGuiWindow::GetID(int n) { ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGuiID id = ImHashData(&n, sizeof(n), seed); ImGui::KeepAliveID(id); -# ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); -# endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; } ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); -# ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -# endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) { ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); -# ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); -# endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; } ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) { ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); -# ifdef IMGUI_ENABLE_TEST_ENGINE + ImGuiID id = ImHashData(&n, sizeof(n), seed); ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); -# endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; } // This is only used in rare/specific situations to manufacture an ID out of nowhere. ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { - ImGuiID seed = IDStack.back(); - const int r_rel[4] = {(int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), - (int)(r_abs.Max.y - Pos.y)}; - ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); + ImGuiID seed = IDStack.back(); + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); + ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); ImGui::KeepAliveID(id); return id; } @@ -3718,8 +3367,7 @@ static void SetCurrentWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; g.CurrentWindow = window; - g.CurrentTable = - window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; + g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; if (window) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } @@ -3735,11 +3383,10 @@ void ImGui::GcCompactTransientMiscBuffers() // Free up/compact internal window buffers, we can use this when a window becomes unused. // Not freed: // - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data) -// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer -// growth/copy cost. +// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost. void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window) { - window->MemoryCompacted = true; + window->MemoryCompacted = true; window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity; window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity; window->IDStack.clear(); @@ -3761,52 +3408,49 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; g.ActiveIdIsJustActivated = (g.ActiveId != id); if (g.ActiveIdIsJustActivated) { - g.ActiveIdTimer = 0.0f; + g.ActiveIdTimer = 0.0f; g.ActiveIdHasBeenPressedBefore = false; - g.ActiveIdHasBeenEditedBefore = false; - g.ActiveIdMouseButton = -1; + g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; if (id != 0) { - g.LastActiveId = id; + g.LastActiveId = id; g.LastActiveIdTimer = 0.0f; } } - g.ActiveId = id; - g.ActiveIdAllowOverlap = false; - g.ActiveIdNoClearOnFocusLoss = false; - g.ActiveIdWindow = window; + g.ActiveId = id; + g.ActiveIdAllowOverlap = false; + g.ActiveIdNoClearOnFocusLoss = false; + g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; if (id) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = - (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) - ? ImGuiInputSource_Nav - : ImGuiInputSource_Mouse; + g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } // Clear declaration of inputs claimed by the widget // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) - g.ActiveIdUsingMouseWheel = false; - g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingMouseWheel = false; + g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask = 0x00; + g.ActiveIdUsingKeyInputMask.ClearAllBits(); } void ImGui::ClearActiveID() { - SetActiveID(0, NULL); // g.ActiveId = 0; + SetActiveID(0, NULL); // g.ActiveId = 0; } void ImGui::SetHoveredID(ImGuiID id) { - ImGuiContext& g = *GImGui; - g.HoveredId = id; - g.HoveredIdAllowOverlap = false; + ImGuiContext& g = *GImGui; + g.HoveredId = id; + g.HoveredIdAllowOverlap = false; g.HoveredIdUsingMouseWheel = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; @@ -3830,14 +3474,13 @@ void ImGui::KeepAliveID(ImGuiID id) void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). - // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but - // still need need to fill the data. + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); - IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. - // IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); + IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); g.ActiveIdHasBeenEditedThisFrame = true; - g.ActiveIdHasBeenEditedBefore = true; + g.ActiveIdHasBeenEditedBefore = true; g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; } @@ -3854,8 +3497,7 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla // NB: The order of those two tests is important because Modal windows are also Popups. if (focused_root_window->Flags & ImGuiWindowFlags_Modal) return false; - if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && - !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) return false; } @@ -3868,57 +3510,58 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla } // This is roughly matching the behavior of internal-facing ItemHoverable() -// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a -// Text() item still returns true with IsItemHovered() +// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() // - this should work even for non-interactive items that have no ID, so we cannot use LastItemId bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavDisableMouseHover && !g.NavDisableHighlight) { if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; - return IsItemFocused(); + if (!IsItemFocused()) + return false; + } + else + { + // Test for bounding box overlap, as updated as ItemAdd() + ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; + if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) + return false; + IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0); // Flags not supported by this function + + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; + + // Test if another item is active (e.g. being dragged) + if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) + if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap) + if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId) + return false; + + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags)) + return false; + + // Test if the item is disabled + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + + // Special handling for calling after Begin() which represent the title bar or tab. + // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin) + // will never be overwritten so we need to detect the case. + if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) + return false; } - // Test for bounding box overlap, as updated as ItemAdd() - ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; - if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) - return false; - IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == - 0); // Flags not supported by this function - - // Test if we are hovering the right window (our window could be behind another window) - // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as - // well. (#3851) [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to - // NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. Until a - // solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been - // running for a long while. - if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) - if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) - return false; - - // Test if another item is active (e.g. being dragged) - if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) - if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && - g.ActiveId != window->MoveId) - return false; - - // Test if interactions on this window are blocked by an active popup or modal. - // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. - if (!IsWindowContentHoverable(window, flags)) - return false; - - // Test if the item is disabled - if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) - return false; - - // Special handling for calling after Begin() which represent the title bar or tab. - // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the - // case. - if ((g.LastItemData.ID == window->ID || g.LastItemData.ID == window->MoveId) && window->WriteAccessed) - return false; return true; } @@ -3966,8 +3609,7 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. - // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in - // ItemAdd(). + // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); if (g.DebugItemPickerBreakId == id) @@ -3977,80 +3619,26 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return true; } -bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) if (id == 0 || (id != g.ActiveId && id != g.NavId)) - if (clip_even_when_logged || !g.LogEnabled) + if (!g.LogEnabled) return true; return false; } // This is also inlined in ItemAdd() // Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! -void ImGui::SetLastItemData(ImGuiID item_id, - ImGuiItemFlags in_flags, - ImGuiItemStatusFlags item_flags, - const ImRect& item_rect) -{ - ImGuiContext& g = *GImGui; - g.LastItemData.ID = item_id; - g.LastItemData.InFlags = in_flags; - g.LastItemData.StatusFlags = item_flags; - g.LastItemData.Rect = item_rect; -} - -// Called by ItemAdd() -// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -void ImGui::ItemFocusable(ImGuiWindow* window, ImGuiID id) +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) { ImGuiContext& g = *GImGui; - IM_ASSERT(id != 0 && id == g.LastItemData.ID); - - // Increment counters - // FIXME: ImGuiItemFlags_Disabled should disable more. - const bool is_tab_stop = (g.LastItemData.InFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->DC.FocusCounterRegular++; - if (is_tab_stop) - { - window->DC.FocusCounterTabStop++; - if (g.NavId == id) - g.NavIdTabCounter = window->DC.FocusCounterTabStop; - } - - // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. - // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.TabFocusPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && - g.TabFocusRequestNextWindow == NULL) - { - g.TabFocusRequestNextWindow = window; - g.TabFocusRequestNextCounterTabStop = - window->DC.FocusCounterTabStop + - (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once - // we've got the total counter of items. - } - - // Handle focus requests - if (g.TabFocusRequestCurrWindow == window) - { - if (window->DC.FocusCounterRegular == g.TabFocusRequestCurrCounterRegular) - { - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByCode; - return; - } - if (is_tab_stop && window->DC.FocusCounterTabStop == g.TabFocusRequestCurrCounterTabStop) - { - g.NavJustTabbedId = id; - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_FocusedByTabbing; - return; - } - - // If another item is about to be focused, we clear our own active id - if (g.ActiveId == id) - ClearActiveID(); - } + g.LastItemData.ID = item_id; + g.LastItemData.InFlags = in_flags; + g.LastItemData.StatusFlags = item_flags; + g.LastItemData.Rect = item_rect; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -4058,20 +3646,20 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) if (wrap_pos_x < 0.0f) return 0.0f; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (wrap_pos_x == 0.0f) { // We could decide to setup a default wrapping max point for auto-resizing windows, // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function? - // if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) + //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) // wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x); - // else + //else wrap_pos_x = window->WorkRect.Max.x; } else if (wrap_pos_x > 0.0f) { - wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space + wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space } return ImMax(wrap_pos_x - pos.x, 1.0f); @@ -4113,8 +3701,7 @@ const char* ImGui::GetVersion() } // Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself -// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using -// will point to the static data within its module +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module ImGuiContext* ImGui::GetCurrentContext() { return GImGui; @@ -4122,27 +3709,26 @@ ImGuiContext* ImGui::GetCurrentContext() void ImGui::SetCurrentContext(ImGuiContext* ctx) { -# ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC - IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. -# else +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else GImGui = ctx; -# endif +#endif } void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) { GImAllocatorAllocFunc = alloc_func; - GImAllocatorFreeFunc = free_func; - GImAllocatorUserData = user_data; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; } -// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default -// allocator of your executable address space) +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) { *p_alloc_func = GImAllocatorAllocFunc; - *p_free_func = GImAllocatorFreeFunc; - *p_user_data = GImAllocatorUserData; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; } ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) @@ -4196,22 +3782,20 @@ void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) ImGuiIO& ImGui::GetIO() { - IM_ASSERT(GImGui != NULL && - "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); return GImGui->IO; } ImGuiPlatformIO& ImGui::GetPlatformIO() { - IM_ASSERT(GImGui != NULL && - "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?"); return GImGui->PlatformIO; } // Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame() ImDrawData* ImGui::GetDrawData() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = g.Viewports[0]; return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; } @@ -4234,8 +3818,8 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; if (draw_list == NULL) { - draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); - draw_list->_OwnerName = drawlist_name; + draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); + draw_list->_OwnerName = drawlist_name; viewport->DrawLists[drawlist_no] = draw_list; } @@ -4279,15 +3863,14 @@ ImDrawListSharedData* ImGui::GetDrawListSharedData() void ImGui::StartMouseMovingWindow(ImGuiWindow* window) { - // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate - // hover on other windows. We _also_ call this when clicking in a window empty space when - // io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. This is because we want ActiveId - // to be set even when the window is not permitted to move. + // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows. + // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward. + // This is because we want ActiveId to be set even when the window is not permitted to move. ImGuiContext& g = *GImGui; FocusWindow(window); SetActiveID(window->MoveId, window); - g.NavDisableHighlight = true; - g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; + g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; g.ActiveIdNoClearOnFocusLoss = true; SetActiveIdUsingNavAndKeys(); @@ -4301,66 +3884,58 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) g.MovingWindow = window; } -// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without -// undocking them. +// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them. // - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node. // - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window. void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; bool can_undock_node = false; if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0) { // Can undock if: - // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move - // the whole hierarchy) - // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and - // copy windows) + // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy) + // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows) ImGuiDockNode* root_node = DockNodeGetRootNode(node); - if (root_node->OnlyNodeWithWindows != node || - root_node->CentralNode != - NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. + if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL) // -V1051 PVS-Studio thinks node should be root_node and is wrong about that. if (undock_floating_node || root_node->IsDockSpace()) can_undock_node = true; } - const bool clicked = IsMouseClicked(0); + const bool clicked = IsMouseClicked(0); const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f); if (can_undock_node && dragging) - DockContextQueueUndockNode( - &g, - node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame + DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window) StartMouseMovingWindow(window); } // Handle mouse moving window -// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in -// NavUpdateWindowing() +// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing() // FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId. -// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit -// navigation inputs, but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and -// not the other. +// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs, +// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other. void ImGui::UpdateMouseMovingWindowNewFrame() { ImGuiContext& g = *GImGui; if (g.MovingWindow != NULL) { // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window). - // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == - // MovingWindow->MoveId for consistency. + // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency. KeepAliveID(g.ActiveId); IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + + // When a window stop being submitted while being dragged, it may will its viewport until next Begin() + const bool window_disappared = (!moving_window->WasActive || moving_window->Viewport == NULL); + if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) { MarkIniSettingsDirty(moving_window); SetWindowPos(moving_window, pos, ImGuiCond_Always); - if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies - // on clipping rectangle before we Begin() into the window. + if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window. { moving_window->Viewport->Pos = pos; moving_window->Viewport->UpdateWorkRect(); @@ -4370,20 +3945,20 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } else { - // Try to merge the window back into the main viewport. - // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in - // UpdateViewports) - if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) - UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); + if (!window_disappared) + { + // Try to merge the window back into the main viewport. + // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports) + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport); - // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame - // we released the mouse button. - if (!IsDragDropPayloadBeingAccepted()) - g.MouseViewport = moving_window->Viewport; + // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button. + if (!IsDragDropPayloadBeingAccepted()) + g.MouseViewport = moving_window->Viewport; - // Clear the NoInput window flag set by the Viewport system - moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to - // crash here because Viewport was NULL. + // Clear the NoInput window flag set by the Viewport system + moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL. + } g.MovingWindow = NULL; ClearActiveID(); @@ -4391,8 +3966,7 @@ void ImGui::UpdateMouseMovingWindowNewFrame() } else { - // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent - // hovering others. + // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others. if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId) { KeepAliveID(g.ActiveId); @@ -4415,20 +3989,17 @@ void ImGui::UpdateMouseMovingWindowEndFrame() return; // Click on empty space to focus window and start moving - // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and - // not get us here!) + // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!) if (g.IO.MouseClicked[0]) { // Handle the edge case of a popup being closed while clicking in its empty space. - // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups - // because they are not linked together any more. - ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; - const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && - !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); + // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more. + ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; + const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel); if (root_window != NULL && !is_closed_popup) { - StartMouseMovingWindow(g.HoveredWindow); //-V595 + StartMouseMovingWindow(g.HoveredWindow); //-V595 // Cancel moving if clicked outside of title bar if (g.IO.ConfigWindowsMoveFromTitleBarOnly) @@ -4436,8 +4007,7 @@ void ImGui::UpdateMouseMovingWindowEndFrame() 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) + // 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; } @@ -4450,14 +4020,13 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // With right mouse button we close popups without changing focus based on where the mouse is aimed // Instead, focus will be restored to the window under the bottom-most closed popup. - // (The left mouse button path calls FocusWindow on the hovered window, which will lead - // NewFrame->ClosePopupsOverWindow to trigger) + // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger) if (g.IO.MouseClicked[1]) { // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. - ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal); + ImGuiWindow* modal = GetTopMostPopupModal(); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } @@ -4475,10 +4044,10 @@ static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) static void ScaleWindow(ImGuiWindow* window, float scale) { - ImVec2 origin = window->Viewport->Pos; - window->Pos = ImFloor((window->Pos - origin) * scale + origin); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); + ImVec2 origin = window->Viewport->Pos; + window->Pos = ImFloor((window->Pos - origin) * scale + origin); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); window->ContentSize = ImFloor(window->ContentSize * scale); } @@ -4487,72 +4056,132 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window) return (window->Active) && (!window->Hidden); } +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools + io.KeyMods = GetMergedKeyModFlags(); + + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (io.BackendUsingLegacyKeyArrays == 0) + { + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written too. + for (int n = 0; n < IM_ARRAYSIZE(io.KeysDown); n++) + IM_ASSERT(io.KeysDown[n] == false && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + } + else + { + if (g.FrameCount == 0) + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); + + // Build reverse KeyMap (Named -> Legacy) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + if (io.KeyMap[n] != -1) + { + IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); + io.KeyMap[io.KeyMap[n]] = n; + } + + // Import legacy keys into new ones + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) + { + const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); + IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); + io.KeysData[key].Down = io.KeysDown[n]; + io.BackendUsingLegacyKeyArrays = 1; + } + if (io.BackendUsingLegacyKeyArrays == 1) + { + io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl; + io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift; + io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt; + io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper; + } + } +#endif + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + { + io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; + io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + } + + // Update keys + for (int i = 0; i < IM_ARRAYSIZE(io.KeysData); i++) + { + ImGuiKeyData& key_data = io.KeysData[i]; + key_data.DownDurationPrev = key_data.DownDuration; + key_data.DownDuration = key_data.Down ? (key_data.DownDuration < 0.0f ? 0.0f : key_data.DownDuration + io.DeltaTime) : -1.0f; + } +} + static void ImGui::UpdateMouseInputs() { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) - if (IsMousePosValid(&g.IO.MousePos)) - g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); - // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in - // MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) - g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; else - g.IO.MouseDelta = ImVec2(0.0f, 0.0f); - if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) g.NavDisableMouseHover = false; - g.IO.MousePosPrev = g.IO.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + io.MousePosPrev = io.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { - g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; - g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; - g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; - g.IO.MouseDownDuration[i] = - g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) - : -1.0f; - g.IO.MouseDoubleClicked[i] = false; - if (g.IO.MouseClicked[i]) + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) { - if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) { - ImVec2 delta_from_click_pos = - IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) - g.IO.MouseDoubleClicked[i] = true; - g.IO.MouseClickedTime[i] = - -g.IO.MouseDoubleClickTime * - 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; else - { - g.IO.MouseClickedTime[i] = g.Time; - } - g.IO.MouseClickedPos[i] = g.IO.MousePos; - g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; - g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; } - else if (g.IO.MouseDown[i]) + else if (io.MouseDown[i]) { - // Maintain the maximum distance we reaching from the initial click position, which is used with dragging - // threshold - ImVec2 delta_from_click_pos = - IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); - g.IO.MouseDragMaxDistanceAbs[i].x = - ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, - delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); - g.IO.MouseDragMaxDistanceAbs[i].y = - ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, - delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); + io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); + io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); } - if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) - g.IO.MouseDownWasDoubleClick[i] = false; - if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been - // deactivated by gamepad/keyboard navigation + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + if (io.MouseClicked[i]) g.NavDisableMouseHover = false; } } @@ -4562,9 +4191,9 @@ static void StartLockWheelingWindow(ImGuiWindow* window) ImGuiContext& g = *GImGui; if (g.WheelingWindow == window) return; - g.WheelingWindow = window; + g.WheelingWindow = window; g.WheelingWindowRefMousePos = g.IO.MousePos; - g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; + g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; } void ImGui::UpdateMouseWheel() @@ -4575,12 +4204,11 @@ void ImGui::UpdateMouseWheel() if (g.WheelingWindow != NULL) { g.WheelingWindowTimer -= g.IO.DeltaTime; - if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > - g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) g.WheelingWindowTimer = 0.0f; if (g.WheelingWindowTimer <= 0.0f) { - g.WheelingWindow = NULL; + g.WheelingWindow = NULL; g.WheelingWindowTimer = 0.0f; } } @@ -4588,8 +4216,7 @@ void ImGui::UpdateMouseWheel() if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) return; - if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || - (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) + if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) return; ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; @@ -4597,19 +4224,18 @@ void ImGui::UpdateMouseWheel() return; // Zoom / Scale window - // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best - // redesigned. + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) { StartLockWheelingWindow(window); const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); - const float scale = new_font_scale / window->FontWindowScale; - window->FontWindowScale = new_font_scale; + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; if (window == window->RootWindow) { const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImFloor(window->Size * scale); + window->Size = ImFloor(window->Size * scale); window->SizeFull = ImFloor(window->SizeFull * scale); } return; @@ -4623,20 +4249,18 @@ void ImGui::UpdateMouseWheel() // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead // (we avoid doing it on OSX as it the OS input layer handles this already) const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; - const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; - const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; + const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; + const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; // Vertical Mouse Wheel scrolling if (wheel_y != 0.0f) { StartLockWheelingWindow(window); - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && - ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && - !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - float max_step = window->InnerRect.GetHeight() * 0.67f; + float max_step = window->InnerRect.GetHeight() * 0.67f; float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); } @@ -4646,166 +4270,109 @@ void ImGui::UpdateMouseWheel() if (wheel_x != 0.0f) { StartLockWheelingWindow(window); - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && - ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && - !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) + while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) window = window->ParentWindow; if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) { - float max_step = window->InnerRect.GetWidth() * 0.67f; + float max_step = window->InnerRect.GetWidth() * 0.67f; float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); } } } -void ImGui::UpdateTabFocus() -{ - ImGuiContext& g = *GImGui; - - // Pressing TAB activate widget focus - g.TabFocusPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && - !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); - if (g.ActiveId == 0 && g.TabFocusPressed) - { - // - This path is only taken when no widget are active/tabbed-into yet. - // Subsequent tabbing will be processed by FocusableItemRegister() - // - Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields here even though they will be turned into Curr fields below. - g.TabFocusRequestNextWindow = g.NavWindow; - g.TabFocusRequestNextCounterRegular = INT_MAX; - if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.TabFocusRequestNextCounterTabStop = g.NavIdTabCounter + (g.IO.KeyShift ? -1 : 0); - else - g.TabFocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; - } - - // Turn queued focus request into current one - g.TabFocusRequestCurrWindow = NULL; - g.TabFocusRequestCurrCounterRegular = g.TabFocusRequestCurrCounterTabStop = INT_MAX; - if (g.TabFocusRequestNextWindow != NULL) - { - ImGuiWindow* window = g.TabFocusRequestNextWindow; - g.TabFocusRequestCurrWindow = window; - if (g.TabFocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) - g.TabFocusRequestCurrCounterRegular = - ImModPositive(g.TabFocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); - if (g.TabFocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) - g.TabFocusRequestCurrCounterTabStop = - ImModPositive(g.TabFocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); - g.TabFocusRequestNextWindow = NULL; - g.TabFocusRequestNextCounterRegular = g.TabFocusRequestNextCounterTabStop = INT_MAX; - } - - g.NavIdTabCounter = INT_MAX; -} - -// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to -// dispatch inputs to the right target (imgui vs imgui+app) +// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) void ImGui::UpdateHoveredWindowAndCaptureFlags() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING)); // Find the window hovered by mouse: - // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from - // HoveredWindow. - // - When moving a window we can skip the search, which also conveniently bypasses the fact that - // window->WindowRectClipped is lagging as this point of the frame. - // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to - // detect windows below it, which is useful for e.g. docking mechanisms. + // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow. + // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame. + // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms. bool clear_hovered_windows = false; FindHoveredWindow(); - IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || - g.HoveredWindow->Viewport == g.MouseViewport); + IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport); // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredWindow && !IsWindowChildOf(g.HoveredWindow->RootWindowDockTree, modal_window)) + if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ? clear_hovered_windows = true; // Disabled mouse? - if (g.IO.ConfigFlags & ImGuiConfigFlags_NoMouse) + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) 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; - bool mouse_any_down = false; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) + // 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. + const bool has_open_popup = (g.OpenPopupStack.Size > 0); + const bool has_open_modal = (modal_window != NULL); + int mouse_earliest_down = -1; + bool mouse_any_down = false; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) { - if (g.IO.MouseClicked[i]) - g.IO.MouseDownOwned[i] = (g.HoveredWindow != NULL) || (g.OpenPopupStack.Size > 0); - mouse_any_down |= g.IO.MouseDown[i]; - if (g.IO.MouseDown[i]) - if (mouse_earliest_button_down == -1 || - g.IO.MouseClickedTime[i] < g.IO.MouseClickedTime[mouse_earliest_button_down]) - mouse_earliest_button_down = i; + if (io.MouseClicked[i]) + { + io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup; + io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal; + } + mouse_any_down |= io.MouseDown[i]; + if (io.MouseDown[i]) + if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down]) + mouse_earliest_down = i; } - const bool mouse_avail_to_imgui = - (mouse_earliest_button_down == -1) || g.IO.MouseDownOwned[mouse_earliest_button_down]; + const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down]; + const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down]; // If mouse was first clicked outside of ImGui bounds we also cancel out hovering. - // 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) + // 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 && !mouse_dragging_extern_payload) clear_hovered_windows = true; if (clear_hovered_windows) g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; - // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to imgui, false = dispatch mouse - // info to Dear ImGui + app) + // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app) + // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag if (g.WantCaptureMouseNextFrame != -1) - g.IO.WantCaptureMouse = (g.WantCaptureMouseNextFrame != 0); + { + io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0); + } else - g.IO.WantCaptureMouse = - (mouse_avail_to_imgui && (g.HoveredWindow != NULL || mouse_any_down)) || (g.OpenPopupStack.Size > 0); + { + io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup; + io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal; + } - // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to imgui, false = dispatch - // keyboard info to Dear ImGui + app) + // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) if (g.WantCaptureKeyboardNextFrame != -1) - g.IO.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); else - g.IO.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); - if (g.IO.NavActive && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && - !(g.IO.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) - g.IO.WantCaptureKeyboard = true; + io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) + io.WantCaptureKeyboard = true; - // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a - // software keyboard if possible - g.IO.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; + // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; - if (g.IO.KeyCtrl) - { - key_mod_flags |= ImGuiKeyModFlags_Ctrl; - } - if (g.IO.KeyShift) - { - key_mod_flags |= ImGuiKeyModFlags_Shift; - } - if (g.IO.KeyAlt) - { - key_mod_flags |= ImGuiKeyModFlags_Alt; - } - if (g.IO.KeySuper) - { - key_mod_flags |= ImGuiKeyModFlags_Super; - } + if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } + if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } + if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } + if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } return key_mod_flags; } void ImGui::NewFrame() { - IM_ASSERT(GImGui != NULL && - "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); + IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); ImGuiContext& g = *GImGui; // Remove pending delete hooks before frame start. @@ -4828,17 +4395,15 @@ void ImGui::NewFrame() g.WithinFrameScope = true; g.FrameCount += 1; g.TooltipOverrideCount = 0; - g.WindowsActiveCount = 0; + g.WindowsActiveCount = 0; g.MenusIdSubmittedThisFrame.resize(0); // Calculate frame-rate for the user, as a purely luxurious feature g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; - g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); + g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) - ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) - : FLT_MAX; + g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; UpdateViewportsNewFrame(); @@ -4850,7 +4415,7 @@ void ImGui::NewFrame() ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) virtual_space.Add(g.Viewports[n]->GetMainRect()); - g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; @@ -4867,7 +4432,7 @@ void ImGui::NewFrame() for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawData = NULL; + viewport->DrawData = NULL; viewport->DrawDataP.Clear(); } @@ -4884,12 +4449,12 @@ void ImGui::NewFrame() g.HoveredIdTimer += g.IO.DeltaTime; if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; - g.HoveredIdPreviousFrame = g.HoveredId; + g.HoveredIdPreviousFrame = g.HoveredId; g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; - g.HoveredId = 0; - g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; - g.HoveredIdDisabled = false; + g.HoveredId = 0; + g.HoveredIdAllowOverlap = false; + g.HoveredIdUsingMouseWheel = false; + g.HoveredIdDisabled = false; // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) @@ -4897,46 +4462,45 @@ void ImGui::NewFrame() if (g.ActiveId) g.ActiveIdTimer += g.IO.DeltaTime; g.LastActiveIdTimer += g.IO.DeltaTime; - g.ActiveIdPreviousFrame = g.ActiveId; - g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; + g.ActiveIdPreviousFrame = g.ActiveId; + g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow; g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore; - g.ActiveIdIsAlive = 0; - g.ActiveIdHasBeenEditedThisFrame = false; - g.ActiveIdPreviousFrameIsAlive = false; - g.ActiveIdIsJustActivated = false; + g.ActiveIdIsAlive = 0; + g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdPreviousFrameIsAlive = false; + g.ActiveIdIsJustActivated = false; if (g.TempInputId != 0 && g.ActiveId != g.TempInputId) g.TempInputId = 0; if (g.ActiveId == 0) { - g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingNavDirMask = 0x00; g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask = 0x00; + g.ActiveIdUsingKeyInputMask.ClearAllBits(); } // Drag and drop - g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; - g.DragDropAcceptIdCurr = 0; + g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr; + g.DragDropAcceptIdCurr = 0; g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropWithinSource = false; - g.DragDropWithinTarget = false; - g.DragDropHoldJustPressedId = 0; + g.DragDropWithinSource = false; + g.DragDropWithinTarget = false; + g.DragDropHoldJustPressedId = 0; - // Clear buttons state when focus is lost - // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle) - if (g.IO.AppFocusLost) - { - g.IO.ClearInputKeys(); - g.IO.AppFocusLost = false; - } + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + + // Process input queue (trickle as many events as possible) + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); // Update keyboard input state - // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools - g.IO.KeyMods = GetMergedKeyModFlags(); - memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) - g.IO.KeysDownDuration[i] = - g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) - : -1.0f; + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); // Update gamepad/keyboard navigation NavUpdate(); @@ -4945,13 +4509,11 @@ void ImGui::NewFrame() UpdateMouseInputs(); // Undocking - // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on - // the detaching frame) + // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) DockContextNewFrameUpdateUndocking(&g); // Find hovered window - // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse - // release frame) + // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) UpdateHoveredWindowAndCaptureFlags(); // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering) @@ -4963,28 +4525,25 @@ void ImGui::NewFrame() else g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f); - g.MouseCursor = ImGuiMouseCursor_Arrow; + g.MouseCursor = ImGuiMouseCursor_Arrow; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default - g.PlatformImePosViewport = NULL; + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; // Mouse wheel scrolling, scale UpdateMouseWheel(); - // Update legacy TAB focus - UpdateTabFocus(); - // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); - const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) - ? FLT_MAX - : (float)g.Time - g.IO.ConfigMemoryCompactTimer; + const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; for (int i = 0; i != g.Windows.Size; i++) { - ImGuiWindow* window = g.Windows[i]; - window->WasActive = window->Active; - window->BeginCount = 0; - window->Active = false; + ImGuiWindow* window = g.Windows[i]; + window->WasActive = window->Active; + window->BeginCount = 0; + window->Active = false; window->WriteAccessed = false; // Garbage collect transient buffers of recently unused windows @@ -4996,10 +4555,9 @@ void ImGui::NewFrame() for (int i = 0; i < g.TablesLastTimeActive.Size; i++) if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); - for (int i = 0; i < g.TablesTempDataStack.Size; i++) - if (g.TablesTempDataStack[i].LastTimeActive >= 0.0f && - g.TablesTempDataStack[i].LastTimeActive < memory_compact_start_time) - TableGcCompactTransientBuffers(&g.TablesTempDataStack[i]); + for (int i = 0; i < g.TablesTempData.Size; i++) + if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&g.TablesTempData[i]); if (g.GcCompactAll) GcCompactTransientMiscBuffers(); g.GcCompactAll = false; @@ -5009,8 +4567,7 @@ void ImGui::NewFrame() FocusTopMostWindowUnderOne(NULL, NULL); // No window should be open at the beginning of the frame. - // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an - // explicit clear. + // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear. g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); g.ItemFlagsStack.resize(0); @@ -5020,9 +4577,9 @@ void ImGui::NewFrame() // Docking DockContextNewFrameUpdateDocking(&g); - // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into - // its call-stack. + // [DEBUG] Update debug features UpdateDebugToolItemPicker(); + UpdateDebugToolStackQueries(); // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. @@ -5035,33 +4592,6 @@ void ImGui::NewFrame() CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } -// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its -// call-stack. -void ImGui::UpdateDebugToolItemPicker() -{ - ImGuiContext& g = *GImGui; - g.DebugItemPickerBreakId = 0; - if (g.DebugItemPickerActive) - { - const ImGuiID hovered_id = g.HoveredIdPreviousFrame; - SetMouseCursor(ImGuiMouseCursor_Hand); - if (IsKeyPressedMap(ImGuiKey_Escape)) - g.DebugItemPickerActive = false; - if (IsMouseClicked(0) && hovered_id) - { - g.DebugItemPickerBreakId = hovered_id; - g.DebugItemPickerActive = false; - } - SetNextWindowBgAlpha(0.60f); - BeginTooltip(); - Text("HoveredId: 0x%08X", hovered_id); - Text("Press ESC to abort picking."); - TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), - "Click to break in debugger!"); - EndTooltip(); - } -} - void ImGui::Initialize(ImGuiContext* context) { ImGuiContext& g = *context; @@ -5070,8 +4600,8 @@ void ImGui::Initialize(ImGuiContext* context) // Add .ini handle for ImGuiWindow type { ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; @@ -5084,18 +4614,18 @@ void ImGui::Initialize(ImGuiContext* context) TableSettingsInstallHandler(context); // Create default viewport - ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); - viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; - viewport->Idx = 0; + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; viewport->PlatformWindowCreated = true; - viewport->Flags = ImGuiViewportFlags_OwnedByApp; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; g.Viewports.push_back(viewport); g.PlatformIO.Viewports.push_back(g.Viewports[0]); -# ifdef IMGUI_HAS_DOCK +#ifdef IMGUI_HAS_DOCK // Initialize Docking DockContextInitialize(&g); -# endif +#endif g.Initialized = true; } @@ -5103,8 +4633,7 @@ void ImGui::Initialize(ImGuiContext* context) // This function is merely here to free heap allocations. void ImGui::Shutdown(ImGuiContext* context) { - // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which - // would happen if we never called NewFrame) + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) ImGuiContext& g = *context; if (g.IO.Fonts && g.FontAtlasOwnedByContext) { @@ -5117,8 +4646,7 @@ void ImGui::Shutdown(ImGuiContext* context) if (!g.Initialized) return; - // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame - // shouldn't save an empty file) + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) if (g.SettingsLoaded && g.IO.IniFilename != NULL) { ImGuiContext* backup_context = GImGui; @@ -5145,10 +4673,10 @@ void ImGui::Shutdown(ImGuiContext* context) g.CurrentWindow = NULL; g.CurrentWindowStack.clear(); g.WindowsById.Clear(); - g.NavWindow = NULL; + g.NavWindow = NULL; g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; - g.MovingWindow = NULL; + g.MovingWindow = NULL; g.ColorStack.clear(); g.StyleVarStack.clear(); g.FontStack.clear(); @@ -5162,8 +4690,10 @@ void ImGui::Shutdown(ImGuiContext* context) g.CurrentTabBarStack.clear(); g.ShrinkWidthBuffer.clear(); + g.ClipperTempData.clear_destruct(); + g.Tables.Clear(); - g.TablesTempDataStack.clear_destruct(); + g.TablesTempData.clear_destruct(); g.DrawChannelsTempMergeBuffer.clear(); g.ClipboardHandlerData.clear(); @@ -5175,9 +4705,9 @@ void ImGui::Shutdown(ImGuiContext* context) if (g.LogFile) { -# ifndef IMGUI_DISABLE_TTY_FUNCTIONS +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS if (g.LogFile != stdout) -# endif +#endif ImFileClose(g.LogFile); g.LogFile = NULL; } @@ -5189,8 +4719,8 @@ void ImGui::Shutdown(ImGuiContext* context) // FIXME: Add a more explicit sort order in the window structure. static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) { - const ImGuiWindow* const a = *(const ImGuiWindow* const*)lhs; - const ImGuiWindow* const b = *(const ImGuiWindow* const*)rhs; + const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs; + const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs; if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup)) return d; if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip)) @@ -5204,8 +4734,7 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im if (window->Active) { int count = window->DC.ChildWindows.Size; - if (count > 1) - ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); + ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer); for (int i = 0; i < count; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; @@ -5217,75 +4746,69 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) { - // Remove trailing command if unused. - // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger - // window as well. - draw_list->_PopUnusedDrawCmd(); if (draw_list->CmdBuffer.Size == 0) return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr - // etc. May trigger for you if you are using PrimXXX functions incorrectly. - IM_ASSERT(draw_list->VtxBuffer.Size == 0 || - draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); - IM_ASSERT(draw_list->IdxBuffer.Size == 0 || - draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); - // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K - // vertices per ImDrawList = per window) If this assert triggers because you are drawing lots of stuff manually: + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. - // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw - // list contents. + // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. // - If you want large meshes with more than 64K vertices, you can either: - // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= - // ImGuiBackendFlags_RendererHasVtxOffset'. + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. // Most example backends already support this from 1.71. Pre-1.71 backends won't. - // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported - // for them. - // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in - // imconfig.h. - // Most example backends already support this. For example, the OpenGL example code detect index size at - // compile-time: - // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : - // GL_UNSIGNED_INT, idx_buffer_offset); + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); // Your own engine or render API may use different parameters or function calls to specify index sizes. // 2 and 4 bytes indices are generally supported by most graphics API. - // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() - // before reaching + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching // the 64K limit to split your draw commands in multiple draw lists. if (sizeof(ImDrawIdx) == 2) - IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && - "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); out_list->push_back(draw_list); } static void AddWindowToDrawData(ImGuiWindow* window, int layer) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = window->Viewport; g.IO.MetricsRenderWindows++; + if (window->Flags & ImGuiWindowFlags_DockNodeHost) + window->DrawList->ChannelsMerge(); AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); for (int i = 0; i < window->DC.ChildWindows.Size; i++) { ImGuiWindow* child = window->DC.ChildWindows[i]; - if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active + if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active AddWindowToDrawData(child, layer); } } -// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) -static void AddRootWindowToDrawData(ImGuiWindow* window) +static inline int GetWindowDisplayLayer(ImGuiWindow* window) { - int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; - AddWindowToDrawData(window, layer); + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); } void ImDrawDataBuilder::FlattenIntoSingleLayer() { - int n = Layers[0].Size; + int n = Layers[0].Size; int size = n; for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) size += Layers[i].Size; @@ -5310,22 +4833,23 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVectorFlags & ImGuiViewportFlags_Minimized) != 0; - ImGuiIO& io = ImGui::GetIO(); - ImDrawData* draw_data = &viewport->DrawDataP; - viewport->DrawData = draw_data; // Make publicly accessible - draw_data->Valid = true; - draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; + ImGuiIO& io = ImGui::GetIO(); + ImDrawData* draw_data = &viewport->DrawDataP; + viewport->DrawData = draw_data; // Make publicly accessible + draw_data->Valid = true; + draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; draw_data->CmdListsCount = draw_lists->Size; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; - draw_data->DisplayPos = viewport->Pos; - draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; - draw_data->FramebufferScale = - io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + draw_data->DisplayPos = viewport->Pos; + draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; + draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? draw_data->OwnerViewport = viewport; for (int n = 0; n < draw_lists->Size; n++) { - draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; - draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; + ImDrawList* draw_list = draw_lists->Data[n]; + draw_list->_PopUnusedDrawCmd(); + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; } } @@ -5335,9 +4859,7 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVectorDrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); @@ -5359,69 +4881,119 @@ static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) return window; } -static void ImGui::EndFrameDrawDimmedBackgrounds() +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) { - ImGuiContext& g = *GImGui; + if ((col & IM_COL32_A_MASK) == 0) + return; - // Draw modal whitening background on _other_ viewports than the one the modal is one - ImGuiWindow* modal_window = GetTopMostPopupModal(); - const bool dim_bg_for_modal = (modal_window != NULL); - const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL); - if (dim_bg_for_modal || dim_bg_for_window_list) - for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) - { - ImGuiViewportP* viewport = g.Viewports[viewport_n]; - if (modal_window && viewport == modal_window->Viewport) - continue; - if (g.NavWindowingListWindow && viewport == g.NavWindowingListWindow->Viewport) - continue; - if (g.NavWindowingTargetAnim && viewport == g.NavWindowingTargetAnim->Viewport) - continue; - if (viewport->Window && modal_window && IsWindowAbove(viewport->Window, modal_window)) - continue; - ImDrawList* draw_list = GetForegroundDrawList(viewport); - const ImU32 dim_bg_col = - GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); - draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); - } + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); - // Draw modal whitening background between CTRL-TAB list - if (dim_bg_for_window_list && g.NavWindowingTargetAnim->Active) + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, + // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->RootWindowDockTree->DrawList; + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged + draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); + ImDrawCmd cmd = draw_list->CmdBuffer.back(); + IM_ASSERT(cmd.ElemCount == 6); + draw_list->CmdBuffer.pop_back(); + draw_list->CmdBuffer.push_front(cmd); + draw_list->PopClipRect(); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. + } + + // Draw over sibling docking nodes in a same docking tree + if (window->RootWindow->DockIsActive) { - // Choose a draw list that will be front-most across all our children - // In the unlikely case that the window wasn't made active we can't rely on its drawlist and skip rendering - // all-together. - ImGuiWindow* window = g.NavWindowingTargetAnim; ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; - draw_list->PushClipRectFullScreen(); - - // Docking: draw modal whitening background on other nodes of a same dock tree - // For CTRL+TAB within a docking node we need to render the dimming background in 8 steps - // (Because the root node renders the background in one shot, in order to avoid flickering when a child dock - // node is not submitted) - if (window->RootWindow->DockIsActive) - if (window->RootWindowDockTree != window->RootWindow) - RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), - GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding); - - // Draw navigation selection/windowing rectangle border - float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); - ImRect bb = window->Rect(); - bb.Expand(g.FontSize); - if (bb.Contains( - window->Viewport->GetMainRect())) // If a window fits the entire viewport, adjust its highlight inward - { - bb.Expand(-g.FontSize - 1.0f); - rounding = window->WindowRounding; - } - draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), - rounding, 0, 3.0f); + if (draw_list->CmdBuffer.Size == 0) + draw_list->AddDrawCmd(); + draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false); + RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding); draw_list->PopClipRect(); } } -// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the -// gain will be very minimal. +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) + { + ImGuiWindow* window = g.Windows[i]; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + continue; + if (!IsWindowWithinBeginStackOf(window, parent_window)) + break; + if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window)) + bottom_most_visible_window = window; + } + return bottom_most_visible_window; +} + +static void ImGui::RenderDimmedBackgrounds() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; + const bool dim_bg_for_modal = (modal_window != NULL); + const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); + if (!dim_bg_for_modal && !dim_bg_for_window_list) + return; + + ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL }; + if (dim_bg_for_modal) + { + // Draw dimming behind modal or a begin stack child, whichever comes first in draw order. + ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window); + RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = modal_window->Viewport; + } + else if (dim_bg_for_window_list) + { + // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window + RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport) + RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio)); + viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport; + viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL; + + // Draw border around CTRL+Tab target window + ImGuiWindow* window = g.NavWindowingTargetAnim; + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; + ImRect bb = window->Rect(); + bb.Expand(distance); + if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y) + bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward + if (window->DrawList->CmdBuffer.Size == 0) + window->DrawList->AddDrawCmd(); + window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size); + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f); + window->DrawList->PopClipRect(); + } + + // Draw dimming background on _other_ viewports than the ones our windows are in + for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++) + { + ImGuiViewportP* viewport = g.Viewports[viewport_n]; + if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1]) + continue; + if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window)) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); + draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col); + } +} + +// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal. void ImGui::EndFrame() { ImGuiContext& g = *GImGui; @@ -5436,15 +5008,12 @@ void ImGui::EndFrame() ErrorCheckEndFrameSanityChecks(); - // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if (g.PlatformIO.Platform_SetImeInputPos && - (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImePos - g.PlatformImeLastPos) > 0.0001f)) - if (g.PlatformImePosViewport && g.PlatformImePosViewport->PlatformWindowCreated) - { - g.PlatformIO.Platform_SetImeInputPos(g.PlatformImePosViewport, g.PlatformImePos); - g.PlatformImeLastPos = g.PlatformImePos; - g.PlatformImePosViewport = NULL; - } + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + if (g.IO.SetPlatformImeDataFn && memcmp(&g.PlatformImeData, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) + { + ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport); + g.IO.SetPlatformImeDataFn(viewport ? viewport : GetMainViewport(), &g.PlatformImeData); + } // Hide implicit/fallback "Debug" window if it hasn't been used g.WithinFrameScopeWithImplicitWindow = false; @@ -5452,28 +5021,25 @@ void ImGui::EndFrame() g.CurrentWindow->Active = false; End(); - // Draw modal whitening background on _other_ viewports than the one the modal is one - EndFrameDrawDimmedBackgrounds(); - // Update navigation: CTRL+Tab, wrap-around requests NavEndFrame(); + // Update docking + DockContextEndFrame(&g); + SetCurrentViewport(NULL, NULL); // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted) if (g.DragDropActive) { bool is_delivered = g.DragDropPayload.Delivery; - bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && - ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || - !IsMouseDown(g.DragDropMouseButton)); + bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton)); if (is_delivered || is_elapsed) ClearDragDrop(); } // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing. - if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && - !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) + if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { g.DragDropWithinSource = true; SetTooltip("..."); @@ -5482,7 +5048,7 @@ void ImGui::EndFrame() // End frame g.WithinFrameScope = false; - g.FrameCountEnded = g.FrameCount; + g.FrameCountEnded = g.FrameCount; // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); @@ -5497,14 +5063,12 @@ void ImGui::EndFrame() for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; - if (window->Active && - (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it + if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it continue; AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); } - // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and - // DC.ChildWindows[] in parents, aka we've done something wrong. + // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong. IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size); g.Windows.swap(g.WindowsTempSortBuffer); g.IO.MetricsActiveWindows = g.WindowsActiveCount; @@ -5515,8 +5079,7 @@ void ImGui::EndFrame() // Clear Input data for next frame g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize(0); - g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to - // KeyMods. If we want to firmly disallow it we should detect it. + g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it. memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); CallContextHooks(&g, ImGuiContextHookType_EndFramePost); @@ -5532,7 +5095,8 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); - g.FrameCountRendered = g.FrameCount; + const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); + g.FrameCountRendered = g.FrameCount; g.IO.MetricsRenderWindows = 0; CallContextHooks(&g, ImGuiContextHookType_RenderPre); @@ -5548,30 +5112,26 @@ void ImGui::Render() // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; - windows_to_render_top_most[0] = - (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) - ? g.NavWindowingTarget->RootWindowDockTree - : NULL; + windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL; windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); for (int n = 0; n != g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - IM_MSVC_WARNING_SUPPRESS( - 6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" - if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && - window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); } for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++) - if (windows_to_render_top_most[n] && - IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily - // displayed as the top-most window + if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]); + // Draw modal/window whitening backgrounds + if (first_render_of_frame) + RenderDimmedBackgrounds(); + ImVec2 mouse_cursor_offset, mouse_cursor_size, mouse_cursor_uv[4]; if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) - g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &mouse_cursor_offset, &mouse_cursor_size, &mouse_cursor_uv[0], - &mouse_cursor_uv[2]); + g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &mouse_cursor_offset, &mouse_cursor_size, &mouse_cursor_uv[0], &mouse_cursor_uv[2]); // Setup ImDrawData structures for end-user g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; @@ -5581,15 +5141,12 @@ void ImGui::Render() viewport->DrawDataBuilder.FlattenIntoSingleLayer(); // Draw software mouse cursor if requested by io.MouseDrawCursor flag - // (note we scale cursor by current viewport/monitor, however Windows 10 for its own hardware cursor seems to be - // using a different scale factor) - if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f) + // (note we scale cursor by current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor) + if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f && first_render_of_frame) { float scale = g.Style.MouseCursorScale * viewport->DpiScale; - if (viewport->GetMainRect().Overlaps(ImRect( - g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale))) - RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, scale, g.MouseCursor, IM_COL32_WHITE, - IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + if (viewport->GetMainRect().Overlaps(ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale))) + RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, scale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); } // Add foreground ImDrawList (for each active viewport) @@ -5613,11 +5170,11 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex const char* text_display_end; if (hide_text_after_double_hash) - text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string + text_display_end = FindRenderedTextEnd(text, text_end); // Hide anything after a '##' string else text_display_end = text_end; - ImFont* font = g.Font; + ImFont* font = g.Font; const float font_size = g.FontSize; if (text == text_display_end) return ImVec2(0.0f, font_size); @@ -5634,30 +5191,29 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex } // Find window given position, search front-to-back -// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved -// programmatically with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the -// time FindHoveredWindow() is called, aka before the next Begin(). Moving window isn't affected. +// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically +// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is +// called, aka before the next Begin(). Moving window isn't affected. static void FindHoveredWindow() { ImGuiContext& g = *GImGui; - // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its - // viewport during the undocking frame) + // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame) ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL; if (g.MovingWindow) g.MovingWindow->Viewport = g.MouseViewport; - ImGuiWindow* hovered_window = NULL; + ImGuiWindow* hovered_window = NULL; ImGuiWindow* hovered_window_ignoring_moving_window = NULL; if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs)) hovered_window = g.MovingWindow; - ImVec2 padding_regular = g.Style.TouchExtraPadding; + ImVec2 padding_regular = g.Style.TouchExtraPadding; ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; - IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (!window->Active || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) @@ -5668,8 +5224,7 @@ static void FindHoveredWindow() // Using the clipped AABB, a child window will typically be clipped by its parent (not always) ImRect bb(window->OuterRectClipped); - if (window->Flags & - (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) + if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else bb.Expand(padding_for_resize); @@ -5680,8 +5235,7 @@ static void FindHoveredWindow() // 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_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; @@ -5689,254 +5243,20 @@ static void FindHoveredWindow() if (hovered_window == NULL) hovered_window = window; - IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. - if (hovered_window_ignoring_moving_window == NULL && - (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. + if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)) hovered_window_ignoring_moving_window = window; if (hovered_window && hovered_window_ignoring_moving_window) break; } - g.HoveredWindow = hovered_window; + g.HoveredWindow = hovered_window; g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; if (g.MovingWindow) g.MovingWindow->Viewport = moving_window_viewport; } -// Test if mouse cursor is hovering given rectangle -// NB- Rectangle is clipped by our current clip setting -// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) -bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) -{ - ImGuiContext& g = *GImGui; - - // Clip - ImRect rect_clipped(r_min, r_max); - if (clip) - rect_clipped.ClipWith(g.CurrentWindow->ClipRect); - - // Expand for touch input - const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, - rect_clipped.Max + g.Style.TouchExtraPadding); - if (!rect_for_touch.Contains(g.IO.MousePos)) - return false; - if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) - return false; - return true; -} - -int ImGui::GetKeyIndex(ImGuiKey imgui_key) -{ - IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - ImGuiContext& g = *GImGui; - return g.IO.KeyMap[imgui_key]; -} - -// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! -// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! -bool ImGui::IsKeyDown(int user_key_index) -{ - if (user_key_index < 0) - return false; - ImGuiContext& g = *GImGui; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDown[user_key_index]; -} - -// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) -// t1 = current time (e.g.: g.Time) -// An event is triggered at: -// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N -int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) -{ - if (t1 == 0.0f) - return 1; - if (t0 >= t1) - return 0; - if (repeat_rate <= 0.0f) - return (t0 < repeat_delay) && (t1 >= repeat_delay); - const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); - const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); - const int count = count_t1 - count_t0; - return count; -} - -int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) -{ - ImGuiContext& g = *GImGui; - if (key_index < 0) - return 0; - IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[key_index]; - return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); -} - -bool ImGui::IsKeyPressed(int user_key_index, bool repeat) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) - return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[user_key_index]; - if (t == 0.0f) - return true; - if (repeat && t > g.IO.KeyRepeatDelay) - return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - return false; -} - -bool ImGui::IsKeyReleased(int user_key_index) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) - return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; -} - -bool ImGui::IsMouseDown(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDown[button]; -} - -bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - const float t = g.IO.MouseDownDuration[button]; - if (t == 0.0f) - return true; - - if (repeat && t > g.IO.KeyRepeatDelay) - { - // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an - // ok rate for repeat on mouse hold. - int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); - if (amount > 0) - return true; - } - return false; -} - -bool ImGui::IsMouseReleased(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseReleased[button]; -} - -bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDoubleClicked[button]; -} - -// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. -// [Internal] This doesn't test if the button is pressed -bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; -} - -bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (!g.IO.MouseDown[button]) - return false; - return IsMouseDragPastThreshold(button, lock_threshold); -} - -ImVec2 ImGui::GetMousePos() -{ - ImGuiContext& g = *GImGui; - return g.IO.MousePos; -} - -// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already -// closed! -ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() -{ - ImGuiContext& g = *GImGui; - if (g.BeginPopupStack.Size > 0) - return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; - return g.IO.MousePos; -} - -// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. -bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) -{ - // The assert is only to silence a false-positive in XCode Static Analysis. - // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it - // doesn't for other functions). - IM_ASSERT(GImGui != NULL); - const float MOUSE_INVALID = -256000.0f; - ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; - return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; -} - -bool ImGui::IsAnyMouseDown() -{ - ImGuiContext& g = *GImGui; - for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) - if (g.IO.MouseDown[n]) - return true; - return false; -} - -// Return the delta from the initial clicking position while the mouse button is clicked or was just released. -// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. -// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging -// even outside the client window. -ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) - if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; - return ImVec2(0.0f, 0.0f); -} - -void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr - g.IO.MouseClickedPos[button] = g.IO.MousePos; -} - -ImGuiMouseCursor ImGui::GetMouseCursor() -{ - return GImGui->MouseCursor; -} - -void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) -{ - GImGui->MouseCursor = cursor_type; -} - -void ImGui::CaptureKeyboardFromApp(bool capture) -{ - GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; -} - -void ImGui::CaptureMouseFromApp(bool capture) -{ - GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; -} - bool ImGui::IsItemActive() { ImGuiContext& g = *GImGui; @@ -5959,15 +5279,13 @@ bool ImGui::IsItemDeactivated() ImGuiContext& g = *GImGui; if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated) return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && - g.ActiveId != g.LastItemData.ID); + return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID); } bool ImGui::IsItemDeactivatedAfterEdit() { ImGuiContext& g = *GImGui; - return IsItemDeactivated() && - (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); + return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore)); } // == GetItemID() == GetFocusID() @@ -5978,8 +5296,7 @@ bool ImGui::IsItemFocused() return false; // Special handling for the dummy item after Begin() which represent the title bar or tab. - // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the - // case. + // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. ImGuiWindow* window = g.CurrentWindow; if (g.LastItemData.ID == window->ID && window->WriteAccessed) return false; @@ -6036,14 +5353,12 @@ bool ImGui::IsItemEdited() return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; } -// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later -// one takes priority. -// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag -// are extremely confusing, need rework. +// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. +// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; + ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdAllowOverlap = true; if (g.ActiveId == id) @@ -6053,7 +5368,7 @@ void ImGui::SetItemAllowOverlap() void ImGui::SetItemUsingMouseWheel() { ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; + ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdUsingMouseWheel = true; if (g.ActiveId == id) @@ -6064,9 +5379,9 @@ void ImGui::SetActiveIdUsingNavAndKeys() { ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId != 0); - g.ActiveIdUsingNavDirMask = ~(ImU32)0; + g.ActiveIdUsingNavDirMask = ~(ImU32)0; g.ActiveIdUsingNavInputMask = ~(ImU32)0; - g.ActiveIdUsingKeyInputMask = ~(ImU64)0; + g.ActiveIdUsingKeyInputMask.SetAllBits(); NavMoveRequestCancel(); } @@ -6090,26 +5405,23 @@ ImVec2 ImGui::GetItemRectSize() bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; - flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | - ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking; + flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking; flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag // Size const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); - const int auto_fit_axises = - ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); + ImVec2 size = ImFloor(size_arg); + const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); SetNextWindowSize(size); - // Build up name. If you need to append to a same child from multiple location in the ID stack, use - // BeginChild(ImGuiID id) with a stable value. + // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. if (name) ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id); else @@ -6118,11 +5430,11 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b const float backup_border_size = g.Style.ChildBorderSize; if (!border) g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(g.TempBuffer, NULL, flags); + bool ret = Begin(g.TempBuffer, NULL, flags); g.Style.ChildBorderSize = backup_border_size; - ImGuiWindow* child_window = g.CurrentWindow; - child_window->ChildId = id; + ImGuiWindow* child_window = g.CurrentWindow; + child_window->ChildId = id; child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. @@ -6131,14 +5443,11 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && - (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) { FocusWindow(child_window); NavInitWindow(child_window, false); - SetActiveID( - id + 1, - child_window); // Steal ActiveId with another arbitrary 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; @@ -6158,11 +5467,11 @@ bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWin void ImGui::EndChild() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.WithinEndChild == false); - IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls g.WithinEndChild = true; if (window->BeginCount > 1) @@ -6172,8 +5481,7 @@ void ImGui::EndChild() else { ImVec2 sz = window->Size; - if (window->AutoFitChildAxises & - (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f + if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f sz.x = ImMax(4.0f, sz.x); if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) sz.y = ImMax(4.0f, sz.y); @@ -6182,16 +5490,14 @@ void ImGui::EndChild() ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); - if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && - !(window->Flags & ImGuiWindowFlags_NavFlattened)) + if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) { ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, window->ChildId); - // When browsing a window that has no activable items (scroll only) we keep a highlight on the child + // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) - RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, - ImGuiNavHighlightFlags_TypeThin); + RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else { @@ -6202,20 +5508,19 @@ void ImGui::EndChild() g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; - g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } // Helper to create a child window / scrolling region that looks like a normal widget frame. bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool ret = - BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); + bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); PopStyleVar(3); PopStyleColor(); return ret; @@ -6228,14 +5533,10 @@ void ImGui::EndChildFrame() static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { - window->SetWindowPosAllowFlags = - enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); - window->SetWindowSizeAllowFlags = - enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); - window->SetWindowCollapsedAllowFlags = - enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); - window->SetWindowDockAllowFlags = - enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); + window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); + window->SetWindowSizeAllowFlags = enabled ? (window->SetWindowSizeAllowFlags | flags) : (window->SetWindowSizeAllowFlags & ~flags); + window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags); + window->SetWindowDockAllowFlags = enabled ? (window->SetWindowDockAllowFlags | flags) : (window->SetWindowDockAllowFlags & ~flags); } ImGuiWindow* ImGui::FindWindowByID(ImGuiID id) @@ -6253,35 +5554,57 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - window->ViewportPos = main_viewport->Pos; + window->ViewportPos = main_viewport->Pos; if (settings->ViewportId) { - window->ViewportId = settings->ViewportId; + window->ViewportId = settings->ViewportId; window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y); } window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y)); if (settings->Size.x > 0 && settings->Size.y > 0) window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); window->Collapsed = settings->Collapsed; - window->DockId = settings->DockId; + window->DockId = settings->DockId; window->DockOrder = settings->DockOrder; } +static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags) +{ + ImGuiContext& g = *GImGui; + + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0; + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; - // IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); // Create window the first time ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); - window->Flags = flags; + window->Flags = flags; g.WindowsById.SetVoidPtr(window->ID, window); - // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the - // initial position of a window. + // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - window->Pos = main_viewport->Pos + ImVec2(60, 60); - window->ViewportPos = main_viewport->Pos; + window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->ViewportPos = main_viewport->Pos; // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. if (!(flags & ImGuiWindowFlags_NoSavedSettings)) @@ -6292,13 +5615,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); ApplyWindowSettings(window, settings); } - window->DC.CursorStartPos = window->DC.CursorMaxPos = - window->Pos; // So first call to CalcContentSize() doesn't return crazy values + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { window->AutoFitFramesX = window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; + window->AutoFitOnlyGrows = false; } else { @@ -6309,16 +5631,12 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } - if (!(flags & ImGuiWindowFlags_ChildWindow)) - { - g.WindowsFocusOrder.push_back(window); - window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); - } - if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) - g.Windows.push_front(window); // Quite slow but rare and only once + g.Windows.push_front(window); // Quite slow but rare and only once else g.Windows.push_back(window); + UpdateWindowInFocusOrderList(window, true, window->Flags); + return window; } @@ -6329,8 +5647,7 @@ static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window) static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) { - return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow - : window; + return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) @@ -6340,14 +5657,14 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. - ImRect cr = g.NextWindowData.SizeConstraintRect; + ImRect cr = g.NextWindowData.SizeConstraintRect; new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; if (g.NextWindowData.SizeCallback) { ImGuiSizeCallbackData data; - data.UserData = g.NextWindowData.SizeCallbackUserData; - data.Pos = window->Pos; + data.UserData = g.NextWindowData.SizeCallbackUserData; + data.Pos = window->Pos; data.CurrentSize = window->SizeFull; data.DesiredSize = new_size; g.NextWindowData.SizeCallback(&data); @@ -6360,12 +5677,10 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s // Minimum size if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) { - ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); + ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); - new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, - decoration_up_height + - ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + new_size = ImMax(new_size, g.Style.WindowMinSize); + new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows } return new_size; } @@ -6380,33 +5695,23 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur if (preserve_old_content_sizes) { *content_size_current = window->ContentSize; - *content_size_ideal = window->ContentSizeIdeal; + *content_size_ideal = window->ContentSizeIdeal; return; } - content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) - ? window->ContentSizeExplicit.x - : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) - ? window->ContentSizeExplicit.y - : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - content_size_ideal->x = - (window->ContentSizeExplicit.x != 0.0f) - ? window->ContentSizeExplicit.x - : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); - content_size_ideal->y = - (window->ContentSizeExplicit.y != 0.0f) - ? window->ContentSizeExplicit.y - : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); + ImVec2 size_pad = window->WindowPadding * 2.0f; + ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize @@ -6416,10 +5721,9 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont { // Maximum window size is determined by the viewport size or monitor size const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; - const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; - ImVec2 size_min = style.WindowMinSize; - if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero - // minimum size to facilitate understanding problematic cases (e.g. empty popups) + const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; + ImVec2 size_min = style.WindowMinSize; + if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? @@ -6429,21 +5733,13 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont const int monitor_idx = window->ViewportAllowPlatformMonitorExtend; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize; - ImVec2 size_auto_fit = - ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); // When the window cannot fit all contents (either because of constraints, either because screen is too small), - // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than - // ViewportSize-WindowPadding. + // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && - !(window->Flags & ImGuiWindowFlags_NoScrollbar) && - (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || - (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = - (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && - !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || - (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; if (will_have_scrollbar_y) @@ -6458,30 +5754,26 @@ ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) ImVec2 size_contents_ideal; CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); - ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); + ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); return size_final; } -static ImGuiCol GetWindowBgColorIdxFromFlags(ImGuiWindowFlags flags) +static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window) { - if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) + if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) return ImGuiCol_PopupBg; - if (flags & ImGuiWindowFlags_ChildWindow) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive) return ImGuiCol_ChildBg; return ImGuiCol_WindowBg; } -static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, - const ImVec2& corner_target, - const ImVec2& corner_norm, - ImVec2* out_pos, - ImVec2* out_size) +static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size) { - ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left - ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right - ImVec2 size_expected = pos_max - pos_min; + ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm); // Expected window upper-left + ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right + ImVec2 size_expected = pos_max - pos_min; ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected); - *out_pos = pos_min; + *out_pos = pos_min; if (corner_norm.x == 0.0f) out_pos->x -= (size_constrained.x - size_expected.x); if (corner_norm.y == 0.0f) @@ -6492,15 +5784,16 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, // Data for resizing from corner struct ImGuiResizeGripDef { - ImVec2 CornerPosN; - ImVec2 InnerDir; - int AngleMin12, AngleMax12; + ImVec2 CornerPosN; + ImVec2 InnerDir; + int AngleMin12, AngleMax12; }; -static const ImGuiResizeGripDef resize_grip_def[4] = { - {ImVec2(1, 1), ImVec2(-1, -1), 0, 3}, // Lower-right - {ImVec2(0, 1), ImVec2(+1, -1), 3, 6}, // Lower-left - {ImVec2(0, 0), ImVec2(+1, +1), 6, 9}, // Upper-left (Unused) - {ImVec2(1, 0), ImVec2(-1, +1), 9, 12} // Upper-right (Unused) +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) }; // Data for resizing from borders @@ -6508,13 +5801,14 @@ struct ImGuiResizeBorderDef { ImVec2 InnerDir; ImVec2 SegmentN1, SegmentN2; - float OuterAngle; + float OuterAngle; }; -static const ImGuiResizeBorderDef resize_border_def[4] = { - {ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f}, // Left - {ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f}, // Right - {ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f}, // Up - {ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f} // Down +static const ImGuiResizeBorderDef resize_border_def[4] = +{ + { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left + { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) @@ -6522,26 +5816,10 @@ static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_ ImRect rect = window->Rect(); if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); - if (border_n == ImGuiDir_Left) - { - return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, - rect.Max.y - perp_padding); - } - if (border_n == ImGuiDir_Right) - { - return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, - rect.Max.y - perp_padding); - } - if (border_n == ImGuiDir_Up) - { - return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, - rect.Min.y + thickness); - } - if (border_n == ImGuiDir_Down) - { - return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, - rect.Max.y + thickness); - } + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } IM_ASSERT(0); return ImRect(); } @@ -6551,8 +5829,8 @@ ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) { IM_ASSERT(n >= 0 && n < 4); ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; - id = ImHashStr("#RESIZE", 0, id); - id = ImHashData(&n, sizeof(int), id); + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); return id; } @@ -6560,33 +5838,26 @@ ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) { IM_ASSERT(dir >= 0 && dir < 4); - int n = (int)dir + 4; + int n = (int)dir + 4; ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; - id = ImHashStr("#RESIZE", 0, id); - id = ImHashData(&n, sizeof(int), id); + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); return id; } // Handle resize for: Resize Grips, Borders, Gamepad // Return true when using auto-fit (double click on resize grip) -static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, - const ImVec2& size_auto_fit, - int* border_held, - int resize_grip_count, - ImU32 resize_grip_col[4], - const ImRect& visibility_rect) +static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; - if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || - window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) return false; - if (window->WasActive == - false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. return false; - bool ret_auto_fit = false; + bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); @@ -6595,20 +5866,13 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); - // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen - // most of the time). - // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for - // hovering when outside their limits. - // This is however not the case with current backends under Win32, but a custom borderless window implementation - // would benefit from it. - // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be - // conflicting with OS resize elements, so we also narrow. - // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, - // decorated window have such threshold). We only clip interaction so we overwrite window->ClipRect, cannot call - // PushClipRect() yet as DrawList is not yet setup. - const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || - (g.IO.MouseHoveredViewport != window->ViewportId) || - !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); + // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time). + // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits. + // This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it. + // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow. + // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold). + // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup. + const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration); if (clip_with_viewport_rect) window->ClipRect = window->Viewport->GetMainRect(); @@ -6620,28 +5884,23 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); - // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child - // window + // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window bool hovered, held; - ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, - corner + def.InnerDir * grip_hover_inner_size); - if (resize_rect.Min.x > resize_rect.Max.x) - ImSwap(resize_rect.Min.x, resize_rect.Max.x); - if (resize_rect.Min.y > resize_rect.Max.y) - ImSwap(resize_rect.Min.y, resize_rect.Max.y); - ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() - ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, - ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - // GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); + if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); + if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) { // Manual auto-fit when double-clicking - size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); + size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); ret_auto_fit = true; ClearActiveID(); } @@ -6649,22 +5908,16 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, { // Resize from any of the four corners // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, - def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, - def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + - ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, - def.CornerPosN); // Corner of the window corresponding to our corner grip + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip corner_target = ImClamp(corner_target, clamp_min, clamp_max); CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); } // Only lower-left grip is visible before hovering/activating if (resize_grip_n == 0 || held || hovered) - resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive - : hovered ? ImGuiCol_ResizeGripHovered - : ImGuiCol_ResizeGrip); + resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } for (int border_n = 0; border_n < resize_border_count; border_n++) { @@ -6673,9 +5926,9 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); - ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() - ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren); - // GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; @@ -6684,15 +5937,12 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, } if (held) { - ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, - border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, - border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); ImVec2 border_target = window->Pos; - border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; - border_target = ImClamp(border_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, - &size_target); + border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; + border_target = ImClamp(border_target, clamp_min, clamp_max); + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } } PopID(); @@ -6705,20 +5955,18 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, { ImVec2 nav_resize_delta; if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down); if (g.NavInputSource == ImGuiInputSource_Gamepad) nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) { const float NAV_RESIZE_SPEED = 600.0f; - nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * - ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); - nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); + nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); + nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); g.NavWindowingToggleLayer = false; - g.NavDisableMouseHover = true; - resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, - // right now a constraint will make us stuck. + g.NavDisableMouseHover = true; + resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); } } @@ -6741,7 +5989,7 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) size_for_clamping.y = window->TitleBarHeight(); @@ -6750,48 +5998,34 @@ static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - float rounding = window->WindowRounding; + ImGuiContext& g = *GImGui; + float rounding = window->WindowRounding; float border_size = window->WindowBorderSize; if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, - border_size); + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); int border_held = window->ResizeBorderHeld; if (border_held != -1) { 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.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, - def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo( - ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, - def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, - ImMax(2.0f, border_size)); // Thicker than usual + ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { float y = window->Pos.y + window->TitleBarHeight() - 1; - window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), - ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), - g.Style.FrameBorderSize); + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize); } } // Draw background and borders // Draw and handle scrollbars -void ImGui::RenderWindowDecorations(ImGuiWindow* window, - const ImRect& title_bar_rect, - bool title_bar_is_highlight, - bool handle_borders_and_resize_grips, - int resize_grip_count, - const ImU32 resize_grip_col[4], - float resize_grip_draw_size) +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; ImGuiWindowFlags flags = window->Flags; // Ensure that ScrollBar doesn't read last frame's SkipItems @@ -6799,17 +6033,15 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, window->SkipItems = false; // Draw window + handle manual resize - // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar - // highlighted on their reappearing frame. - const float window_rounding = window->WindowRounding; + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + const float window_rounding = window->WindowRounding; const float window_border_size = window->WindowBorderSize; if (window->Collapsed) { // Title bar only float backup_border_size = style.FrameBorderSize; - g.Style.FrameBorderSize = window->WindowBorderSize; - ImU32 title_bar_col = GetColorU32( - (title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); + g.Style.FrameBorderSize = window->WindowBorderSize; + ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); g.Style.FrameBorderSize = backup_border_size; } @@ -6819,13 +6051,11 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, if (!(flags & ImGuiWindowFlags_NoBackground)) { bool is_docking_transparent_payload = false; - if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && - g.IO.ConfigDockingTransparentPayload) - if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && - *(ImGuiWindow**)g.DragDropPayload.Data == window) + if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload) + if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window) is_docking_transparent_payload = true; - ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags)); + ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window)); if (window->ViewportOwned) { // No alpha @@ -6837,48 +6067,53 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, { // Adjust alpha. For docking bool override_alpha = false; - float alpha = 1.0f; + float alpha = 1.0f; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha) { - alpha = g.NextWindowData.BgAlphaVal; + alpha = g.NextWindowData.BgAlphaVal; override_alpha = true; } if (is_docking_transparent_payload) { - alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? + alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override? override_alpha = true; } if (override_alpha) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); } - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), - window->Pos + window->Size, bg_col, window_rounding, - (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + + // Render, for docked windows and host windows we ensure bg goes before decorations + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(0); + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + + bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom); + + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(1); } + if (window->DockIsActive) + window->DockNode->IsBgDrawnThisFrame = true; // Title bar - // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar - // flag, in order for their pos/size to be matching their undocking state.) + // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag, + // in order for their pos/size to be matching their undocking state.) if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); - window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, - ImDrawFlags_RoundCornersTop); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } // Menu bar if (flags & ImGuiWindowFlags_MenuBar) { ImRect menu_bar_rect = window->MenuBarRect(); - menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum - // size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled( - menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), - GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, - ImDrawFlags_RoundCornersTop); + menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) - window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), - style.FrameBorderSize); + window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock @@ -6886,8 +6121,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar()) { float unhide_sz_draw = ImFloor(g.FontSize * 0.70f); - float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); - ImVec2 p = node->Pos; + float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); + ImVec2 p = node->Pos; ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); bool hovered, held; if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) @@ -6895,13 +6130,9 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, else if (held && IsMouseDragging(0)) StartMouseMovingWindowOrNode(window, node, true); - // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to - // be visible enough at this sort of size.. - ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive - : hovered ? ImGuiCol_ButtonHovered - : ImGuiCol_Button); - window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), - col); + // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size.. + ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col); } // Scrollbars @@ -6916,17 +6147,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); - window->DrawList->PathLineTo( - corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) - : ImVec2(resize_grip_draw_size, window_border_size))); - window->DrawList->PathLineTo( - corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) - : ImVec2(window_border_size, resize_grip_draw_size))); - window->DrawList->PathArcToFast( - ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), - corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), - window_rounding, grip.AngleMin12, grip.AngleMax12); + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); + window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); + window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); } } @@ -6939,29 +6163,25 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, // Render title text, collapse button, close button // When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. -void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, - const ImRect& title_bar_rect, - const char* name, - bool* p_open) +void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { - ImGuiContext& g = *GImGui; - ImGuiStyle& style = g.Style; + ImGuiContext& g = *GImGui; + ImGuiStyle& style = g.Style; ImGuiWindowFlags flags = window->Flags; const bool has_close_button = (p_open != NULL); - const bool has_collapse_button = - !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); + const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); - // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that - // layer) + // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) + // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref? const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; // Layout buttons // FIXME: Would be nice to generalize the subtleties expressed here into reusable code. - float pad_l = style.FramePadding.x; - float pad_r = style.FramePadding.x; + float pad_l = style.FramePadding.x; + float pad_r = style.FramePadding.x; float button_sz = g.FontSize; ImVec2 close_button_pos; ImVec2 collapse_button_pos; @@ -6984,8 +6204,7 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) if (has_collapse_button) if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL)) - window->WantCollapseToggle = - true; // Defer actual collapsing to next frame as we are too far in the Begin() function + window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function // Close button if (has_close_button) @@ -6993,38 +6212,33 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, *p_open = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - g.CurrentItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f; - const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); + const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f); - // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse - // button, while uncentered title text will still reach edges correctly. + // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, + // while uncentered title text will still reach edges correctly. if (pad_l > style.FramePadding.x) pad_l += g.Style.ItemInnerSpacing.x; if (pad_r > style.FramePadding.x) pad_r += g.Style.ItemInnerSpacing.x; if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f) { - float centerness = - ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center + float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x); - pad_l = ImMax(pad_l, pad_extend * centerness); - pad_r = ImMax(pad_r, pad_extend * centerness); + pad_l = ImMax(pad_l, pad_extend * centerness); + pad_r = ImMax(pad_r, pad_extend * centerness); } - ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, - title_bar_rect.Max.y); - ImRect clip_r(layout_r.Min.x, layout_r.Min.y, - ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); + ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); + ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y); if (flags & ImGuiWindowFlags_UnsavedDocument) { ImVec2 marker_pos; - marker_pos.x = - ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, - layout_r.Min.x, layout_r.Max.x); + marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x); marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; if (marker_pos.x > layout_r.Min.x) { @@ -7032,24 +6246,24 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f)); } } - // if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] - // if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] + //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); } void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window) { window->ParentWindow = parent_window; - window->RootWindow = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = - window->RootWindowForNav = window; + window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window; if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip)) { window->RootWindowDockTree = parent_window->RootWindowDockTree; if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) window->RootWindow = parent_window->RootWindow; } - if (parent_window && !(flags & ImGuiWindowFlags_Modal) && - (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) + if (parent_window && (flags & ImGuiWindowFlags_Popup)) + window->RootWindowPopupTree = parent_window->RootWindowPopupTree; + if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) { @@ -7058,33 +6272,60 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags } } +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - Window // FindBlockingModal() returns Modal1 +// - Window // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - Window // .. returns Modal2 +// - Window // .. returns Modal2 +// - Modal2 // .. returns Modal2 +static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + { + ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. + break; + for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) + if (IsWindowWithinBeginStackOf(window, parent)) + return popup_window; // Place window above its begin stack parent. + } + return NULL; +} + // Push a new Dear ImGui window to add widgets to. -// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets -// without explicitly calling a Begin/End pair. +// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. -// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary -// information to the .ini file). -// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See -// documentation at the top of this file. -// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even -// if false is returned. -// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be -// set to false when the button is pressed. +// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file). +// You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file. +// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned. +// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed. bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required - IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() - IM_ASSERT( - g.FrameCountEnded != - g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet + IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required + IM_ASSERT(g.WithinFrameScope); // Forgot to call ImGui::NewFrame() + IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet // Find or create - ImGuiWindow* window = FindWindowByName(name); + ImGuiWindow* window = FindWindowByName(name); const bool window_just_created = (window == NULL); if (window_just_created) window = CreateNewWindow(name, flags); + else + UpdateWindowInFocusOrderList(window, window_just_created, flags); // Automatically disable manual moving/resizing when NoInputs is set if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) @@ -7093,20 +6334,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (flags & ImGuiWindowFlags_NavFlattened) IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow); - const int current_frame = g.FrameCount; + const int current_frame = g.FrameCount; const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); - window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); + window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); // Update the Appearing flag (note: the BeginDocked() path may also set this to true later) - bool window_just_activated_by_user = - (window->LastFrameActive < - current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on + bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; - window_just_activated_by_user |= - (window->PopupId != - popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed + window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } @@ -7118,11 +6355,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); - window->FlagsPreviousFrame = window->Flags; - window->Flags = (ImGuiWindowFlags)flags; - window->LastFrameActive = current_frame; - window->LastTimeActive = (float)g.Time; - window->BeginOrderWithinParent = 0; + window->FlagsPreviousFrame = window->Flags; + window->Flags = (ImGuiWindowFlags)flags; + window->LastFrameActive = current_frame; + window->LastTimeActive = (float)g.Time; + window->BeginOrderWithinParent = 0; window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++); } else @@ -7131,30 +6368,28 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Docking - // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though - // (window->DockNode->Windows.Size > 1) - IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both + // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1) + IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock) SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond); if (first_begin_of_the_frame) { - bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); - bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); + bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL); + bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window); bool dock_node_was_visible = window->DockNodeIsVisible; - bool dock_tab_was_visible = window->DockTabIsVisible; + bool dock_tab_was_visible = window->DockTabIsVisible; if (has_dock_node || new_auto_dock_node) { BeginDocked(window, p_open); flags = window->Flags; if (window->DockIsActive) + { IM_ASSERT(window->DockNode != NULL); - - // Docking currently override constraints - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } // Amend the Appearing flag - if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && - !window_was_appearing) + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) { window->Appearing = true; SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); @@ -7166,15 +6401,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } } - // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from - // a different window stack - ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow - : g.CurrentWindowStack.empty() ? NULL - : g.CurrentWindowStack.back().Window; - ImGuiWindow* parent_window = - first_begin_of_the_frame - ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) - : window->ParentWindow; + // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack + ImGuiWindow* parent_window_in_stack = window->DockIsActive ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window; + ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow; IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow)); // We allow window memory to be compacted so recreate the base stack when needed. @@ -7182,31 +6411,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->IDStack.push_back(window->ID); // Add to stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call - // SetCurrentWindow() - ImGuiWindowStackData window_stack_data; - window_stack_data.Window = window; - window_stack_data.ParentLastItemDataBackup = g.LastItemData; - g.CurrentWindowStack.push_back(window_stack_data); + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindow = window; - window->DC.StackSizesOnBegin.SetToCurrentState(); + ImGuiWindowStackData window_stack_data; + window_stack_data.Window = window; + window_stack_data.ParentLastItemDataBackup = g.LastItemData; + window_stack_data.StackSizesOnBegin.SetToCurrentState(); + g.CurrentWindowStack.push_back(window_stack_data); g.CurrentWindow = NULL; + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount++; if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; - popup_ref.Window = window; + popup_ref.Window = window; g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; } // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) + { UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + } // Process SetNextWindow***() calls // (FIXME: Consider splitting the HasXXX flags into X/Y components - bool window_pos_set_by_api = false; + bool window_pos_set_by_api = false; bool window_size_x_set_by_api = false, window_size_y_set_by_api = false; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) { @@ -7215,7 +6448,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // May be processed on the next frame if this is our first frame and we are measuring size // FIXME: Look into removing the branch so everything can go through this same code path for consistency. - window->SetWindowPosVal = g.NextWindowData.PosVal; + window->SetWindowPosVal = g.NextWindowData.PosVal; window->SetWindowPosPivot = g.NextWindowData.PosPivotVal; window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); } @@ -7226,22 +6459,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) { - window_size_x_set_by_api = - (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); - window_size_y_set_by_api = - (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); + window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) { if (g.NextWindowData.ScrollVal.x >= 0.0f) { - window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; + window->ScrollTarget.x = g.NextWindowData.ScrollVal.x; window->ScrollTargetCenterRatio.x = 0.0f; } if (g.NextWindowData.ScrollVal.y >= 0.0f) { - window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; + window->ScrollTarget.y = g.NextWindowData.ScrollVal.y; window->ScrollTargetCenterRatio.y = 0.0f; } } @@ -7262,47 +6493,46 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (first_begin_of_the_frame) { // Initialize - 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; + const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + window->Active = true; window->HasCloseButton = (p_open != NULL); - window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); + window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); window->IDStack.resize(1); window->DrawList->_ResetForNewFrame(); window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(1); // Render decorations on channel 1 as we will render the backgrounds manually later + } // Restore buffer capacity when woken from a compacted state, to avoid if (window->MemoryCompacted) GcAwakeTransientWindowBuffers(window); - // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would - // stay unchanged). The title bar always display the 'name' parameter, so we only update the string storage if - // it needs to be visible to the end-user elsewhere. + // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged). + // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere. bool window_title_visible_elsewhere = false; if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive)) window_title_visible_elsewhere = true; - else if (g.NavWindowingListWindow != NULL && - (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB + else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB window_title_visible_elsewhere = true; if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0) { - size_t buf_len = (size_t)window->NameBufLen; - window->Name = ImStrdupcpy(window->Name, &buf_len, name); + size_t buf_len = (size_t)window->NameBufLen; + window->Name = ImStrdupcpy(window->Name, &buf_len, name); window->NameBufLen = (int)buf_len; } // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); - // FIXME: These flags are decremented before they are used. This means that in order to have these fields - // produce their intended behaviors for one frame we must set them to at least 2, which is counter-intuitive. - // HiddenFramesCannotSkipItems is a more complicated case because it has a single usage before this code block - // and may be set below before it is finally checked. + // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors + // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because + // it has a single usage before this code block and may be set below before it is finally checked. if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -7315,8 +6545,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCannotSkipItems = 1; // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows) - // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be - // tempted to use the old size. + // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size. if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0) { window->HiddenFramesCannotSkipItems = 1; @@ -7335,8 +6564,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) WindowSelectViewport(window); SetCurrentViewport(window, window->Viewport); - window->FontDpiScale = - (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); flags = window->Flags; @@ -7346,32 +6574,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (flags & ImGuiWindowFlags_ChildWindow) window->WindowBorderSize = style.ChildBorderSize; else - window->WindowBorderSize = - ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) - ? style.PopupBorderSize - : style.WindowBorderSize; - if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && - !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && - window->WindowBorderSize == 0.0f) + window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; + if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); else window->WindowPadding = style.WindowPadding; // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. - window->DC.MenuBarOffset.x = - ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); + window->DC.MenuBarOffset.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 + // 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) && !window->DockIsActive) { - // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, - // could be fixed), so verify that we don't have items over the title bar. + // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar. ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && - IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) window->WantCollapseToggle = true; if (window->WantCollapseToggle) { @@ -7388,39 +6607,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); bool use_current_size_for_scrollbar_x = window_just_created; bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { - // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on - // tooltips/popups, etc. + // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. if (!window_size_x_set_by_api) { - window->SizeFull.x = size_auto_fit.x; + window->SizeFull.x = size_auto_fit.x; use_current_size_for_scrollbar_x = true; } if (!window_size_y_set_by_api) { - window->SizeFull.y = size_auto_fit.y; + window->SizeFull.y = size_auto_fit.y; use_current_size_for_scrollbar_y = true; } } else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) { // Auto-fit may only grow window during the first few frames - // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor - // ImGuiWindowFlags_AlwaysAutoResize when collapsed. + // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed. if (!window_size_x_set_by_api && window->AutoFitFramesX > 0) { - window->SizeFull.x = - window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; + window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x; use_current_size_for_scrollbar_x = true; } if (!window_size_y_set_by_api && window->AutoFitFramesY > 0) { - window->SizeFull.y = - window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; + window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y; use_current_size_for_scrollbar_y = true; } if (!window->Collapsed) @@ -7429,8 +6644,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Apply minimum/maximum window size constraints and final size window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); - window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() - : window->SizeFull; + window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; // Decoration size const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); @@ -7441,8 +6655,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window_just_activated_by_user) { window->AutoPosLastDirection = ImGuiDir_None; - if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && - !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() + if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos() window->Pos = g.BeginPopupStack.back().OpenPopupPos; } @@ -7456,35 +6669,28 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Pos = parent_window->DC.CursorPos; } - const bool window_pos_with_pivot = - (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); + const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0); if (window_pos_with_pivot) - SetWindowPos(window, window->SetWindowPosVal - window->Size * 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) + else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize) window->Pos = FindBestWindowPosForPopup(window); else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) window->Pos = FindBestWindowPosForPopup(window); // Late create viewport if we don't fit within our current host viewport. - if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && - !(window->Viewport->Flags & ImGuiViewportFlags_Minimized)) + if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized)) if (!window->Viewport->GetMainRect().Contains(window->Rect())) { - // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection - // done in UpdateSelectWindowViewport) - // ImGuiViewport* old_viewport = window->Viewport; - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, - ImGuiViewportFlags_NoFocusOnAppearing); + // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport) + //ImGuiViewport* old_viewport = window->Viewport; + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); // FIXME-DPI - // IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong + //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong SetCurrentViewport(window, window->Viewport); - window->FontDpiScale = - (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; + window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); } @@ -7496,15 +6702,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) ImRect viewport_rect(window->Viewport->GetMainRect()); ImRect viewport_work_rect(window->Viewport->GetWorkRect()); ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); - ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, - viewport_work_rect.Max - visibility_padding); + ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding); // Clamp position/size so window stays visible within its viewport or monitor - // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window - // when initializing or minimizing. + // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. // FIXME: Similar to code in GetWindowAllowedExtentRect() - if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && - window->AutoFitFramesY <= 0) + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) { if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) { @@ -7512,11 +6715,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) { - // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the - // main viewport. + // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport. const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport); - visibility_rect.Min = monitor->WorkPos + visibility_padding; - visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; + visibility_rect.Min = monitor->WorkPos + visibility_padding; + visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding; ClampWindowRect(window, visibility_rect); } } @@ -7527,14 +6729,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->ViewportOwned || window->DockIsActive) window->WindowRounding = 0.0f; else - window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding - : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) - ? style.PopupRounding - : style.WindowRounding; + window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding; - // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to - // completely hide artifacts. - // if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) + // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts. + //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar)) // window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f); // Apply window focus (new and reactivated windows are moved to front) @@ -7543,26 +6741,48 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { if (flags & ImGuiWindowFlags_Popup) want_focus = true; - else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && - !(flags & ImGuiWindowFlags_Tooltip)) + else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip)) want_focus = true; + + ImGuiWindow* modal = GetTopMostPopupModal(); + if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal)) + { + // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed. + // Since window is not focused it would reappear at the same display position like the last time it was visible. + // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal. + // Position window behind a modal that is not a begin-parent of this window. + want_focus = false; + if (window == window->RootWindow) + { + ImGuiWindow* blocking_modal = FindBlockingModal(window); + IM_ASSERT(blocking_modal != NULL); + BringWindowToDisplayBehind(window, blocking_modal); + } + } } + // [Test Engine] Register whole window in the item system +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; + IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + } +#endif + // Decide if we are going to handle borders and resize grips const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); // Handle manual resize: Resize Grips, Borders, Gamepad - int border_held = -1; + int border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = - g.IO.ConfigWindowsResizeFromEdges - ? 2 - : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. - const float resize_grip_draw_size = - IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (handle_borders_and_resize_grips && !window->Collapsed) - if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], - visibility_rect)) + if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; window->ResizeBorderHeld = (signed char)border_held; @@ -7582,37 +6802,22 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SCROLLBAR VISIBILITY - // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized - // Size). + // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size). if (!window->Collapsed) { // When reading the current size we need to read it after size constraints have been applied. - // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values - // before we set them again. - ImVec2 avail_size_from_current_frame = - ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); + // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; - ImVec2 needed_size_from_last_frame = - window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; - float size_x_for_scrollbars = - use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; - float size_y_for_scrollbars = - use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; - // bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX - // expression? How many pros vs cons? - window->ScrollbarY = - (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || - ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); - window->ScrollbarX = - (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || - ((needed_size_from_last_frame.x > - size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && - !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); + ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; + float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; + float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; + //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons? + window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar)); + window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar)); if (window->ScrollbarX && !window->ScrollbarY) - window->ScrollbarY = - (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); - window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, - window->ScrollbarX ? style.ScrollbarSize : 0.0f); + window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); + window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); } // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) @@ -7624,13 +6829,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - FindHoveredWindow() (w/ extra padding when border resize is enabled) // - Begin() initial clipping rect for drawing window background and borders. // - Begin() clipping whole child - const ImRect host_rect = - ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - ? parent_window->ClipRect - : viewport_rect; - const ImRect outer_rect = window->Rect(); + const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect; + const ImRect outer_rect = window->Rect(); const ImRect title_bar_rect = window->TitleBarRect(); - window->OuterRectClipped = outer_rect; + window->OuterRectClipped = outer_rect; if (window->DockIsActive) window->OuterRectClipped.Min.y += window->TitleBarHeight(); window->OuterRectClipped.ClipWith(host_rect); @@ -7638,7 +6840,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner rectangle // Not affected by window border size. Used by: // - InnerClipRect - // - ScrollToBringRectIntoView() + // - ScrollToRectEx() // - NavUpdatePageUpPageDown() // - Scrollbar() window->InnerRect.Min.x = window->Pos.x; @@ -7649,24 +6851,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner clipping rectangle. // Will extend a little bit outside the normal work region. // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space. - // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct - // result. Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which - // is the correct behavior. Affected by window/frame border size. Used by: + // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result. + // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior. + // Affected by window/frame border size. Used by: // - Begin() initial clip rect - float top_border_size = - (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize - : window->WindowBorderSize); - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); + window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.ClipWithFull(host_rect); // Default item width. Make it proportional to window size if window manually resizes - if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && - !(flags & ImGuiWindowFlags_AlwaysAutoResize)) + if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); else window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); @@ -7674,15 +6871,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SCROLLING // Lock down maximum scrolling - // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from - // previous rect in order to accommodate for right/bottom aligned items without creating a scrollbar. - window->ScrollMax.x = - ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); - window->ScrollMax.y = - ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); + // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate + // for right/bottom aligned items without creating a scrollbar. + window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth()); + window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight()); // Apply scrolling - window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); + window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); // DRAWING @@ -7692,80 +6887,35 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); PushClipRect(host_rect.Min, host_rect.Max, false); - // Draw modal or window list full viewport dimming background (for other viewports we'll render them in - // EndFrame) - ImGuiWindow* window_window_list = g.NavWindowingListWindow; - const bool dim_bg_for_modal = (flags & ImGuiWindowFlags_Modal) && window == GetTopMostPopupModal() && - window->HiddenFramesCannotSkipItems <= 0; - const bool dim_bg_for_window_list = - g.NavWindowingTargetAnim && - ((window == g.NavWindowingTargetAnim->RootWindowDockTree) || - (window == window_window_list && window_window_list->Viewport != g.NavWindowingTargetAnim->Viewport)); - if (dim_bg_for_modal || dim_bg_for_window_list) - { - const ImU32 dim_bg_col = - GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio); - window->DrawList->AddRectFilled(viewport_rect.Min, viewport_rect.Max, dim_bg_col); - } - - // Draw navigation selection/windowing rectangle background - if (dim_bg_for_window_list && window == g.NavWindowingTargetAnim) - { - ImRect bb = window->Rect(); - bb.Expand(g.FontSize); - if (!bb.Contains(viewport_rect)) // Avoid drawing if the window covers all the viewport anyway - window->DrawList->AddRectFilled( - bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha * 0.25f), - g.Style.WindowRounding); - } - - // Since 1.71, child window can render their decoration (bg color, border, scrollbars, etc.) within their parent - // to save a draw call. When using overlapping child windows, this will break the assumption that child z-order - // is mapped to submission order. We disable this when the parent window has zero vertices, which is a common - // pattern leading to laying out multiple overlapping child. We also disabled this when we have dimming overlay - // behind this specific one child. - // FIXME: More code may rely on explicit sorting of overlapping child window and would need to disable this - // somehow. Please get in contact if you are affected. + // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) + // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order. + // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493) const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible; if (is_undocked_or_docked_visible) { bool render_decorations_in_parent = false; if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) - if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_window->DrawList->VtxBuffer.Size > 0) + { + // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here) + // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs + ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; + bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; + bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) render_decorations_in_parent = true; + } if (render_decorations_in_parent) window->DrawList = parent_window->DrawList; // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; - const bool title_bar_is_highlight = - want_focus || - (window_to_highlight && - (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || - (window->DockNode && window->DockNode == window_to_highlight->DockNode))); - RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, - resize_grip_count, resize_grip_col, resize_grip_draw_size); + const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode))); + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); if (render_decorations_in_parent) window->DrawList = &window->DrawListInst; } - // Draw navigation selection/windowing rectangle border - if (g.NavWindowingTargetAnim == window) - { - float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); - ImRect bb = window->Rect(); - bb.Expand(g.FontSize); - if (bb.Contains(viewport_rect)) // If a window fits the entire viewport, adjust its highlight inward - { - bb.Expand(-g.FontSize - 1.0f); - rounding = window->WindowRounding; - } - window->DrawList->AddRect(bb.Min, bb.Max, - GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), - rounding, 0, 3.0f); - } - // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING) // Work rectangle. @@ -7773,80 +6923,61 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - Columns() for right-most edge // - TreeNode(), CollapsingHeader() for right-most edge // - BeginTabBar() for right-most edge - const bool allow_scrollbar_x = - !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); + const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); - const float work_rect_size_x = - (window->ContentSizeExplicit.x != 0.0f - ? window->ContentSizeExplicit.x - : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, - window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - const float work_rect_size_y = - (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y - : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, - window->Size.y - window->WindowPadding.y * 2.0f - - decoration_up_height - window->ScrollbarSizes.y)); - window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + - ImMax(window->WindowPadding.x, window->WindowBorderSize)); - window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + - ImMax(window->WindowPadding.y, window->WindowBorderSize)); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; window->ParentWorkRect = window->WorkRect; // [LEGACY] Content Region - // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some - // BeginChild() patterns relies on it. Used by: + // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Used by: // - Mouse wheel scrolling + many other things window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentRegionRect.Min.y = - window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; - window->ContentRegionRect.Max.x = - window->ContentRegionRect.Min.x + - (window->ContentSizeExplicit.x != 0.0f - ? window->ContentSizeExplicit.x - : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - window->ContentRegionRect.Max.y = - window->ContentRegionRect.Min.y + - (window->ContentSizeExplicit.y != 0.0f - ? window->ContentSizeExplicit.y - : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); // Setup drawing context - // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient - // data only. Nowadays difference between window-> and window->DC-> is dubious.) - window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; - window->DC.GroupOffset.x = 0.0f; + // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) + window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = - window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, - decoration_up_height + window->WindowPadding.y - window->Scroll.y); - window->DC.CursorPos = window->DC.CursorStartPos; + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); + window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; - window->DC.CursorMaxPos = window->DC.CursorStartPos; - window->DC.IdealMaxPos = window->DC.CursorStartPos; + window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; - window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.MenuBarAppending = false; window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); - window->DC.TreeDepth = 0; + window->DC.TreeDepth = 0; window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.ChildWindows.resize(0); - window->DC.StateStorage = &window->StateStorage; - window->DC.CurrentColumns = NULL; - window->DC.LayoutType = ImGuiLayoutType_Vertical; - window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; + window->DC.StateStorage = &window->StateStorage; + window->DC.CurrentColumns = NULL; + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.ItemWidth = window->ItemWidthDefault; - window->DC.TextWrapPos = -1.0f; // disabled + window->DC.ItemWidth = window->ItemWidthDefault; + window->DC.TextWrapPos = -1.0f; // disabled window->DC.ItemWidthStack.resize(0); window->DC.TextWrapPosStack.resize(0); @@ -7855,14 +6986,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->AutoFitFramesY > 0) window->AutoFitFramesY--; - // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation - // reference rectangle can start around there) + // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) if (want_focus) { FocusWindow(window); - NavInitWindow( - window, - false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls } // Close requested by platform window @@ -7871,8 +6999,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (!window->DockIsActive || window->DockTabIsVisible) { window->Viewport->PlatformRequestClose = false; - g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable - // ALT for menu toggle. False positive not an issue. + g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue. IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name); *p_open = false; } @@ -7880,17 +7007,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - RenderWindowTitleBarContents(window, - ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, - title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), - name, p_open); + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; // Pressing CTRL+C while holding on a window copy its content to the clipboard - // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we - // need to work that out and add better logging scope. Maybe we can support CTRL+C on every element? + // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. + // Maybe we can support CTRL+C on every element? /* //if (g.NavWindow == window && g.ActiveId == 0) if (g.ActiveId == window->MoveId) @@ -7901,35 +7025,28 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) { // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source. - // We need to do this _before_ we overwrite window->DC.LastItemId below because - // BeginDockableDragDropSource() also overwrites it. - if (g.MovingWindow == window && g.IO.KeyShift == false) + // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it. + if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift)) if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0) BeginDockableDragDropSource(window); - // Docking: Any dockable window can act as a target. For dock node hosts we call - // BeginDockableDragDropTarget() in DockNodeUpdate() instead. + // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead. if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window) if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) BeginDockableDragDropTarget(window); } - // 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. + // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin(). + // This is useful to allow creating context menus on title bar only, etc. if (window->DockIsActive) - SetLastItemData(window->ID, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); else - SetLastItemData(window->MoveId, g.CurrentItemFlags, - IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) - ? ImGuiItemStatusFlags_HoveredRect - : 0, - title_bar_rect); + SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); -# ifdef IMGUI_ENABLE_TEST_ENGINE + // [Test Engine] Register title bar / tab if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); -# endif } else { @@ -7939,15 +7056,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) } // Pull/inherit current state - window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) - ? parent_window->DC.NavFocusScopeIdCurrent - : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 + window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 if (!(flags & ImGuiWindowFlags_DockNodeHost)) PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); - // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when - // the default "Debug" window is unused) + // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) window->WriteAccessed = false; window->BeginCount++; g.NextWindowData.ClearFlags(); @@ -7955,11 +7069,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update visibility if (first_begin_of_the_frame) { - // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a - // non-zero HiddenFramesCannotSkipItems. This will have the important effect of actually returning true in - // Begin() and not setting SkipItems, allowing an earlier submission of the window contents. This is analogous - // to regular windows being hidden from one frame. It is especially important as e.g. nested TabBars would - // otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. + // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems. + // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents. + // This is analogous to regular windows being hidden from one frame. + // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed. if (window->DockIsActive && !window->DockTabIsVisible) { if (window->LastFrameJustFocused == g.FrameCount) @@ -7971,15 +7084,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (flags & ImGuiWindowFlags_ChildWindow) { // Child window can be out of sight and have "negative" clip windows. - // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have - // no title bar). - IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); - if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && - window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? - if (!g.LogEnabled) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || - window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). + IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); + if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? + { + const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) window->HiddenFramesCanSkipItems = 1; + } // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) @@ -7988,14 +7101,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) 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) + // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point) if (style.Alpha <= 0.0f) window->HiddenFramesCanSkipItems = 1; // Update the Hidden flag - window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || - (window->HiddenFramesForRenderOnly > 0); + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); // Disable inputs for requested number of frames if (window->DisableInputsFrames > 0) @@ -8006,18 +7118,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update the SkipItems flag, used to early out of all items functions (no layout required) bool skip_items = false; - if (window->Collapsed || !window->Active || window->Hidden) + if (window->Collapsed || !window->Active || hidden_regular) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) skip_items = true; window->SkipItems = skip_items; + // Only clear NavLayersActiveMaskNext when marked as visible, so a CTRL+Tab back can use a safe value. + if (!window->SkipItems) + window->DC.NavLayersActiveMaskNext = 0x00; + // Sanity check: there are two spots which can set Appearing = true // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false - // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // - // FIXME: Not formally proven, hence the assert. + // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert. if (window->SkipItems && !window->Appearing) - IM_ASSERT(window->Appearing == - false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 } return !window->SkipItems; @@ -8025,7 +7139,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) void ImGui::End() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // Error checking: verify that user hasn't called End() too many times! @@ -8037,31 +7151,32 @@ void ImGui::End() IM_ASSERT(g.CurrentWindowStack.Size > 0); // Error checking: verify that user doesn't directly call End() on a child window. - if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && - !window->DockIsActive) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive) IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!"); // Close anything that is open if (window->DC.CurrentColumns) EndColumns(); - if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle + if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle PopClipRect(); // Stop logging - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging + if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging LogFinish(); // Docking: report contents sizes to parent to allow for auto-resize if (window->DockNode && window->DockTabIsVisible) - if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK + if (ImGuiWindow* host_window = window->DockNode->HostWindow) // FIXME-DOCK host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; // Pop from window stack g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; - g.CurrentWindowStack.pop_back(); + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - window->DC.StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); if (g.CurrentWindow) SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport); @@ -8085,17 +7200,16 @@ void ImGui::BringWindowToFocusFront(ImGuiWindow* window) IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); } g.WindowsFocusOrder[new_order] = window; - window->FocusOrder = (short)new_order; + window->FocusOrder = (short)new_order; } void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || - current_front_window->RootWindowDockTree == window) // Cheap early out (could be better) + if (current_front_window == window || current_front_window->RootWindowDockTree == 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 + for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window if (g.Windows[i] == window) { memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*)); @@ -8118,6 +7232,34 @@ void ImGui::BringWindowToDisplayBack(ImGuiWindow* window) } } +void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window) +{ + IM_ASSERT(window != NULL && behind_window != NULL); + ImGuiContext& g = *GImGui; + window = window->RootWindow; + behind_window = behind_window->RootWindow; + int pos_wnd = FindWindowDisplayIndex(window); + int pos_beh = FindWindowDisplayIndex(behind_window); + if (pos_wnd < pos_beh) + { + size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes); + g.Windows[pos_beh - 1] = window; + } + else + { + size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*); + memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes); + g.Windows[pos_beh] = window; + } +} + +int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + return g.Windows.index_from_ptr(g.Windows.find(window)); +} + // Moving window to front of display and set focus (which happens to be back of our sorted list) void ImGui::FocusWindow(ImGuiWindow* window) { @@ -8128,13 +7270,13 @@ void ImGui::FocusWindow(ImGuiWindow* window) g.NavWindow = window; if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; - g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId + g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId g.NavFocusScopeId = 0; - g.NavIdIsAlive = false; - g.NavLayer = ImGuiNavLayer_Main; - g.NavInitRequest = g.NavMoveRequest = false; + g.NavIdIsAlive = false; + g.NavLayer = ImGuiNavLayer_Main; + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); - // IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); } // Close popups if any @@ -8142,19 +7284,15 @@ void ImGui::FocusWindow(ImGuiWindow* window) // Move the root window to the top of the pile IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL); - ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; + ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL; ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL; - ImGuiDockNode* dock_node = window ? window->DockNode : NULL; - bool active_id_window_is_dock_node_host = - (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); + ImGuiDockNode* dock_node = window ? window->DockNode : NULL; + bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow); // Steal active widgets. Some of the cases it triggers includes: - // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can - // run. - // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing - // ActiveId) - // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the - // child window. + // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run. + // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId) + // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window. if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) ClearActiveID(); @@ -8166,37 +7304,41 @@ void ImGui::FocusWindow(ImGuiWindow* window) // Select in dock node if (dock_node && dock_node->TabBar) - dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->ID; + dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId; // Bring to front BringWindowToFocusFront(focus_front_window); - if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & - ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) BringWindowToDisplayFront(display_front_window); } void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; - - const int start_idx = - ((under_this_window != NULL) ? FindWindowFocusIndex(under_this_window) : g.WindowsFocusOrder.Size) - 1; + int start_idx = g.WindowsFocusOrder.Size - 1; + if (under_this_window != NULL) + { + // Aim at root window behind us, if we are in a child window that's our own root (see #4640) + int offset = -1; + while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow) + { + under_this_window = under_this_window->ParentWindow; + offset = 0; + } + start_idx = FindWindowFocusIndex(under_this_window) + offset; + } for (int i = start_idx; i >= 0; i--) { - // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but - // that may feel more confusing to the user. + // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. ImGuiWindow* window = g.WindowsFocusOrder[i]; IM_ASSERT(window == window->RootWindow); if (window != ignore_window && window->WasActive) - if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != - (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { // FIXME-DOCK: This is failing (lagging by one frame) for docked windows. - // If A and B are docked into window and B disappear, at the NewFrame() call site - // window->NavLastChildNavWindow will still point to B. We might leverage the tab order implicitly - // stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab - // bar will do that but on next update) to tell which is the "previous" window. Or we may leverage - // 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? + // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B. + // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update) + // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself? ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); FocusWindow(focus_window); return; @@ -8209,19 +7351,17 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; - IM_ASSERT( - font && - font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? IM_ASSERT(font->Scale > 0.0f); - g.Font = font; + g.Font = font; g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); - g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; + g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - ImFontAtlas* atlas = g.Font->ContainerAtlas; + 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; + g.DrawListSharedData.TexUvLines = atlas->TexUvLines; + g.DrawListSharedData.Font = g.Font; + g.DrawListSharedData.FontSize = g.FontSize; } void ImGui::PushFont(ImFont* font) @@ -8234,7 +7374,7 @@ void ImGui::PushFont(ImFont* font) g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID); } -void ImGui::PopFont() +void ImGui::PopFont() { ImGuiContext& g = *GImGui; g.CurrentWindow->DrawList->PopTextureID(); @@ -8244,7 +7384,7 @@ void ImGui::PopFont() void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiItemFlags item_flags = g.CurrentItemFlags; IM_ASSERT(item_flags == g.ItemFlagsStack.back()); if (enabled) @@ -8258,43 +7398,43 @@ void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) void ImGui::PopItemFlag() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.ItemFlagsStack.Size > - 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. + IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack. g.ItemFlagsStack.pop_back(); g.CurrentItemFlags = g.ItemFlagsStack.back(); } // BeginDisabled()/EndDisabled() -// - Those can be nested but this cannot be used to enable an already disabled section (a single BeginDisabled(true) in -// the stack is enough to keep things disabled) -// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work -// differently. +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently. // - Feedback welcome at https://github.com/ocornut/imgui/issues/211 -// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If -// you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. +// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. // - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() void ImGui::BeginDisabled(bool disabled) { - ImGuiContext& g = *GImGui; - bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; - g.DisabledAlphaBackup = g.Style.Alpha; + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; if (!was_disabled && disabled) - g.Style.Alpha *= - g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + { + g.DisabledAlphaBackup = g.Style.Alpha; + g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha); + } if (was_disabled || disabled) g.CurrentItemFlags |= ImGuiItemFlags_Disabled; g.ItemFlagsStack.push_back(g.CurrentItemFlags); + g.DisabledStackSize++; } void ImGui::EndDisabled() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; - // PopItemFlag(); + //PopItemFlag(); g.ItemFlagsStack.pop_back(); - g.CurrentItemFlags &= ~ImGuiItemFlags_Disabled; + g.CurrentItemFlags = g.ItemFlagsStack.back(); if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) - g.Style.Alpha = g.DisabledAlphaBackup; // PopStyleVar(); + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); } // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. @@ -8327,29 +7467,64 @@ void ImGui::PushTextWrapPos(float wrap_pos_x) void ImGui::PopTextWrapPos() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiWindow* window = GetCurrentWindow(); window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); } -// FIXME: We are exposing the docking hierarchy to end-user here (via IsWindowHovered, IsWindowFocused) which is -// unusual. -bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) { - if (window->RootWindowDockTree == potential_parent) + ImGuiWindow* last_window = NULL; + while (last_window != window) + { + last_window = window; + window = window->RootWindow; + if (popup_hierarchy) + window = window->RootWindowPopupTree; + if (dock_hierarchy) + window = window->RootWindowDockTree; + } + return window; +} + +bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy) +{ + ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy); + if (window_root == potential_parent) return true; while (window != NULL) { if (window == potential_parent) return true; + if (window == window_root) // end of chain + return false; window = window->ParentWindow; } return false; } +bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +{ + if (window->RootWindow == potential_parent) + return true; + while (window != NULL) + { + if (window == potential_parent) + return true; + window = window->ParentWindowInBeginStack; + } + return false; +} + bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) { ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* candidate_window = g.Windows[i]; @@ -8363,39 +7538,34 @@ bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_b bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { - IM_ASSERT((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0); // Flags not supported by this function + IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function ImGuiContext& g = *GImGui; - if (g.HoveredWindow == NULL) + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) return false; if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { - ImGuiWindow* window = g.CurrentWindow; - switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) - { - case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow->RootWindow != window->RootWindow) - return false; - break; - case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != window->RootWindow) - return false; - break; - case ImGuiHoveredFlags_ChildWindows: - if (!IsWindowChildOf(g.HoveredWindow, window)) - return false; - break; - default: - if (g.HoveredWindow != window) - return false; - break; - } + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + bool result; + if (flags & ImGuiHoveredFlags_ChildWindows) + result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + result = (ref_window == cur_window); + if (!result) + return false; } - if (!IsWindowContentHoverable(g.HoveredWindow, flags)) + if (!IsWindowContentHoverable(ref_window, flags)) return false; if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != g.HoveredWindow->MoveId) + if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) return false; return true; } @@ -8403,22 +7573,24 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags) { ImGuiContext& g = *GImGui; + ImGuiWindow* ref_window = g.NavWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; if (flags & ImGuiFocusedFlags_AnyWindow) - return g.NavWindow != NULL; + return true; - IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End() - switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows)) - { - case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && g.NavWindow->RootWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_RootWindow: - return g.NavWindow == g.CurrentWindow->RootWindow; - case ImGuiFocusedFlags_ChildWindows: - return g.NavWindow && IsWindowChildOf(g.NavWindow, g.CurrentWindow); - default: - return g.NavWindow == g.CurrentWindow; - } + IM_ASSERT(cur_window); // Not inside a Begin()/End() + const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0; + const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0; + if (flags & ImGuiHoveredFlags_RootWindow) + cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy); + + if (flags & ImGuiHoveredFlags_ChildWindows) + return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy); + else + return (ref_window == cur_window); } ImGuiID ImGui::GetWindowDockID() @@ -8434,8 +7606,8 @@ bool ImGui::IsWindowDocked() } // Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext) -// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or -// programmatically. If you want a window to never be focused, you may use the e.g. NoInputs flag. +// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically. +// If you want a window to never be focused, you may use the e.g. NoInputs flag. bool ImGui::IsWindowNavFocusable(ImGuiWindow* window) { return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); @@ -8455,7 +7627,7 @@ float ImGui::GetWindowHeight() ImVec2 ImGui::GetWindowPos() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; return window->Pos; } @@ -8466,19 +7638,16 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) if (cond && (window->SetWindowPosAllowFlags & cond) == 0) return; - IM_ASSERT(cond == 0 || - ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX); // Set const ImVec2 old_pos = window->Pos; - window->Pos = ImFloor(pos); - ImVec2 offset = window->Pos - old_pos; - window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad - // idea - will smear) let's at least offset the cursor - window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so - // ContentSize calculation doesn't get affected. + window->Pos = ImFloor(pos); + ImVec2 offset = window->Pos - old_pos; + window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor + window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. window->DC.IdealMaxPos += offset; window->DC.CursorStartPos += offset; } @@ -8507,29 +7676,28 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con if (cond && (window->SetWindowSizeAllowFlags & cond) == 0) return; - IM_ASSERT(cond == 0 || - ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); // Set if (size.x > 0.0f) { window->AutoFitFramesX = 0; - window->SizeFull.x = IM_FLOOR(size.x); + window->SizeFull.x = IM_FLOOR(size.x); } else { - window->AutoFitFramesX = 2; + window->AutoFitFramesX = 2; window->AutoFitOnlyGrows = false; } if (size.y > 0.0f) { window->AutoFitFramesY = 0; - window->SizeFull.y = IM_FLOOR(size.y); + window->SizeFull.y = IM_FLOOR(size.y); } else { - window->AutoFitFramesY = 2; + window->AutoFitFramesY = 2; window->AutoFitOnlyGrows = false; } } @@ -8558,8 +7726,8 @@ void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond co 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); + 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); } @@ -8607,40 +7775,34 @@ void ImGui::SetWindowFocus(const char* name) void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot) { ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || - ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos; - g.NextWindowData.PosVal = pos; + g.NextWindowData.PosVal = pos; g.NextWindowData.PosPivotVal = pivot; - g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; - g.NextWindowData.PosUndock = true; + g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always; + g.NextWindowData.PosUndock = true; } void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) { ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || - ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize; - g.NextWindowData.SizeVal = size; + g.NextWindowData.SizeVal = size; g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } -void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, - const ImVec2& size_max, - ImGuiSizeCallback custom_callback, - void* custom_callback_user_data) +void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; - g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); - g.NextWindowData.SizeCallback = custom_callback; + g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max); + g.NextWindowData.SizeCallback = custom_callback; g.NextWindowData.SizeCallbackUserData = custom_callback_user_data; } // Content size = inner scrollable rectangle, padded with WindowPadding. -// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 -// item. +// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item. void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; @@ -8658,10 +7820,9 @@ void ImGui::SetNextWindowScroll(const ImVec2& scroll) void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond) { ImGuiContext& g = *GImGui; - IM_ASSERT(cond == 0 || - ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. + IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed; - g.NextWindowData.CollapsedVal = collapsed; + g.NextWindowData.CollapsedVal = collapsed; g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always; } @@ -8690,14 +7851,13 @@ void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond) ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock; g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always; - g.NextWindowData.DockId = id; + g.NextWindowData.DockId = id; } void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class) { ImGuiContext& g = *GImGui; - IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == - 0); // Cannot set both set and clear for the same bit + IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass; g.NextWindowData.WindowClass = *window_class; } @@ -8739,21 +7899,22 @@ ImVec2 ImGui::GetFontTexUvWhitePixel() void ImGui::SetWindowFontScale(float scale) { IM_ASSERT(scale > 0.0f); - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); window->FontWindowScale = scale; g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } void ImGui::ActivateItem(ImGuiID id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; } void ImGui::PushFocusScope(ImGuiID id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); window->DC.NavFocusScopeIdCurrent = id; @@ -8761,44 +7922,54 @@ void ImGui::PushFocusScope(ImGuiID id) void ImGui::PopFocusScope() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? + IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); g.FocusScopeStack.pop_back(); } void ImGui::SetKeyboardFocusHere(int offset) { - IM_ASSERT(offset >= -1); // -1 is allowed but not below - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - g.TabFocusRequestNextWindow = window; - g.TabFocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; - g.TabFocusRequestNextCounterTabStop = INT_MAX; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + g.NavWindow = window; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } } void ImGui::SetItemDefaultFocus() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && - g.NavLayer == window->DC.NavLayerCurrent) - { - g.NavInitRequest = false; - g.NavInitResultId = g.LastItemData.ID; - g.NavInitResultRectRel = ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos); - NavUpdateAnyRequestFlag(); - if (!IsItemVisible()) - SetScrollHereY(); - } + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + g.NavInitResultId = g.LastItemData.ID; + g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) + if (!IsItemVisible()) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); } void ImGui::SetStateStorage(ImGuiStorage* tree) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiWindow* window = GImGui->CurrentWindow; window->DC.StateStorage = tree ? tree : &window->StateStorage; } @@ -8810,63 +7981,63 @@ ImGuiStorage* ImGui::GetStateStorage() void ImGui::PushID(const char* str_id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id); + ImGuiID id = window->GetIDNoKeepAlive(str_id); window->IDStack.push_back(id); } void ImGui::PushID(const char* str_id_begin, const char* str_id_end) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); window->IDStack.push_back(id); } void ImGui::PushID(const void* ptr_id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + ImGuiID id = window->GetIDNoKeepAlive(ptr_id); window->IDStack.push_back(id); } void ImGui::PushID(int int_id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(int_id); + ImGuiID id = window->GetIDNoKeepAlive(int_id); window->IDStack.push_back(id); } // Push a given id value ignoring the ID stack as a seed. void ImGui::PushOverrideID(ImGuiID id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); 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) +// 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 + KeepAliveID(id); ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -# endif + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; - IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? + IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window? window->IDStack.pop_back(); } @@ -8900,6 +8071,441 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) return window->ClipRect.Overlaps(ImRect(rect_min, rect_max)); } + +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + int index; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); + if (IsLegacyKey(key)) + index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native + else + index = key; +#else + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + index = key - ImGuiKey_NamedKey_BEGIN; +#endif + return &g.IO.KeysData[index]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +int ImGui::GetKeyIndex(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKey(key)); + const ImGuiKeyData* key_data = GetKeyData(key); + return (int)(key_data - g.IO.KeysData); +} +#endif + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "GamepadStart", "GamepadBack", "GamepadFaceUp", "GamepadFaceDown", "GamepadFaceLeft", "GamepadFaceRight", + "GamepadDpadUp", "GamepadDpadDown", "GamepadDpadLeft", "GamepadDpadRight", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickUp", "GamepadLStickDown", "GamepadLStickLeft", "GamepadLStickRight", + "GamepadRStickUp", "GamepadRStickDown", "GamepadRStickLeft", "GamepadRStickRight", + "ModCtrl", "ModShift", "ModAlt", "ModSuper" +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); +#else + if (IsLegacyKey(key)) + { + ImGuiIO& io = GetIO(); + if (io.KeyMap[key] == -1) + return "N/A"; + IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key])); + key = (ImGuiKey)io.KeyMap[key]; + } +#endif + if (key == ImGuiKey_None) + return "None"; + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + return key_data->Down; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + const float t = key_data->DownDuration; + if (t == 0.0f) + return true; + if (repeat && t > g.IO.KeyRepeatDelay) + return GetKeyPressedAmount(key, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + return false; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + return key_data->DownDurationPrev >= 0.0f && !key_data->Down; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button]; +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + const float t = g.IO.MouseDownDuration[button]; + if (t == 0.0f) + return true; + + if (repeat && t > g.IO.KeyRepeatDelay) + { + // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. + int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); + if (amount > 0) + return true; + } + return false; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button]; +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2; +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +void ImGui::CaptureKeyboardFromApp(bool capture) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = capture ? 1 : 0; +} + +void ImGui::CaptureMouseFromApp(bool capture) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = capture ? 1 : 0; +} + +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} + + +// Process input queue +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputed = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + const ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (IsMousePosValid(&event_pos)) + event_pos = ImVec2(ImFloorSigned(event_pos.x), ImFloorSigned(event_pos.y)); // Apply same flooring as UpdateMouseInputs() + if (io.MousePos.x != event_pos.x || io.MousePos.y != event_pos.y) + { + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputed)) + break; + io.MousePos = event_pos; + mouse_moved = true; + } + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (io.MouseDown[button] != e->MouseButton.Down) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + io.MouseDown[button] = e->MouseButton.Down; + mouse_button_changed |= (1 << button); + } + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + if (e->MouseWheel.WheelX != 0.0f || e->MouseWheel.WheelY != 0.0f) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_wheeled || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + mouse_wheeled = true; + } + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + const int keydata_index = (key - ImGuiKey_KeysData_OFFSET); + ImGuiKeyData* keydata = &io.KeysData[keydata_index]; + if (keydata->Down != e->Key.Down || keydata->AnalogValue != e->Key.AnalogValue) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputed || mouse_button_changed != 0)) + break; + keydata->Down = e->Key.Down; + keydata->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(keydata_index); + + if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper) + { + if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; } + if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; } + if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; } + if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; } + io.KeyMods = GetMergedKeyModFlags(); + } + } + } + else if (e->Type == ImGuiInputEventType_Char) + { + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && (key_changed || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + text_inputed = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process lower, in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + io.AppFocusLost = !e->AppFocused.Focused; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle) + if (g.IO.AppFocusLost) + { + g.IO.ClearInputKeys(); + g.IO.AppFocusLost = false; + } +} + + //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- @@ -8908,52 +8514,17 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit // If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code // may see different structures than what imgui.cpp sees, which is problematic. -// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units -// involved with Dear ImGui. -bool ImGui::DebugCheckVersionAndDataLayout(const char* version, - size_t sz_io, - size_t sz_style, - size_t sz_vec2, - size_t sz_vec4, - size_t sz_vert, - size_t sz_idx) +// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; - if (strcmp(version, IMGUI_VERSION) != 0) - { - error = true; - IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); - } - if (sz_io != sizeof(ImGuiIO)) - { - error = true; - IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); - } - if (sz_style != sizeof(ImGuiStyle)) - { - error = true; - IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); - } - if (sz_vec2 != sizeof(ImVec2)) - { - error = true; - IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); - } - if (sz_vec4 != sizeof(ImVec4)) - { - error = true; - IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); - } - if (sz_vert != sizeof(ImDrawVert)) - { - error = true; - IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); - } - if (sz_idx != sizeof(ImDrawIdx)) - { - error = true; - IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); - } + if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); } + if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); } + if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); } + if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); } + if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); } + if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); } + if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); } return !error; } @@ -8967,78 +8538,55 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! - if (true) - IM_ASSERT(1); - else - IM_ASSERT(0); + if (true) IM_ASSERT(1); else IM_ASSERT(0); // Check user data - // (We pass an error message in the assert expression to make it visible to programmers who are not using a - // debugger, as most assert handlers display their argument) + // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument) IM_ASSERT(g.Initialized); - IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); - IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && - "Forgot to call Render() or EndFrame() at the end of the previous frame?"); - IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->IsBuilt() && - "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, " - "which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); - IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && - "Invalid style setting!"); // Allows us to avoid a few clamps in color computations + IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); + IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); + IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); + IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); - IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || - g.Style.WindowMenuButtonPosition == ImGuiDir_Right); - for (int n = 0; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && - "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); - // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up - // everything, but Space is required and was only added in 1.60 WIP) - if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) - IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && - "ImGuiKey_Space is not mapped, required for keyboard navigation."); + // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) + IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); +#endif - // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the - // ImGuiBackendFlags_HasMouseCursors flag accordingly. + // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) g.IO.ConfigWindowsResizeFromEdges = false; - // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or - // later), which is a common error leading to loss of .ini data. - if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && - (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) - IM_ASSERT(0 && - "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini " - "settings!"); - if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && - (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) - IM_ASSERT(0 && - "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini " - "settings!"); + // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data. + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0) + IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); + if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0) + IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!"); // Perform simple checks: multi-viewport and platform windows support if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { - if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && - (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) + if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports)) { - IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && - "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ " - "applications for reference."); - IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); + IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference."); + IM_ASSERT(g.PlatformIO.Platform_CreateWindow != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); - IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_GetWindowPos != NULL && "Platform init didn't install handlers?"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowPos != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?"); IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?"); - IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && - "Platform init didn't setup main viewport."); + IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport."); if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) - IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && - "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); + IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!"); } else { @@ -9052,10 +8600,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n]; IM_UNUSED(mon); IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly."); - IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize) - .Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && - "Monitor work bounds not setup properly. If you don't have work area information, just copy " - "MainPos/MainSize into them."); + IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them."); IM_ASSERT(mon.DpiScale != 0.0f); } } @@ -9065,38 +8610,32 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() { ImGuiContext& g = *GImGui; - // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and - // EndFrame() One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). It - // is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will + // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame() + // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). + // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. - // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka - // key_mod_flags == 0), while still correctly asserting on mid-frame key press events. + // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // while still correctly asserting on mid-frame key press events. const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags(); - IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && - "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); IM_UNUSED(key_mod_flags); // Recover from errors - // ErrorCheckEndFrameRecover(); + //ErrorCheckEndFrameRecover(); - // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the - // Begin/BeginChild API requires you to always call End/EndChild even if Begin/BeginChild returns false! (this is - // unfortunately inconsistent with most other Begin* API). + // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you + // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API). if (g.CurrentWindowStack.Size != 1) { if (g.CurrentWindowStack.Size > 1) { - IM_ASSERT_USER_ERROR( - g.CurrentWindowStack.Size == 1, - "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); while (g.CurrentWindowStack.Size > 1) End(); } else { - IM_ASSERT_USER_ERROR( - g.CurrentWindowStack.Size == 1, - "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); + IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?"); } } @@ -9108,122 +8647,133 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() // This is generally flawed as we are not necessarily End/Popping things in the right order. // FIXME: Can't recover from inside BeginTabItem/EndTabItem yet. // FIXME: Can't recover from interleaved BeginTabBar/Begin -void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) +void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data) { // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; - while (g.CurrentWindowStack.Size > 0) + while (g.CurrentWindowStack.Size > 0) //-V1044 { - while (g.CurrentTable && - (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) - { - if (log_callback) - log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); - EndTable(); - } + ErrorCheckEndWindowRecover(log_callback, user_data); ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(window != NULL); - while (g.CurrentTabBar != NULL) //-V1044 - { - if (log_callback) - log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); - EndTabBar(); - } - while (window->DC.TreeDepth > 0) - { - if (log_callback) - log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); - TreePop(); - } - while (g.GroupStack.Size > window->DC.StackSizesOnBegin.SizeOfGroupStack) - { - if (log_callback) - log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); - EndGroup(); - } - while (window->IDStack.Size > 1) - { - if (log_callback) - log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); - PopID(); - } - while (g.ColorStack.Size > window->DC.StackSizesOnBegin.SizeOfColorStack) - { - if (log_callback) - log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, - GetStyleColorName(g.ColorStack.back().Col)); - PopStyleColor(); - } - while (g.StyleVarStack.Size > window->DC.StackSizesOnBegin.SizeOfStyleVarStack) - { - if (log_callback) - log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); - PopStyleVar(); - } - while (g.FocusScopeStack.Size > window->DC.StackSizesOnBegin.SizeOfFocusScopeStack) - { - if (log_callback) - log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); - PopFocusScope(); - } if (g.CurrentWindowStack.Size == 1) { - IM_ASSERT(g.CurrentWindow->IsFallbackWindow); + IM_ASSERT(window->IsFallbackWindow); break; } IM_ASSERT(window == g.CurrentWindow); if (window->Flags & ImGuiWindowFlags_ChildWindow) { - if (log_callback) - log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); + if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); EndChild(); } else { - if (log_callback) - log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); + if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name); End(); } } } +// Must be called before End()/EndChild() +void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + ImGuiContext& g = *GImGui; + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); + EndDisabled(); + } + while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + PopItemFlag(); + } + while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } +} + // Save current stack sizes for later compare void ImGuiStackSizes::SetToCurrentState() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - SizeOfIDStack = (short)window->IDStack.Size; - SizeOfColorStack = (short)g.ColorStack.Size; - SizeOfStyleVarStack = (short)g.StyleVarStack.Size; - SizeOfFontStack = (short)g.FontStack.Size; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + SizeOfIDStack = (short)window->IDStack.Size; + SizeOfColorStack = (short)g.ColorStack.Size; + SizeOfStyleVarStack = (short)g.StyleVarStack.Size; + SizeOfFontStack = (short)g.FontStack.Size; SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; - SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + SizeOfDisabledStack = (short)g.DisabledStackSize; } // Compare to detect usage errors void ImGuiStackSizes::CompareWithCurrentState() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_UNUSED(window); // Window stacks - // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they - // are cleared on Begin) - IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); + // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin) + IM_ASSERT(SizeOfIDStack == window->IDStack.Size && "PushID/PopID or TreeNode/TreePop Mismatch!"); // Global stacks - // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our - // checks a little to allow them. - IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); - IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); - IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); - IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); - IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); - IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); + // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. + IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); + IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); + IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); + IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); + IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); + IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); + IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } + //----------------------------------------------------------------------------- // [SECTION] LAYOUT //----------------------------------------------------------------------------- @@ -9251,7 +8801,6 @@ void ImGuiStackSizes::CompareWithCurrentState() // - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), // - GetWindowContentRegionMin(), GetWindowContentRegionMax() -// - GetWindowContentRegionWidth() // - BeginGroup() // - EndGroup() // Also see in imgui_widgets: tab bars, columns. @@ -9262,32 +8811,29 @@ void ImGuiStackSizes::CompareWithCurrentState() // See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; // We increase the height in this function to accommodate for baseline offset. - // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a - // larger refactor, but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging - // the height has the same effect. - const float offset_to_match_baseline_y = - (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; + // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, + // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. + const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); // Always align ourselves on pixel boundaries - // if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, - // line_height), IM_COL32(255,0,0,200)); // [DEBUG] + //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); - // if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] + //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] - window->DC.PrevLineSize.y = line_height; - window->DC.CurrLineSize.y = 0.0f; + window->DC.PrevLineSize.y = line_height; + window->DC.CurrLineSize.y = 0.0f; window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); window->DC.CurrLineTextBaseOffset = 0.0f; @@ -9302,18 +8848,19 @@ void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) } // Declare item bounding box for clipping and interaction. -// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over -// available surface declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which -// is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemAddFlags flags) +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // Set item data - g.LastItemData.ID = id; - g.LastItemData.Rect = bb; - g.LastItemData.InFlags = g.CurrentItemFlags; + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; // Directional navigation processing @@ -9321,51 +8868,47 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGu { // Runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation - // requests + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of - // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a - // frame. We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't - // be able to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped - // on a stick). - // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non - // null. If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); if (g.NavId == id || g.NavAnyRequest) if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); + NavProcessItem(); - // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() -# ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.org/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + + // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() +#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX if (id == g.DebugItemPickerBreakId) { IM_DEBUG_BREAK(); g.DebugItemPickerBreakId = 0; } -# endif +#endif } g.NextItemData.Flags = ImGuiNextItemDataFlags_None; -# ifdef IMGUI_ENABLE_TEST_ENGINE +#ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0) IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); -# endif +#endif // Clipping test - const bool is_clipped = IsClippedEx(bb, id, false); + const bool is_clipped = IsClippedEx(bb, id); if (is_clipped) return false; - // if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - // Tab stop handling (previously was using internal ItemFocusable() api) - // FIXME-NAV: We would now want to move this above the clipping test, but this would require being able to scroll - // and currently this would mean an extra frame. (#4079, #343) - if (flags & ImGuiItemAddFlags_Focusable) - ItemFocusable(window, id); - - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may - // change them) + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) if (IsMouseHoveringRect(bb.Min, bb.Max)) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; return true; @@ -9385,20 +8928,17 @@ void ImGui::SameLine(float offset_from_start_x, float spacing_w) ImGuiContext& g = *GImGui; if (offset_from_start_x != 0.0f) { - if (spacing_w < 0.0f) - spacing_w = 0.0f; - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + - window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; + if (spacing_w < 0.0f) spacing_w = 0.0f; + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } else { - if (spacing_w < 0.0f) - spacing_w = g.Style.ItemSpacing.x; + if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } - window->DC.CurrLineSize = window->DC.PrevLineSize; + window->DC.CurrLineSize = window->DC.PrevLineSize; window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; } @@ -9410,14 +8950,13 @@ ImVec2 ImGui::GetCursorScreenPos() void ImGui::SetCursorScreenPos(const ImVec2& pos) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = pos; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = pos; window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } -// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates -// because it is more convenient. Conversion happens as we pass the value to user, but it makes our naming convention -// confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. +// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. +// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'. ImVec2 ImGui::GetCursorPos() { ImGuiWindow* window = GetCurrentWindowRead(); @@ -9438,22 +8977,22 @@ float ImGui::GetCursorPosY() void ImGui::SetCursorPos(const ImVec2& local_pos) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos = window->Pos - window->Scroll + local_pos; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos = window->Pos - window->Scroll + local_pos; window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); } void ImGui::SetCursorPosX(float x) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); } void ImGui::SetCursorPosY(float y) { - ImGuiWindow* window = GetCurrentWindow(); - window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; + ImGuiWindow* window = GetCurrentWindow(); + window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); } @@ -9465,7 +9004,7 @@ ImVec2 ImGui::GetCursorStartPos() void ImGui::Indent(float indent_w) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; @@ -9473,7 +9012,7 @@ void ImGui::Indent(float indent_w) void ImGui::Unindent(float indent_w) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing; window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x; @@ -9490,23 +9029,21 @@ void ImGui::SetNextItemWidth(float item_width) // FIXME: Remove the == 0.0f behavior? void ImGui::PushItemWidth(float item_width) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PushMultiItemsWidths(int components, float w_full) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; const ImGuiStyle& style = g.Style; - const float w_item_one = - ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = - ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width + const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); + const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidthStack.push_back(w_item_last); for (int i = 0; i < components - 2; i++) window->DC.ItemWidthStack.push_back(w_item_one); @@ -9516,7 +9053,7 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) void ImGui::PopItemWidth() { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiWindow* window = GetCurrentWindow(); window->DC.ItemWidth = window->DC.ItemWidthStack.back(); window->DC.ItemWidthStack.pop_back(); } @@ -9525,7 +9062,7 @@ void ImGui::PopItemWidth() // The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags() float ImGui::CalcItemWidth() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float w; if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) @@ -9535,16 +9072,16 @@ float ImGui::CalcItemWidth() if (w < 0.0f) { float region_max_x = GetContentRegionMaxAbs().x; - w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); + w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } w = IM_FLOOR(w); return w; } -// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is -// often == CalcItemWidth(). Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not -// fully symmetrical. Note that only CalcItemWidth() is publicly exposed. The 4.0f here may be changed to match -// CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) +// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth(). +// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical. +// Note that only CalcItemWidth() is publicly exposed. +// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { ImGuiWindow* window = GImGui->CurrentWindow; @@ -9590,15 +9127,14 @@ float ImGui::GetFrameHeightWithSpacing() return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y; } -// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK -// RECT" API. Thanks for your patience! +// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience! // FIXME: This is in window space (not screen space!). ImVec2 ImGui::GetContentRegionMax() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentRegionRect.Max - window->Pos; + ImVec2 mx = window->ContentRegionRect.Max - window->Pos; if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x - window->Pos.x; return mx; @@ -9607,9 +9143,9 @@ ImVec2 ImGui::GetContentRegionMax() // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. ImVec2 ImGui::GetContentRegionMaxAbs() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentRegionRect.Max; + ImVec2 mx = window->ContentRegionRect.Max; if (window->DC.CurrentColumns || g.CurrentTable) mx.x = window->WorkRect.Max.x; return mx; @@ -9634,61 +9170,55 @@ ImVec2 ImGui::GetWindowContentRegionMax() return window->ContentRegionRect.Max - window->Pos; } -float ImGui::GetWindowContentRegionWidth() -{ - ImGuiWindow* window = GImGui->CurrentWindow; - return window->ContentRegionRect.GetWidth(); -} - -// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or -// layout primitives such as SameLine() on whole group, etc.) Groups are currently a mishmash of functionalities which -// should perhaps be clarified and separated. +// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) +// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated. +// FIXME-OPT: Could we safely early out on ->SkipItems? void ImGui::BeginGroup() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; g.GroupStack.resize(g.GroupStack.Size + 1); - ImGuiGroupData& group_data = g.GroupStack.back(); - group_data.WindowID = window->ID; - group_data.BackupCursorPos = window->DC.CursorPos; - group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; - group_data.BackupIndent = window->DC.Indent; - group_data.BackupGroupOffset = window->DC.GroupOffset; - group_data.BackupCurrLineSize = window->DC.CurrLineSize; - group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; - group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; - group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.WindowID = window->ID; + group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; + group_data.BackupIndent = window->DC.Indent; + group_data.BackupGroupOffset = window->DC.GroupOffset; + group_data.BackupCurrLineSize = window->DC.CurrLineSize; + group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; + group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; - group_data.EmitItem = true; + group_data.EmitItem = true; window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x; - window->DC.Indent = window->DC.GroupOffset; - window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.Indent = window->DC.GroupOffset; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } void ImGui::EndGroup() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls + IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls ImGuiGroupData& group_data = g.GroupStack.back(); - IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); - window->DC.CursorPos = group_data.BackupCursorPos; - window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); - window->DC.Indent = group_data.BackupIndent; - window->DC.GroupOffset = group_data.BackupGroupOffset; - window->DC.CurrLineSize = group_data.BackupCurrLineSize; + window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); + window->DC.Indent = group_data.BackupIndent; + window->DC.GroupOffset = group_data.BackupGroupOffset; + window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce a carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return if (!group_data.EmitItem) { @@ -9696,23 +9226,16 @@ void ImGui::EndGroup() return; } - window->DC.CurrLineTextBaseOffset = - ImMax(window->DC.PrevLineTextBaseOffset, - group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the - // *first line* of the group but it is hard to obtain now. + window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. ItemSize(group_bb.GetSize()); - ItemAdd(group_bb, 0); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); - // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so - // IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. It would be be neater if we - // replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual - // widgets. Also if you grep for LastItemId you'll notice it is only used in that context. (The two tests not the - // same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the - // frame.) - const bool group_contains_curr_active_id = - (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; - const bool group_contains_prev_active_id = - (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); + // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. + // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // Also if you grep for LastItemId you'll notice it is only used in that context. + // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) + const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; + const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); if (group_contains_curr_active_id) g.LastItemData.ID = g.ActiveId; else if (group_contains_prev_active_id) @@ -9734,9 +9257,10 @@ void ImGui::EndGroup() g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; g.GroupStack.pop_back(); - // window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] + //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } + //----------------------------------------------------------------------------- // [SECTION] SCROLLING //----------------------------------------------------------------------------- @@ -9744,8 +9268,7 @@ void ImGui::EndGroup() // 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. +// 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) @@ -9761,28 +9284,26 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) if (window->ScrollTarget.x < FLT_MAX) { float decoration_total_width = window->ScrollbarSizes.x; - float center_x_ratio = window->ScrollTargetCenterRatio.x; - float scroll_target_x = window->ScrollTarget.x; + float center_x_ratio = window->ScrollTargetCenterRatio.x; + float scroll_target_x = window->ScrollTarget.x; if (window->ScrollTargetEdgeSnapDist.x > 0.0f) { float snap_x_min = 0.0f; float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; - scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, - window->ScrollTargetEdgeSnapDist.x, center_x_ratio); + scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); } scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); } if (window->ScrollTarget.y < FLT_MAX) { float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; - float center_y_ratio = window->ScrollTargetCenterRatio.y; - float scroll_target_y = window->ScrollTarget.y; + float center_y_ratio = window->ScrollTargetCenterRatio.y; + float scroll_target_y = window->ScrollTarget.y; if (window->ScrollTargetEdgeSnapDist.y > 0.0f) { float snap_y_min = 0.0f; float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; - scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, - window->ScrollTargetEdgeSnapDist.y, center_y_ratio); + scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); } scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); } @@ -9796,33 +9317,80 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) return scroll; } +void ImGui::ScrollToItem(ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} + +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + // Scroll to keep newly navigated item fully into view -ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) { ImGuiContext& g = *GImGui; ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); - // GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] - ImVec2 delta_scroll; - if (!window_rect.Contains(item_rect)) + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) { - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f); - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); - if (item_rect.Min.y < window_rect.Min.y) - SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); - else if (item_rect.Max.y >= window_rect.Max.y) - SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); - - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); - delta_scroll = next_scroll - window->Scroll; + if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= window_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; + SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); } + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= window_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; + SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + // Also scroll parent window to keep us into view if necessary - if (window->Flags & ImGuiWindowFlags_ChildWindow) - delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, - ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } return delta_scroll; } @@ -9853,15 +9421,15 @@ float ImGui::GetScrollMaxY() void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x) { - window->ScrollTarget.x = scroll_x; - window->ScrollTargetCenterRatio.x = 0.0f; + window->ScrollTarget.x = scroll_x; + window->ScrollTargetCenterRatio.x = 0.0f; window->ScrollTargetEdgeSnapDist.x = 0.0f; } void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y) { - window->ScrollTarget.y = scroll_y; - window->ScrollTargetCenterRatio.y = 0.0f; + window->ScrollTarget.y = scroll_y; + window->ScrollTargetCenterRatio.y = 0.0f; window->ScrollTargetEdgeSnapDist.y = 0.0f; } @@ -9885,27 +9453,23 @@ void ImGui::SetScrollY(float scroll_y) // - 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 +// - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense +// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset - window->ScrollTargetCenterRatio.x = center_x_ratio; + window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTargetCenterRatio.x = center_x_ratio; window->ScrollTargetEdgeSnapDist.x = 0.0f; } void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - const float decoration_up_height = - window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access - // to our scrollable/client rect; + const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; local_y -= decoration_up_height; - window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset - window->ScrollTargetCenterRatio.y = center_y_ratio; + 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; } @@ -9924,12 +9488,11 @@ void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio) // center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item. void ImGui::SetScrollHereX(float center_x_ratio) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); - float target_pos_x = - ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio); - SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos + float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x); + float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.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); @@ -9938,12 +9501,11 @@ void ImGui::SetScrollHereX(float center_x_ratio) // center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item. void ImGui::SetScrollHereY(float center_y_ratio) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); - float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, - window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); - SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos + float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y); + float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio); + SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos // Tweak: snap on edges when aiming at an item very close to the edge window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y); @@ -9955,25 +9517,23 @@ void ImGui::SetScrollHereY(float center_y_ratio) void ImGui::BeginTooltip() { - BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None); + BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); } -void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags) +void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) { ImGuiContext& g = *GImGui; if (g.DragDropWithinSource || g.DragDropWithinTarget) { - // The default tooltip position is a little offset to give space to see the context menu (it's also clamped - // within the current viewport/monitor) In the context of a dragging tooltip we try to reduce that offset and we - // enforce following the cursor. Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position - // and disable clipping the tooltip without our display area, like regular tooltip do. - // ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; + // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) + // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. + // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding; ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale); SetNextWindowPos(tooltip_pos); SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f); - // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with - // checkboard has issue with transparent colors :( + //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :( tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; } @@ -9983,28 +9543,24 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt if (ImGuiWindow* window = FindWindowByName(window_name)) if (window->Active) { - // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we - // create a new one. - window->Hidden = true; - window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? + // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. + window->Hidden = true; + window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } - ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | - ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | - ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; - Begin(window_name, NULL, flags | extra_flags); + ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; + Begin(window_name, NULL, flags | extra_window_flags); } void ImGui::EndTooltip() { - IM_ASSERT(GetCurrentWindowRead()->Flags & - ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls + IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls End(); } void ImGui::SetTooltipV(const char* fmt, va_list args) { - BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); TextV(fmt, args); EndTooltip(); } @@ -10028,8 +9584,7 @@ bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) if (popup_flags & ImGuiPopupFlags_AnyPopupId) { // Return true if any popup is open at the current BeginPopup() level of the popup stack - // This may be used to e.g. test for another popups already opened to handle popups priorities at the same - // level. + // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level. IM_ASSERT(id == 0); if (popup_flags & ImGuiPopupFlags_AnyPopupLevel) return g.OpenPopupStack.Size > 0; @@ -10048,10 +9603,8 @@ bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) } else { - // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the - // most-common query) - return g.OpenPopupStack.Size > g.BeginPopupStack.Size && - g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; + // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query) + return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id; } } } @@ -10059,13 +9612,9 @@ bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags) bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; - ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); + ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id); if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0) - IM_ASSERT( - 0 && - "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version - // is legal and used - // internally + IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally return IsPopupOpen(id, popup_flags); } @@ -10079,6 +9628,16 @@ ImGuiWindow* ImGui::GetTopMostPopupModal() return NULL; } +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; @@ -10091,29 +9650,27 @@ void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) } // Mark popup as open (toggle toward open state). -// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a -// BeginPopup()/EndPopup() block. Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup -// needs to be at the same level). One open popup per level of the popup hierarchy (NB: when assigning we reset the -// Window member of ImGuiPopupRef to NULL) +// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block. +// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level). +// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL) void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* parent_window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* parent_window = g.CurrentWindow; const int current_stack_size = g.BeginPopupStack.Size; if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) return; - ImGuiPopupData - popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. - popup_ref.PopupId = id; - popup_ref.Window = NULL; - popup_ref.SourceWindow = g.NavWindow; + ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. + popup_ref.PopupId = id; + popup_ref.Window = NULL; + popup_ref.SourceWindow = g.NavWindow; popup_ref.OpenFrameCount = g.FrameCount; - popup_ref.OpenParentId = parent_window->IDStack.back(); - popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); - popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; + popup_ref.OpenParentId = parent_window->IDStack.back(); + popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); + popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); if (g.OpenPopupStack.Size < current_stack_size + 1) @@ -10122,13 +9679,10 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) } else { - // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if - // we were to run the regular code path, the ui would become completely unusable because the popup will always - // be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing situation - // for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the - // programming error will be more obvious to understand. - if (g.OpenPopupStack[current_stack_size].PopupId == id && - g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) + // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui + // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing + // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand. + if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1) { g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount; } @@ -10139,9 +9693,9 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) g.OpenPopupStack.push_back(popup_ref); } - // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get - // closed by ClosePopupsOverWindow(). This is equivalent to what ClosePopupToLevel() does. - // if (g.OpenPopupStack[current_stack_size].PopupId == id) + // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow(). + // This is equivalent to what ClosePopupToLevel() does. + //if (g.OpenPopupStack[current_stack_size].PopupId == id) // FocusWindow(parent_window); } } @@ -10168,8 +9722,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow) continue; - // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often - // the NavWindow) + // 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 ->RootWindowDockTree! @@ -10177,7 +9730,8 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) - if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) { ref_window_is_descendent_of_popup = true; break; @@ -10186,21 +9740,32 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to 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 + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { - IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, - popup_count_to_keep); + IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || window->Flags & ImGuiWindowFlags_Modal) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, - restore_focus_to_window_under_popup); + IMGUI_DEBUG_LOG_POPUP("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 @@ -10228,19 +9793,18 @@ void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_ void ImGui::CloseCurrentPopup() { ImGuiContext& g = *GImGui; - int popup_idx = g.BeginPopupStack.Size - 1; - if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || - g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) + int popup_idx = g.BeginPopupStack.Size - 1; + if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId) return; // Closing a menu closes its top-most parent popup (unless a modal) while (popup_idx > 0) { - ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; + ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window; ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; - bool close_parent = false; + bool close_parent = false; if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) - if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) close_parent = true; if (!close_parent) break; @@ -10262,21 +9826,19 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) ImGuiContext& g = *GImGui; if (!IsPopupOpen(id, ImGuiPopupFlags_None)) { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } char name[20]; if (flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", - g.BeginPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth else - ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", - id); // Not recycling, so we can close/open during the same frame + ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking; bool is_open = Begin(name, NULL, flags); - if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) + if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); return is_open; @@ -10285,46 +9847,41 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; - if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance + if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; - return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); } -// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the -// popup. Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual -// value of *p_open is meaningless here. +// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = window->GetID(name); + const ImGuiID id = window->GetID(name); if (!IsPopupOpen(id, ImGuiPopupFlags_None)) { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } // Center modal windows by default for increased visibility - // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same - // themselves) + // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves) // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) { - const ImGuiViewport* viewport = window->WasActive - ? window->Viewport - : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? + const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); } flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking; const bool is_open = Begin(name, p_open, flags); - if (!is_open || - (p_open && - !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display) { EndPopup(); if (is_open) @@ -10336,12 +9893,12 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla void ImGui::EndPopup() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls IM_ASSERT(g.BeginPopupStack.Size > 0); - // Make all menus and popups wrap around for now, may need to expose that policy. + // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests) if (g.NavWindow == window) NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY); @@ -10357,15 +9914,13 @@ void ImGui::EndPopup() // - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup() void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); + int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) { - ImGuiID id = str_id ? window->GetID(str_id) - : g.LastItemData.ID; // 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) + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // 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); } } @@ -10373,14 +9928,12 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags // This is a helper to handle the simplest case of associating one named popup to one given widget. // - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. // - To create a popup with a specific identifier, pass it in str_id. -// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a -// Text() call. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. // - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. -// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() -// parameters). +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). // This is essentially the same as: // id = str_id ? GetID(str_id) : GetItemID(); -// OpenPopupOnItemClick(str_id); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); // return BeginPopup(id); // Which is essentially the same as: // id = str_id ? GetID(str_id) : GetItemID(); @@ -10390,86 +9943,71 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags // The main difference being that this is tweaked to avoid computing the ID twice. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - ImGuiID id = - str_id ? window->GetID(str_id) : g.LastItemData.ID; // 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) + ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! + IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) OpenPopupEx(id, popup_flags); - return BeginPopupEx( - id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!str_id) str_id = "window_context"; - ImGuiID id = window->GetID(str_id); + ImGuiID id = window->GetID(str_id); int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered()) OpenPopupEx(id, popup_flags); - return BeginPopupEx( - id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!str_id) str_id = "void_context"; - ImGuiID id = window->GetID(str_id); + ImGuiID id = window->GetID(str_id); int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow)) if (GetTopMostPopupModal() == NULL) OpenPopupEx(id, popup_flags); - return BeginPopupEx( - id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); + return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings); } -// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. -// for popups it's a small point around the cursor.) r_outer = the visible area rectangle, minus safe area padding. If -// our popup size won't fit because of safe area padding we ignore it. (r_outer is usually equivalent to the viewport -// rectangle minus padding, but when multi-viewports are enabled and monitor -// information are available, it may represent the entire platform monitor from the frame of reference of the current -// viewport. this allows us to have tooltips/popups displayed out of the parent viewport.) -ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, - const ImVec2& size, - ImGuiDir* last_dir, - const ImRect& r_outer, - const ImRect& r_avoid, - ImGuiPopupPositionPolicy policy) +// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.) +// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it. +// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor +// information are available, it may represent the entire platform monitor from the frame of reference of the current viewport. +// this allows us to have tooltips/popups displayed out of the parent viewport.) +ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy) { ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size); - // GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); - // GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255)); + //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255)); // Combo Box policy (we want a connecting edge) if (policy == ImGuiPopupPositionPolicy_ComboBox) { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = {ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up}; + const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up }; for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++) { const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n]; - if (n != -1 && dir == *last_dir) // Already tried this direction? + if (n != -1 && dir == *last_dir) // Already tried this direction? continue; ImVec2 pos; - if (dir == ImGuiDir_Down) - pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) - if (dir == ImGuiDir_Right) - pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right - if (dir == ImGuiDir_Left) - pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left - if (dir == ImGuiDir_Up) - pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left + if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default) + if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right + if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left + if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left if (!r_outer.Contains(ImRect(pos, pos + size))) continue; *last_dir = dir; @@ -10481,32 +10019,25 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, // (Always first try the direction we used on the last frame, if any) if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default) { - const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = {ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left}; + 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? + 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); + const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); + const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); - // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when - // not enough width, use a top/bottom position to maximize available width) + // If there 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; + 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); @@ -10526,8 +10057,8 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, // 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); + pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x); + pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y); return pos; } @@ -10540,8 +10071,8 @@ ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here) const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend]; - r_screen.Min = monitor.WorkPos; - r_screen.Max = monitor.WorkPos + monitor.WorkSize; + r_screen.Min = monitor.WorkPos; + r_screen.Max = monitor.WorkPos + monitor.WorkSize; } else { @@ -10549,8 +10080,7 @@ ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) r_screen = window->Viewport->GetMainRect(); } ImVec2 padding = g.Style.DisplaySafeAreaPadding; - r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, - (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); + r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f)); return r_screen; } @@ -10561,49 +10091,32 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) ImRect r_outer = GetPopupAllowedExtentRect(window); if (window->Flags & ImGuiWindowFlags_ChildMenu) { - // Child menus typically request _any_ position within the parent menu item, and then we move the new menu - // outside the parent bounds. This is how we end up with child menus appearing (most-commonly) on the right of - // the parent menu. + // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds. + // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu. ImGuiWindow* parent_window = window->ParentWindow; - float horizontal_overlap = - g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently - // the amount of overlap is hard-coded to style.ItemSpacing.x). + float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x). ImRect r_avoid; if (parent_window->DC.MenuBarAppending) - r_avoid = - ImRect(-FLT_MAX, parent_window->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 + r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field else - r_avoid = ImRect( - parent_window->Pos.x + horizontal_overlap, -FLT_MAX, - parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, - FLT_MAX); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, - ImGuiPopupPositionPolicy_Default); + r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); } if (window->Flags & ImGuiWindowFlags_Popup) { - ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, - ImGuiPopupPositionPolicy_Default); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here } if (window->Flags & ImGuiWindowFlags_Tooltip) { // Position tooltip (always follows mouse) - float sc = g.Style.MouseCursorScale; + float sc = g.Style.MouseCursorScale; ImVec2 ref_pos = NavCalcPreferredRefPos(); ImRect r_avoid; - if (!g.NavDisableHighlight && g.NavDisableMouseHover && - !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) + if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos)) r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8); else - r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, - ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact - // dimension not very important. - return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, - ImGuiPopupPositionPolicy_Tooltip); + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); } IM_ASSERT(0); return window->Pos; @@ -10614,18 +10127,17 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) //----------------------------------------------------------------------------- // FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. +// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified. void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow != NULL); IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); - g.NavId = id; - g.NavLayer = nav_layer; - g.NavFocusScopeId = focus_scope_id; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = focus_scope_id; g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; - // g.NavDisableHighlight = false; - // g.NavDisableMouseHover = g.NavMousePosDirty = true; } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) @@ -10633,20 +10145,18 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); - // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and - // window->DC.NavFocusScopeIdCurrent are valid. Note that window may be != g.CurrentWindow (e.g. SetFocusID call in - // InputTextEx for multi-line text) + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; if (g.NavWindow != window) g.NavInitRequest = false; - g.NavWindow = window; - g.NavId = id; - g.NavLayer = nav_layer; - g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + g.NavWindow = window; + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) - window->NavRectRel[nav_layer] = - ImRect(g.LastItemData.Rect.Min - window->Pos, g.LastItemData.Rect.Max - window->Pos); + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); if (g.ActiveIdSource == ImGuiInputSource_Nav) g.NavDisableMouseHover = true; @@ -10677,7 +10187,7 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y); r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y); } - else + else // FIXME: PageUp/PageDown are leaving move_dir == None { r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); @@ -10685,16 +10195,17 @@ static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect } // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 -static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavLayer != window->DC.NavLayerCurrent) return false; - const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in - // NavUpdate() to inhibit the effect of having varied item width) - g.NavScoringCount++; + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if (window->ParentWindow == g.NavWindow) @@ -10702,32 +10213,25 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened); if (!window->ClipRect.Overlaps(cand)) return false; - cand.ClipWithFull( - window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window + cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window } - // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on - // our movement axis would give us equal scores for all clipped items) For example, this ensure that items in one - // column are not reached when moving vertically from items in another column. + // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) + // For example, this ensure that items in one column are not reached when moving vertically from items in another column. NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); // Compute distance between boxes // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed. float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x); - float dby = NavScoreItemDistInterval( - ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), - ImLerp(curr.Min.y, curr.Max.y, 0.2f), - ImLerp(curr.Min.y, curr.Max.y, - 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items + float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items if (dby != 0.0f && dbx != 0.0f) dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f); float dist_box = ImFabs(dbx) + ImFabs(dby); - // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each - // other so it doesn't matter) - float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); - float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); - float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) + // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter) + float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x); + float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y); + float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee) // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance ImGuiDir quadrant; @@ -10735,66 +10239,57 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) if (dbx != 0.0f || dby != 0.0f) { // For non-overlapping boxes, use distance between boxes - dax = dbx; - day = dby; + dax = dbx; + day = dby; dist_axial = dist_box; - quadrant = ImGetDirQuadrantFromDelta(dbx, dby); + quadrant = ImGetDirQuadrantFromDelta(dbx, dby); } else if (dcx != 0.0f || dcy != 0.0f) { // For overlapping boxes with different centers, use distance between centers - dax = dcx; - day = dcy; + dax = dcx; + day = dcy; dist_axial = dist_center; - quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); + quadrant = ImGetDirQuadrantFromDelta(dcx, dcy); } else { - // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here - // is really the _previous_ item order, but it doesn't matter) + // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter) quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; } -# if IMGUI_DEBUG_NAV_SCORING +#if IMGUI_DEBUG_NAV_SCORING char buf[128]; if (IsMouseHoveringRect(cand.Min, cand.Max)) { - ImFormatString(buf, IM_ARRAYSIZE(buf), - "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, - dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], - "WENS"[quadrant]); + ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); ImDrawList* draw_list = GetForegroundDrawList(window); - draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); - draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); - draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), - IM_COL32(40, 0, 0, 150)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); + draw_list->AddText(cand.Max, ~0U, buf); } - else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. + else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { - if (IsKeyPressedMap(ImGuiKey_C)) - { - g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); - g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; - } if (quadrant == g.NavMoveDir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); ImDrawList* draw_list = GetForegroundDrawList(window); draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Min, IM_COL32(255, 255, 255, 255), buf); + draw_list->AddText(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; - if (quadrant == g.NavMoveDir) + const ImGuiDir move_dir = g.NavMoveDir; + if (quadrant == move_dir) { // Does it beat the current best candidate? if (dist_box < result->DistBox) { - result->DistBox = dist_box; + result->DistBox = dist_box; result->DistCenter = dist_center; return true; } @@ -10804,170 +10299,235 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result, ImRect cand) if (dist_center < result->DistCenter) { result->DistCenter = dist_center; - new_best = true; + new_best = true; } else if (dist_center == result->DistCenter) { - // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently - // break ties by symbolically moving "later" items (with higher index) to the right/downwards by an - // infinitesimal amount since we the current "best" button already (so it must have a lower index), this - // is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order - // of appearance along the x axis. - if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < - 0.0f) // moving bj to the right/down decreases distance + // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items + // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index), + // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis. + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance new_best = true; } } } - // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a - // tentative link. This will only be kept if no "real" matches are found, so it only augments the graph produced by - // the above method using extra links. (important, since it doesn't guarantee strong connectedness) This is just to - // avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs - // without this too. 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it - // everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. Disabling it may - // lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as - // an option? + // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches + // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness) + // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too. + // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward. + // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option? if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) - if ((g.NavMoveDir == ImGuiDir_Left && dax < 0.0f) || (g.NavMoveDir == ImGuiDir_Right && dax > 0.0f) || - (g.NavMoveDir == ImGuiDir_Up && day < 0.0f) || (g.NavMoveDir == ImGuiDir_Down && day > 0.0f)) + if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f)) { result->DistAxial = dist_axial; - new_best = true; + new_best = true; } return new_best; } -static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result, - ImGuiWindow* window, - ImGuiID id, - const ImRect& nav_bb_rel) -{ - result->Window = window; - result->ID = id; - result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->RectRel = nav_bb_rel; -} - -// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag -// above) -static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; - // if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the - // side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. - // return; + ImGuiWindow* window = g.CurrentWindow; + result->Window = window; + result->ID = g.LastItemData.ID; + result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->InFlags = g.LastItemData.InFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); +} +// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) +// This is called after LastItemData is set. +static void ImGui::NavProcessItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImRect nav_bb = g.LastItemData.NavRect; const ImGuiItemFlags item_flags = g.LastItemData.InFlags; - const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); // Process Init Request if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) { - // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first - // ResultId so they can be used as a fallback - const bool candidate_for_nav_default_focus = - (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0; + // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback + const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0; if (candidate_for_nav_default_focus || g.NavInitResultId == 0) { - g.NavInitResultId = id; - g.NavInitResultRectRel = nav_bb_rel; + g.NavInitResultId = id; + g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); } if (candidate_for_nav_default_focus) { - g.NavInitRequest = false; // Found a match, clear request + g.NavInitRequest = false; // Found a match, clear request NavUpdateAnyRequestFlag(); } } // Process Move Request (scoring for navigation) - // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped - // according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && - !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems) { - ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; -# if IMGUI_DEBUG_NAV_SCORING - // [DEBUG] Score all items in NavWindow at all times - if (!g.NavMoveRequest) - g.NavMoveDir = g.NavMoveDirLast; - bool new_best = NavScoreItem(result, nav_bb) && g.NavMoveRequest; -# else - bool new_best = g.NavMoveRequest && NavScoreItem(result, nav_bb); -# endif - if (new_best) - NavApplyItemToResult(result, window, id, nav_bb_rel); + const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; + if (is_tabbing) + { + if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) + NavProcessItemForTabbingRequest(id); + } + else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + { + ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; + if (!is_tabbing) + { + if (NavScoreItem(result)) + NavApplyItemToResult(result); - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= - (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisibleSet, nav_bb)) - NavApplyItemToResult(&g.NavMoveResultLocalVisibleSet, window, id, nav_bb_rel); + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); + } + } } // Update window-relative bounding box of navigated item if (g.NavId == id) { - g.NavWindow = - window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. - g.NavLayer = window->DC.NavLayerCurrent; + g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + g.NavLayer = window->DC.NavLayerCurrent; g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; - g.NavIdIsAlive = true; - window->NavRectRel[window->DC.NavLayerCurrent] = - nav_bb_rel; // Store item bounding box (relative to window position) + g.NavIdIsAlive = true; + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (--g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else + { + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + // Tab Init + if (g.NavTabbingResultFirst.ID == 0) + NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); } } bool ImGui::NavMoveRequestButNoResultYet() { ImGuiContext& g = *GImGui; - return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; + return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0; +} + +// FIXME: ScoringRect is not set +void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.NavWindow != NULL); + + if (move_flags & ImGuiNavMoveFlags_Tabbing) + move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; + + g.NavMoveSubmitted = g.NavMoveScoringItems = true; + g.NavMoveDir = move_dir; + g.NavMoveDirForDebug = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags; + g.NavMoveScrollFlags = scroll_flags; + g.NavMoveForwardToNextFrame = false; + g.NavMoveKeyMods = g.IO.KeyMods; + g.NavTabbingCounter = 0; + g.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); } void ImGui::NavMoveRequestCancel() { - ImGuiContext& g = *GImGui; - g.NavMoveRequest = false; + ImGuiContext& g = *GImGui; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; NavUpdateAnyRequestFlag(); } -void ImGui::NavMoveRequestForward(ImGuiDir move_dir, - ImGuiDir clip_dir, - const ImRect& bb_rel, - ImGuiNavMoveFlags move_flags) +// Forward will reuse the move request again on the next frame (generally with modifications done to it) +void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None); + IM_ASSERT(g.NavMoveForwardToNextFrame == false); NavMoveRequestCancel(); - g.NavMoveDir = move_dir; - g.NavMoveClipDir = clip_dir; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - g.NavMoveRequestFlags = move_flags; - g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; + g.NavMoveForwardToNextFrame = true; + g.NavMoveDir = move_dir; + g.NavMoveClipDir = clip_dir; + g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded; + g.NavMoveScrollFlags = scroll_flags; } -void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags) +// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire +// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. +void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) { ImGuiContext& g = *GImGui; - - // Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire - // popup is assembled and in case of appended popups it is not clear which EndPopup() call is final. - g.NavWrapRequestWindow = window; - g.NavWrapRequestFlags = move_flags; + IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test + if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) + g.NavMoveFlags |= wrap_flags; } -// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == -// 0). This way we could find the last focused window among our children. It would be much less confusing this way? +// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). +// This way we could find the last focused window among our children. It would be much less confusing this way? static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { ImGuiWindow* parent = nav_window; - while (parent && parent->RootWindow != parent && - (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) parent = parent->ParentWindow; if (parent && parent != nav_window) parent->NavLastChildNavWindow = nav_window; @@ -10994,8 +10554,6 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) if (window->NavLastIds[layer] != 0) { SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; } else { @@ -11004,10 +10562,17 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) } } +void ImGui::NavRestoreHighlightAfterMove() +{ + ImGuiContext& g = *GImGui; + g.NavDisableHighlight = false; + g.NavDisableMouseHover = g.NavMousePosDirty = true; +} + static inline void ImGui::NavUpdateAnyRequestFlag() { ImGuiContext& g = *GImGui; - g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); + g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL); if (g.NavAnyRequest) IM_ASSERT(g.NavWindow != NULL); } @@ -11026,23 +10591,21 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) } bool init_for_nav = false; - if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || - force_reinit) + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) init_for_nav = true; - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", - init_for_nav, window->Name, g.NavLayer); + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { SetNavID(0, g.NavLayer, 0, ImRect()); - g.NavInitRequest = true; + g.NavInitRequest = true; g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavInitResultRectRel = ImRect(); + g.NavInitResultId = 0; + g.NavInitResultRectRel = ImRect(); NavUpdateAnyRequestFlag(); } else { - g.NavId = window->NavLastIds[0]; + g.NavId = window->NavLastIds[0]; g.NavFocusScopeId = 0; } } @@ -11050,72 +10613,76 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) static ImVec2 ImGui::NavCalcPreferredRefPos() { ImGuiContext& g = *GImGui; - if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + ImGuiWindow* window = g.NavWindow; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) { // Mouse (we need a fallback in case the mouse becomes invalid after being used) - if (IsMousePosValid(&g.IO.MousePos)) - return g.IO.MousePos; - return g.LastValidMousePos; + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); } else { - // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of - // the currently navigated item. - const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; - ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), - rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImGuiViewport* viewport = g.NavWindow->Viewport; - return ImFloor(ImClamp( - pos, viewport->Pos, - viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application - // in backend might be lossy and result in undesirable non-zero delta. + // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item + // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?) + ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]); + if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX)) + { + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + rect_rel.Translate(window->Scroll - next_scroll); + } + ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); + ImGuiViewport* viewport = window->Viewport; + return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } +const char* ImGui::GetNavInputName(ImGuiNavInput n) +{ + static const char* names[] = + { + "Activate", "Cancel", "Input", "Menu", "DpadLeft", "DpadRight", "DpadUp", "DpadDown", "LStickLeft", "LStickRight", "LStickUp", "LStickDown", + "FocusPrev", "FocusNext", "TweakSlow", "TweakFast", "KeyLeft", "KeyRight", "KeyUp", "KeyDown" + }; + IM_ASSERT(IM_ARRAYSIZE(names) == ImGuiNavInput_COUNT); + IM_ASSERT(n >= 0 && n < ImGuiNavInput_COUNT); + return names[n]; +} + float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) { ImGuiContext& g = *GImGui; if (mode == ImGuiInputReadMode_Down) - return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) const float t = g.IO.NavInputsDownDuration[n]; - if (t < 0.0f && - mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. + if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); if (t < 0.0f) return 0.0f; - if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. + if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. return (t == 0.0f) ? 1.0f : 0.0f; if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, - g.IO.KeyRepeatRate * 0.80f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, - g.IO.KeyRepeatRate * 2.00f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, - g.IO.KeyRepeatRate * 0.30f); + return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); return 0.0f; } -ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, - ImGuiInputReadMode mode, - float slow_factor, - float fast_factor) +ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) { ImVec2 delta(0.0f, 0.0f); + if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard) + delta += ImVec2((float)IsKeyDown(ImGuiKey_RightArrow) - (float)IsKeyDown(ImGuiKey_LeftArrow), (float)IsKeyDown(ImGuiKey_DownArrow) - (float)IsKeyDown(ImGuiKey_UpArrow)); if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) - delta += - ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), - GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) - delta += - ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), - GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) - delta += ImVec2( - GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), - GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); + delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) delta *= slow_factor; if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) @@ -11126,101 +10693,83 @@ ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, static void ImGui::NavUpdate() { ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; + ImGuiIO& io = g.IO; - io.WantSetMousePos = false; - g.NavWrapRequestWindow = NULL; - g.NavWrapRequestFlags = ImGuiNavMoveFlags_None; -# if 0 - if (g.NavScoringCount > 0) IMGUI_DEBUG_LOG("NavScoringCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.FrameCount, g.NavScoringCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); -# endif + io.WantSetMousePos = false; + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); - // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs - // Keyboard) (do it before we map Keyboard input!) - bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && - (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) + // Update Gamepad->Nav inputs mapping + // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (nav_gamepad_active && g.IO.BackendUsingLegacyNavInputArray == false) { - if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || - io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f || - io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || - io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) - g.NavInputSource = ImGuiInputSource_Gamepad; + for (int n = 0; n < ImGuiNavInput_COUNT; n++) + IM_ASSERT(io.NavInputs[n] == 0.0f && "Backend needs to either only use io.AddKeyEvent()/io.AddKeyAnalogEvent(), either only fill legacy io.NavInputs[]. Not both!"); + #define NAV_MAP_KEY(_KEY, _NAV_INPUT, _ACTIVATE_NAV) do { io.NavInputs[_NAV_INPUT] = io.KeysData[_KEY - ImGuiKey_KeysData_OFFSET].AnalogValue; if (_ACTIVATE_NAV && io.NavInputs[_NAV_INPUT] > 0.0f) { g.NavInputSource = ImGuiInputSource_Gamepad; } } while (0) + NAV_MAP_KEY(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu, true); + NAV_MAP_KEY(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp, true); + NAV_MAP_KEY(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown, true); + NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, false); + NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, false); + NAV_MAP_KEY(ImGuiKey_GamepadL1, ImGuiNavInput_TweakSlow, false); + NAV_MAP_KEY(ImGuiKey_GamepadR1, ImGuiNavInput_TweakFast, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp, false); + NAV_MAP_KEY(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown, false); + #undef NAV_MAP_KEY } // Update Keyboard->Nav inputs mapping + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (nav_keyboard_active) { -# define NAV_MAP_KEY(_KEY, _NAV_INPUT) \ - do \ - { \ - if (IsKeyDown(io.KeyMap[_KEY])) \ - { \ - io.NavInputs[_NAV_INPUT] = 1.0f; \ - g.NavInputSource = ImGuiInputSource_Keyboard; \ - } \ - } while (0) - NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate); - NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input); - NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel); - NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_); - NAV_MAP_KEY(ImGuiKey_RightArrow, ImGuiNavInput_KeyRight_); - NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_); - NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_); + #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(_KEY)) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) + NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); + NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); + NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); + NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); + NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); + NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); + NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); if (io.KeyCtrl) io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; if (io.KeyShift) io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; -# undef NAV_MAP_KEY + #undef NAV_MAP_KEY } memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) - io.NavInputsDownDuration[i] = - (io.NavInputs[i] > 0.0f) - ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) - : -1.0f; + io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; // Process navigation init request (select first/default focus) if (g.NavInitResultId != 0) - NavUpdateInitResult(); - g.NavInitRequest = false; + NavInitRequestApplyResult(); + g.NavInitRequest = false; g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavJustMovedToId = 0; + g.NavInitResultId = 0; + g.NavJustMovedToId = 0; // Process navigation move request - if (g.NavMoveRequest) - NavUpdateMoveResult(); + if (g.NavMoveSubmitted) + NavMoveRequestApplyResult(); + g.NavTabbingCounter = 0; + g.NavMoveSubmitted = g.NavMoveScoringItems = false; - // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame - if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive) - { - IM_ASSERT(g.NavMoveRequest); - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) - g.NavDisableHighlight = false; - g.NavMoveRequestForward = ImGuiNavForward_None; - } - - // Apply application mouse position movement, after we had a chance to process move request result. + // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling) + bool set_mouse_pos = false; if (g.NavMousePosDirty && g.NavIdIsAlive) - { - // Set mouse position given our knowledge of the navigated item position from last frame - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && - (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) - if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) - { - io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); - io.WantSetMousePos = true; - } - g.NavMousePosDirty = false; - } - g.NavIdIsAlive = false; - g.NavJustTabbedId = 0; - IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1); + if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow) + set_mouse_pos = true; + g.NavMousePosDirty = false; + IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu); - // Store our return window (for returning from Layer 1 to Layer 0) and clear it as soon as we step back in our own - // Layer 0 + // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0 if (g.NavWindow) NavSaveLastChildNavWindowIntoParent(g.NavWindow); if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main) @@ -11230,410 +10779,472 @@ static void ImGui::NavUpdate() NavUpdateWindowing(); // Set output flags for user application - io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && - !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); + io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs); io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) - { - IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); - if (g.ActiveId != 0) - { - if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) - ClearActiveID(); - } - else if (g.NavLayer != ImGuiNavLayer_Main) - { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); - } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && - !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) - { - // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; - IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); - FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, - ImRect(child_rect.Min - parent_window->Pos, child_rect.Max - parent_window->Pos)); - } - else if (g.OpenPopupStack.Size > 0) - { - // Close open popup/menu - if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) - ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); - } - else - { - // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where - // we were - if (g.NavWindow && - ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) - g.NavWindow->NavLastIds[0] = 0; - g.NavId = g.NavFocusScopeId = 0; - } - } + NavUpdateCancelRequest(); // Process manual activation request - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0; - if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && - !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; + if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); + bool input_down = IsNavInputDown(ImGuiNavInput_Input); bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); if (g.ActiveId == 0 && activate_pressed) + { g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateInputId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && - IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) - g.NavInputId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); - g.NavMoveRequest = false; // Process programmatic activation request + // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId; + { + if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) + g.NavActivateInputId = g.NavNextActivateId; + else + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateFlags = g.NavNextActivateFlags; + } g.NavNextActivateId = 0; - // Initiate directional inputs request - if (g.NavMoveRequestForward == ImGuiNavForward_None) - { - g.NavMoveDir = ImGuiDir_None; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_None; - if (g.NavWindow && !g.NavWindowingTarget && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) - { - const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || - IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) - { - g.NavMoveDir = ImGuiDir_Left; - } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || - IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) - { - g.NavMoveDir = ImGuiDir_Right; - } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && - (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) - { - g.NavMoveDir = ImGuiDir_Up; - } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || - IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) - { - g.NavMoveDir = ImGuiDir_Down; - } - } - g.NavMoveClipDir = g.NavMoveDir; - } - else - { - // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a - // starting rectangle at the other side of the window) (Preserve g.NavMoveRequestFlags, g.NavMoveClipDir which - // were set by the NavMoveRequestForward() function) - IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); - IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_ForwardQueued); - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); - g.NavMoveRequestForward = ImGuiNavForward_ForwardActive; - } - - // Update PageUp/PageDown/Home/End scroll - // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - float nav_scoring_rect_offset_y = 0.0f; - if (nav_keyboard_active) - nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(); - - // If we initiate a movement request and have no current NavId, we initiate a InitDefautRequest that will be used as - // a fallback if the direction fails to find a match - if (g.NavMoveDir != ImGuiDir_None) - { - g.NavMoveRequest = true; - g.NavMoveRequestKeyMods = io.KeyMods; - g.NavMoveDirLast = g.NavMoveDir; - } - if (g.NavMoveRequest && g.NavId == 0) - { - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, - g.NavLayer); - g.NavInitRequest = g.NavInitRequestFromMove = true; - // Reassigning with same value, we're being explicit here. - g.NavInitResultId = 0; // -V1048 - g.NavDisableHighlight = false; - } + // Process move requests + NavUpdateCreateMoveRequest(); + if (g.NavMoveDir == ImGuiDir_None) + NavUpdateCreateTabbingRequest(); NavUpdateAnyRequestFlag(); + g.NavIdIsAlive = false; // Scrolling if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget) { // *Fallback* manual-scroll with Nav directional keys when window has no navigable item - ImGuiWindow* window = g.NavWindow; - const float scroll_speed = IM_ROUND( - window->CalcFontSize() * 100 * - io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + ImGuiWindow* window = g.NavWindow; + const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. + const ImGuiDir move_dir = g.NavMoveDir; + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None) { - if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) - SetScrollX(window, ImFloor(window->Scroll.x + - ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); - if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) - SetScrollY(window, - ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) + SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) + SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } // *Normal* Manual scroll with NavScrollXXX keys - // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume - // within those bounds. - ImVec2 scroll_dir = - GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); + // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. + ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); if (scroll_dir.x != 0.0f && window->ScrollbarX) SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); if (scroll_dir.y != 0.0f) SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); } - // Reset search results - g.NavMoveResultLocal.Clear(); - g.NavMoveResultLocalVisibleSet.Clear(); - g.NavMoveResultOther.Clear(); - - // When using gamepad, we project the reference nav bounding box into window visible area. - // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with - // gamepad every movements are relative (can't focus a visible object like we can with the mouse). - if (g.NavMoveRequest && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main) + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) { - ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), - window->InnerRect.Max - window->Pos + ImVec2(1, 1)); - if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) - { - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); - float pad = window->CalcFontSize() * 0.5f; - window_rect_rel.Expand( - ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), - -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting - // navigation from first fully visible item - window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel); - g.NavId = g.NavFocusScopeId = 0; - } + g.NavDisableHighlight = true; + g.NavDisableMouseHover = set_mouse_pos = false; } - // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to - // avoid box overlap with zero-spaced items) - ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) - ? g.NavWindow->NavRectRel[g.NavLayer] - : ImRect(0, 0, 0, 0); - g.NavScoringRect = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) - : ImRect(0, 0, 0, 0); - g.NavScoringRect.TranslateY(nav_scoring_rect_offset_y); - g.NavScoringRect.Min.x = ImMin(g.NavScoringRect.Min.x + 1.0f, g.NavScoringRect.Max.x); - g.NavScoringRect.Max.x = g.NavScoringRect.Min.x; - IM_ASSERT(!g.NavScoringRect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will - // allows us to remove extraneous ImFabs() calls in NavScoreItem(). - // GetForegroundDrawList()->AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, - // IM_COL32(255,200,0,255)); // [DEBUG] - g.NavScoringCount = 0; -# if IMGUI_DEBUG_NAV_RECTS + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); + io.WantSetMousePos = true; + //IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); + } + + // [DEBUG] + g.NavScoringDebugCount = 0; +#if IMGUI_DEBUG_NAV_RECTS if (g.NavWindow) { ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); - if (1) - { - for (int layer = 0; layer < 2; layer++) - draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, - g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255, 200, 0, 255)); - } // [DEBUG] - if (1) - { - ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255, 0, 255, 255) : IM_COL32(255, 0, 0, 255); - ImVec2 p = NavCalcPreferredRefPos(); - char buf[32]; - ImFormatString(buf, 32, "%d", g.NavLayer); - draw_list->AddCircleFilled(p, 3.0f, col); - draw_list->AddText(NULL, 13.0f, p + ImVec2(8, -4), col, buf); - } + if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG] + if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } } -# endif +#endif } -static void ImGui::NavUpdateInitResult() +void ImGui::NavInitRequestApplyResult() { - // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does - // happen when releasing Alt while clicking on void) + // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) ImGuiContext& g = *GImGui; if (!g.NavWindow) return; - // Apply result from previous navigation init request (will typically select the first item, unless - // SetItemDefaultFocus() has been called) - // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem - // currently. - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, - g.NavLayer, g.NavWindow->Name); + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result if (g.NavInitRequestFromMove) - { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; - } + NavRestoreHighlightAfterMove(); } -// Apply result from previous frame navigation directional move request -static void ImGui::NavUpdateMoveResult() +void ImGui::NavUpdateCreateMoveRequest() { ImGuiContext& g = *GImGui; - if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0) + ImGuiIO& io = g.IO; + ImGuiWindow* window = g.NavWindow; + + if (g.NavMoveForwardToNextFrame && window != NULL) { - // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId - // is not considered as a possible result) - if (g.NavId != 0) + // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window) + // (preserve most state, which were already set by the NavMoveRequestForward() function) + IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None); + IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded); + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir); + } + else + { + // Initiate directional inputs request + g.NavMoveDir = ImGuiDir_None; + g.NavMoveFlags = ImGuiNavMoveFlags_None; + g.NavMoveScrollFlags = ImGuiScrollFlags_None; + if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + float scoring_rect_offset_y = 0.0f; + if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) + scoring_rect_offset_y = NavUpdatePageUpPageDown(); + if (scoring_rect_offset_y != 0.0f) + { + g.NavScoringNoClipRect = window->InnerRect; + g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); + } + + // [DEBUG] Always send a request +#if IMGUI_DEBUG_NAV_SCORING + if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) + { + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; + } +#endif + + // Submit + g.NavMoveForwardToNextFrame = false; + if (g.NavMoveDir != ImGuiDir_None) + NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); + + // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); + g.NavInitRequest = g.NavInitRequestFromMove = true; + g.NavInitResultId = 0; + g.NavDisableHighlight = false; + } + + // When using gamepad, we project the reference nav bounding box into window visible area. + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative + // (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) + { + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = g.NavFocusScopeId = 0; + } + } + + // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items) + ImRect scoring_rect; + if (window != NULL) + { + ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); + scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); + scoring_rect.TranslateY(scoring_rect_offset_y); + scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); + scoring_rect.Max.x = scoring_rect.Min.x; + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingResultFirst.Clear(); + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if IMGUI_DEBUG_NAV_SCORING + if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times + return; +#endif + + // Select which result to use + ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; + + // Tabbing forward wrap + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) + result = &g.NavTabbingResultFirst; + + // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); return; } - // Select which result to use - ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - - // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the - // previous/next page. - if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) - if (g.NavMoveResultLocalVisibleSet.ID != 0 && g.NavMoveResultLocalVisibleSet.ID != g.NavId) - result = &g.NavMoveResultLocalVisibleSet; + // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page. + if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) + if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId) + result = &g.NavMoveResultLocalVisible; // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules. - if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && - g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) - if ((g.NavMoveResultOther.DistBox < result->DistBox) || - (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) + if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow) + if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter)) result = &g.NavMoveResultOther; IM_ASSERT(g.NavWindow && result->Window); // Scroll to keep newly navigated item fully into view. if (g.NavLayer == ImGuiNavLayer_Main) { - ImVec2 delta_scroll; - if (g.NavMoveRequestFlags & ImGuiNavMoveFlags_ScrollToEdge) + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) { + // FIXME: Should remove this float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; - delta_scroll.y = result->Window->Scroll.y - scroll_target; SetScrollY(result->Window, scroll_target); } else { - ImRect rect_abs = - ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos); - delta_scroll = ScrollToBringRectIntoView(result->Window, rect_abs); + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); } - - // Offset our result position so mouse position can be applied immediately after in NavUpdate() - result->RectRel.TranslateX(-delta_scroll.x); - result->RectRel.TranslateY(-delta_scroll.y); } - ClearActiveID(); g.NavWindow = result->Window; + if (g.ActiveId != result->ID) + ClearActiveID(); if (g.NavId != result->ID) { - // Don't set NavJustMovedToId if just landed on the same spot (which may happen with - // ImGuiNavMoveFlags_AllowCurrentNavId) - g.NavJustMovedToId = result->ID; + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; - g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; } - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, - g.NavWindow->Name); + + // Focus + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = g.NavMousePosDirty = true; + + // Tabbing: Activates Inputable or Focus non-Inputable + if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + } + + // Activate + if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) + { + g.NavNextActivateId = result->ID; + g.NavNextActivateFlags = ImGuiActivateFlags_None; + } + + // Enable nav highlight + if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); +} + +// Process NavCancel input (to close a popup, get back to parent, clear focus) +// FIXME: In order to support e.g. Escape to clear a selection we'll need: +// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it. +// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept +static void ImGui::NavUpdateCancelRequest() +{ + ImGuiContext& g = *GImGui; + if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); + if (g.ActiveId != 0) + { + if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) + ClearActiveID(); + } + else if (g.NavLayer != ImGuiNavLayer_Main) + { + // Leave the "menu" layer + NavRestoreLayer(ImGuiNavLayer_Main); + NavRestoreHighlightAfterMove(); + } + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + { + // Exit child window + ImGuiWindow* child_window = g.NavWindow; + ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + IM_ASSERT(child_window->ChildId != 0); + ImRect child_rect = child_window->Rect(); + FocusWindow(parent_window); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + NavRestoreHighlightAfterMove(); + } + else if (g.OpenPopupStack.Size > 0) + { + // Close open popup/menu + if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + } + else + { + // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were + if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) + g.NavWindow->NavLastIds[0] = 0; + g.NavId = g.NavFocusScopeId = 0; + } } // Handle PageUp/PageDown/Home/End keys +// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request +// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference +// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid? static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - - if (g.NavMoveDir != ImGuiDir_None || g.NavWindow == NULL) - return 0.0f; - if ((g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL || - g.NavLayer != ImGuiNavLayer_Main) + ImGuiWindow* window = g.NavWindow; + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) return 0.0f; - ImGuiWindow* window = g.NavWindow; - const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); - const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); - const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); - const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); - if (page_up_held != page_down_held || home_pressed != end_pressed) // If either (not both) are pressed + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp) && !IsActiveIdUsingKey(ImGuiKey_PageUp); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown) && !IsActiveIdUsingKey(ImGuiKey_PageDown); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home) && !IsActiveIdUsingKey(ImGuiKey_Home); + const bool end_pressed = IsKeyPressed(ImGuiKey_End) && !IsActiveIdUsingKey(ImGuiKey_End); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, true)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, true)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + else if (end_pressed) + SetScrollY(window, window->ScrollMax.y); + } + else + { + ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; + const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); + float nav_scoring_rect_offset_y = 0.0f; + if (IsKeyPressed(ImGuiKey_PageUp, true)) { - // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) - SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) - SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); - else if (home_pressed) - SetScrollY(window, 0.0f); - else if (end_pressed) - SetScrollY(window, window->ScrollMax.y); + nav_scoring_rect_offset_y = -page_offset_y; + g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } - else + else if (IsKeyPressed(ImGuiKey_PageDown, true)) { - ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; - const float page_offset_y = - ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); - float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) - { - nav_scoring_rect_offset_y = -page_offset_y; - g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction - // (so we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) - { - nav_scoring_rect_offset_y = +page_offset_y; - g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so - // we can always land on the last item) - g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; - } - else if (home_pressed) - { - // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with - // Scroll.y == 0/ScrollMax.y Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdge flag, we - // don't scroll immediately to avoid scrolling happening before nav result. Preserve current horizontal - // position if we have any. - nav_rect_rel.Min.y = nav_rect_rel.Max.y = -window->Scroll.y; - if (nav_rect_rel.IsInverted()) - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - g.NavMoveDir = ImGuiDir_Down; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; - } - else if (end_pressed) - { - nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ScrollMax.y + window->SizeFull.y - window->Scroll.y; - if (nav_rect_rel.IsInverted()) - nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; - g.NavMoveDir = ImGuiDir_Up; - g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdge; - } - return nav_scoring_rect_offset_y; + nav_scoring_rect_offset_y = +page_offset_y; + g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) + g.NavMoveClipDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; } + else if (home_pressed) + { + // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y + // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result. + // Preserve current horizontal position if we have any. + nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Down; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + else if (end_pressed) + { + nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y; + if (nav_rect_rel.IsInverted()) + nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f; + g.NavMoveDir = ImGuiDir_Up; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY; + // FIXME-NAV: MoveClipDir left to _None, intentional? + } + return nav_scoring_rect_offset_y; } return 0.0f; } @@ -11647,58 +11258,66 @@ static void ImGui::NavEndFrame() NavUpdateWindowingOverlay(); // Perform wrap-around in menus - ImGuiWindow* window = g.NavWrapRequestWindow; - ImGuiNavMoveFlags move_flags = g.NavWrapRequestFlags; - if (window != NULL && g.NavWindow == window && NavMoveRequestButNoResultYet() && - g.NavMoveRequestForward == ImGuiNavForward_None && g.NavLayer == ImGuiNavLayer_Main) - { - IM_ASSERT(move_flags != 0); // No points calling this with no wrapping - ImRect bb_rel = window->NavRectRel[0]; + // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. + // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. + const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + NavUpdateCreateWrappingRequest(); +} - ImGuiDir clip_dir = g.NavMoveDir; - if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) +static void ImGui::NavUpdateCreateWrappingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + + bool do_forward = false; + ImRect bb_rel = window->NavRectRel[g.NavLayer]; + ImGuiDir clip_dir = g.NavMoveDir; + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) { - bb_rel.Min.x = bb_rel.Max.x = - ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) - { - bb_rel.TranslateY(-bb_rel.GetHeight()); - clip_dir = ImGuiDir_Up; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) - { - bb_rel.TranslateY(+bb_rel.GetHeight()); - clip_dir = ImGuiDir_Down; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = - ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) - { - bb_rel.TranslateX(-bb_rel.GetWidth()); - clip_dir = ImGuiDir_Left; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) - { - bb_rel.TranslateX(+bb_rel.GetWidth()); - clip_dir = ImGuiDir_Right; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); + bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row + clip_dir = ImGuiDir_Up; } + do_forward = true; } + if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) + { + bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x; + if (move_flags & ImGuiNavMoveFlags_WrapX) + { + bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row + clip_dir = ImGuiDir_Down; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column + clip_dir = ImGuiDir_Left; + } + do_forward = true; + } + if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) + { + bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y; + if (move_flags & ImGuiNavMoveFlags_WrapY) + { + bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column + clip_dir = ImGuiDir_Right; + } + do_forward = true; + } + if (!do_forward) + return; + window->NavRectRel[g.NavLayer] = bb_rel; + NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) @@ -11706,11 +11325,12 @@ static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_UNUSED(g); int order = window->FocusOrder; + IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking) IM_ASSERT(g.WindowsFocusOrder[order] == window); return order; } -static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) +static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N) { ImGuiContext& g = *GImGui; for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir) @@ -11726,12 +11346,11 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal) return; - const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); + const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget); ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir); if (!window_target) - window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, - focus_change_dir); - if (window_target) // Don't reset windowing target if there's a single window in the list + window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); + if (window_target) // Don't reset windowing target if there's a single window in the list g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; g.NavWindowingToggleLayer = false; } @@ -11742,13 +11361,13 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) static void ImGui::NavUpdateWindowing() { ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; + ImGuiIO& io = g.IO; ImGuiWindow* apply_focus_window = NULL; - bool apply_toggle_layer = false; + bool apply_toggle_layer = false; ImGuiWindow* modal_window = GetTopMostPopupModal(); - bool allow_windowing = (modal_window == NULL); + bool allow_windowing = (modal_window == NULL); if (!allow_windowing) g.NavWindowingTarget = NULL; @@ -11760,19 +11379,15 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingTargetAnim = NULL; } - // Start CTRL-TAB or Square+L/R window selection - bool start_windowing_with_gamepad = - allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && - IsKeyPressedMap(ImGuiKey_Tab) && - (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + // Start CTRL+Tab or Square+L/R window selection + const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressed(ImGuiKey_Tab); if (start_windowing_with_gamepad || start_windowing_with_keyboard) - if (ImGuiWindow* window = - g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) + if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; - g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; } @@ -11780,27 +11395,21 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingTimer += io.DeltaTime; if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad) { - // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle - // NavLayer) doesn't add visual noise - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, - ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); + // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // Select window to focus - const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); if (focus_change_dir != 0) { NavUpdateWindowingHighlightWindow(focus_change_dir); g.NavWindowingHighlightAlpha = 1.0f; } - // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was - // merely rendered top-most) + // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) if (!IsNavInputDown(ImGuiNavInput_Menu)) { - g.NavWindowingToggleLayer &= - (g.NavWindowingHighlightAlpha < - 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. + g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. if (g.NavWindowingToggleLayer && g.NavWindow) apply_toggle_layer = true; else if (!g.NavWindowingToggleLayer) @@ -11812,12 +11421,9 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Focus if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) { - // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't - // add visual noise - g.NavWindowingHighlightAlpha = - ImMax(g.NavWindowingHighlightAlpha, - ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (IsKeyPressedMap(ImGuiKey_Tab, true)) + // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f + if (IsKeyPressed(ImGuiKey_Tab, true)) NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1); if (!io.KeyCtrl) apply_focus_window = g.NavWindowingTarget; @@ -11825,12 +11431,12 @@ static void ImGui::NavUpdateWindowing() // Keyboard: Press and Release ALT to toggle menu layer // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. - // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as - // Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - if (io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) + // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) { g.NavWindowingToggleLayer = true; - g.NavInputSource = ImGuiInputSource_Keyboard; + g.NavInputSource = ImGuiInputSource_Keyboard; } if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) { @@ -11840,11 +11446,9 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingToggleLayer = false; // Apply layer toggle on release - // Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls - // io.AddFocusEvent(false) Important: as before version <18314 we lacked an explicit IO event for focus - // gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. - if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && - g.NavWindowingToggleLayer) + // Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false) + // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. + if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer) if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) apply_toggle_layer = true; @@ -11857,16 +11461,13 @@ static void ImGui::NavUpdateWindowing() { ImVec2 move_delta; if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); + move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down); if (g.NavInputSource == ImGuiInputSource_Gamepad) move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); if (move_delta.x != 0.0f || move_delta.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; - const float move_speed = - ImFloor(NAV_MOVE_SPEED * io.DeltaTime * - ImMin(io.DisplayFramebufferScale.x, - io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well + const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); MarkIniSettingsDirty(moving_window); @@ -11879,9 +11480,8 @@ static void ImGui::NavUpdateWindowing() { ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; ClearActiveID(); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); + NavRestoreHighlightAfterMove(); + apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); if (apply_focus_window->NavLastIds[0] == 0) @@ -11911,10 +11511,10 @@ static void ImGui::NavUpdateWindowing() // Move to parent menu if necessary ImGuiWindow* new_nav_window = g.NavWindow; - while (new_nav_window->ParentWindow && - (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 && - (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && - (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) + while (new_nav_window->ParentWindow + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 + && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) new_nav_window = new_nav_window->ParentWindow; if (new_nav_window != g.NavWindow) { @@ -11922,17 +11522,18 @@ static void ImGui::NavUpdateWindowing() FocusWindow(new_nav_window); new_nav_window->NavLastChildNavWindow = old_nav_window; } - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - // Reinitialize navigation when entering menu bar with the Alt key. - const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) - ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) - : ImGuiNavLayer_Main; - const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); - if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) - g.NavWindow->NavLastIds[new_nav_layer] = 0; - NavRestoreLayer(new_nav_layer); + // Toggle layer + const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main; + if (new_nav_layer != g.NavLayer) + { + // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?) + const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL); + if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id) + g.NavWindow->NavLastIds[new_nav_layer] = 0; + NavRestoreLayer(new_nav_layer); + NavRestoreHighlightAfterMove(); + } } } @@ -11963,14 +11564,11 @@ void ImGui::NavUpdateWindowingOverlay() SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); - Begin("###NavWindowingList", NULL, - ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | - ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | - ImGuiWindowFlags_NoSavedSettings); + Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) { ImGuiWindow* window = g.WindowsFocusOrder[n]; - IM_ASSERT(window != NULL); // Fix static analyzers + IM_ASSERT(window != NULL); // Fix static analyzers if (!IsWindowNavFocusable(window)) continue; const char* label = window->Name; @@ -11982,43 +11580,43 @@ void ImGui::NavUpdateWindowingOverlay() PopStyleVar(); } + //----------------------------------------------------------------------------- // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- void ImGui::ClearDragDrop() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; g.DragDropActive = false; g.DragDropPayload.Clear(); - g.DragDropAcceptFlags = ImGuiDragDropFlags_None; + g.DragDropAcceptFlags = ImGuiDragDropFlags_None; g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0; - g.DragDropAcceptIdCurrRectSurface = FLT_MAX; - g.DragDropAcceptFrameCount = -1; + g.DragDropAcceptIdCurrRectSurface = FLT_MAX; + g.DragDropAcceptFrameCount = -1; g.DragDropPayloadBufHeap.clear(); memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); } -// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload -// visual/description, c) call EndDragDropSource() If the item has an identifier: +// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: // - This assume/require the item to be activated (typically via ButtonBehavior). -// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to -// activate with another button. +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. // - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. // If the item has no identifier: // - Currently always assume left mouse button. bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; - bool source_drag_active = false; - ImGuiID source_id = 0; + bool source_drag_active = false; + ImGuiID source_id = 0; ImGuiID source_parent_id = 0; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { @@ -12030,50 +11628,44 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) return false; if (g.ActiveIdMouseButton != -1) mouse_button = g.ActiveIdMouseButton; - if (g.IO.MouseDown[mouse_button] == false) + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) return false; g.ActiveIdAllowOverlap = false; } else { // Uncommon path: items without ID - if (g.IO.MouseDown[mouse_button] == false) + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) return false; - // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as - // Text() or Image(), you need to: A) Read the explanation below, B) Use the - // ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) { IM_ASSERT(0); return false; } - // Early out - if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && - (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; - - // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. - // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging - // operation will be canceled. We don't need to maintain/call ClearActiveID() as releasing the button will - // early out this function and trigger !ActiveIdIsAlive. Rely on keeping other window->LastItemXXX fields - // intact. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. + // Rely on keeping other window->LastItemXXX fields intact. source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); - bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); FocusWindow(window); } - if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse - // release frame, else we would get a flicker. + if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. g.ActiveIdAllowOverlap = is_hovered; } if (g.ActiveId != source_id) return false; - source_parent_id = window->IDStack.back(); + source_parent_id = window->IDStack.back(); source_drag_active = IsMouseDragging(mouse_button); // Disable navigation and key inputs while dragging + cancel existing request if any @@ -12081,8 +11673,8 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) } else { - window = NULL; - source_id = ImHashStr("#SourceExtern"); + window = NULL; + source_id = ImHashStr("#SourceExtern"); source_drag_active = true; } @@ -12092,29 +11684,28 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { IM_ASSERT(source_id != 0); ClearDragDrop(); - ImGuiPayload& payload = g.DragDropPayload; - payload.SourceId = source_id; + ImGuiPayload& payload = g.DragDropPayload; + payload.SourceId = source_id; payload.SourceParentId = source_parent_id; - g.DragDropActive = true; - g.DragDropSourceFlags = flags; - g.DragDropMouseButton = mouse_button; + g.DragDropActive = true; + g.DragDropSourceFlags = flags; + g.DragDropMouseButton = mouse_button; if (payload.SourceId == g.ActiveId) g.ActiveIdNoClearOnFocusLoss = true; } g.DragDropSourceFrameCount = g.FrameCount; - g.DragDropWithinSource = true; + g.DragDropWithinSource = true; if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip)) { - // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request - // explicit) We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as - // caller may be emitting contents. + // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit) + // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents. BeginTooltip(); if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) { ImGuiWindow* tooltip_window = g.CurrentWindow; tooltip_window->Hidden = tooltip_window->SkipItems = true; - tooltip_window->HiddenFramesCanSkipItems = 1; + tooltip_window->HiddenFramesCanSkipItems = 1; } } @@ -12144,7 +11735,7 @@ void ImGui::EndDragDropSource() // Use 'cond' to choose to submit payload on drag start or every frame bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiPayload& payload = g.DragDropPayload; if (cond == 0) cond = ImGuiCond_Always; @@ -12153,7 +11744,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long"); IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0)); IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once); - IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() + IM_ASSERT(payload.SourceId != 0); // Not called between BeginDragDropSource() and EndDragDropSource() if (cond == ImGuiCond_Always || payload.DataFrameCount == -1) { @@ -12182,6 +11773,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s } payload.DataFrameCount = g.FrameCount; + // Return whether the payload has been accepted return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); } @@ -12191,7 +11783,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) if (!g.DragDropActive) return false; - ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) return false; @@ -12202,17 +11794,16 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) return false; IM_ASSERT(g.DragDropWithinTarget == false); - g.DragDropTargetRect = bb; - g.DragDropTargetId = id; + g.DragDropTargetRect = bb; + g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; } // We don't use BeginDragDropTargetCustom() and duplicate its code because: -// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling -// BeginDragDropTargetCustom(LastItemRect) would not handle them. 2) and it's faster. as this code may be very -// frequently called, we want to early out as fast as we can. Also note how the HoveredWindow test is positioned -// differently in both functions (in both functions we optimize for the cheapest early out case) +// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. +// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) bool ImGui::BeginDragDropTarget() { ImGuiContext& g = *GImGui; @@ -12223,21 +11814,19 @@ bool ImGui::BeginDragDropTarget() if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) return false; - const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) - ? g.LastItemData.DisplayRect - : g.LastItemData.Rect; - ImGuiID id = g.LastItemData.ID; + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; if (id == 0) id = window->GetIDFromRectangle(display_rect); if (g.DragDropPayload.SourceId == id) return false; IM_ASSERT(g.DragDropWithinTarget == false); - g.DragDropTargetRect = display_rect; - g.DragDropTargetId = id; + g.DragDropTargetRect = display_rect; + g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; } @@ -12250,42 +11839,35 @@ bool ImGui::IsDragDropPayloadBeingAccepted() const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImGuiPayload& payload = g.DragDropPayload; - IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? - IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? + IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? + IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? if (type != NULL && !payload.IsDataType(type)) return NULL; - // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering - // constraints. NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to - // function! + // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints. + // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function! const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); - ImRect r = g.DragDropTargetRect; - float r_surface = r.GetWidth() * r.GetHeight(); + ImRect r = g.DragDropTargetRect; + float r_surface = r.GetWidth() * r.GetHeight(); if (r_surface <= g.DragDropAcceptIdCurrRectSurface) { - g.DragDropAcceptFlags = flags; - g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; g.DragDropAcceptIdCurrRectSurface = r_surface; } // Render default drop visuals // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. payload.Preview = was_accepted_previously; - flags |= (g.DragDropSourceFlags & - ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external - // sources that lives for 1 frame) + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - window->DrawList->AddRect(r.Min - ImVec2(3.5f, 3.5f), r.Max + ImVec2(3.5f, 3.5f), - GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); g.DragDropAcceptFrameCount = g.FrameCount; - payload.Delivery = - was_accepted_previously && - !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just - // test !IsMouseDown() instead of IsMouseReleased() + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) return NULL; @@ -12355,7 +11937,7 @@ void ImGui::LogTextV(const char* fmt, va_list args) // FIXME: This code is a little complicated perhaps, considering simplifying the whole system. void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const char* prefix = g.LogNextPrefix; @@ -12375,8 +11957,7 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* } if (prefix) - LogRenderedText(ref_pos, prefix, - prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. // Re-adjust padding if we have popped out of our starting depth if (g.LogDepthRef > window->DC.TreeDepth) @@ -12386,10 +11967,10 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* const char* text_remaining = text; for (;;) { - // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth - // of our log entry. We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. - const char* line_start = text_remaining; - const char* line_end = ImStreolRange(line_start, text_end); + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. + const char* line_start = text_remaining; + const char* line_end = ImStreolRange(line_start, text_end); const bool is_last_line = (line_end == text_end); if (line_start != line_end || !is_last_line) { @@ -12415,22 +11996,21 @@ void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* // Start logging/capturing text output void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.LogEnabled == false); IM_ASSERT(g.LogFile == NULL); IM_ASSERT(g.LogBuffer.empty()); - g.LogEnabled = true; - g.LogType = type; + g.LogEnabled = true; + g.LogType = type; g.LogNextPrefix = g.LogNextSuffix = NULL; - g.LogDepthRef = window->DC.TreeDepth; - g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); - g.LogLinePosY = FLT_MAX; - g.LogLineFirstItem = true; + g.LogDepthRef = window->DC.TreeDepth; + g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); + g.LogLinePosY = FLT_MAX; + g.LogLineFirstItem = true; } -// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next -// LogRenderedText) +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) { ImGuiContext& g = *GImGui; @@ -12444,10 +12024,10 @@ void ImGui::LogToTTY(int auto_open_depth) if (g.LogEnabled) return; IM_UNUSED(auto_open_depth); -# ifndef IMGUI_DISABLE_TTY_FUNCTIONS +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS LogBegin(ImGuiLogType_TTY, auto_open_depth); g.LogFile = stdout; -# endif +#endif } // Start logging/capturing text output to given file @@ -12502,9 +12082,9 @@ void ImGui::LogFinish() switch (g.LogType) { case ImGuiLogType_TTY: -# ifndef IMGUI_DISABLE_TTY_FUNCTIONS +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS fflush(g.LogFile); -# endif +#endif break; case ImGuiLogType_File: ImFileClose(g.LogFile); @@ -12521,29 +12101,25 @@ void ImGui::LogFinish() } g.LogEnabled = false; - g.LogType = ImGuiLogType_None; - g.LogFile = NULL; + g.LogType = ImGuiLogType_None; + g.LogFile = NULL; g.LogBuffer.clear(); } // Helper to display logging buttons -// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest -// function alive!) +// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!) void ImGui::LogButtons() { ImGuiContext& g = *GImGui; PushID("LogButtons"); -# ifndef IMGUI_DISABLE_TTY_FUNCTIONS - const bool log_to_tty = Button("Log To TTY"); - SameLine(); -# else +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + const bool log_to_tty = Button("Log To TTY"); SameLine(); +#else const bool log_to_tty = false; -# endif - const bool log_to_file = Button("Log To File"); - SameLine(); - const bool log_to_clipboard = Button("Log To Clipboard"); - SameLine(); +#endif + const bool log_to_file = Button("Log To File"); SameLine(); + const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); PushAllowKeyboardFocus(false); SetNextItemWidth(80.0f); SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); @@ -12559,6 +12135,7 @@ void ImGui::LogButtons() LogToClipboard(); } + //----------------------------------------------------------------------------- // [SECTION] SETTINGS //----------------------------------------------------------------------------- @@ -12598,8 +12175,7 @@ void ImGui::UpdateSettings() if (g.IO.IniFilename != NULL) SaveIniSettingsToDisk(g.IO.IniFilename); else - g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will - // need to clear io.WantSaveIniSettings themselves. + g.IO.WantSaveIniSettings = true; // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves. g.SettingsDirtyTimer = 0.0f; } } @@ -12624,20 +12200,20 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) { ImGuiContext& g = *GImGui; -# if !IMGUI_DEBUG_INI_SETTINGS +#if !IMGUI_DEBUG_INI_SETTINGS // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. if (const char* p = strstr(name, "###")) name = p; -# endif +#endif const size_t name_len = strlen(name); // Allocate chunk - const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); settings->ID = ImHashStr(name, name_len); - memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator return settings; } @@ -12645,8 +12221,7 @@ ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) { ImGuiContext& g = *GImGui; - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->ID == id) return settings; return NULL; @@ -12661,7 +12236,7 @@ ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiID type_hash = ImHashStr(type_name); for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) if (g.SettingsHandlers[handler_n].TypeHash == type_hash) @@ -12681,7 +12256,7 @@ void ImGui::ClearIniSettings() void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) { size_t file_data_size = 0; - char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); + char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); if (!file_data) return; LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); @@ -12693,16 +12268,15 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) { ImGuiContext& g = *GImGui; IM_ASSERT(g.Initialized); - // IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); - // IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); + //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()"); + //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0); // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter). - // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's - // create a writable copy.. + // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy.. if (ini_size == 0) ini_size = strlen(ini_data); g.SettingsIniData.Buf.resize((int)ini_size + 1); - char* const buf = g.SettingsIniData.Buf.Data; + char* const buf = g.SettingsIniData.Buf.Data; char* const buf_end = buf + ini_size; memcpy(buf, ini_data, ini_size); buf_end[0] = 0; @@ -12713,7 +12287,7 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) if (g.SettingsHandlers[handler_n].ReadInitFn) g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); - void* entry_data = NULL; + void* entry_data = NULL; ImGuiSettingsHandler* entry_handler = NULL; char* line_end = NULL; @@ -12730,19 +12304,18 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) continue; if (line[0] == '[' && line_end > line && line_end[-1] == ']') { - // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the - // current format and parsing code. - line_end[-1] = 0; - const char* name_end = line_end - 1; + // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code. + line_end[-1] = 0; + const char* name_end = line_end - 1; const char* type_start = line + 1; - char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); + char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']'); const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL; if (!type_end || !name_start) continue; - *type_end = 0; // Overwrite first ']' - name_start++; // Skip second '[' + *type_end = 0; // Overwrite first ']' + name_start++; // Skip second '[' entry_handler = FindSettingsHandler(type_start); - entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; + entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL; } else if (entry_handler != NULL && entry_data != NULL) { @@ -12763,25 +12336,24 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) void ImGui::SaveIniSettingsToDisk(const char* ini_filename) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; g.SettingsDirtyTimer = 0.0f; if (!ini_filename) return; size_t ini_data_size = 0; const char* ini_data = SaveIniSettingsToMemory(&ini_data_size); - ImFileHandle f = ImFileOpen(ini_filename, "wt"); + ImFileHandle f = ImFileOpen(ini_filename, "wt"); if (!f) return; ImFileWrite(ini_data, sizeof(char), ini_data_size, f); ImFileClose(f); } -// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text -// buffer +// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; g.SettingsDirtyTimer = 0.0f; g.SettingsIniData.Buf.resize(0); g.SettingsIniData.Buf.push_back(0); @@ -12806,10 +12378,10 @@ static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandl static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); - ImGuiID id = settings->ID; - *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry - settings->ID = id; - settings->WantApply = true; + ImGuiID id = settings->ID; + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + settings->ID = id; + settings->WantApply = true; return (void*)settings; } @@ -12819,48 +12391,21 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, int x, y; int i; ImU32 u1; - if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) - { - settings->Pos = ImVec2ih((short)x, (short)y); - } - else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) - { - settings->Size = ImVec2ih((short)x, (short)y); - } - else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) - { - settings->ViewportId = u1; - } - else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2) - { - settings->ViewportPos = ImVec2ih((short)x, (short)y); - } - else if (sscanf(line, "Collapsed=%d", &i) == 1) - { - settings->Collapsed = (i != 0); - } - else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) - { - settings->DockId = u1; - settings->DockOrder = (short)i; - } - else if (sscanf(line, "DockId=0x%X", &u1) == 1) - { - settings->DockId = u1; - settings->DockOrder = -1; - } - else if (sscanf(line, "ClassId=0x%X", &u1) == 1) - { - settings->ClassId = u1; - } + if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1) { settings->ViewportId = u1; } + else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); } + else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2) { settings->DockId = u1; settings->DockOrder = (short)i; } + else if (sscanf(line, "DockId=0x%X", &u1) == 1) { settings->DockId = u1; settings->DockOrder = -1; } + else if (sscanf(line, "ClassId=0x%X", &u1) == 1) { settings->ClassId = u1; } } // Apply to existing windows (if any) static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->WantApply) { if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID)) @@ -12880,30 +12425,27 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl if (window->Flags & ImGuiWindowFlags_NoSavedSettings) continue; - ImGuiWindowSettings* settings = (window->SettingsOffset != -1) - ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) - : ImGui::FindWindowSettings(window->ID); + ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); if (!settings) { - settings = ImGui::CreateNewWindowSettings(window->Name); + settings = ImGui::CreateNewWindowSettings(window->Name); window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); } IM_ASSERT(settings->ID == window->ID); - settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); - settings->Size = ImVec2ih(window->SizeFull); - settings->ViewportId = window->ViewportId; + settings->Pos = ImVec2ih(window->Pos - window->ViewportPos); + settings->Size = ImVec2ih(window->SizeFull); + settings->ViewportId = window->ViewportId; settings->ViewportPos = ImVec2ih(window->ViewportPos); IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId); - settings->DockId = window->DockId; - settings->ClassId = window->WindowClass.ClassId; + settings->DockId = window->DockId; + settings->ClassId = window->WindowClass.ClassId; settings->DockOrder = window->DockOrder; settings->Collapsed = window->Collapsed; } // Write to text buffer - buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { const char* settings_name = settings->GetName(); buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); @@ -12919,6 +12461,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl buf->appendf("Collapsed=%d\n", settings->Collapsed); if (settings->DockId != 0) { + //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier. if (settings->DockOrder == -1) buf->appendf("DockId=0x%08X\n", settings->DockId); else @@ -12930,6 +12473,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl } } + //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- @@ -12994,8 +12538,7 @@ void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* view return; g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f; g.CurrentViewport = viewport; - // IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : - // NULL, viewport ? viewport->ID : 0); + //IMGUI_DEBUG_LOG_VIEWPORT("SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0); // Notify platform layer of viewport changes // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI @@ -13005,22 +12548,23 @@ void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* view static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { - window->Viewport = viewport; - window->ViewportId = viewport->ID; + // Abandon viewport + if (window->ViewportOwned && window->Viewport->Window == window) + window->Viewport->Size = ImVec2(0.0f, 0.0f); + + window->Viewport = viewport; + window->ViewportId = viewport->ID; window->ViewportOwned = (viewport->Window == window); } static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window) { - // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the - // multiplication of viewports makes them more likely to protrude and create their own. + // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own. ImGuiContext& g = *GImGui; - if (g.IO.ConfigViewportsNoAutoMerge || - (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) + if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge)) if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) if (!window->DockIsActive) - if ((window->Flags & - (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0) if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0) return true; return false; @@ -13040,13 +12584,13 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG if (GetWindowAlwaysWantOwnViewport(window)) return false; + // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could.. for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window_behind = g.Windows[n]; if (window_behind == window) break; - if (window_behind->WasActive && window_behind->ViewportOwned && - !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) + if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow)) if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect())) return false; } @@ -13082,13 +12626,11 @@ void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& o // 2) If it's not going to fit into the new size, keep it at same absolute position. // One problem with this is that most Win32 applications doesn't update their render while dragging, // and so the window will appear to teleport when releasing the mouse. - const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != - (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); + const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable); ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size); ImVec2 delta_pos = new_pos - old_pos; - for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT - if (translate_all_windows || - (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect()))) + for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT + if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect()))) TranslateWindow(g.Windows[window_n], delta_pos); } @@ -13108,18 +12650,17 @@ void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale) } } -// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search -// ourselves. A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window -// and our target window. B) It requires Platform_GetWindowFocus to be implemented by backend. -static ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2 mouse_platform_pos) +// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves. +// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. +// B) It requires Platform_GetWindowFocus to be implemented by backend. +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiViewportP* best_candidate = NULL; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; - if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && - viewport->GetMainRect().Contains(mouse_platform_pos)) + if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos)) if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount) best_candidate = viewport; } @@ -13127,8 +12668,7 @@ static ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2 m } // Update viewports and monitor infos -// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports -// (if any) and update monitor info. +// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info. static void ImGui::UpdateViewportsNewFrame() { ImGuiContext& g = *GImGui; @@ -13140,7 +12680,7 @@ static void ImGui::UpdateViewportsNewFrame() { for (int n = 0; n < g.Viewports.Size; n++) { - ImGuiViewportP* viewport = g.Viewports[n]; + ImGuiViewportP* viewport = g.Viewports[n]; const bool platform_funcs_available = viewport->PlatformWindowCreated; if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available) { @@ -13154,52 +12694,31 @@ static void ImGui::UpdateViewportsNewFrame() } // Create/update main viewport with current platform position. - // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this - // more consistent. + // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent. ImGuiViewportP* main_viewport = g.Viewports[0]; IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID); IM_ASSERT(main_viewport->Window == NULL); - ImVec2 main_viewport_pos = - viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); + ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); ImVec2 main_viewport_size = g.IO.DisplaySize; if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized)) { - main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same - // for Size outside of the viewport path) + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) main_viewport_size = main_viewport->Size; } - AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, - ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); g.CurrentDpiScale = 0.0f; g.CurrentViewport = NULL; - g.MouseViewport = NULL; + g.MouseViewport = NULL; for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; - viewport->Idx = n; + viewport->Idx = n; // Erase unused viewports if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2) { - // Clear references to this viewport in windows (window->ViewportId becomes the master data) - for (int window_n = 0; window_n < g.Windows.Size; window_n++) - if (g.Windows[window_n]->Viewport == viewport) - { - g.Windows[window_n]->Viewport = NULL; - g.Windows[window_n]->ViewportOwned = false; - } - if (viewport == g.MouseLastHoveredViewport) - g.MouseLastHoveredViewport = NULL; - g.Viewports.erase(g.Viewports.Data + n); - - // Destroy - IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, - viewport->Window ? viewport->Window->Name : "n/a"); - DestroyPlatformWindow( - viewport); // In most circumstances the platform window will already be destroyed here. - IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); - IM_DELETE(viewport); + DestroyViewport(viewport); n--; continue; } @@ -13208,8 +12727,7 @@ static void ImGui::UpdateViewportsNewFrame() if (viewports_enabled) { // Update Position and Size (from Platform Window to ImGui) if requested. - // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when - // moving/resizing using OS facilities. + // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities. if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available) { // Viewport->WorkPos and WorkSize will be updated below @@ -13223,21 +12741,19 @@ static void ImGui::UpdateViewportsNewFrame() // Update/copy monitor info UpdateViewportPlatformMonitor(viewport); - // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to - // alter them again. - viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; - viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; + // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again. + viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; + viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f); viewport->UpdateWorkRect(); // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back. viewport->Alpha = 1.0f; - // Translate imgui windows when a Host Viewport has been moved + // Translate Dear ImGui windows when a Host Viewport has been moved // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!) const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos; - if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && - (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) + if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f)) TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos); // Update DPI scale @@ -13253,14 +12769,13 @@ static void ImGui::UpdateViewportsNewFrame() float scale_factor = new_dpi_scale / viewport->DpiScale; if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ScaleWindowsInViewport(viewport, scale_factor); - // if (viewport == GetMainViewport()) - // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); + //if (viewport == GetMainViewport()) + // g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor); // Scale our window moving pivot so that the window will rescale roughly around the mouse position. - // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI - // transition border. (Minor: since our sizes do not perfectly linearly scale, deferring the click offset - // scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) - // if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) + // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border. + // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.) + //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport) // g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor); } viewport->DpiScale = new_dpi_scale; @@ -13270,11 +12785,11 @@ static void ImGui::UpdateViewportsNewFrame() if (g.PlatformIO.Monitors.Size == 0) { ImGuiPlatformMonitor* monitor = &g.FallbackMonitor; - monitor->MainPos = main_viewport->Pos; - monitor->MainSize = main_viewport->Size; - monitor->WorkPos = main_viewport->WorkPos; - monitor->WorkSize = main_viewport->WorkSize; - monitor->DpiScale = main_viewport->DpiScale; + monitor->MainPos = main_viewport->Pos; + monitor->MainSize = main_viewport->Size; + monitor->WorkPos = main_viewport->WorkPos; + monitor->WorkSize = main_viewport->WorkSize; + monitor->DpiScale = main_viewport->DpiScale; } if (!viewports_enabled) @@ -13283,27 +12798,21 @@ static void ImGui::UpdateViewportsNewFrame() return; } - // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the - // hovered viewport. Note that 'viewport_hovered' should skip over any viewport that has the - // ImGuiViewportFlags_NoInputs flags set. + // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport. + // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set. ImGuiViewportP* viewport_hovered = NULL; if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) { - viewport_hovered = - g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; + viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL; if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) - { - // Backend failed at honoring its contract if it returned a viewport with the _NoInputs flag. - IM_ASSERT(0); - viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); - } + viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback. } else { - // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that - // this search: A) won't take account of the possibility that non-imgui windows may be in-between our dragged - // window and our target window. B) uses LastFrameAsRefViewport as a flawed replacement for the last time a - // window was focused (we could/should fix that by introducing Focus functions in PlatformIO) + // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search: + // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window. + // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order. + // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO) viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); } if (viewport_hovered != NULL) @@ -13313,25 +12822,22 @@ static void ImGui::UpdateViewportsNewFrame() // Update mouse reference viewport // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode) - if (g.MovingWindow) + // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details) + if (g.MovingWindow && g.MovingWindow->Viewport) g.MouseViewport = g.MovingWindow->Viewport; else g.MouseViewport = g.MouseLastHoveredViewport; // When dragging something, always refer to the last hovered viewport. // - when releasing a moving window we will revert to aiming behind (at viewport_hovered) - // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't - // have tooltips in their viewports (when lacking monitor info) - // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no - // active id because menu items only react on mouse release. - // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to - // trust when viewport_hovered==NULL and use that. + // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info) + // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release. + // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that. const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive; if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL) viewport_hovered = g.MouseLastHoveredViewport; if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown()) - if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && - !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) + if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs)) g.MouseViewport = viewport_hovered; IM_ASSERT(g.MouseViewport != NULL); @@ -13345,9 +12851,9 @@ static void ImGui::UpdateViewportsEndFrame() for (int i = 0; i < g.Viewports.Size; i++) { ImGuiViewportP* viewport = g.Viewports[i]; - viewport->LastPos = viewport->Pos; + viewport->LastPos = viewport->Pos; if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f) - if (i > 0) // Always include main viewport in the list + if (i > 0) // Always include main viewport in the list continue; if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)) continue; @@ -13355,16 +12861,11 @@ static void ImGui::UpdateViewportsEndFrame() IM_ASSERT(viewport->Window != NULL); g.PlatformIO.Viewports.push_back(viewport); } - g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and - // may not even be called + g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called } // FIXME: We should ideally refactor the system to call this every frame (we currently don't) -ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, - ImGuiID id, - const ImVec2& pos, - const ImVec2& size, - ImGuiViewportFlags flags) +ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags) { ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); @@ -13387,30 +12888,27 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, viewport->Pos = pos; if (!viewport->PlatformRequestResize) viewport->Size = size; - viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags + viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags } else { // New viewport - viewport = IM_NEW(ImGuiViewportP)(); - viewport->ID = id; + viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = id; viewport->Idx = g.Viewports.Size; viewport->Pos = viewport->LastPos = pos; - viewport->Size = size; - viewport->Flags = flags; + viewport->Size = size; + viewport->Flags = flags; UpdateViewportPlatformMonitor(viewport); g.Viewports.push_back(viewport); IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name); - // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new - // viewport. We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the - // first frame + // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport. + // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x); g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y); - g.DrawListSharedData.ClipRectFullscreen.z = - ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); - g.DrawListSharedData.ClipRectFullscreen.w = - ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); + g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x); + g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y); // Store initial DpiScale before the OS platform window creation, based on expected monitor data. // This is so we can select an appropriate font size on the first frame of our window lifetime @@ -13418,7 +12916,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale; } - viewport->Window = window; + viewport->Window = window; viewport->LastFrameActive = g.FrameCount; viewport->UpdateWorkRect(); IM_ASSERT(window == NULL || viewport->ID == window->ID); @@ -13429,11 +12927,35 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, return viewport; } +static void ImGui::DestroyViewport(ImGuiViewportP* viewport) +{ + // Clear references to this viewport in windows (window->ViewportId becomes the master data) + ImGuiContext& g = *GImGui; + for (int window_n = 0; window_n < g.Windows.Size; window_n++) + { + ImGuiWindow* window = g.Windows[window_n]; + if (window->Viewport != viewport) + continue; + window->Viewport = NULL; + window->ViewportOwned = false; + } + if (viewport == g.MouseLastHoveredViewport) + g.MouseLastHoveredViewport = NULL; + + // Destroy + IMGUI_DEBUG_LOG_VIEWPORT("Delete Viewport %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); + DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here. + IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false); + IM_ASSERT(g.Viewports[viewport->Idx] == viewport); + g.Viewports.erase(g.Viewports.Data + viewport->Idx); + IM_DELETE(viewport); +} + // FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten. static void ImGui::WindowSelectViewport(ImGuiWindow* window) { - ImGuiContext& g = *GImGui; - ImGuiWindowFlags flags = window->Flags; + ImGuiContext& g = *GImGui; + ImGuiWindowFlags flags = window->Flags; window->ViewportAllowPlatformMonitorExtend = -1; // Restore main viewport if multi-viewport is not supported by the backend @@ -13448,25 +12970,22 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) // Appearing popups reset their viewport so they can inherit again if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing) { - window->Viewport = NULL; + window->Viewport = NULL; window->ViewportId = 0; } if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) { // By default inherit from parent window - if (window->Viewport == NULL && window->ParentWindow && - (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) + if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive)) window->Viewport = window->ParentWindow->Viewport; - // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport - // based on saved 'window->ViewportPos' restored from .ini file + // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file if (window->Viewport == NULL && window->ViewportId != 0) { window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId); if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX) - window->Viewport = - AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); + window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None); } } @@ -13474,15 +12993,22 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) { // Code explicitly request a viewport - window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); - window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. - lock_viewport = true; + window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId); + window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet. + lock_viewport = true; } else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu)) { // Always inherit viewport from parent window + if (window->DockNode && window->DockNode->HostWindow) + IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport); window->Viewport = window->ParentWindow->Viewport; } + else if (window->DockNode && window->DockNode->HostWindow) + { + // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame + window->Viewport = window->DockNode->HostWindow->Viewport; + } else if (flags & ImGuiWindowFlags_Tooltip) { window->Viewport = g.MouseViewport; @@ -13494,15 +13020,14 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid()) { if (window->Viewport != NULL && window->Viewport->Window == window) - window->Viewport = - AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } else { // Merge into host viewport? // We cannot test window->ViewportOwned as it set lower in the function. - bool try_to_merge_into_host_viewport = - (window->Viewport && window == window->Viewport->Window && g.ActiveId == 0); + // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212) + bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap)); if (try_to_merge_into_host_viewport) UpdateTryMergeWindowIntoHostViewports(window); } @@ -13510,8 +13035,7 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport if (window->Viewport == NULL) if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) - window->Viewport = - AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); // Mark window as allowed to protrude outside of its viewport and into the current monitor if (!lock_viewport) @@ -13519,40 +13043,31 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) { // We need to take account of the possibility that mouse may become invalid. - // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return - // full monitor bounds. - ImVec2 mouse_ref = - (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; + // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds. + ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos; bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow); - bool mouse_valid = IsMousePosValid(&mouse_ref); - if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && - (!use_mouse_ref || mouse_valid)) - window->ViewportAllowPlatformMonitorExtend = - FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); + bool mouse_valid = IsMousePosValid(&mouse_ref); + if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid)) + window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos()); else window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor; } - else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && - !(flags & ImGuiWindowFlags_ChildWindow)) + else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL) { - // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate - // this code. + // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code. const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; - if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && - will_be_visible) + if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible) { // Steal/transfer ownership - IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, - window->Viewport->ID, window->Viewport->Window->Name); - window->Viewport->Window = window; - window->Viewport->ID = window->ID; + IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name); + window->Viewport->Window = window; + window->Viewport->ID = window->ID; window->Viewport->LastNameHash = 0; } - else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? + else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge? { // New viewport - window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, - ImGuiViewportFlags_NoFocusOnAppearing); + window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing); } } else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0) @@ -13565,10 +13080,10 @@ static void ImGui::WindowSelectViewport(ImGuiWindow* window) // Update flags window->ViewportOwned = (window == window->Viewport->Window); - window->ViewportId = window->Viewport->ID; + window->ViewportId = window->Viewport->ID; // If the OS window has a title bar, hide our imgui title bar - // if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) + //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration)) // window->Flags |= ImGuiWindowFlags_NoTitleBar; } @@ -13598,26 +13113,22 @@ void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_win } else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) { - viewport_rect_changed = true; + viewport_rect_changed = true; window->Viewport->Size = window->Size; } window->Viewport->UpdateWorkRect(); // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame() - // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have - // this effect. + // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect. if (viewport_rect_changed) UpdateViewportPlatformMonitor(window->Viewport); // Update common viewport flags - const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | - ImGuiViewportFlags_NoDecoration | - ImGuiViewportFlags_NoRendererClear; + const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear; ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; - ImGuiWindowFlags window_flags = window->Flags; - const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; - const bool is_short_lived_floating_window = - (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; + ImGuiWindowFlags window_flags = window->Flags; + const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0; + const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; if (window_flags & ImGuiWindowFlags_Tooltip) viewport_flags |= ImGuiViewportFlags_TopMost; if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) @@ -13627,16 +13138,14 @@ void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_win // Not correct to set modal as topmost because: // - Because other popups can be stacked above a modal (e.g. combo box in a modal) - // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas - // in GLFW and SDL it is "stay topmost" - // if (flags & ImGuiWindowFlags_Modal) + // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost" + //if (flags & ImGuiWindowFlags_Modal) // viewport_flags |= ImGuiViewportFlags_TopMost; - // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that - // clicking on them won't steal the OS focus away from their parent window (which may be reflected in OS the title - // bar decoration). Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they - // are being covered by an OS window from a different app, but it shouldn't be much of a problem considering those - // are already popups that are closed when clicking elsewhere. + // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them + // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration). + // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app, + // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere. if (is_short_lived_floating_window && !is_modal) viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; @@ -13656,10 +13165,9 @@ void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_win // Update parent viewport ID // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) - if (window->WindowClass.ParentViewportId) + if (window->WindowClass.ParentViewportId != (ImGuiID)-1) window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; - else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && - (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) + else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive)) window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; else window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; @@ -13670,8 +13178,7 @@ void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_win void ImGui::UpdatePlatformWindows() { ImGuiContext& g = *GImGui; - IM_ASSERT(g.FrameCountEnded == g.FrameCount && - "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); + IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?"); IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount); g.FrameCountPlatformEnded = g.FrameCount; if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) @@ -13684,8 +13191,7 @@ void ImGui::UpdatePlatformWindows() ImGuiViewportP* viewport = g.Viewports[i]; // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window - // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a - // dummy DestroyPlatformWindow to be made each frame) + // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame) bool destroy_platform_window = false; destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1); destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window)); @@ -13703,45 +13209,38 @@ void ImGui::UpdatePlatformWindows() bool is_new_platform_window = (viewport->PlatformWindowCreated == false); if (is_new_platform_window) { - IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, - viewport->Window ? viewport->Window->Name : "n/a"); + IMGUI_DEBUG_LOG_VIEWPORT("Create Platform Window %08X (%s)\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a"); g.PlatformIO.Platform_CreateWindow(viewport); if (g.PlatformIO.Renderer_CreateWindow != NULL) g.PlatformIO.Renderer_CreateWindow(viewport); - viewport->LastNameHash = 0; - viewport->LastPlatformPos = viewport->LastPlatformSize = - ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size - // below, before Platform_ShowWindow (FIXME: Is that necessary?) - viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is - // expected Renderer_CreateWindow() already did it. + viewport->LastNameHash = 0; + viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?) + viewport->LastRendererSize = viewport->Size; // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it. viewport->PlatformWindowCreated = true; } // Apply Position and Size (from ImGui to Platform/Renderer backends) - if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && - !viewport->PlatformRequestMove) + if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove) g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos); - if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && - !viewport->PlatformRequestResize) + if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize) g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size); - if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && - g.PlatformIO.Renderer_SetWindowSize) + if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize) g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size); - viewport->LastPlatformPos = viewport->Pos; + viewport->LastPlatformPos = viewport->Pos; viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size; // Update title bar (if it changed) if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window)) { - const char* title_begin = window_for_title->Name; - char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); + const char* title_begin = window_for_title->Name; + char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin); const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin); if (viewport->LastNameHash != title_hash) { char title_end_backup_c = *title_end; - *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. + *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain. g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin); - *title_end = title_end_backup_c; + *title_end = title_end_backup_c; viewport->LastNameHash = title_hash; } } @@ -13751,15 +13250,13 @@ void ImGui::UpdatePlatformWindows() g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha); viewport->LastAlpha = viewport->Alpha; - // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't - // changed. + // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed. if (g.PlatformIO.Platform_UpdateWindow) g.PlatformIO.Platform_UpdateWindow(viewport); if (is_new_platform_window) { - // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may - // lead to viewport being created a few frames late) + // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late) if (g.FrameCount < 3) viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing; @@ -13770,17 +13267,15 @@ void ImGui::UpdatePlatformWindows() // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available. if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; - } + } // Clear request flags viewport->ClearRequestFlags(); } - // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide - // io.MouseHoveredViewport. When setting Platform_GetWindowFocus, it is expected that the platform backend can - // handle calls without crashing if it doesn't have data stored. - // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level - // alt+tab. + // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport. + // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored. + // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab. if (g.PlatformIO.Platform_GetWindowFocus != NULL) { ImGuiViewportP* focused_viewport = NULL; @@ -13805,9 +13300,8 @@ void ImGui::UpdatePlatformWindows() } // This is a default/basic function for performing the rendering/swap of multiple Platform Windows. -// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data -// and handle rendering/sync themselves. The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow -// for this helper to exist, but you can do it yourself: +// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves. +// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself: // // ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); // for (int i = 1; i < platform_io.Viewports.Size; i++) @@ -13826,20 +13320,16 @@ void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* render ImGuiViewport* viewport = platform_io.Viewports[i]; if (viewport->Flags & ImGuiViewportFlags_Minimized) continue; - if (platform_io.Platform_RenderWindow) - platform_io.Platform_RenderWindow(viewport, platform_render_arg); - if (platform_io.Renderer_RenderWindow) - platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); + if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg); + if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg); } for (int i = 1; i < platform_io.Viewports.Size; i++) { ImGuiViewport* viewport = platform_io.Viewports[i]; if (viewport->Flags & ImGuiViewportFlags_Minimized) continue; - if (platform_io.Platform_SwapBuffers) - platform_io.Platform_SwapBuffers(viewport, platform_render_arg); - if (platform_io.Renderer_SwapBuffers) - platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); + if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg); + if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg); } } @@ -13866,17 +13356,16 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) if (monitor_count <= 1) return monitor_count - 1; - // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct - // monitor given its position. This is necessary for tooltips which always resize down to zero at first. + // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position. + // This is necessary for tooltips which always resize down to zero at first. const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f); - int best_monitor_n = -1; - float best_monitor_surface = 0.001f; + int best_monitor_n = -1; + float best_monitor_surface = 0.001f; - for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; - monitor_n++) + for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++) { const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n]; - const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); + const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize); if (monitor_rect.Contains(rect)) return monitor_n; ImRect overlapping_rect = rect; @@ -13885,13 +13374,12 @@ static int ImGui::FindPlatformMonitorForRect(const ImRect& rect) if (overlapping_surface < best_monitor_surface) continue; best_monitor_surface = overlapping_surface; - best_monitor_n = monitor_n; + best_monitor_n = monitor_n; } return best_monitor_n; } -// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed -// monitor) +// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor) static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) { viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); @@ -13900,9 +13388,9 @@ static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) // Return value is always != NULL, but don't hold on it across frames. const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; - int monitor_idx = viewport->PlatformMonitor; + int monitor_idx = viewport->PlatformMonitor; if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) return &g.PlatformIO.Monitors[monitor_idx]; return &g.FallbackMonitor; @@ -13926,8 +13414,7 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) } else { - IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && - viewport->PlatformHandle == NULL); + IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL); } viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL; viewport->ClearRequestFlags(); @@ -13935,16 +13422,18 @@ void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) void ImGui::DestroyPlatformWindows() { - // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the - // backend to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. It is convenient for - // the platform backend code to store something in the main viewport, in order for e.g. the mouse handling code to - // operator a consistent manner. It is expected that the backend can handle calls to - // Renderer_DestroyWindow/Platform_DestroyWindow without crashing if it doesn't have data stored. + // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend + // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData. + // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling + // code to operator a consistent manner. + // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without + // crashing if it doesn't have data stored. ImGuiContext& g = *GImGui; for (int i = 0; i < g.Viewports.Size; i++) DestroyPlatformWindow(g.Viewports[i]); } + //----------------------------------------------------------------------------- // [SECTION] DOCKING //----------------------------------------------------------------------------- @@ -13972,7 +13461,7 @@ void ImGui::DestroyPlatformWindows() // | - DockContextProcessDock() - process one docking request // | - DockNodeUpdate() // | - DockNodeUpdateForRootNode() -// | - DockNodeUpdateVisibleFlagAndInactiveChilds() +// | - DockNodeUpdateFlagsAndCollapse() // | - DockNodeFindInfo() // | - destroy unused node or tab bar // | - create dock node host window @@ -14003,6 +13492,9 @@ void ImGui::DestroyPlatformWindows() // | BeginDockableDragDropTarget() // | - DockNodePreviewDockRender() //----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Docking: Internal Types @@ -14019,76 +13511,61 @@ enum ImGuiDockRequestType ImGuiDockRequestType_None = 0, ImGuiDockRequestType_Dock, ImGuiDockRequestType_Undock, - ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload + ImGuiDockRequestType_Split // Split is the same as Dock but without a DockPayload }; struct ImGuiDockRequest { - ImGuiDockRequestType Type; - ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, - // might be NULL in which case DockTargetNode cannot be NULL) - ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into - ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] - ImGuiDir DockSplitDir; - float DockSplitRatio; - bool DockSplitOuter; - ImGuiWindow* UndockTargetWindow; - ImGuiDockNode* UndockTargetNode; + ImGuiDockRequestType Type; + ImGuiWindow* DockTargetWindow; // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL) + ImGuiDockNode* DockTargetNode; // Destination/Target Node to dock into + ImGuiWindow* DockPayload; // Source/Payload window to dock (may be a loose window or a DockNode), [Optional] + ImGuiDir DockSplitDir; + float DockSplitRatio; + bool DockSplitOuter; + ImGuiWindow* UndockTargetWindow; + ImGuiDockNode* UndockTargetNode; ImGuiDockRequest() { - Type = ImGuiDockRequestType_None; + Type = ImGuiDockRequestType_None; DockTargetWindow = DockPayload = UndockTargetWindow = NULL; DockTargetNode = UndockTargetNode = NULL; - DockSplitDir = ImGuiDir_None; - DockSplitRatio = 0.5f; - DockSplitOuter = false; + DockSplitDir = ImGuiDir_None; + DockSplitRatio = 0.5f; + DockSplitOuter = false; } }; struct ImGuiDockPreviewData { - ImGuiDockNode FutureNode; - bool IsDropAllowed; - bool IsCenterAvailable; - bool IsSidesAvailable; // Hold your breath, grammar freaks.. - bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) - ImGuiDockNode* SplitNode; - ImGuiDir SplitDir; - float SplitRatio; - ImRect DropRectsDraw[ImGuiDir_COUNT + - 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() + ImGuiDockNode FutureNode; + bool IsDropAllowed; + bool IsCenterAvailable; + bool IsSidesAvailable; // Hold your breath, grammar freaks.. + bool IsSplitDirExplicit; // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window) + ImGuiDockNode* SplitNode; + ImGuiDir SplitDir; + float SplitRatio; + ImRect DropRectsDraw[ImGuiDir_COUNT + 1]; // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects() - ImGuiDockPreviewData() : FutureNode(0) - { - IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; - SplitNode = NULL; - SplitDir = ImGuiDir_None; - SplitRatio = 0.f; - for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) - DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); - } + ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); } }; // Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes) struct ImGuiDockNodeSettings { - ImGuiID ID; - ImGuiID ParentNodeId; - ImGuiID ParentWindowId; - ImGuiID SelectedTabId; - signed char SplitAxis; - char Depth; - ImGuiDockNodeFlags - Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) - ImVec2ih Pos; - ImVec2ih Size; - ImVec2ih SizeRef; - ImGuiDockNodeSettings() - { - memset(this, 0, sizeof(*this)); - SplitAxis = ImGuiAxis_None; - } + ImGuiID ID; + ImGuiID ParentNodeId; + ImGuiID ParentWindowId; + ImGuiID SelectedTabId; + signed char SplitAxis; + char Depth; + ImGuiDockNodeFlags Flags; // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_) + ImVec2ih Pos; + ImVec2ih Size; + ImVec2ih SizeRef; + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } }; //----------------------------------------------------------------------------- @@ -14097,111 +13574,74 @@ struct ImGuiDockNodeSettings namespace ImGui { -// ImGuiDockContext -static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); -static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); -static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); -static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); -static void DockContextProcessUndockWindow(ImGuiContext* ctx, - ImGuiWindow* window, - bool clear_persistent_docking_ref = true); -static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); -static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); -static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); -static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); -static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, - ImGuiDockNodeSettings* node_settings_array, - int node_settings_count); -static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all + // ImGuiDockContext + static ImGuiDockNode* DockContextAddNode(ImGuiContext* ctx, ImGuiID id); + static void DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node); + static void DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req); + static void DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref = true); + static void DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + static void DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx); + static ImGuiDockNode* DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); + static ImGuiDockNode* DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window); + static void DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count); + static void DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id); // Use root_id==0 to add all -// ImGuiDockNode -static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); -static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); -static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); -static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); -static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); -static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); -static void DockNodeHideHostWindow(ImGuiDockNode* node); -static void DockNodeUpdate(ImGuiDockNode* node); -static void DockNodeUpdateForRootNode(ImGuiDockNode* node); -static void DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node); -static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); -static void DockNodeAddTabBar(ImGuiDockNode* node); -static void DockNodeRemoveTabBar(ImGuiDockNode* node); -static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); -static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); -static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); -static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); -static void DockNodePreviewDockSetup(ImGuiWindow* host_window, - ImGuiDockNode* host_node, - ImGuiWindow* payload_window, - ImGuiDockPreviewData* preview_data, - bool is_explicit_target, - bool is_outer_docking); -static void DockNodePreviewDockRender(ImGuiWindow* host_window, - ImGuiDockNode* host_node, - ImGuiWindow* payload_window, - const ImGuiDockPreviewData* preview_data); -static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, - ImRect* out_title_rect, - ImRect* out_tab_bar_rect, - ImVec2* out_window_menu_button_pos, - ImVec2* out_close_button_pos); -static void DockNodeCalcSplitRects(ImVec2& pos_old, - ImVec2& size_old, - ImVec2& pos_new, - ImVec2& size_new, - ImGuiDir dir, - ImVec2 size_new_desired); -static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, - ImGuiDir dir, - ImRect& out_draw, - bool outer_docking, - ImVec2* test_mouse_pos); -static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) -{ - ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); - return buf; + // ImGuiDockNode + static void DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar); + static void DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static void DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node); + static ImGuiWindow* DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id); + static void DockNodeApplyPosSizeToWindows(ImGuiDockNode* node); + static void DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id); + static void DockNodeHideHostWindow(ImGuiDockNode* node); + static void DockNodeUpdate(ImGuiDockNode* node); + static void DockNodeUpdateForRootNode(ImGuiDockNode* node); + static void DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node); + static void DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node); + static void DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window); + static void DockNodeAddTabBar(ImGuiDockNode* node); + static void DockNodeRemoveTabBar(ImGuiDockNode* node); + static ImGuiID DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar); + static void DockNodeUpdateVisibleFlag(ImGuiDockNode* node); + static void DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window); + static bool DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window); + static void DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking); + static void DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data); + static void DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos); + static void DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired); + static bool DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos); + static const char* DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; } + static int DockNodeGetTabOrder(ImGuiWindow* window); + + // ImGuiDockNode tree manipulations + static void DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node); + static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); + static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL); + static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); + static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); + static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); + + // Settings + static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); + static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); + static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); + static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); + static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); + static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); + static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); + static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); } -static int DockNodeGetTabOrder(ImGuiWindow* window); - -// ImGuiDockNode tree manipulations -static void DockNodeTreeSplit(ImGuiContext* ctx, - ImGuiDockNode* parent_node, - ImGuiAxis split_axis, - int split_first_child, - float split_ratio, - ImGuiDockNode* new_node); -static void DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child); -static void DockNodeTreeUpdatePosSize(ImGuiDockNode* node, - ImVec2 pos, - ImVec2 size, - bool only_write_to_marked_nodes = false); -static void DockNodeTreeUpdateSplitter(ImGuiDockNode* node); -static ImGuiDockNode* DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos); -static ImGuiDockNode* DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node); - -// Settings -static void DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id); -static void DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count); -static ImGuiDockNodeSettings* DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id); -static void DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*); -static void DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*); -static void* DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name); -static void DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line); -static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf); -} // namespace ImGui //----------------------------------------------------------------------------- // Docking: ImGuiDockContext //----------------------------------------------------------------------------- -// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each -// ImGuiDockNodeSettings, or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the -// window(s) or child nodes they host are not active. At boot time only, we run a simple GC to remove nodes that have no -// references. Because dock node settings (which are small, contiguous structures) are always mirrored by their -// corresponding dock nodes (more complete structures), we can also very easily recreate the nodes from scratch given -// the settings data (this is what DockContextRebuild() does). This is convenient as docking reconfiguration can be -// implemented by mostly poking at the simpler settings data. +// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings, +// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active. +// At boot time only, we run a simple GC to remove nodes that have no references. +// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures), +// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does). +// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data. //----------------------------------------------------------------------------- // - DockContextInitialize() // - DockContextShutdown() @@ -14209,6 +13649,7 @@ static void DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsH // - DockContextRebuildNodes() // - DockContextNewFrameUpdateUndocking() // - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() // - DockContextFindNodeByID() // - DockContextBindNodeToWindow() // - DockContextGenNodeID() @@ -14226,10 +13667,10 @@ void ImGui::DockContextInitialize(ImGuiContext* ctx) // Add .ini handle for persistent docking data ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Docking"; - ini_handler.TypeHash = ImHashStr("Docking"); + ini_handler.TypeName = "Docking"; + ini_handler.TypeHash = ImHashStr("Docking"); ini_handler.ClearAllFn = DockSettingsHandler_ClearAll; - ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read + ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen; ini_handler.ReadLineFn = DockSettingsHandler_ReadLine; ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll; @@ -14239,7 +13680,7 @@ void ImGui::DockContextInitialize(ImGuiContext* ctx) void ImGui::DockContextShutdown(ImGuiContext* ctx) { - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) IM_DELETE(node); @@ -14254,14 +13695,13 @@ void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear } // [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch -// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current -// settings!) +// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!) void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) { IMGUI_DEBUG_LOG_DOCKING("DockContextRebuild()\n"); - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; SaveIniSettingsToMemory(); - ImGuiID root_id = 0; // Rebuild all + ImGuiID root_id = 0; // Rebuild all DockContextClearNodes(ctx, root_id, false); DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); DockContextBuildAddWindowsToNodes(ctx, root_id); @@ -14270,8 +13710,8 @@ void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) // Docking context update function, called by NewFrame() void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) { if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) @@ -14286,22 +13726,21 @@ void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) if (node->IsRootNode() && node->IsSplitNode()) { DockBuilderRemoveNodeChildNodes(node->ID); - // dc->WantFullRebuild = true; + //dc->WantFullRebuild = true; } - // Process full rebuild -# if 0 + // Process full rebuild +#if 0 if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C))) dc->WantFullRebuild = true; -# endif +#endif if (dc->WantFullRebuild) { DockContextRebuildNodes(ctx); dc->WantFullRebuild = false; } - // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in - // NewFrame) + // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame) for (int n = 0; n < dc->Requests.Size; n++) { ImGuiDockRequest* req = &dc->Requests[n]; @@ -14315,15 +13754,14 @@ void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) // Docking context update function, called by NewFrame() void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; // [DEBUG] Store hovered dock node. - // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a - // good shortcut. Note this is mostly a debug thing and isn't actually used for docking target, because docking - // involve more detailed filtering. + // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. + // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering. g.HoveredDockNode = NULL; if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) { @@ -14340,14 +13778,29 @@ void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) dc->Requests.resize(0); // Create windows for each automatic docking nodes - // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our - // node count will never be very high) + // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high) for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (node->IsFloatingNode()) DockNodeUpdate(node); } +void ImGui::DockContextEndFrame(ImGuiContext* ctx) +{ + // Draw backgrounds of node missing their window + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &g.DockContext; + for (int n = 0; n < dc->Nodes.Data.Size; n++) + if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) + if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame) + { + ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size); + ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE); + node->HostWindow->DrawList->ChannelsSetCurrent(0); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) { return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); @@ -14357,8 +13810,7 @@ ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) { // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used) // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0 - // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already - // sorted. + // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted. ImGuiID id = 0x0001; while (DockContextFindNodeByID(ctx, id) != NULL) id++; @@ -14367,8 +13819,7 @@ ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx) static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) { - // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the - // first window. + // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window. if (id == 0) id = DockContextGenNodeID(ctx); else @@ -14383,8 +13834,8 @@ static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id) static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID); IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); @@ -14395,12 +13846,11 @@ static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, node->HostWindow->DockNodeAsHost = NULL; ImGuiDockNode* parent_node = node->ParentNode; - const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); + const bool merge = (merge_sibling_into_parent_node && parent_node != NULL); if (merge) { IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node); - ImGuiDockNode* sibling_node = - (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); + ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]); DockNodeTreeMerge(&g, parent_node, sibling_node); } else @@ -14420,24 +13870,19 @@ static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const voi return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a); } -// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this -// here. +// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here. struct ImGuiDockContextPruneNodeData { - int CountWindows, CountChildWindows, CountChildNodes; - ImGuiID RootId; - ImGuiDockContextPruneNodeData() - { - CountWindows = CountChildWindows = CountChildNodes = 0; - RootId = 0; - } + int CountWindows, CountChildWindows, CountChildNodes; + ImGuiID RootId; + ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; } }; // Garbage collect unused nodes (run once at init time) static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) { - ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; IM_ASSERT(g.Windows.Size == 0); ImPool pool; @@ -14446,16 +13891,15 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) // Count child nodes and compute RootID for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { - ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0; - pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; + pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID; if (settings->ParentNodeId) pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++; } // Count reference to dock ids from dockspaces - // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched - // by DockContextPruneUnusedSettingsNodes() + // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes() for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; @@ -14468,31 +13912,27 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) // Count reference to dock ids from window settings // We guard against the possibility of an invalid .ini file (RootID may point to a missing node) - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (ImGuiID dock_id = settings->DockId) if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id)) { data->CountWindows++; - if (ImGuiDockContextPruneNodeData* data_root = - (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) + if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId)) data_root->CountChildWindows++; } // Prune for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++) { - ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; + ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n]; ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID); if (data->CountWindows > 1) continue; ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId); bool remove = false; - remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && - !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window - remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && - data->CountChildNodes == 0); // Leaf nodes with 0 window + remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode)); // Floating root node with only 1 window + remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window remove |= (data_root->CountChildWindows == 0); if (remove) { @@ -14503,9 +13943,7 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) } } -static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, - ImGuiDockNodeSettings* node_settings_array, - int node_settings_count) +static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count) { // Build nodes for (int node_n = 0; node_n < node_settings_count; node_n++) @@ -14513,27 +13951,25 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* settings = &node_settings_array[node_n]; if (settings->ID == 0) continue; - ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); - node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; - node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); - node->Size = ImVec2(settings->Size.x, settings->Size.y); - node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); + ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID); + node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL; + node->Pos = ImVec2(settings->Pos.x, settings->Pos.y); + node->Size = ImVec2(settings->Size.x, settings->Size.y); + node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y); node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode; if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL) node->ParentNode->ChildNodes[0] = node; else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) node->ParentNode->ChildNodes[1] = node; node->SelectedTabId = settings->SelectedTabId; - node->SplitAxis = (ImGuiAxis)settings->SplitAxis; + node->SplitAxis = (ImGuiAxis)settings->SplitAxis; node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); // Bind host window immediately if it already exist (in case of a rebuild) - // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node - // requires node->HostWindow to be set. + // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set. char host_window_title[20]; ImGuiDockNode* root_node = DockNodeGetRootNode(node); - node->HostWindow = - FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); + node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title))); } } @@ -14550,7 +13986,7 @@ void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id continue; ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); - IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() + IM_ASSERT(node != NULL); // This should have been called after DockContextBuildNodesFromSettings() if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id) DockNodeAddWindow(node, window, true); } @@ -14569,30 +14005,24 @@ void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id // - DockContextCalcDropPosForDocking() //----------------------------------------------------------------------------- -void ImGui::DockContextQueueDock(ImGuiContext* ctx, - ImGuiWindow* target, - ImGuiDockNode* target_node, - ImGuiWindow* payload, - ImGuiDir split_dir, - float split_ratio, - bool split_outer) +void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer) { IM_ASSERT(target != payload); ImGuiDockRequest req; - req.Type = ImGuiDockRequestType_Dock; + req.Type = ImGuiDockRequestType_Dock; req.DockTargetWindow = target; - req.DockTargetNode = target_node; - req.DockPayload = payload; - req.DockSplitDir = split_dir; - req.DockSplitRatio = split_ratio; - req.DockSplitOuter = split_outer; + req.DockTargetNode = target_node; + req.DockPayload = payload; + req.DockSplitDir = split_dir; + req.DockSplitRatio = split_ratio; + req.DockSplitOuter = split_outer; ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) { ImGuiDockRequest req; - req.Type = ImGuiDockRequestType_Undock; + req.Type = ImGuiDockRequestType_Undock; req.UndockTargetWindow = window; ctx->DockContext.Requests.push_back(req); } @@ -14600,14 +14030,14 @@ void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window) void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { ImGuiDockRequest req; - req.Type = ImGuiDockRequestType_Undock; + req.Type = ImGuiDockRequestType_Undock; req.UndockTargetNode = node; ctx->DockContext.Requests.push_back(req); } void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node) { - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->Requests.Size; n++) if (dc->Requests[n].DockTargetNode == node) dc->Requests[n].Type = ImGuiDockRequestType_None; @@ -14615,42 +14045,35 @@ void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) { - IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || - (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); + IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL)); IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL); ImGuiContext& g = *ctx; IM_UNUSED(g); - ImGuiWindow* payload_window = req->DockPayload; // Optional - ImGuiWindow* target_window = req->DockTargetWindow; - ImGuiDockNode* node = req->DockTargetNode; + ImGuiWindow* payload_window = req->DockPayload; // Optional + ImGuiWindow* target_window = req->DockTargetWindow; + ImGuiDockNode* node = req->DockTargetNode; if (payload_window) - IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", - node ? node->ID : 0, target_window ? target_window->Name : "NULL", - payload_window ? payload_window->Name : "NULL", req->DockSplitDir); + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window ? payload_window->Name : "NULL", req->DockSplitDir); else - IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, - req->DockSplitDir); + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir); // Decide which Tab will be selected at the end of the operation - ImGuiID next_selected_id = 0; + ImGuiID next_selected_id = 0; ImGuiDockNode* payload_node = NULL; if (payload_window) { - payload_node = payload_window->DockNodeAsHost; - payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child - // which might be merged/deleted later. + payload_node = payload_window->DockNodeAsHost; + payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later. if (payload_node && payload_node->IsLeafNode()) - next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId - : payload_node->TabBar->SelectedTabId; + next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId; if (payload_node == NULL) - next_selected_id = payload_window->ID; + next_selected_id = payload_window->TabId; } - // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as - // well When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder - // operations can make it ==. + // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well + // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==. if (node) IM_ASSERT(node->LastFrameAlive <= g.FrameCount); if (node && target_window && node == target_window->DockNodeAsHost) @@ -14659,8 +14082,8 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) // Create new node and add existing window to it if (node == NULL) { - node = DockContextAddNode(ctx, 0); - node->Pos = target_window->Pos; + node = DockContextAddNode(ctx, 0); + node->Pos = target_window->Pos; node->Size = target_window->Size; if (target_window->DockNodeAsHost == NULL) { @@ -14674,24 +14097,19 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) if (split_dir != ImGuiDir_None) { // Split into two, one side will be our payload node unless we are dropping a loose window - const ImGuiAxis split_axis = - (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; - const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) - ? 1 - : 0; // Current contents will be moved to the opposite side - const float split_ratio = req->DockSplitRatio; - DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, - payload_node); // payload_node may be NULL here! + const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side + const float split_ratio = req->DockSplitRatio; + DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node); // payload_node may be NULL here! ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1]; - new_node->HostWindow = node->HostWindow; - node = new_node; + new_node->HostWindow = node->HostWindow; + node = new_node; } node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); if (node != payload_node) { - // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would - // lead us to payload tabs wrongly appearing before target tabs!) + // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!) if (node->Windows.Size > 0 && node->TabBar == NULL) { DockNodeAddTabBar(node); @@ -14706,13 +14124,10 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) { if (node->Windows.Size > 0) { - // We can dock a split payload into a node that already has windows _only_ if our payload is a node - // tree with a single visible node. In this situation, we move the windows of the target node into - // the currently visible node of the payload. This allows us to preserve some of the underlying dock - // tree settings nicely. - IM_ASSERT(payload_node->OnlyNodeWithWindows != - NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and - // never submitted. + // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node. + // In this situation, we move the windows of the target node into the currently visible node of the payload. + // This allows us to preserve some of the underlying dock tree settings nicely. + IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted. ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows; if (visible_node->TabBar) IM_ASSERT(visible_node->TabBar->Tabs.Size > 0); @@ -14728,7 +14143,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) IM_ASSERT(last_focused_node != NULL); ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node); IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node)); - last_focused_node->SetLocalFlags(last_focused_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode); + last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode); last_focused_root_node->CentralNode = last_focused_node; } @@ -14748,7 +14163,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) { // Transfer single window const ImGuiID payload_dock_id = payload_window->DockId; - node->VisibleWindow = payload_window; + node->VisibleWindow = payload_window; DockNodeAddWindow(node, payload_window, true); if (payload_dock_id != 0) DockSettingsRenameNodeReferences(payload_dock_id, node->ID); @@ -14768,9 +14183,9 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) // Problem: // Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more -// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly -// problematic with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well -// (the later can be due to missing ImGuiBackendFlags_HasMouseCursors backend flag). +// than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic +// with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be +// due to missing ImGuiBackendFlags_HasMouseCursors backend flag). // Solution: // When undocking a window we currently force its maximum size to 90% of the host viewport or monitor. // Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch). @@ -14784,22 +14199,21 @@ static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* re if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) { const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); - max_size = ImFloor(monitor->WorkSize * 0.90f); + max_size = ImFloor(monitor->WorkSize * 0.90f); } return ImMin(size, max_size); } void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref) { - IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", - window->Name, clear_persistent_docking_ref); + IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); IM_UNUSED(ctx); if (window->DockNode) DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId); else window->DockId = 0; - window->Collapsed = false; - window->DockIsActive = false; + window->Collapsed = false; + window->DockIsActive = false; window->DockNodeIsVisible = window->DockTabIsVisible = false; window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); @@ -14814,43 +14228,41 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) if (node->IsRootNode() || node->IsCentralNode()) { - // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive - // the payload. + // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload. ImGuiDockNode* new_node = DockContextAddNode(ctx, 0); - new_node->Pos = node->Pos; - new_node->Size = node->Size; - new_node->SizeRef = node->SizeRef; + new_node->Pos = node->Pos; + new_node->Size = node->Size; + new_node->SizeRef = node->SizeRef; DockNodeMoveWindows(new_node, node); DockSettingsRenameNodeReferences(node->ID, new_node->ID); for (int n = 0; n < new_node->Windows.Size; n++) - UpdateWindowParentAndRootLinks(new_node->Windows[n], new_node->Windows[n]->Flags, NULL); + { + ImGuiWindow* window = new_node->Windows[n]; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } node = new_node; } else { // Otherwise extract our node and merge our sibling back into the parent node. IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); - int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; + int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1; node->ParentNode->ChildNodes[index_in_parent] = NULL; DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]); - node->ParentNode->AuthorityForViewport = - ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out - // node will create a new viewport + node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport node->ParentNode = NULL; } node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; - node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); + node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport); node->WantMouseMove = true; MarkIniSettingsDirty(); } // This is mostly used for automation. -bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, - ImGuiDockNode* target_node, - ImGuiWindow* payload, - ImGuiDir split_dir, - bool split_outer, - ImVec2* out_pos) +bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) { // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects // (which would be functionally identical) we only show the outer one. Reflect this here. @@ -14858,9 +14270,9 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, split_outer = true; ImGuiDockPreviewData split_data; DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer); - if (split_data.DropRectsDraw[split_dir + 1].IsInverted()) + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) return false; - *out_pos = split_data.DropRectsDraw[split_dir + 1].GetCenter(); + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); return true; } @@ -14877,7 +14289,8 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, // - ImGuiDockNodeFindInfoResults // - DockNodeFindInfo() // - DockNodeFindWindowByID() -// - DockNodeUpdateVisibleFlagAndInactiveChilds() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() // - DockNodeUpdateVisibleFlag() // - DockNodeStartMouseMovingWindow() // - DockNodeUpdate() @@ -14898,31 +14311,33 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode::ImGuiDockNode(ImGuiID id) { - ID = id; + ID = id; SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; - TabBar = NULL; - SplitAxis = ImGuiAxis_None; + TabBar = NULL; + SplitAxis = ImGuiAxis_None; - State = ImGuiDockNodeState_Unknown; + State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; HostWindow = VisibleWindow = NULL; CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; LastFrameAlive = LastFrameActive = LastFrameFocused = -1; - LastFocusedNodeId = 0; - SelectedTabId = 0; - WantCloseTabId = 0; + LastFocusedNodeId = 0; + SelectedTabId = 0; + WantCloseTabId = 0; AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; - AuthorityForViewport = ImGuiDataAuthority_Auto; - IsVisible = true; - IsFocused = HasCloseButton = HasWindowMenuButton = false; + AuthorityForViewport = ImGuiDataAuthority_Auto; + IsVisible = true; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; - MarkedForPosSizeWrite = false; } ImGuiDockNode::~ImGuiDockNode() { IM_DELETE(TabBar); - TabBar = NULL; + TabBar = NULL; ChildNodes[0] = ChildNodes[1] = NULL; } @@ -14931,20 +14346,19 @@ int ImGui::DockNodeGetTabOrder(ImGuiWindow* window) ImGuiTabBar* tab_bar = window->DockNode->TabBar; if (tab_bar == NULL) return -1; - ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->ID); + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId); return tab ? tab_bar->GetTabOrder(tab) : -1; } static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window) { - window->Hidden = true; + window->Hidden = true; window->HiddenFramesCanSkipItems = window->Active ? 1 : 2; } static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) { - ImGuiContext& g = *GImGui; - (void)g; + ImGuiContext& g = *GImGui; (void)g; if (window->DockNode) { // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node) @@ -14955,21 +14369,20 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window, - // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not - // visible for one frame). We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() + // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame). + // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin() if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false) DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]); node->Windows.push_back(window); node->WantHiddenTabBarUpdate = true; - window->DockNode = node; - window->DockId = node->ID; - window->DockIsActive = (node->Windows.Size > 1); - window->DockTabWantClose = false; + window->DockNode = node; + window->DockId = node->ID; + window->DockIsActive = (node->Windows.Size > 1); + window->DockTabWantClose = false; - // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the - // node storage. In particular it is important we init the viewport from the first window so we don't create two - // viewports and drop one. + // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage. + // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one. if (node->HostWindow == NULL && node->IsFloatingNode()) { if (node->AuthorityForPos == ImGuiDataAuthority_Auto) @@ -14997,8 +14410,7 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b DockNodeUpdateVisibleFlag(node); - // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper - // title bar color on its first frame. + // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame. if (node->HostWindow) UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow); } @@ -15007,15 +14419,18 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window { ImGuiContext& g = *GImGui; IM_ASSERT(window->DockNode == node); - // IM_ASSERT(window->RootWindowDockTree == node->HostWindow); - // IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() + //IM_ASSERT(window->RootWindowDockTree == node->HostWindow); + //IM_ASSERT(window->LastFrameActive < g.FrameCount); // We may call this from Begin() IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID); IMGUI_DEBUG_LOG_DOCKING("DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); - window->DockNode = NULL; + window->DockNode = NULL; window->DockIsActive = window->DockTabWantClose = false; - window->DockId = save_dock_id; - UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, NULL); // Update immediately + window->DockId = save_dock_id; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately // Remove window bool erased = false; @@ -15026,7 +14441,8 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window erased = true; break; } - IM_ASSERT(erased); + if (!erased) + IM_ASSERT(erased); if (node->VisibleWindow == window) node->VisibleWindow = NULL; @@ -15034,7 +14450,7 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window node->WantHiddenTabBarUpdate = true; if (node->TabBar) { - TabBarRemoveTab(node->TabBar, window->ID); + TabBarRemoveTab(node->TabBar, window->TabId); const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2; if (node->Windows.Size < tab_count_threshold_for_tab_bar) DockNodeRemoveTabBar(node); @@ -15053,15 +14469,15 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window if (node->HostWindow->ViewportOwned && node->IsRootNode()) { // Transfer viewport back to the remaining loose window + IMGUI_DEBUG_LOG_VIEWPORT("Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name); IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow); node->HostWindow->Viewport->Window = remaining_window; - node->HostWindow->Viewport->ID = remaining_window->ID; + node->HostWindow->Viewport->ID = remaining_window->ID; } remaining_window->Collapsed = node->HostWindow->Collapsed; } - // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect - // changes up the tree + // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree DockNodeUpdateVisibleFlag(node); } @@ -15074,8 +14490,8 @@ static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode dst_node->ChildNodes[0]->ParentNode = dst_node; if (dst_node->ChildNodes[1]) dst_node->ChildNodes[1]->ParentNode = dst_node; - dst_node->SplitAxis = src_node->SplitAxis; - dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; + dst_node->SizeRef = src_node->SizeRef; src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL; } @@ -15100,7 +14516,7 @@ static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* s // DockNode's TabBar may have non-window Tabs manually appended by user if (ImGuiWindow* window = src_tab_bar ? src_tab_bar->Tabs[n].Window : src_node->Windows[n]) { - window->DockNode = NULL; + window->DockNode = NULL; window->DockIsActive = false; DockNodeAddWindow(dst_node, window, move_tab_bar ? false : true); } @@ -15119,9 +14535,7 @@ static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node) { for (int n = 0; n < node->Windows.Size; n++) { - SetWindowPos(node->Windows[n], node->Pos, - ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of - // SizeContents on next frame + SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always); } } @@ -15137,7 +14551,7 @@ static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) if (node->Windows.Size == 1) { - node->VisibleWindow = node->Windows[0]; + node->VisibleWindow = node->Windows[0]; node->Windows[0]->DockIsActive = false; } @@ -15146,41 +14560,36 @@ static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node) } // Search function called once by root node in DockNodeUpdate() -struct ImGuiDockNodeFindInfoResults +struct ImGuiDockNodeTreeInfo { - ImGuiDockNode* CentralNode; - ImGuiDockNode* FirstNodeWithWindows; - int CountNodesWithWindows; - // ImGuiWindowClass WindowClassForMerges; + ImGuiDockNode* CentralNode; + ImGuiDockNode* FirstNodeWithWindows; + int CountNodesWithWindows; + //ImGuiWindowClass WindowClassForMerges; - ImGuiDockNodeFindInfoResults() - { - CentralNode = FirstNodeWithWindows = NULL; - CountNodesWithWindows = 0; - } + ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); } }; -static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeFindInfoResults* results) +static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info) { if (node->Windows.Size > 0) { - if (results->FirstNodeWithWindows == NULL) - results->FirstNodeWithWindows = node; - results->CountNodesWithWindows++; + if (info->FirstNodeWithWindows == NULL) + info->FirstNodeWithWindows = node; + info->CountNodesWithWindows++; } if (node->IsCentralNode()) { - IM_ASSERT(results->CentralNode == NULL); // Should be only one - IM_ASSERT(node->IsLeafNode() && - "If you get this assert: please submit .ini file + repro of actions leading to this."); - results->CentralNode = node; + IM_ASSERT(info->CentralNode == NULL); // Should be only one + IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this."); + info->CentralNode = node; } - if (results->CountNodesWithWindows > 1 && results->CentralNode != NULL) + if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL) return; if (node->ChildNodes[0]) - DockNodeFindInfo(node->ChildNodes[0], results); + DockNodeFindInfo(node->ChildNodes[0], info); if (node->ChildNodes[1]) - DockNodeFindInfo(node->ChildNodes[1], results); + DockNodeFindInfo(node->ChildNodes[1], info); } static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id) @@ -15194,27 +14603,26 @@ static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID i // - Remove inactive windows/nodes. // - Update visibility flag. -static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* node) +static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node) { ImGuiContext& g = *GImGui; - IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || - node->ParentNode->ChildNodes[1] == node); + IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node); // Inherit most flags if (node->ParentNode) node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; // Recurse into children - // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents - // into 'node'. If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' - // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the - // "remove inactive windows" loop will have run twice on those windows (harmless) + // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'. + // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node' + // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless) + node->HasCentralNodeChild = false; if (node->ChildNodes[0]) - DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[0]); + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]); if (node->ChildNodes[1]) - DockNodeUpdateVisibleFlagAndInactiveChilds(node->ChildNodes[1]); + DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]); - // Remove inactive windows + // Remove inactive windows, collapse nodes // Merge node flags overrides stored in windows node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; for (int window_n = 0; window_n < node->Windows.Size; window_n++) @@ -15223,11 +14631,9 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod IM_ASSERT(window->DockNode == node); bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); - bool remove = false; + bool remove = false; remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount); - remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->ID) && - window->HasCloseButton && - !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame + remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument); // Submit all _expected_ closure from last frame remove |= (window->DockTabWantClose); if (remove) { @@ -15236,31 +14642,28 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod { DockNodeHideHostWindow(node); node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; - DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return + DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return return; } DockNodeRemoveWindow(node, window, node->ID); window_n--; + continue; } - else - { - // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. - // node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; - node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; - } + + // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this. + //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear; + node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet; } node->UpdateMergedFlags(); // Auto-hide tab bar option ImGuiDockNodeFlags node_flags = node->MergedFlags; - if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && - !node->IsHiddenTabBar()) + if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) node->WantHiddenTabBarToggle = true; node->WantHiddenTabBarUpdate = false; // Cancel toggling if we know our tab bar is enforced to be hidden at all times - if (node->WantHiddenTabBarToggle && node->VisibleWindow && - (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) + if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar)) node->WantHiddenTabBarToggle = false; // Apply toggles at a single point of the frame (here!) @@ -15273,6 +14676,25 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod DockNodeUpdateVisibleFlag(node); } +// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames. +static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node) +{ + node->HasCentralNodeChild = false; + if (node->ChildNodes[0]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]); + if (node->ChildNodes[1]) + DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]); + if (node->IsRootNode()) + { + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } + } +} + static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node) { // Update visibility flag @@ -15289,32 +14711,30 @@ static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWind IM_ASSERT(node->WantMouseMove == true); StartMouseMovingWindow(window); g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos; - g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set - // g.MovingWindow. Override that decision. + g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision. node->WantMouseMove = false; } // Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class. static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) { - DockNodeUpdateVisibleFlagAndInactiveChilds(node); + DockNodeUpdateFlagsAndCollapse(node); - // FIXME-DOCK: Merge this scan into the one above. // - Setup central node pointers - // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title - // bar -> FIXME-DOCK: that last part is not done yet!) - ImGuiDockNodeFindInfoResults results; - DockNodeFindInfo(node, &results); - node->CentralNode = results.CentralNode; - node->OnlyNodeWithWindows = (results.CountNodesWithWindows == 1) ? results.FirstNodeWithWindows : NULL; - if (node->LastFocusedNodeId == 0 && results.FirstNodeWithWindows != NULL) - node->LastFocusedNodeId = results.FirstNodeWithWindows->ID; + // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!) + // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing + ImGuiDockNodeTreeInfo info; + DockNodeFindInfo(node, &info); + node->CentralNode = info.CentralNode; + node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL; + node->CountNodeWithWindows = info.CountNodesWithWindows; + if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL) + node->LastFocusedNodeId = info.FirstNodeWithWindows->ID; // Copy the window class from of our first window so it can be used for proper dock filtering. - // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the - // reference to copy. + // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy. // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec. - if (ImGuiDockNode* first_node_with_windows = results.FirstNodeWithWindows) + if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows) { node->WindowClass = first_node_with_windows->Windows[0]->WindowClass; for (int n = 1; n < first_node_with_windows->Windows.Size; n++) @@ -15324,6 +14744,13 @@ static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node) break; } } + + ImGuiDockNode* mark_node = node->CentralNode; + while (mark_node) + { + mark_node->HasCentralNodeChild = true; + mark_node = mark_node->ParentNode; + } } static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window) @@ -15337,15 +14764,15 @@ static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_windo node->HostWindow->DockNodeAsHost = NULL; host_window->DockNodeAsHost = node; - node->HostWindow = host_window; + node->HostWindow = host_window; } static void ImGui::DockNodeUpdate(ImGuiDockNode* node) { ImGuiContext& g = *GImGui; IM_ASSERT(node->LastFrameActive != g.FrameCount); - node->LastFrameAlive = g.FrameCount; - node->MarkedForPosSizeWrite = false; + node->LastFrameAlive = g.FrameCount; + node->IsBgDrawnThisFrame = false; node->CentralNode = node->OnlyNodeWithWindows = NULL; if (node->IsRootNode()) @@ -15355,21 +14782,24 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) if (node->TabBar && node->IsNoTabBar()) DockNodeRemoveTabBar(node); - // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 - // floating window holding on the DockId) + // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId) bool want_to_hide_host_window = false; - if (node->Windows.Size <= 1 && node->IsFloatingNode() && node->IsLeafNode()) - if (!g.IO.ConfigDockingAlwaysTabBar && - (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + if (node->IsFloatingNode()) + { + if (node->Windows.Size <= 1 && node->IsLeafNode()) + if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar)) + want_to_hide_host_window = true; + if (node->CountNodeWithWindows == 0) want_to_hide_host_window = true; + } if (want_to_hide_host_window) { if (node->Windows.Size == 1) { // Floating window pos/size is authoritative ImGuiWindow* single_window = node->Windows[0]; - node->Pos = single_window->Pos; - node->Size = single_window->SizeFull; + node->Pos = single_window->Pos; + node->Size = single_window->SizeFull; node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; // Transfer focus immediately so when we revert to a regular window it is immediately selected @@ -15377,22 +14807,22 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) FocusWindow(single_window); if (node->HostWindow) { - single_window->Viewport = node->HostWindow->Viewport; + single_window->Viewport = node->HostWindow->Viewport; single_window->ViewportId = node->HostWindow->ViewportId; if (node->HostWindow->ViewportOwned) { single_window->Viewport->Window = single_window; - single_window->ViewportOwned = true; + single_window->ViewportOwned = true; } } } DockNodeHideHostWindow(node); - node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; - node->WantCloseAll = false; + node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; + node->WantCloseAll = false; node->WantCloseTabId = 0; node->HasCloseButton = node->HasWindowMenuButton = false; - node->LastFrameActive = g.FrameCount; + node->LastFrameActive = g.FrameCount; if (node->WantMouseMove && node->Windows.Size == 1) DockNodeStartMouseMovingWindow(node, node->Windows[0]); @@ -15401,21 +14831,19 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // In some circumstance we will defer creating the host window (so everything will be kept hidden), // while the expected visible window is resizing itself. - // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is - // enabled, otherwise the node ends up using the minimum window size. Effectively those windows will take an extra - // frame to show up: + // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled, + // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up: // N+0: Begin(): window created (with no known size), node is created // N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible // N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible - // We could remove this frame if we could reliably calculate the expected window size during node update, before the - // Begin() code. It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from - // Begin(). In reality it isn't very important as user quickly ends up with size data in .ini file. + // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code. + // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin(). + // In reality it isn't very important as user quickly ends up with size data in .ini file. if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode()) { IM_ASSERT(node->Windows.Size > 0); ImGuiWindow* ref_window = NULL; - if (node->SelectedTabId != - 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! + if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them! ref_window = DockNodeFindWindowByID(node, node->SelectedTabId); if (ref_window == NULL) ref_window = node->Windows[0]; @@ -15430,11 +14858,10 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // Decide if the node will have a close button and a window menu button node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; - node->HasCloseButton = false; + node->HasCloseButton = false; for (int window_n = 0; window_n < node->Windows.Size; window_n++) { - // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will - // be cleared until the next Begin() call. + // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call. ImGuiWindow* window = node->Windows[window_n]; node->HasCloseButton |= window->HasCloseButton; window->DockIsActive = (node->Windows.Size > 1); @@ -15443,7 +14870,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) node->HasCloseButton = false; // Bind or create host window - ImGuiWindow* host_window = NULL; + ImGuiWindow* host_window = NULL; bool beginned_into_host_window = false; if (node->IsDockSpace()) { @@ -15483,13 +14910,12 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // Begin into the host window char window_label[20]; DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label)); - ImGuiWindowFlags window_flags = - ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost; window_flags |= ImGuiWindowFlags_NoFocusOnAppearing; - window_flags |= - ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse; window_flags |= ImGuiWindowFlags_NoTitleBar; + SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); Begin(window_label, NULL, window_flags); PopStyleVar(); @@ -15498,16 +14924,15 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) host_window = g.CurrentWindow; DockNodeSetupHostWindow(node, host_window); host_window->DC.CursorPos = host_window->Pos; - node->Pos = host_window->Pos; - node->Size = host_window->Size; + node->Pos = host_window->Pos; + node->Size = host_window->Size; - // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. - // steal NavWindow) But we still it bring it to the front of display. There's no way to choose this precise - // behavior via window flags. One simple case to ponder if: window A has a toggle to create windows B/C/D. - // Dock B/C/D together, clear the toggle and enable it again. When reappearing B/C/D will request focus and - // be moved to the top of the display pile, but they are not linked to the dock host window during the frame - // they appear. The dock host window would keep its old display order, and the sorting in EndFrame would - // move B/C/D back after the dock host window, losing their top-most status. + // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow) + // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags. + // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again. + // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window + // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back + // after the dock host window, losing their top-most status. if (node->HostWindow->Appearing) BringWindowToDisplayFront(node->HostWindow); @@ -15529,97 +14954,79 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) if (g.NavWindow && g.NavWindow->RootWindow->DockNode && g.NavWindow->RootWindow->ParentWindow == host_window) node->LastFocusedNodeId = g.NavWindow->RootWindow->DockNode->ID; - // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we - // will only know the correct pos/size _after_ processing the resizing splitters. So we are using the DrawList - // channel splitting facility to submit drawing primitives out of order! - const bool render_dockspace_bg = - node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; - if (render_dockspace_bg) - { - host_window->DrawList->ChannelsSplit(2); - host_window->DrawList->ChannelsSetCurrent(1); - } - - // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our - // dockspace - ImGuiDockNode* central_node = node->CentralNode; - const bool central_node_hole = node->IsRootNode() && host_window && - (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && - central_node->IsEmpty(); + // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace + ImGuiDockNode* central_node = node->CentralNode; + const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty(); bool central_node_hole_register_hit_test_hole = central_node_hole; if (central_node_hole) if (const ImGuiPayload* payload = ImGui::GetDragDropPayload()) - if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && - DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) + if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data)) central_node_hole_register_hit_test_hole = false; if (central_node_hole_register_hit_test_hole) { // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen // covering passthru node we'd have a gap on the edge not covered by the hole) - IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because - // we also setup the hole in host_window->ParentNode + IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode ImGuiDockNode* root_node = DockNodeGetRootNode(central_node); ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size); ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size); - if (hole_rect.Min.x > root_rect.Min.x) - { - hole_rect.Min.x += WINDOWS_HOVER_PADDING; - } - if (hole_rect.Max.x < root_rect.Max.x) - { - hole_rect.Max.x -= WINDOWS_HOVER_PADDING; - } - if (hole_rect.Min.y > root_rect.Min.y) - { - hole_rect.Min.y += WINDOWS_HOVER_PADDING; - } - if (hole_rect.Max.y < root_rect.Max.y) - { - hole_rect.Max.y -= WINDOWS_HOVER_PADDING; - } - // GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); + if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; } + if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; } + if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; } + //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255)); if (central_node_hole && !hole_rect.IsInverted()) { SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min); - SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); + if (host_window->ParentWindow) + SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min); } } // Update position/size, process and draw resizing splitters if (node->IsRootNode() && host_window) { + host_window->DrawList->ChannelsSetCurrent(1); DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size); DockNodeTreeUpdateSplitter(node); } // Draw empty node background (currently can only be the Central Node) - if (host_window && node->IsEmpty() && node->IsVisible && !(node_flags & ImGuiDockNodeFlags_PassthruCentralNode)) - host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_DockingEmptyBg)); + if (host_window && node->IsEmpty() && node->IsVisible) + { + host_window->DrawList->ChannelsSetCurrent(0); + node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg); + if (node->LastBgColor != 0) + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor); + node->IsBgDrawnThisFrame = true; + } // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set. + // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size + // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order! + const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0; if (render_dockspace_bg && node->IsVisible) { host_window->DrawList->ChannelsSetCurrent(0); if (central_node_hole) - RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), - GetColorU32(ImGuiCol_WindowBg), 0.0f); + RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f); else - host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), - 0.0f); - host_window->DrawList->ChannelsMerge(); + host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f); } // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(1); if (host_window && node->Windows.Size > 0) { DockNodeUpdateTabBar(node, host_window); } else { - node->WantCloseAll = false; + node->WantCloseAll = false; node->WantCloseTabId = 0; - node->IsFocused = false; + node->IsFocused = false; } if (node->TabBar && node->TabBar->SelectedTabId) node->SelectedTabId = node->TabBar->SelectedTabId; @@ -15645,16 +15052,21 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) // Render outer borders last (after the tab bar) if (node->IsRootNode()) + { + host_window->DrawList->ChannelsSetCurrent(1); RenderWindowOuterBorders(host_window); + } + + // Further rendering (= hosted windows background) will be drawn on layer 0 + host_window->DrawList->ChannelsSetCurrent(0); } // End host window - if (beginned_into_host_window) //-V1020 + if (beginned_into_host_window) //-V1020 End(); } -// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when -// multiple tabs are added on the same frame. +// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame. static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs) { ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window; @@ -15667,13 +15079,12 @@ static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* r static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* tab_bar) { // Try to position the menu so it is more likely to stays within the same viewport - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiID ret_tab_id = 0; if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left) SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f)); else - SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, - ImVec2(1.0f, 0.0f)); + SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f)); if (BeginPopup("#WindowMenu")) { node->IsFocused = true; @@ -15725,29 +15136,28 @@ void ImGui::DockNodeEndAmendTabBar() // Submit the tab bar corresponding to a dock node and various housekeeping details. static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); - const bool closed_all = node->WantCloseAll && node_was_active; - const ImGuiID closed_one = node->WantCloseTabId && node_was_active; - node->WantCloseAll = false; - node->WantCloseTabId = 0; + const bool closed_all = node->WantCloseAll && node_was_active; + const ImGuiID closed_one = node->WantCloseTabId && node_was_active; + node->WantCloseAll = false; + node->WantCloseTabId = 0; // Decide if we should use a focused title bar color - bool is_focused = false; + bool is_focused = false; ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (g.NavWindowingTarget) is_focused = (g.NavWindowingTarget->DockNode == node); - else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && - root_node->LastFocusedNodeId == node->ID) + else if (g.NavWindow && g.NavWindow->RootWindowForTitleBarHighlight == host_window->RootWindowDockTree && root_node->LastFocusedNodeId == node->ID) is_focused = true; // Hidden tab bar will show a triangle on the upper-left (in Begin) if (node->IsHiddenTabBar() || node->IsNoTabBar()) { node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL; - node->IsFocused = is_focused; + node->IsFocused = is_focused; if (is_focused) node->LastFrameFocused = g.FrameCount; if (node->VisibleWindow) @@ -15756,26 +15166,25 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w if (is_focused || root_node->VisibleWindow == NULL) root_node->VisibleWindow = node->VisibleWindow; if (node->TabBar) - node->TabBar->VisibleTabId = node->VisibleWindow->ID; + node->TabBar->VisibleTabId = node->VisibleWindow->TabId; } return; } - // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw - // over the title bar even if the window is collapsed + // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed bool backup_skip_item = host_window->SkipItems; if (!node->IsDockSpace()) { - host_window->SkipItems = false; + host_window->SkipItems = false; host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; } // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID. - // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the - // collapse button, popup and tabs, as docked windows themselves will override the stack with their own root ID. + // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs, + // as docked windows themselves will override the stack with their own root ID. PushOverrideID(node->ID); - ImGuiTabBar* tab_bar = node->TabBar; - bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden + ImGuiTabBar* tab_bar = node->TabBar; + bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden if (tab_bar == NULL) { DockNodeAddTabBar(node); @@ -15783,11 +15192,10 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w } ImGuiID focus_tab_id = 0; - node->IsFocused = is_focused; + node->IsFocused = is_focused; const ImGuiDockNodeFlags node_flags = node->MergedFlags; - const bool has_window_menu_button = - (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); + const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); // In a dock node, the Collapse Button turns into the Window Menu button. // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes? @@ -15809,24 +15217,21 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; - if (TabBarFindTabByID(tab_bar, window->ID) == NULL) + if (TabBarFindTabByID(tab_bar, window->TabId) == NULL) TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); } // Title bar if (is_focused) node->LastFrameFocused = g.FrameCount; - ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed - : is_focused ? ImGuiCol_TitleBgActive - : ImGuiCol_TitleBg); - host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, - host_window->WindowRounding, ImDrawFlags_RoundCornersTop); + ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg); + ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE); + host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags); // Docking/Collapse button if (has_window_menu_button) { - if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, - node)) // == DockNodeGetWindowMenuButtonId(node) + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) OpenPopup("#WindowMenu"); if (IsItemActive()) focus_tab_id = tab_bar->SelectedTabId; @@ -15834,25 +15239,19 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value int tabs_unsorted_start = tab_bar->Tabs.Size; - for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); - tab_n--) + for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--) { - // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, - // allowing late comers to not break sorting? + // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting? tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted; tabs_unsorted_start = tab_n; } if (tab_bar->Tabs.Size > tabs_unsorted_start) { - IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, - tab_bar->Tabs.Size - tabs_unsorted_start, - (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); + IMGUI_DEBUG_LOG_DOCKING("In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : ""); for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++) - IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, - tab_bar->Tabs[tab_n].Window->DockOrder); + IMGUI_DEBUG_LOG_DOCKING(" - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder); if (tab_bar->Tabs.Size > tabs_unsorted_start + 1) - ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, - sizeof(ImGuiTabItem), TabItemComparerByDockOrder); + ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder); } // Apply NavWindow focus back to the tab bar @@ -15863,17 +15262,15 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL) tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId; else if (tab_bar->Tabs.Size > tabs_count_old) - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->ID; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId; // Begin tab bar - ImGuiTabBarFlags tab_bar_flags = - ImGuiTabBarFlags_Reorderable | - ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); + ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons); tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode; if (!host_window->Collapsed && is_focused) tab_bar_flags |= ImGuiTabBarFlags_IsFocused; BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node); - // host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); + //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255)); // Backup style colors ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; @@ -15885,8 +15282,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w for (int window_n = 0; window_n < node->Windows.Size; window_n++) { ImGuiWindow* window = node->Windows[window_n]; - if ((closed_all || closed_one == window->ID) && window->HasCloseButton && - !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) + if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument)) continue; if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active) { @@ -15899,24 +15295,23 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Apply stored style overrides for the window for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - g.Style.Colors[GWindowDockStyleColors[color_n]] = - ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]); + // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so) bool tab_open = true; TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window); if (!tab_open) - node->WantCloseTabId = window->ID; - if (tab_bar->VisibleTabId == window->ID) + node->WantCloseTabId = window->TabId; + if (tab_bar->VisibleTabId == window->TabId) node->VisibleWindow = window; // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; - window->DockTabItemRect = g.LastItemData.Rect; + window->DockTabItemRect = g.LastItemData.Rect; // Update navigation ID on menu layer - if (g.NavWindow && g.NavWindow->RootWindow == window && - (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) - host_window->NavLastIds[1] = window->ID; + if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0) + host_window->NavLastIds[1] = window->TabId; } } @@ -15930,19 +15325,16 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w root_node->VisibleWindow = node->VisibleWindow; // Close button (after VisibleWindow was updated) - // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->ID may be != from - // tab_bar->SelectedTabId - const bool close_button_is_enabled = - node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; + // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId + const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton; const bool close_button_is_visible = node->HasCloseButton; - // const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not - // even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) + //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one) if (close_button_is_visible) { if (!close_button_is_enabled) { PushItemFlag(ImGuiItemFlags_Disabled, true); - PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f, 1.0f, 1.0f, 0.4f)); + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f)); } if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos)) { @@ -15950,8 +15342,8 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w for (int n = 0; n < tab_bar->Tabs.Size; n++) TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); } - // if (IsItemActive()) - // focus_tab_id = tab_bar->SelectedTabId; + //if (IsItemActive()) + // focus_tab_id = tab_bar->SelectedTabId; if (!close_button_is_enabled) { PopStyleColor(); @@ -15985,7 +15377,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w } // Forward focus from host node to selected window - // if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) + //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget) // focus_tab_id = tab_bar->SelectedTabId; // When clicked on a tab we requested focus to the docked child @@ -16009,7 +15401,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w if (!node->IsDockSpace()) { host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - host_window->SkipItems = backup_skip_item; + host_window->SkipItems = backup_skip_item; } } @@ -16029,12 +15421,10 @@ static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node) static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window) { - if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && - payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) + if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext) return false; - ImGuiWindowClass* host_class = - host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; + ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass; ImGuiWindowClass* payload_class = &payload->WindowClass; if (host_class->ClassId != payload_class->ClassId) { @@ -16045,19 +15435,29 @@ static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_win return false; } + // Prevent docking any window created above a popup + // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features), + // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test. + // But it would requires more work on our end because the dock host windows is technically created in NewFrame() + // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking. + ImGuiContext& g = *GImGui; + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window) + if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window)) // Payload is created from within a popup begin stack. + return false; + return true; } static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload) { - if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) + if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering return true; const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1; for (int payload_n = 0; payload_n < payload_count; payload_n++) { - ImGuiWindow* payload = - root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; + ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload; if (DockNodeIsDropAllowedOne(payload, host_window)) return true; } @@ -16066,21 +15466,13 @@ static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* // window menu button == collapse button when not in a dock node. // FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code. -static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, - ImRect* out_title_rect, - ImRect* out_tab_bar_rect, - ImVec2* out_window_menu_button_pos, - ImVec2* out_close_button_pos) +static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, - node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); - if (out_title_rect) - { - *out_title_rect = r; - } + ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f); + if (out_title_rect) { *out_title_rect = r; } r.Min.x += style.WindowBorderSize; r.Max.x -= style.WindowBorderSize; @@ -16093,8 +15485,7 @@ static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, if (node->HasCloseButton) { r.Max.x -= button_sz; - if (out_close_button_pos) - *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y); + if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y); } if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) { @@ -16105,28 +15496,17 @@ static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, r.Max.x -= button_sz + style.FramePadding.x; window_menu_button_pos = ImVec2(r.Max.x, r.Min.y); } - if (out_tab_bar_rect) - { - *out_tab_bar_rect = r; - } - if (out_window_menu_button_pos) - { - *out_window_menu_button_pos = window_menu_button_pos; - } + if (out_tab_bar_rect) { *out_tab_bar_rect = r; } + if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; } } -void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, - ImVec2& size_old, - ImVec2& pos_new, - ImVec2& size_new, - ImGuiDir dir, - ImVec2 size_new_desired) +void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const float dock_spacing = g.Style.ItemInnerSpacing.x; - const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; - pos_new[axis ^ 1] = pos_old[axis ^ 1]; - size_new[axis ^ 1] = size_old[axis ^ 1]; + const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + pos_new[axis ^ 1] = pos_old[axis ^ 1]; + size_new[axis ^ 1] = size_old[axis ^ 1]; // Distribute size on given axis (with a desired size or equally) const float w_avail = size_old[axis] - dock_spacing; @@ -16154,57 +15534,37 @@ void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, } // Retrieve the drop rectangles for a given direction or for the center + perform hit testing. -bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, - ImGuiDir dir, - ImRect& out_r, - bool outer_docking, - ImVec2* test_mouse_pos) +bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos) { ImGuiContext& g = *GImGui; - const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); + const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight()); const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f)); - float hs_w; // Half-size, longer axis - float hs_h; // Half-size, smaller axis - ImVec2 off; // Distance from edge or center + float hs_w; // Half-size, longer axis + float hs_h; // Half-size, smaller axis + ImVec2 off; // Distance from edge or center if (outer_docking) { - // hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize - // * 8.0f)); hs_h = ImFloor(hs_w * 0.15f); off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - - // GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() - // * 1.4f - hs_h)); + //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f)); + //hs_h = ImFloor(hs_w * 0.15f); + //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h)); hs_w = ImFloor(hs_for_central_nodes * 1.50f); hs_h = ImFloor(hs_for_central_nodes * 0.80f); - off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h)); + off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h)); } else { hs_w = ImFloor(hs_for_central_nodes); hs_h = ImFloor(hs_for_central_nodes * 0.90f); - off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); + off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f)); } ImVec2 c = ImFloor(parent.GetCenter()); - if (dir == ImGuiDir_None) - { - out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); - } - else if (dir == ImGuiDir_Up) - { - out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); - } - else if (dir == ImGuiDir_Down) - { - out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); - } - else if (dir == ImGuiDir_Left) - { - out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); - } - else if (dir == ImGuiDir_Right) - { - out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); - } + if (dir == ImGuiDir_None) { out_r = ImRect(c.x - hs_w, c.y - hs_w, c.x + hs_w, c.y + hs_w); } + else if (dir == ImGuiDir_Up) { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); } + else if (dir == ImGuiDir_Down) { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); } + else if (dir == ImGuiDir_Left) { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); } + else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); } if (test_mouse_pos == NULL) return false; @@ -16212,13 +15572,12 @@ bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImRect hit_r = out_r; if (!outer_docking) { - // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between - // sides + // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides hit_r.Expand(ImFloor(hs_w * 0.30f)); - ImVec2 mouse_delta = (*test_mouse_pos - c); - float mouse_delta_len2 = ImLengthSqr(mouse_delta); + ImVec2 mouse_delta = (*test_mouse_pos - c); + float mouse_delta_len2 = ImLengthSqr(mouse_delta); float r_threshold_center = hs_w * 1.4f; - float r_threshold_sides = hs_w * (1.4f + 1.2f); + float r_threshold_sides = hs_w * (1.4f + 1.2f); if (mouse_delta_len2 < r_threshold_center * r_threshold_center) return (dir == ImGuiDir_None); if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides) @@ -16229,12 +15588,7 @@ bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, // host_node may be NULL if the window doesn't have a DockNode already. // FIXME-DOCK: This is misnamed since it's also doing the filtering. -static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, - ImGuiDockNode* host_node, - ImGuiWindow* root_payload, - ImGuiDockPreviewData* data, - bool is_explicit_target, - bool is_outer_docking) +static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) { ImGuiContext& g = *GImGui; @@ -16242,16 +15596,13 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive. // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference. ImGuiDockNode* root_payload_as_host = root_payload->DockNodeAsHost; - ImGuiDockNode* ref_node_for_rect = - (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; + ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node; if (ref_node_for_rect) IM_ASSERT(ref_node_for_rect->IsVisible); // Filter, figure out where we are allowed to dock - ImGuiDockNodeFlags src_node_flags = - root_payload_as_host ? root_payload_as_host->MergedFlags : root_payload->WindowClass.DockNodeFlagsOverrideSet; - ImGuiDockNodeFlags dst_node_flags = - host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->MergedFlags : root_payload->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet; data->IsCenterAvailable = true; if (is_outer_docking) data->IsCenterAvailable = false; @@ -16259,8 +15610,7 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, data->IsCenterAvailable = false; else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode()) data->IsCenterAvailable = false; - else if ((!host_node || !host_node->IsEmpty()) && root_payload_as_host && root_payload_as_host->IsSplitNode() && - (root_payload_as_host->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? + else if ((!host_node || !host_node->IsEmpty()) && root_payload_as_host && root_payload_as_host->IsSplitNode() && (root_payload_as_host->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? data->IsCenterAvailable = false; else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) data->IsCenterAvailable = false; @@ -16274,22 +15624,19 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, data->IsSidesAvailable = false; else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode()) data->IsSidesAvailable = false; - else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || - (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)) + else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther)) data->IsSidesAvailable = false; - // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when - // previewing a split) - data->FutureNode.HasCloseButton = - (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); + // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split) + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (root_payload->HasCloseButton); data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0); - data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; - data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; + data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos; + data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size; // Calculate drop shapes geometry for allowed splitting directions IM_ASSERT(ImGuiDir_None == -1); - data->SplitNode = host_node; - data->SplitDir = ImGuiDir_None; + data->SplitNode = host_node; + data->SplitDir = ImGuiDir_None; data->IsSplitDirExplicit = false; if (!host_window->Collapsed) for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++) @@ -16298,49 +15645,43 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, continue; if (dir != ImGuiDir_None && !data->IsSidesAvailable) continue; - if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, - data->DropRectsDraw[dir + 1], is_outer_docking, &g.IO.MousePos)) + if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos)) { - data->SplitDir = (ImGuiDir)dir; + data->SplitDir = (ImGuiDir)dir; data->IsSplitDirExplicit = true; } } - // We only allow and preview docking when hovering over a drop rect or over the title bar + // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable); - if (!is_explicit_target && !data->IsSplitDirExplicit) + if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift) data->IsDropAllowed = false; // Calculate split area data->SplitRatio = 0.0f; if (data->SplitDir != ImGuiDir_None) { - ImGuiDir split_dir = data->SplitDir; + ImGuiDir split_dir = data->SplitDir; ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; - ImVec2 pos_new, pos_old = data->FutureNode.Pos; + ImVec2 pos_new, pos_old = data->FutureNode.Pos; ImVec2 size_new, size_old = data->FutureNode.Size; DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, root_payload->Size); // Calculate split ratio so we can pass it down the docking request - float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); - data->FutureNode.Pos = pos_new; + float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]); + data->FutureNode.Pos = pos_new; data->FutureNode.Size = size_new; - data->SplitRatio = - (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); + data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio); } } -static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, - ImGuiDockNode* host_node, - ImGuiWindow* root_payload, - const ImGuiDockPreviewData* data) +static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes + IM_ASSERT(g.CurrentWindow == host_window); // Because we rely on font size to calculate tab sizes - // With this option, we only display the preview on the target viewport, and the payload viewport is made - // transparent. To compensate for the single layer obstructed by the payload, we'll increase the alpha of the - // preview nodes. + // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent. + // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes. const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload; // In case the two windows involved are on different viewports, we will draw the overlay on each of them. @@ -16351,14 +15692,13 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); // Draw main preview rectangle - const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); - const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); + const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f); + const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f); const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f); const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f); // Display area preview - const bool can_preview_tabs = - (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); + const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0); if (data->IsDropAllowed) { ImRect overlay_rect = data->FutureNode.Rect(); @@ -16366,8 +15706,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, overlay_rect.Min.y += GetFrameHeight(); if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable) for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) - overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, - host_window->WindowRounding); + overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE)); } // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read) @@ -16380,33 +15719,24 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, if (host_node && host_node->TabBar) { if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar()) - tab_pos.x += - host_node->TabBar->WidthAllTabs + - g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order - // tab bar it is incremented with each Tab submission. + tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission. else - tab_pos.x += g.Style.ItemInnerSpacing.x + - TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x; + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]->Name, host_node->Windows[0]->HasCloseButton).x; } else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost)) { - tab_pos.x += - g.Style.ItemInnerSpacing.x + - TabItemCalcSize(host_window->Name, host_window->HasCloseButton) - .x; // Account for slight offset which will be added when changing from title bar to tab bar + tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window->Name, host_window->HasCloseButton).x; // Account for slight offset which will be added when changing from title bar to tab bar } - // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed - // windows) + // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows) if (root_payload->DockNodeAsHost) IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size); ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL; - const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; + const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1; for (int payload_n = 0; payload_n < payload_count; payload_n++) { // DockNode's TabBar may have non-window Tabs manually appended by user - ImGuiWindow* payload_window = - tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; + ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload; if (tab_bar_with_payload && payload_window == NULL) continue; if (!DockNodeIsDropAllowedOne(payload_window, host_window)) @@ -16417,20 +15747,15 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y); tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x; const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]); - const ImU32 overlay_col_tabs = - GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]); + const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]); PushStyleColor(ImGuiCol_Text, overlay_col_text); for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) { - ImGuiTabItemFlags tab_flags = - ImGuiTabItemFlags_Preview | - ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument - : 0); + ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0); if (!tab_bar_rect.Contains(tab_bb)) overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max); TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs); - TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, - payload_window->Name, 0, 0, false, NULL, NULL); + TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL); if (!tab_bar_rect.Contains(tab_bb)) overlay_draw_lists[overlay_n]->PopClipRect(); } @@ -16444,23 +15769,19 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, { if (!data->DropRectsDraw[dir + 1].IsInverted()) { - ImRect draw_r = data->DropRectsDraw[dir + 1]; + ImRect draw_r = data->DropRectsDraw[dir + 1]; ImRect draw_r_in = draw_r; draw_r_in.Expand(-2.0f); - ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered - : overlay_col_drop; + ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop; for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++) { ImVec2 center = ImFloor(draw_r_in.GetCenter()); overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding); - overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, - overlay_rounding); + overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding); if (dir == ImGuiDir_Left || dir == ImGuiDir_Right) - overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), - ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); + overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines); if (dir == ImGuiDir_Up || dir == ImGuiDir_Down) - overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), - ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); + overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines); } } @@ -16482,46 +15803,41 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, // - DockNodeTreeFindNodeByPos() //----------------------------------------------------------------------------- -void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, - ImGuiDockNode* parent_node, - ImGuiAxis split_axis, - int split_inheritor_child_idx, - float split_ratio, - ImGuiDockNode* new_node) +void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node) { ImGuiContext& g = *GImGui; IM_ASSERT(split_axis != ImGuiAxis_None); ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0); - child_0->ParentNode = parent_node; + child_0->ParentNode = parent_node; ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0); - child_1->ParentNode = parent_node; + child_1->ParentNode = parent_node; ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1; DockNodeMoveChildNodes(child_inheritor, parent_node); - parent_node->ChildNodes[0] = child_0; - parent_node->ChildNodes[1] = child_1; + parent_node->ChildNodes[0] = child_0; + parent_node->ChildNodes[1] = child_1; parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow; - parent_node->SplitAxis = split_axis; - parent_node->VisibleWindow = NULL; + parent_node->SplitAxis = split_axis; + parent_node->VisibleWindow = NULL; parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode; float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE); - size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); - IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call - // DockBuilderSetNodeSize() before splitting. + size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f); + IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting. child_0->SizeRef = child_1->SizeRef = parent_node->Size; - child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio); - child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); + child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio); + child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]); DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node); DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node)); DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size); // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property) - child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; - child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; + child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; child_0->UpdateMergedFlags(); @@ -16543,14 +15859,13 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG IM_ASSERT(parent_node->TabBar == NULL); IM_ASSERT(parent_node->Windows.Size == 0); } - IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, - child_1 ? child_1->ID : 0, parent_node->ID); + IMGUI_DEBUG_LOG_DOCKING("DockNodeTreeMerge 0x%08X & 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID); ImVec2 backup_last_explicit_size = parent_node->SizeRef; DockNodeMoveChildNodes(parent_node, merge_lead_child); if (child_0) { - DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows + DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID); } if (child_1) @@ -16559,18 +15874,15 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID); } DockNodeApplyPosSizeToWindows(parent_node); - parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = - ImGuiDataAuthority_Auto; + parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto; parent_node->VisibleWindow = merge_lead_child->VisibleWindow; - parent_node->SizeRef = backup_last_explicit_size; + parent_node->SizeRef = backup_last_explicit_size; // Flags transfer - parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag + parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_; - parent_node->LocalFlagsInWindows = - (child_0 ? child_0->LocalFlagsInWindows : 0) | - (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows + parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows parent_node->UpdateMergedFlags(); if (child_0) @@ -16586,14 +15898,15 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG } // Update Pos/Size for a node hierarchy (don't affect child Windows yet) -void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, bool only_write_to_marked_nodes) +// (Depth-first, Pre-Order) +void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node) { // During the regular dock node update we write to all nodes. - // 'only_write_to_marked_nodes' is only set when turning a node visible mid-frame and we need its size right-away. - const bool write_to_node = (only_write_to_marked_nodes == false) || (node->MarkedForPosSizeWrite); + // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away. + const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node; if (write_to_node) { - node->Pos = pos; + node->Pos = pos; node->Size = size; } @@ -16604,19 +15917,28 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si ImGuiDockNode* child_1 = node->ChildNodes[1]; ImVec2 child_0_pos = pos, child_1_pos = pos; ImVec2 child_0_size = size, child_1_size = size; - if (child_0->IsVisible && child_1->IsVisible) + + const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0)); + const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1)); + const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node; + const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node; + + if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible) { - const float spacing = DOCKING_SPLITTER_SIZE; - const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; + ImGuiContext& g = *GImGui; + const float spacing = DOCKING_SPLITTER_SIZE; + const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; const float size_avail = ImMax(size[axis] - spacing, 0.0f); // Size allocation policy // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows. - ImGuiContext& g = *GImGui; const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f); - // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the - // splitter edge) + // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing. + // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor() + // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce + + // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge) if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce) { child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]); @@ -16633,20 +15955,19 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si { // FIXME-DOCK: We cannot honor the requested size, so apply ratio. // Currently this path will only be taken if code programmatically sets WantLockSizeOnce - float ratio_0 = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); - child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * ratio_0); + float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]); + child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio); child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]); IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f); } - // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size - // from the other, and remainder for the central node - else if (child_1->IsCentralNode() && child_0->SizeRef[axis] != 0.0f) + // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node + else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild) { child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]); child_1_size[axis] = (size_avail - child_0_size[axis]); } - else if (child_0->IsCentralNode() && child_1->SizeRef[axis] != 0.0f) + else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild) { child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]); child_0_size[axis] = (size_avail - child_1_size[axis]); @@ -16654,25 +15975,26 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si else { // 4) Otherwise distribute according to the relative ratio of each SizeRef value - float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); - child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5F)); + float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]); + child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f)); child_1_size[axis] = (size_avail - child_0_size[axis]); } child_1_pos[axis] += spacing + child_0_size[axis]; } - child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; - if (child_0->IsVisible) + if (only_write_to_single_node == NULL) + child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false; + + const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible; + const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible; + if (child_0_recurse) DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size); - if (child_1->IsVisible) + if (child_1_recurse) DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size); } -static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, - ImGuiAxis axis, - int side, - ImVector* touching_nodes) +static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector* touching_nodes) { if (node->IsLeafNode()) { @@ -16687,6 +16009,7 @@ static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); } +// (Depth-First, Pre-Order) void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) { if (node->IsLeafNode()) @@ -16698,8 +16021,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) ImGuiDockNode* child_1 = node->ChildNodes[1]; if (child_0->IsVisible && child_1->IsVisible) { - // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when - // splitting horizontally) + // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally) const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis; IM_ASSERT(axis != ImGuiAxis_None); ImRect bb; @@ -16707,13 +16029,10 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) bb.Max = child_1->Pos; bb.Min[axis] += child_0->Size[axis]; bb.Max[axis ^ 1] += child_1->Size[axis ^ 1]; - // if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, - // IM_COL32(255,0,255,255)); + //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255)); - const ImGuiDockNodeFlags merged_flags = - child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs - const ImGuiDockNodeFlags no_resize_axis_flag = - (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; + const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs + const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY; if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag)) { ImGuiWindow* window = g.CurrentWindow; @@ -16721,11 +16040,11 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) } else { - // bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the - // neighbor node. bb.Max[axis] -= 1; + //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node. + //bb.Max[axis] -= 1; PushID(node->ID); - // Gather list of nodes that are touching the splitter line. Find resizing limits based on those nodes. + // Find resizing limits by gathering list of nodes that are touching the splitter line. ImVector touching_nodes[2]; float min_size = g.Style.WindowMinSize[axis]; float resize_limits[2]; @@ -16733,38 +16052,37 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size; ImGuiID splitter_id = GetID("##Splitter"); - if (g.ActiveId == splitter_id) + if (g.ActiveId == splitter_id) // Only process when splitter is active { - // Only process when splitter is active DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]); DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]); for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++) - resize_limits[0] = - ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); + resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size); for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++) - resize_limits[1] = - ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size); + // [DEBUG] Render touching nodes & limits /* - // [DEBUG] Render limits - ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : - GetForegroundDrawList(GetMainViewport()); for (int n = 0; n < 2; n++) if (axis == ImGuiAxis_X) - draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), - ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, - 255, 255), 3.0f); else draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), - ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, - 255, 255), 3.0f); + ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + for (int n = 0; n < 2; n++) + { + for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++) + draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255)); + if (axis == ImGuiAxis_X) + draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f); + else + draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f); + } */ } - // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular - // mouse movement to not highlight many splitters + // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters float cur_size_0 = child_0->Size[axis]; float cur_size_1 = child_1->Size[axis]; float min_size_0 = resize_limits[0] - child_0->Pos[axis]; float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1]; - if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, - WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER)) + ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg); + if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col)) { if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0) { @@ -16778,20 +16096,17 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++) { ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n]; - // ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : - // GetForegroundDrawList(GetMainViewport()); draw_list->AddRect(touching_node->Pos, - // touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); + //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255)); while (touching_node->ParentNode != node) { if (touching_node->ParentNode->SplitAxis == axis) { - // Mark other node so its size will be preserved during the upcoming call to - // DockNodeTreeUpdatePosSize(). - ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; + // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize(). + ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n]; node_to_preserve->WantLockSizeOnce = true; - // draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, - // 0, 0, 255)); draw_list->AddRectFilled(node_to_preserve->Pos, - // node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); + //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255)); + //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100)); } touching_node = touching_node->ParentNode; } @@ -16828,7 +16143,7 @@ ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVe if (!node->IsVisible) return NULL; - const float dock_spacing = 0.0f; // g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? + const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE? ImRect r(node->Pos, node->Pos + node->Size); r.Expand(dock_spacing * 0.5f); bool inside = r.Contains(pos); @@ -16890,25 +16205,20 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) window->DockId = dock_id; } -// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by -// default. The Central Node is always displayed even when empty and shrink/extend according to the requested size of -// its neighbors. DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it -// early in your app. -ImGuiID ImGui::DockSpace(ImGuiID id, - const ImVec2& size_arg, - ImGuiDockNodeFlags flags, - const ImGuiWindowClass* window_class) +// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default. +// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors. +// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. +ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { - ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext* ctx = GImGui; + ImGuiContext& g = *ctx; ImGuiWindow* window = GetCurrentWindow(); if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return 0; // Early out if parent window is hidden/collapsed - // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) - // to set NextSelectedTabId = 0). See #2960. If for whichever reason this is causing problem we would need to ensure - // that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. + // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960. + // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true. if (window->SkipItems) flags |= ImGuiDockNodeFlags_KeepAliveOnly; @@ -16922,14 +16232,12 @@ ImGuiID ImGui::DockSpace(ImGuiID id, node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode); } if (window_class && window_class->ClassId != node->WindowClass.ClassId) - IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, - node->WindowClass.ClassId, window_class->ClassId); + IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId); node->SharedFlags = flags; node->WindowClass = window_class ? *window_class : ImGuiWindowClass(); // When a DockSpace transitioned form implicit to explicit this may be called a second time - // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() - // node, so we overwrite IsDockSpace again. + // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again. if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) { IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); @@ -16946,14 +16254,14 @@ ImGuiID ImGui::DockSpace(ImGuiID id, } const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); + ImVec2 size = ImFloor(size_arg); if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); IM_ASSERT(size.x > 0.0f && size.y > 0.0f); - node->Pos = window->DC.CursorPos; + node->Pos = window->DC.CursorPos; node->Size = node->SizeRef = size; SetNextWindowPos(node->Pos); SetNextWindowSize(node->Size); @@ -16962,8 +16270,7 @@ ImGuiID ImGui::DockSpace(ImGuiID id, // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window? // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented) ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost; - window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | - ImGuiWindowFlags_NoTitleBar; + window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar; window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; window_flags |= ImGuiWindowFlags_NoBackground; @@ -16976,18 +16283,17 @@ ImGuiID ImGui::DockSpace(ImGuiID id, ImGuiWindow* host_window = g.CurrentWindow; DockNodeSetupHostWindow(node, host_window); - host_window->ChildId = window->GetID(title); + host_window->ChildId = window->GetID(title); node->OnlyNodeWithWindows = NULL; IM_ASSERT(node->IsRootNode()); // We need to handle the rare case were a central node is missing. - // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the - // ImGuiDockNodeFlags_Dockspace. Doing it correctly would set the _CentralNode flags, which would then propagate - // according to subsequent split. It would also be ambiguous to attempt to assign a central node while there are - // split nodes, so we wait until there's a single node remaining. The specific sub-property of _CentralNode we are - // interested in recovering here is the "Don't delete when empty" property, as it doesn't make sense for an empty - // dockspace to not have this property. + // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace. + // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split. + // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining. + // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property, + // as it doesn't make sense for an empty dockspace to not have this property. if (node->IsLeafNode() && !node->IsCentralNode()) node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); @@ -17001,12 +16307,9 @@ ImGuiID ImGui::DockSpace(ImGuiID id, // Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode! // The limitation with this call is that your window won't have a menu bar. -// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow -// meaning we can't Begin/End in a single function. But you can also use BeginMainMenuBar(). If you really want a menu -// bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. -ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, - ImGuiDockNodeFlags dockspace_flags, - const ImGuiWindowClass* window_class) +// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function. +// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it. +ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) { if (viewport == NULL) viewport = GetMainViewport(); @@ -17016,8 +16319,7 @@ ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, SetNextWindowViewport(viewport->ID); ImGuiWindowFlags host_window_flags = 0; - host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | - ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) host_window_flags |= ImGuiWindowFlags_NoBackground; @@ -17077,7 +16379,7 @@ void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id) ImGuiWindowSettings* settings = FindWindowSettings(window_id); if (settings == NULL) settings = CreateNewWindowSettings(window_name); - settings->DockId = node_id; + settings->DockId = node_id; settings->DockOrder = -1; } } @@ -17090,34 +16392,30 @@ ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id) void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos) { - ImGuiContext* ctx = GImGui; + ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; - node->Pos = pos; + node->Pos = pos; node->AuthorityForPos = ImGuiDataAuthority_DockNode; } void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) { - ImGuiContext* ctx = GImGui; + ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; IM_ASSERT(size.x > 0.0f && size.y > 0.0f); node->Size = node->SizeRef = size; - node->AuthorityForSize = ImGuiDataAuthority_DockNode; + node->AuthorityForSize = ImGuiDataAuthority_DockNode; } -// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a -// floating node! -// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating -// node. +// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node! +// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node. // - Dockspace node: calling DockBuilderSetNodePos() is unnecessary. -// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call -// DockBuilderSetNodeSize() beforehand! -// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as -// precisely as you would expect. +// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand! +// For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect. // - Use (id == 0) to let the system allocate a node identifier. // - Existing node with a same id will be removed. ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) @@ -17138,13 +16436,13 @@ ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) node = DockContextAddNode(ctx, id); node->SetLocalFlags(flags); } - node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. + node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. return node->ID; } void ImGui::DockBuilderRemoveNode(ImGuiID node_id) { - ImGuiContext* ctx = GImGui; + ImGuiContext* ctx = GImGui; ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id); if (node == NULL) return; @@ -17162,18 +16460,16 @@ void ImGui::DockBuilderRemoveNode(ImGuiID node_id) // root_id = 0 to remove all, root_id != 0 to remove child of given node. void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) { - ImGuiContext* ctx = GImGui; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiContext* ctx = GImGui; + ImGuiDockContext* dc = &ctx->DockContext; ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL; if (root_id && root_node == NULL) return; bool has_central_node = false; - ImGuiDataAuthority backup_root_node_authority_for_pos = - root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; - ImGuiDataAuthority backup_root_node_authority_for_size = - root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto; + ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto; // Process active windows ImVector nodes_to_remove; @@ -17196,18 +16492,16 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) } } - // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate - // during interactive merge) Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that - // code in DockNodeAddWindow instead) + // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge) + // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead) if (root_node) { - root_node->AuthorityForPos = backup_root_node_authority_for_pos; + root_node->AuthorityForPos = backup_root_node_authority_for_pos; root_node->AuthorityForSize = backup_root_node_authority_for_size; } // Apply to settings - for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; - settings = ctx->SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings)) if (ImGuiID window_settings_dock_id = settings->DockId) for (int n = 0; n < nodes_to_remove.Size; n++) if (nodes_to_remove[n]->ID == window_settings_dock_id) @@ -17216,8 +16510,7 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) break; } - // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to - // merge nodes + // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes if (nodes_to_remove.Size > 1) ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst); for (int n = 0; n < nodes_to_remove.Size; n++) @@ -17239,11 +16532,10 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_setti { // Clear references in settings ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *ctx; if (clear_settings_refs) { - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { bool want_removal = (root_id == 0) || (settings->DockId == root_id); if (!want_removal && settings->DockId != 0) @@ -17259,9 +16551,7 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_setti for (int n = 0; n < g.Windows.Size; n++) { ImGuiWindow* window = g.Windows[n]; - bool want_removal = (root_id == 0) || - (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || - (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); + bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id); if (want_removal) { const ImGuiID backup_dock_id = window->DockId; @@ -17273,15 +16563,10 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_setti } } -// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes -// created. Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is -// set. +// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created. +// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set. // FIXME-DOCK: We are not exposing nor using split_outer. -ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, - ImGuiDir split_dir, - float size_ratio_for_node_at_dir, - ImGuiID* out_id_at_dir, - ImGuiID* out_id_at_opposite_dir) +ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir) { ImGuiContext* ctx = GImGui; IM_ASSERT(split_dir != ImGuiDir_None); @@ -17294,21 +16579,19 @@ ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, return 0; } - IM_ASSERT(!node->IsSplitNode()); // Assert if already Split + IM_ASSERT(!node->IsSplitNode()); // Assert if already Split ImGuiDockRequest req; - req.Type = ImGuiDockRequestType_Split; + req.Type = ImGuiDockRequestType_Split; req.DockTargetWindow = NULL; - req.DockTargetNode = node; - req.DockPayload = NULL; - req.DockSplitDir = split_dir; - req.DockSplitRatio = - ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir - : 1.0f - size_ratio_for_node_at_dir); + req.DockTargetNode = node; + req.DockPayload = NULL; + req.DockSplitDir = split_dir; + req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir); req.DockSplitOuter = false; DockContextProcessDock(ctx, &req); - ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; + ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID; ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID; if (out_id_at_dir) *out_id_at_dir = id_at_dir; @@ -17317,19 +16600,17 @@ ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, return id_at_dir; } -static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, - ImGuiID dst_node_id_if_known, - ImVector* out_node_remap_pairs) +static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector* out_node_remap_pairs) { - ImGuiContext* ctx = GImGui; - ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known); - dst_node->SharedFlags = src_node->SharedFlags; - dst_node->LocalFlags = src_node->LocalFlags; + ImGuiContext* ctx = GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(ctx, dst_node_id_if_known); + dst_node->SharedFlags = src_node->SharedFlags; + dst_node->LocalFlags = src_node->LocalFlags; dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None; - dst_node->Pos = src_node->Pos; - dst_node->Size = src_node->Size; - dst_node->SizeRef = src_node->SizeRef; - dst_node->SplitAxis = src_node->SplitAxis; + dst_node->Pos = src_node->Pos; + dst_node->Size = src_node->Size; + dst_node->SizeRef = src_node->SizeRef; + dst_node->SplitAxis = src_node->SplitAxis; dst_node->UpdateMergedFlags(); out_node_remap_pairs->push_back(src_node->ID); @@ -17338,13 +16619,11 @@ static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++) if (src_node->ChildNodes[child_n]) { - dst_node->ChildNodes[child_n] = - DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); + dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs); dst_node->ChildNodes[child_n]->ParentNode = dst_node; } - IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, - dst_node->IsSplitNode() ? 2 : 0); + IMGUI_DEBUG_LOG_DOCKING("Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); return dst_node; } @@ -17373,9 +16652,9 @@ void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_ return; if (ImGuiWindow* dst_window = FindWindowByName(dst_name)) { - dst_window->Pos = src_window->Pos; - dst_window->Size = src_window->Size; - dst_window->SizeFull = src_window->SizeFull; + dst_window->Pos = src_window->Pos; + dst_window->Size = src_window->Size; + dst_window->SizeFull = src_window->SizeFull; dst_window->Collapsed = src_window->Collapsed; } else if (ImGuiWindowSettings* dst_settings = FindOrCreateWindowSettings(dst_name)) @@ -17384,22 +16663,20 @@ void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_ if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID) { dst_settings->ViewportPos = window_pos_2ih; - dst_settings->ViewportId = src_window->ViewportId; - dst_settings->Pos = ImVec2ih(0, 0); + dst_settings->ViewportId = src_window->ViewportId; + dst_settings->Pos = ImVec2ih(0, 0); } else { dst_settings->Pos = window_pos_2ih; } - dst_settings->Size = ImVec2ih(src_window->SizeFull); + dst_settings->Size = ImVec2ih(src_window->SizeFull); dst_settings->Collapsed = src_window->Collapsed; } } // FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed. -void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, - ImGuiID dst_dockspace_id, - ImVector* in_window_remap_pairs) +void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs) { IM_ASSERT(src_dockspace_id != 0); IM_ASSERT(dst_dockspace_id != 0); @@ -17407,20 +16684,19 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, IM_ASSERT((in_window_remap_pairs->Size % 2) == 0); // Duplicate entire dock - // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are - // docked in a same node will be split apart, whereas we could attempt to at least keep them together in a new, same - // floating node. + // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart, + // whereas we could attempt to at least keep them together in a new, same floating node. ImVector node_remap_pairs; DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs); - // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of - // dock nodes (The windows associated to src_dockspace_id are staying in place) + // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes + // (The windows associated to src_dockspace_id are staying in place) ImVector src_windows; for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2) { const char* src_window_name = (*in_window_remap_pairs)[remap_window_n]; const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1]; - ImGuiID src_window_id = ImHashStr(src_window_name); + ImGuiID src_window_id = ImHashStr(src_window_name); src_windows.push_back(src_window_id); // Search in the remapping tables @@ -17434,30 +16710,27 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, if (node_remap_pairs[dock_remap_n] == src_dock_id) { dst_dock_id = node_remap_pairs[dock_remap_n + 1]; - // node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear + //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear break; } if (dst_dock_id != 0) { // Docked windows gets redocked into the new node hierarchy. - IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, - dst_window_name, dst_dock_id); + IMGUI_DEBUG_LOG_DOCKING("Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id); DockBuilderDockWindow(dst_window_name, dst_dock_id); } else { - // Floating windows gets their settings transferred (regardless of whether the new window already exist or - // not) When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could - // we possibly dock them together? + // Floating windows gets their settings transferred (regardless of whether the new window already exist or not) + // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together? IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); DockBuilderCopyWindowSettings(src_window_name, dst_window_name); } } - // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are - // not owned by it (unaffiliated windows, e.g. "ImGui Demo") Find those windows and move to them to the cloned dock - // node. This may be optional? + // Anything else in the source nodes of 'node_remap_pairs' are windows that were docked in src_dockspace_id but are not owned by it (unaffiliated windows, e.g. "ImGui Demo") + // Find those windows and move to them to the cloned dock node. This may be optional? for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2) if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n]) { @@ -17476,10 +16749,11 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, } } +// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node. void ImGui::DockBuilderFinish(ImGuiID root_id) { ImGuiContext* ctx = GImGui; - // DockContextRebuild(ctx); + //DockContextRebuild(ctx); DockContextBuildAddWindowsToNodes(ctx, root_id); } @@ -17497,17 +16771,15 @@ bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar) - if ((window->Flags & - (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) - if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid - // unused dock-node overhead/noise + if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0) + if (!window->IsFallbackWindow) // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise return true; return false; } static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window) { - ImGuiContext& g = *ctx; + ImGuiContext& g = *ctx; ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId); IM_ASSERT(window->DockNode == NULL); @@ -17521,32 +16793,29 @@ static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGu // Create node if (node == NULL) { - node = DockContextAddNode(ctx, window->DockId); + node = DockContextAddNode(ctx, window->DockId); node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window; - node->LastFrameAlive = g.FrameCount; + node->LastFrameAlive = g.FrameCount; } - // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by - // DockNodeTreeUpdatePosSize() yet, so we're forcing a Pos/Size update from the first ancestor that is already - // visible (often it will be the root node). If we don't do this, the window will be assigned a zero-size on its - // first frame, which won't ideally warm up the layout. This is a little wonky because we don't normally update the - // Pos/Size of visible node mid-frame. + // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet, + // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node). + // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout. + // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame. if (!node->IsVisible) { ImGuiDockNode* ancestor_node = node; - while (!ancestor_node->IsVisible) - { - ancestor_node->IsVisible = true; - ancestor_node->MarkedForPosSizeWrite = true; - if (ancestor_node->ParentNode) - ancestor_node = ancestor_node->ParentNode; - } + while (!ancestor_node->IsVisible && ancestor_node->ParentNode) + ancestor_node = ancestor_node->ParentNode; IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f); - DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, true); + DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node)); + DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node); } // Add window to node + bool node_was_visible = node->IsVisible; DockNodeAddWindow(node, window, true); + node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see) IM_ASSERT(node == window->DockNode); return node; } @@ -17554,7 +16823,7 @@ static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGu void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) { ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *ctx; // Clear fields ahead so most early-out paths don't have to do it window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; @@ -17573,8 +16842,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Calling SetNextWindowPos() undock windows by default (by setting PosUndock) bool want_undock = false; want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0; - want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && - (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; + want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock; if (want_undock) { DockContextProcessUndockWindow(ctx, window); @@ -17593,22 +16861,20 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) return; } -# if 0 +#if 0 // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode)) { DockContextProcessUndockWindow(ctx, window); return; } -# endif +#endif // Undock if our dockspace node disappeared - // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive - // while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. + // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly. if (node->LastFrameAlive < g.FrameCount) { - // If the window has been orphaned, transition the docknode to an implicit node processed in - // DockContextNewFrameUpdateDocking() + // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking() ImGuiDockNode* root_node = DockNodeGetRootNode(node); if (root_node->LastFrameAlive < g.FrameCount) DockContextProcessUndockWindow(ctx, window); @@ -17623,8 +16889,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window, // and never create neither a host window neither a tab bar. - // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first - // frame test) + // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test) if (node->HostWindow == NULL) { if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) @@ -17641,7 +16906,7 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) node->State = ImGuiDockNodeState_HostWindowVisible; // Undock if we are submitted earlier than the host window - if (window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) + if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext) { DockContextProcessUndockWindow(ctx, window); return; @@ -17650,10 +16915,10 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // Position/Size window SetNextWindowPos(node->Pos); SetNextWindowSize(node->Size); - g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() - window->DockIsActive = true; - window->DockNodeIsVisible = true; - window->DockTabIsVisible = false; + g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() + window->DockIsActive = true; + window->DockNodeIsVisible = true; + window->DockTabIsVisible = false; if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return; @@ -17667,21 +16932,19 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) if (node->IsHiddenTabBar() || node->IsNoTabBar()) window->Flags |= ImGuiWindowFlags_NoTitleBar; else - window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: - // confusingly enough we need a title bar height so we are - // correctly offset, but it won't be displayed! + window->Flags &= ~ImGuiWindowFlags_NoTitleBar; // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed! // Save new dock order only if the window has been visible once already // This allows multiple windows to be created in the same frame and have their respective dock orders preserved. if (node->TabBar && window->WasActive) window->DockOrder = (short)DockNodeGetTabOrder(window); - if ((node->WantCloseAll || node->WantCloseTabId == window->ID) && p_open != NULL) + if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL) *p_open = false; // Update ChildId to allow returning from Child to Parent with Escape ImGuiWindow* parent_window = window->DockNode->HostWindow; - window->ChildId = parent_window->GetID(window->Name); + window->ChildId = parent_window->GetID(window->Name); } void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) @@ -17692,87 +16955,73 @@ void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) IM_ASSERT(g.CurrentWindow == window); g.LastItemData.ID = window->MoveId; - window = window->RootWindowDockTree; + window = window->RootWindowDockTree; IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); - bool is_drag_docking = - ImRect(0, 0, window->SizeFull.x, GetFrameHeight()) - .Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit - if (is_drag_docking && - BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | - ImGuiDragDropFlags_SourceAutoExpirePayload)) + bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit + if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload)) { SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window)); EndDragDropSource(); // Store style overrides for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) - window->DockStyle.Colors[color_n] = - ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); + window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]); } } void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) { ImGuiContext* ctx = GImGui; - ImGuiContext& g = *ctx; + ImGuiContext& g = *ctx; - // IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace + //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); if (!g.DragDropActive) return; - // GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); + //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!BeginDragDropTargetCustom(window->Rect(), window->ID)) return; - // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with - // filtering (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) + // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering + // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly) const ImGuiPayload* payload = &g.DragDropPayload; - if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || - !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) + if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data)) { EndDragDropTarget(); return; } ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data; - if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, - ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) + if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect)) { // Select target node - // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on - // payload, each candidate drop target will do its own evaluation) + // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation) bool dock_into_floating_window = false; - ImGuiDockNode* node = NULL; + ImGuiDockNode* node = NULL; if (window->DockNodeAsHost) { - // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on - // padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). + // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos(). node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos); - // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the - // windows are active) In this case we need to fallback into any leaf mode, possibly the central node. + // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active) + // In this case we need to fallback into any leaf mode, possibly the central node. // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first. if (node && node->IsDockSpace() && node->IsRootNode()) - node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode - : DockNodeTreeFindFallbackLeafNode(node); + node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node); } else { if (window->DockNode) node = window->DockNode; else - dock_into_floating_window = true; // Dock into a regular window + dock_into_floating_window = true; // Dock into a regular window } - const ImRect explicit_target_rect = - (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) - ? node->TabBar->BarRect - : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); - const bool is_explicit_target = IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); + const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight())); + const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max); // Preview docking request and find out split direction/ratio - // const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of - // delay, but breaks overlapping drop targets within the same window. + //const bool do_preview = true; // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window. const bool do_preview = payload->IsPreview() || payload->IsDelivery(); if (do_preview && (node != NULL || dock_into_floating_window)) { @@ -17796,8 +17045,7 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) // Queue docking request if (split_data->IsDropAllowed && payload->IsDelivery()) - DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, - split_data->SplitRatio, split_data == &split_outer); + DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer); } } EndDragDropTarget(); @@ -17827,8 +17075,7 @@ static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID window->DockId = new_node_id; } //// FIXME-OPT: We could remove this loop by storing the index in the map - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId == old_node_id) settings->DockId = new_node_id; } @@ -17837,14 +17084,13 @@ static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count) { ImGuiContext& g = *GImGui; - int found = 0; + int found = 0; //// FIXME-OPT: We could remove this loop by storing the index in the map - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) for (int node_n = 0; node_n < node_ids_count; node_n++) if (settings->DockId == node_ids[node_n]) { - settings->DockId = 0; + settings->DockId = 0; settings->DockOrder = -1; if (++found < node_ids_count) break; @@ -17855,7 +17101,7 @@ static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id) { // FIXME-OPT - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; for (int n = 0; n < dc->NodesSettings.Size; n++) if (dc->NodesSettings[n].ID == id) return &dc->NodesSettings[n]; @@ -17865,7 +17111,7 @@ static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* // Clear settings data static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; dc->NodesSettings.clear(); DockContextClearNodes(ctx, 0, true); } @@ -17874,7 +17120,7 @@ static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettings static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { // Prune settings at boot time only - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; if (ctx->Windows.Size == 0) DockContextPruneUnusedSettingsNodes(ctx); DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size); @@ -17900,108 +17146,29 @@ static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettings // Important: this code expect currently fields in a fixed order. ImGuiDockNodeSettings node; line = ImStrSkipBlank(line); - if (strncmp(line, "DockNode", 8) == 0) - { - line = ImStrSkipBlank(line + strlen("DockNode")); - } - else if (strncmp(line, "DockSpace", 9) == 0) - { - line = ImStrSkipBlank(line + strlen("DockSpace")); - node.Flags |= ImGuiDockNodeFlags_DockSpace; - } - else - return; - if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) - { - line += r; - } - else - return; - if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) - { - line += r; - if (node.ParentNodeId == 0) - return; - } - if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) == 1) - { - line += r; - if (node.ParentWindowId == 0) - return; - } + if (strncmp(line, "DockNode", 8) == 0) { line = ImStrSkipBlank(line + strlen("DockNode")); } + else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; } + else return; + if (sscanf(line, "ID=0x%08X%n", &node.ID, &r) == 1) { line += r; } else return; + if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1) { line += r; if (node.ParentNodeId == 0) return; } + if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; } if (node.ParentNodeId == 0) { - if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) - { - line += r; - node.Pos = ImVec2ih((short)x, (short)y); - } - else - return; - if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) - { - line += r; - node.Size = ImVec2ih((short)x, (short)y); - } - else - return; + if (sscanf(line, " Pos=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return; + if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2) { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return; } else { - if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) - { - line += r; - node.SizeRef = ImVec2ih((short)x, (short)y); - } - } - if (sscanf(line, " Split=%c%n", &c, &r) == 1) - { - line += r; - if (c == 'X') - node.SplitAxis = ImGuiAxis_X; - else if (c == 'Y') - node.SplitAxis = ImGuiAxis_Y; - } - if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) - { - line += r; - if (x != 0) - node.Flags |= ImGuiDockNodeFlags_NoResize; - } - if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) - { - line += r; - if (x != 0) - node.Flags |= ImGuiDockNodeFlags_CentralNode; - } - if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) - { - line += r; - if (x != 0) - node.Flags |= ImGuiDockNodeFlags_NoTabBar; - } - if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) - { - line += r; - if (x != 0) - node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; - } - if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) - { - line += r; - if (x != 0) - node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; - } - if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) - { - line += r; - if (x != 0) - node.Flags |= ImGuiDockNodeFlags_NoCloseButton; - } - if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId, &r) == 1) - { - line += r; + if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2) { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); } } + if (sscanf(line, " Split=%c%n", &c, &r) == 1) { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; } + if (sscanf(line, " NoResize=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; } + if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; } + if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; } + if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; } + if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; } + if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1) { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; } + if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; } if (node.ParentNodeId != 0) if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId)) node.Depth = parent_settings->Depth + 1; @@ -18012,18 +17179,16 @@ static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDo { ImGuiDockNodeSettings node_settings; IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3))); - node_settings.ID = node->ID; - node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; - node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) - ? node->HostWindow->ParentWindow->ID - : 0; - node_settings.SelectedTabId = node->SelectedTabId; - node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); - node_settings.Depth = (char)depth; - node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); - node_settings.Pos = ImVec2ih(node->Pos); - node_settings.Size = ImVec2ih(node->Size); - node_settings.SizeRef = ImVec2ih(node->SizeRef); + node_settings.ID = node->ID; + node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0; + node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0; + node_settings.SelectedTabId = node->SelectedTabId; + node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None); + node_settings.Depth = (char)depth; + node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_); + node_settings.Pos = ImVec2ih(node->Pos); + node_settings.Size = ImVec2ih(node->Size); + node_settings.SizeRef = ImVec2ih(node->SizeRef); dc->NodesSettings.push_back(node_settings); if (node->ChildNodes[0]) DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1); @@ -18033,7 +17198,7 @@ static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDo static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { - ImGuiContext& g = *ctx; + ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; @@ -18055,25 +17220,19 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings buf->appendf("[%s][Data]\n", handler->TypeName); for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++) { - const int line_start_pos = buf->size(); - (void)line_start_pos; + const int line_start_pos = buf->size(); (void)line_start_pos; const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n]; - buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", - (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", - (max_depth - node_settings->Depth) * 2, - ""); // Text align nodes to facilitate looking at .ini file + buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, ""); // Text align nodes to facilitate looking at .ini file buf->appendf(" ID=0x%08X", node_settings->ID); if (node_settings->ParentNodeId) { - buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, - node_settings->SizeRef.y); + buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y); } else { if (node_settings->ParentWindowId) buf->appendf(" Window=0x%08X", node_settings->ParentWindowId); - buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, - node_settings->Size.y); + buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y); } if (node_settings->SplitAxis != ImGuiAxis_None) buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y'); @@ -18092,17 +17251,16 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings if (node_settings->SelectedTabId) buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); -# if IMGUI_DEBUG_INI_SETTINGS +#if IMGUI_DEBUG_INI_SETTINGS // [DEBUG] Include comments in the .ini file to ease debugging if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID)) { - buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything + buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), ""); // Align everything if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name); // Iterate settings so we can give info about windows that didn't exist during the session. int contains_window = 0; - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId == node_settings->ID) { if (contains_window++ == 0) @@ -18110,23 +17268,23 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings buf->appendf("'%s' ", settings->GetName()); } } -# endif +#endif buf->appendf("\n"); } buf->appendf("\n"); } + //----------------------------------------------------------------------------- // [SECTION] PLATFORM DEPENDENT HELPERS //----------------------------------------------------------------------------- -# if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && \ - !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) -# ifdef _MSC_VER -# pragma comment(lib, "user32") -# pragma comment(lib, "kernel32") -# endif +#ifdef _MSC_VER +#pragma comment(lib, "user32") +#pragma comment(lib, "kernel32") +#endif // Win32 clipboard implementation // We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() @@ -18158,7 +17316,7 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) if (!::OpenClipboard(NULL)) return; const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0); - HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); + HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR)); if (wbuf_handle == NULL) { ::CloseClipboard(); @@ -18173,9 +17331,9 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) ::CloseClipboard(); } -# elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) +#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS) -# include // Use old API to avoid need for separate .mm file +#include // Use old API to avoid need for separate .mm file static PasteboardRef main_clipboard = 0; // OSX clipboard implementation @@ -18210,8 +17368,7 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++) { CFDataRef cf_data; - if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == - noErr) + if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) { ImGuiContext& g = *GImGui; g.ClipboardHandlerData.clear(); @@ -18227,7 +17384,7 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) return NULL; } -# else +#else // Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. static const char* GetClipboardTextFn_DefaultImpl(void*) @@ -18246,7 +17403,50 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) g.ClipboardHandlerData[(int)(text_end - text)] = 0; } -# endif +#endif + +// Win32 API IME support (for Asian languages, etc.) +#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) + +#include +#ifdef _MSC_VER +#pragma comment(lib, "imm32") +#endif + +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + // Notify OS Input Method Editor of text input position + HWND hwnd = (HWND)viewport->PlatformHandleRaw; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (hwnd == 0) + hwnd = (HWND)ImGui::GetIO().ImeWindowHandle; +#endif + if (hwnd == 0) + return; + + ::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x); + candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y); + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } +} + +#else + +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} + +#endif //----------------------------------------------------------------------------- // [SECTION] METRICS/DEBUGGER WINDOW @@ -18265,17 +17465,18 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) // - DebugNodeWindow() [Internal] // - DebugNodeWindowSettings() [Internal] // - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] //----------------------------------------------------------------------------- -# ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImVec2 scale = bb.GetSize() / viewport->Size; - ImVec2 off = bb.Min - viewport->Pos * scale; + ImVec2 scale = bb.GetSize() / viewport->Size; + ImVec2 off = bb.Min - viewport->Pos * scale; float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f; window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); for (int i = 0; i != g.Windows.Size; i++) @@ -18288,37 +17489,30 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); - thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); - title_r = - ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + - ImVec2(0, 5)); // Exaggerate title bar height + thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height thumb_r.ClipWithFull(bb); title_r.ClipWithFull(bb); - const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == - g.NavWindow->RootWindowForTitleBarHighlight); + const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); - window->DrawList->AddRectFilled( - title_r.Min, title_r.Max, - GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); - window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), - thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); } draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); } static void RenderViewportsThumbnails() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to - // cover all of our viewports. + // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. float SCALE = 1.0f / 8.0f; ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) bb_full.Add(g.Viewports[n]->GetMainRect()); - ImVec2 p = window->DC.CursorPos; + ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; for (int n = 0; n < g.Viewports.Size; n++) { @@ -18331,8 +17525,8 @@ static void RenderViewportsThumbnails() static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs) { - const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs; - const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs; + const ImGuiViewportP* a = *(const ImGuiViewportP* const *)lhs; + const ImGuiViewportP* b = *(const ImGuiViewportP* const *)rhs; return b->LastFrontMostStampCount - a->LastFrontMostStampCount; } @@ -18350,81 +17544,38 @@ static void MetricsHelpMarker(const char* desc) } } -# ifndef IMGUI_DISABLE_DEMO_WINDOWS -namespace ImGui -{ -void ShowFontAtlas(ImFontAtlas* atlas); -} -# endif +#ifndef IMGUI_DISABLE_DEMO_WINDOWS +namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } +#endif void ImGui::ShowMetricsWindow(bool* p_open) { - if (!Begin("Dear ImGui Metrics/Debugger", p_open)) + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowStackTool) + ShowStackToolWindow(&cfg->ShowStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - // Basic info Text("Dear ImGui %s", GetVersion()); Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); - Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, - io.MetricsRenderIndices / 3); - Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); - Text("%d active allocations", io.MetricsActiveAllocations); - // SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } + Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); + Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); + //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } Separator(); // Debugging enums - enum - { - WRT_OuterRect, - WRT_OuterRectClipped, - WRT_InnerRect, - WRT_InnerClipRect, - WRT_WorkRect, - WRT_Content, - WRT_ContentIdeal, - WRT_ContentRegionRect, - WRT_Count - }; // Windows Rect Type - const char* wrt_rects_names[WRT_Count] = {"OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", - "WorkRect", "Content", "ContentIdeal", "ContentRegionRect"}; - enum - { - TRT_OuterRect, - TRT_InnerRect, - TRT_WorkRect, - TRT_HostClipRect, - TRT_InnerClipRect, - TRT_BackgroundClipRect, - TRT_ColumnsRect, - TRT_ColumnsWorkRect, - TRT_ColumnsClipRect, - TRT_ColumnsContentHeadersUsed, - TRT_ColumnsContentHeadersIdeal, - TRT_ColumnsContentFrozen, - TRT_ColumnsContentUnfrozen, - TRT_Count - }; // Tables Rect Type - const char* trt_rects_names[TRT_Count] = {"OuterRect", - "InnerRect", - "WorkRect", - "HostClipRect", - "InnerClipRect", - "BackgroundClipRect", - "ColumnsRect", - "ColumnsWorkRect", - "ColumnsClipRect", - "ColumnsContentHeadersUsed", - "ColumnsContentHeadersIdeal", - "ColumnsContentFrozen", - "ColumnsContentUnfrozen"}; + enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type + const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" }; + enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type + const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" }; if (cfg->ShowWindowsRectsType < 0) cfg->ShowWindowsRectsType = WRT_WorkRect; if (cfg->ShowTablesRectsType < 0) @@ -18434,110 +17585,33 @@ void ImGui::ShowMetricsWindow(bool* p_open) { static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) { - if (rect_type == TRT_OuterRect) - { - return table->OuterRect; - } - else if (rect_type == TRT_InnerRect) - { - return table->InnerRect; - } - else if (rect_type == TRT_WorkRect) - { - return table->WorkRect; - } - else if (rect_type == TRT_HostClipRect) - { - return table->HostClipRect; - } - else if (rect_type == TRT_InnerClipRect) - { - return table->InnerClipRect; - } - else if (rect_type == TRT_BackgroundClipRect) - { - return table->BgClipRect; - } - else if (rect_type == TRT_ColumnsRect) - { - ImGuiTableColumn* c = &table->Columns[n]; - return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, - table->InnerClipRect.Min.y + table->LastOuterHeight); - } - else if (rect_type == TRT_ColumnsWorkRect) - { - ImGuiTableColumn* c = &table->Columns[n]; - return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); - } - else if (rect_type == TRT_ColumnsClipRect) - { - ImGuiTableColumn* c = &table->Columns[n]; - return c->ClipRect; - } - else if (rect_type == TRT_ColumnsContentHeadersUsed) - { - ImGuiTableColumn* c = &table->Columns[n]; - return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, - table->InnerClipRect.Min.y + table->LastFirstRowHeight); - } // Note: y1/y2 not always accurate - else if (rect_type == TRT_ColumnsContentHeadersIdeal) - { - ImGuiTableColumn* c = &table->Columns[n]; - return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, - table->InnerClipRect.Min.y + table->LastFirstRowHeight); - } - else if (rect_type == TRT_ColumnsContentFrozen) - { - ImGuiTableColumn* c = &table->Columns[n]; - return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, - table->InnerClipRect.Min.y + table->LastFirstRowHeight); - } - else if (rect_type == TRT_ColumnsContentUnfrozen) - { - ImGuiTableColumn* c = &table->Columns[n]; - return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, - c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); - } + if (rect_type == TRT_OuterRect) { return table->OuterRect; } + else if (rect_type == TRT_InnerRect) { return table->InnerRect; } + else if (rect_type == TRT_WorkRect) { return table->WorkRect; } + else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } + else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } + else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } + else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } IM_ASSERT(0); return ImRect(); } static ImRect GetWindowRect(ImGuiWindow* window, int rect_type) { - if (rect_type == WRT_OuterRect) - { - return window->Rect(); - } - else if (rect_type == WRT_OuterRectClipped) - { - return window->OuterRectClipped; - } - else if (rect_type == WRT_InnerRect) - { - return window->InnerRect; - } - else if (rect_type == WRT_InnerClipRect) - { - return window->InnerClipRect; - } - else if (rect_type == WRT_WorkRect) - { - return window->WorkRect; - } - else if (rect_type == WRT_Content) - { - ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; - return ImRect(min, min + window->ContentSize); - } - else if (rect_type == WRT_ContentIdeal) - { - ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; - return ImRect(min, min + window->ContentSizeIdeal); - } - else if (rect_type == WRT_ContentRegionRect) - { - return window->ContentRegionRect; - } + if (rect_type == WRT_OuterRect) { return window->Rect(); } + else if (rect_type == WRT_OuterRectClipped) { return window->OuterRectClipped; } + else if (rect_type == WRT_InnerRect) { return window->InnerRect; } + else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } + else if (rect_type == WRT_WorkRect) { return window->WorkRect; } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } + else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } IM_ASSERT(0); return ImRect(); } @@ -18546,21 +17620,16 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Tools if (TreeNode("Tools")) { - // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was - // submitted. - if (Button("Item Picker..")) - DebugStartItemPicker(); + // Stack Tool is your best friend! + Checkbox("Show stack tool", &cfg->ShowStackTool); SameLine(); - MetricsHelpMarker( - "Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger " - "attached, this will probably crash."); + MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); SameLine(); SetNextItemWidth(GetFontSize() * 12); - cfg->ShowWindowsRects |= - Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); + cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count); if (cfg->ShowWindowsRects && g.NavWindow != NULL) { BulletText("'%s':", g.NavWindow->Name); @@ -18568,34 +17637,26 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int rect_n = 0; rect_n < WRT_Count; rect_n++) { ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n); - Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, - r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); + Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]); } Unindent(); } - Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); - Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); Checkbox("Show tables rectangles", &cfg->ShowTablesRects); SameLine(); SetNextItemWidth(GetFontSize() * 12); - cfg->ShowTablesRects |= - Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); + cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); if (cfg->ShowTablesRects && g.NavWindow != NULL) { for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { ImGuiTable* table = g.Tables.TryGetMapData(table_n); - if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || - (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) continue; - BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, - table->OuterWindow->Name); + BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), - table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), - 0.0f, 0, 2.0f); + GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); Indent(); char buf[128]; for (int rect_n = 0; rect_n < TRT_Count; rect_n++) @@ -18607,38 +17668,56 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImRect r = Funcs::GetTableRect(table, rect_n, column_n); - ImFormatString(buf, IM_ARRAYSIZE(buf), - "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, - r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, - trt_rects_names[rect_n]); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), - IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } else { ImRect r = Funcs::GetTableRect(table, rect_n, -1); - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", - r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), - trt_rects_names[rect_n]); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]); Selectable(buf); if (IsItemHovered()) - GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), - IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); + GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f); } } Unindent(); } } + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + if (Button("Item Picker..")) + DebugStartItemPicker(); + SameLine(); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + TreePop(); } // Windows - DebugNodeWindowsList(&g.Windows, "Windows"); - // DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder"); + if (TreeNode("Windows", "Windows (%d)", g.Windows.Size)) + { + //SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeWindowsList(&g.Windows, "By display order"); + DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)"); + if (TreeNode("By submission order (begin stack)")) + { + // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! + ImVector& temp_buffer = g.WindowsTempSortBuffer; + temp_buffer.resize(0); + for (int i = 0; i < g.Windows.Size; i++) + if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(g.Windows[i]); + struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; + ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); + DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); + TreePop(); + } + + TreePop(); + } // DrawLists int drawlist_count = 0; @@ -18646,9 +17725,11 @@ void ImGui::ShowMetricsWindow(bool* p_open) drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) { + Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); + Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) { - ImGuiViewportP* viewport = g.Viewports[viewport_i]; + ImGuiViewportP* viewport = g.Viewports[viewport_i]; bool viewport_has_drawlist = false; for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) @@ -18656,8 +17737,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (!viewport_has_drawlist) Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID); viewport_has_drawlist = true; - DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], - "DrawList"); + DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); } } TreePop(); @@ -18672,25 +17752,22 @@ void ImGui::ShowMetricsWindow(bool* p_open) bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); SameLine(); - MetricsHelpMarker( - "Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position " - "popup/tooltips so they don't straddle monitors."); + MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors."); if (open) { for (int i = 0; i < g.PlatformIO.Monitors.Size; i++) { const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i]; - BulletText( - "Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n " - "WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", - i, mon.DpiScale * 100.0f, mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, - mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, mon.WorkPos.x, mon.WorkPos.y, - mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); + BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)", + i, mon.DpiScale * 100.0f, + mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y, + mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y); } TreePop(); } - if (TreeNode("Inferred order (front-to-back)")) + BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + if (TreeNode("Inferred Z order (front-to-back)")) { static ImVector viewports; viewports.resize(g.Viewports.Size); @@ -18698,9 +17775,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) if (viewports.Size > 1) ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount); for (int i = 0; i < viewports.Size; i++) - BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, - viewports[i]->ID, viewports[i]->LastFrontMostStampCount, - viewports[i]->Window ? viewports[i]->Window->Name : "N/A"); + BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A"); TreePop(); } @@ -18715,9 +17790,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) for (int i = 0; i < g.OpenPopupStack.Size; i++) { ImGuiWindow* window = g.OpenPopupStack[i].Window; - BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", - window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", - window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); } TreePop(); } @@ -18745,39 +17818,33 @@ void ImGui::ShowMetricsWindow(bool* p_open) } // Details for Fonts -# ifndef IMGUI_DISABLE_DEMO_WINDOWS +#ifndef IMGUI_DISABLE_DEMO_WINDOWS ImFontAtlas* atlas = g.IO.Fonts; if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) { ShowFontAtlas(atlas); TreePop(); } -# endif +#endif // Details for Docking -# ifdef IMGUI_HAS_DOCK +#ifdef IMGUI_HAS_DOCK if (TreeNode("Docking")) { static bool root_nodes_only = true; - ImGuiDockContext* dc = &g.DockContext; + ImGuiDockContext* dc = &g.DockContext; Checkbox("List root nodes", &root_nodes_only); Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes); - if (SmallButton("Clear nodes")) - { - DockContextClearNodes(&g, 0, true); - } + if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); } SameLine(); - if (SmallButton("Rebuild all")) - { - dc->WantFullRebuild = true; - } + if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; } for (int n = 0; n < dc->Nodes.Data.Size; n++) if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p) if (!root_nodes_only || node->IsRootNode()) DebugNodeDockNode(node, "Node"); TreePop(); } -# endif // #ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK // Settings if (TreeNode("Settings")) @@ -18804,34 +17871,31 @@ void ImGui::ShowMetricsWindow(bool* p_open) } if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) { - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) DebugNodeWindowSettings(settings); TreePop(); } if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) { - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; - settings = g.SettingsTables.next_chunk(settings)) + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) DebugNodeTableSettings(settings); TreePop(); } -# ifdef IMGUI_HAS_DOCK +#ifdef IMGUI_HAS_DOCK if (TreeNode("SettingsDocking", "Settings packed data: Docking")) { ImGuiDockContext* dc = &g.DockContext; Text("In SettingsWindows:"); - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; - settings = g.SettingsWindows.next_chunk(settings)) + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId != 0) BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); Text("In SettingsNodes:"); for (int n = 0; n < dc->NodesSettings.Size; n++) { ImGuiDockNodeSettings* settings = &dc->NodesSettings[n]; - const char* selected_tab_name = NULL; + const char* selected_tab_name = NULL; if (settings->SelectedTabId) { if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) @@ -18839,20 +17903,15 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId)) selected_tab_name = window_settings->GetName(); } - BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, - settings->SelectedTabId, - selected_tab_name ? selected_tab_name - : settings->SelectedTabId ? "N/A" - : ""); + BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : ""); } TreePop(); } -# endif // #ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size())) { - InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, - ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); + InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly); TreePop(); } TreePop(); @@ -18861,42 +17920,37 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Misc Details if (TreeNode("Internal state")) { - const char* input_source_names[] = {"None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard"}; - IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); - Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); - Text("HoveredWindowUnderMovingWindow: '%s'", - g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); + Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0); Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL"); - Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, - g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); + Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0); Unindent(); Text("ITEMS"); Indent(); - Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, - g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %llX", - g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, - g.ActiveIdUsingKeyInputMask); - Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, - g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame - Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, - g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + + int active_id_using_key_input_count = 0; + for (int n = 0; n < ImGuiKey_NamedKey_COUNT; n++) + active_id_using_key_input_count += g.ActiveIdUsingKeyInputMask[n] ? 1 : 0; + Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %d key(s)", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, active_id_using_key_input_count); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); Unindent(); Text("NAV,FOCUS"); Indent(); Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); @@ -18924,8 +17978,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) char buf[32]; ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext); float font_size = GetFontSize(); - draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), - IM_COL32(200, 100, 100, 255)); + draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255)); draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf); } } @@ -18944,9 +17997,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) { for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { - ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); - ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) - : IM_COL32(255, 0, 128, 255); + ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n); + ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255); float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f; draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); } @@ -18959,30 +18011,25 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } -# ifdef IMGUI_HAS_DOCK +#ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.HoveredDockNode) { - char buf[64] = ""; - char* p = buf; + char buf[64] = ""; + char* p = buf; ImGuiDockNode* node = g.HoveredDockNode; - ImDrawList* overlay_draw_list = - node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); - p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, - node->IsCentralNode() ? " *CentralNode*" : ""); + ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport()); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : ""); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId); p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y); - p += - ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); + p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y); int depth = DockNodeGetDepth(node); - overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, - node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255)); ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth; - overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), - IM_COL32(200, 100, 100, 255)); + overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255)); overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf); } -# endif // #ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK End(); } @@ -18999,10 +18046,9 @@ void ImGui::ShowFontAtlas(ImFontAtlas* atlas) } if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) { - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); - Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), - ImVec2(1.0f, 1.0f), tint_col, border_col); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); TreePop(); } } @@ -19010,14 +18056,11 @@ void ImGui::ShowFontAtlas(ImFontAtlas* atlas) // [DEBUG] Display contents of Columns void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) { - if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, - columns->Count, columns->Flags)) + if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) return; - BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, - columns->OffMaxX); + BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); for (int column_n = 0; column_n < columns->Columns.Size; column_n++) - BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, - GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); TreePop(); } @@ -19032,7 +18075,7 @@ static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* labe CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit); CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize); CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX); - CheckboxFlags("NoResizeY", p_flags, ImGuiDockNodeFlags_NoResizeY); + CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY); CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); @@ -19052,29 +18095,16 @@ static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* labe // [DEBUG] Display contents of ImDockNode void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) { - ImGuiContext& g = *GImGui; - const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly + ImGuiContext& g = *GImGui; + const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2); // Submitted with ImGuiDockNodeFlags_KeepAliveOnly const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted - if (!is_alive) - { - PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); - } + if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open; if (node->Windows.Size > 0) - open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, - node->IsVisible ? "" : " (hidden)", node->Windows.Size, - node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); else - open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, - node->IsVisible ? "" : " (hidden)", - (node->SplitAxis == ImGuiAxis_X) ? "horizontal" - : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" - : "n/a", - node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); - if (!is_alive) - { - PopStyleColor(); - } + open = TreeNode((void*)(intptr_t)node->ID, "%s 0x%04X%s: %s split (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical" : "n/a", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); + if (!is_alive) { PopStyleColor(); } if (is_active && IsItemHovered()) if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255)); @@ -19082,27 +18112,25 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) { IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node); IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node); - BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", node->Pos.x, node->Pos.y, node->Size.x, - node->Size.y, node->SizeRef.x, node->SizeRef.y); + BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)", + node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y); DebugNodeWindow(node->HostWindow, "HostWindow"); DebugNodeWindow(node->VisibleWindow, "VisibleWindow"); BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId); - BulletText("Misc:%s%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", - node->IsCentralNode() ? " IsCentralNode" : "", is_alive ? " IsAlive" : "", - is_active ? " IsActive" : "", node->WantLockSizeOnce ? " WantLockSizeOnce" : ""); - if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", - node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) + BulletText("Misc:%s%s%s%s%s%s", + node->IsDockSpace() ? " IsDockSpace" : "", + node->IsCentralNode() ? " IsCentralNode" : "", + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", + node->WantLockSizeOnce ? " WantLockSizeOnce" : "", + node->HasCentralNodeChild ? " HasCentralNodeChild" : ""); + if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags)) { if (BeginTable("flags", 4)) { - TableNextColumn(); - DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); - TableNextColumn(); - DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); - TableNextColumn(); - DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); - TableNextColumn(); - DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true); + TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false); + TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true); EndTable(); } TreePop(); @@ -19120,35 +18148,26 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) } // [DEBUG] Display contents of ImDrawList -// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which -// previously owned a viewport. -void ImGui::DebugNodeDrawList(ImGuiWindow* window, - ImGuiViewportP* viewport, - const ImDrawList* draw_list, - const char* label) +// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport. +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - int cmd_count = draw_list->CmdBuffer.Size; + int cmd_count = draw_list->CmdBuffer.Size; if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) cmd_count--; - bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, - draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, - draw_list->IdxBuffer.Size, cmd_count); + bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count); if (draw_list == GetWindowDrawList()) { SameLine(); - TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), - "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data - // double-buffered) + TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered) if (node_open) TreePop(); return; } - ImDrawList* fg_draw_list = - viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list - if (window && fg_draw_list && IsItemHovered()) + ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list + if (window && IsItemHovered() && fg_draw_list) fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) return; @@ -19166,21 +18185,20 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, char buf[300]; ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, - pcmd->ClipRect.z, pcmd->ClipRect.w); + pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, + pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) - DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, - cfg->ShowDrawCmdBoundingBoxes); + DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); if (!pcmd_node_open) continue; // Calculate approximate coverage area (touched pixel count) // This will be in pixels squared as long there's no post-scaling happening to the renderer output. - const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; + const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset; - float total_area = 0.0f; - for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount;) + float total_area = 0.0f; + for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; ) { ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_n++) @@ -19189,38 +18207,32 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, } // Display vertex information summary. Hover to get all triangles drawn in wire-frame - ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", - pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); + ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area); Selectable(buf); if (IsItemHovered() && fg_draw_list) DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false); // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted. ImGuiListClipper clipper; - clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, - // only items that may be visible. + clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible. while (clipper.Step()) - for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; - prim < clipper.DisplayEnd; prim++) + for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++) { - char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf); + char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf); ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_i++) { const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i]; - triangle[n] = v.pos; - buf_p += - ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", - (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); + triangle[n] = v.pos; + buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", + (n == 0) ? "Vert:" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col); } Selectable(buf, false); if (fg_draw_list && IsItemHovered()) { ImDrawListFlags backup_flags = fg_draw_list->Flags; - fg_draw_list->Flags &= - ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very - // large and thin triangles. + fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); fg_draw_list->Flags = backup_flags; } @@ -19231,11 +18243,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, } // [DEBUG] Display mesh/aabb of a ImDrawCmd -void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, - const ImDrawList* draw_list, - const ImDrawCmd* draw_cmd, - bool show_mesh, - bool show_aabb) +void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) { IM_ASSERT(show_mesh || show_aabb); @@ -19243,31 +18251,23 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, ImRect clip_rect = draw_cmd->ClipRect; ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); ImDrawListFlags backup_flags = out_draw_list->Flags; - out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for - // very large and thin triangles. - for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; - idx_n < idx_end;) + out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. + for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; ) { - ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) - ? draw_list->IdxBuffer.Data - : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may - // invalidate them if out_draw_list==draw_list + ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; ImVec2 triangle[3]; for (int n = 0; n < 3; n++, idx_n++) vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos)); if (show_mesh) - out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, - 1.0f); // In yellow: mesh triangles + out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles } // Draw bounding boxes if (show_aabb) { - out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), - IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU - out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), - IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles } out_draw_list->Flags = backup_flags; } @@ -19275,9 +18275,8 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, // [DEBUG] Display details for a single font, called by ShowStyleEditor(). void ImGui::DebugNodeFont(ImFont* font) { - bool opened = - TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", font->ConfigData ? font->ConfigData[0].Name : "", - font->FontSize, font->Glyphs.Size, font->ConfigDataCount); + bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", + font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); SameLine(); if (SmallButton("Set as default")) GetIO().FontDefault = font; @@ -19292,8 +18291,7 @@ void ImGui::DebugNodeFont(ImFont* font) // Display details SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); - SameLine(); - MetricsHelpMarker( + SameLine(); MetricsHelpMarker( "Note than the default embedded font is NOT meant to be scaled.\n\n" "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " "You may oversample them to get some flexibility with scaling. " @@ -19308,16 +18306,15 @@ void ImGui::DebugNodeFont(ImFont* font) for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) if (font->ConfigData) if (const ImFontConfig* cfg = &font->ConfigData[config_i]) - 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); + BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); // Display all glyphs of the fonts in separate pages of 256 characters if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) { - ImDrawList* draw_list = GetWindowDrawList(); - const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); - const float cell_size = font->FontSize * 1; + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = font->FontSize * 1; const float cell_spacing = GetStyle().ItemSpacing.y; for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) { @@ -19336,8 +18333,7 @@ void ImGui::DebugNodeFont(ImFont* font) count++; if (count <= 0) continue; - if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, - count > 1 ? "glyphs" : "glyph")) + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) continue; // Draw a 16x16 grid of glyphs @@ -19346,12 +18342,10 @@ void ImGui::DebugNodeFont(ImFont* font) { // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), - base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); - draw_list->AddRect(cell_p1, cell_p2, - glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); if (glyph) font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) @@ -19382,8 +18376,7 @@ void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) for (int n = 0; n < storage->Data.Size; n++) { const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; - BulletText("Key 0x%08X Value { i: %d }", p.key, - p.val_i); // Important: we currently don't store a type, real value may not be integer. + BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. } TreePop(); } @@ -19393,36 +18386,27 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) { // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings. char buf[256]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); - p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, - is_active ? "" : " *Inactive*"); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); p += ImFormatString(p, buf_end - p, " { "); for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", - (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???"); + p += ImFormatString(p, buf_end - p, "%s'%s'", + tab_n > 0 ? ", " : "", (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???"); } p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); - if (!is_active) - { - PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); - } + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open = TreeNode(label, "%s", buf); - if (!is_active) - { - PopStyleColor(); - } + if (!is_active) { PopStyleColor(); } if (is_active && IsItemHovered()) { ImDrawList* draw_list = GetForegroundDrawList(); draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255)); - draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), - ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); - draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), - ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255)); + 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) { @@ -19430,20 +18414,10 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) { const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; PushID(tab); - if (SmallButton("<")) - { - TabBarQueueReorder(tab_bar, tab, -1); - } - SameLine(0, 2); - if (SmallButton(">")) - { - TabBarQueueReorder(tab_bar, tab, +1); - } - SameLine(); - Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", tab_n, - (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, - (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, - tab->ContentWidth); + if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); + if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); + Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); PopID(); } TreePop(); @@ -19453,43 +18427,28 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) { SetNextItemOpen(true, ImGuiCond_Once); - if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", - viewport->Idx, viewport->ID, viewport->ParentViewportId, - viewport->Window ? viewport->Window->Name : "N/A")) + if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A")) { ImGuiWindowFlags flags = viewport->Flags; - BulletText( - "Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: " - "%.0f\nMonitor: %d, DpiScale: %.0f%%", - viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, viewport->WorkOffsetMin.x, - viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, viewport->PlatformMonitor, - viewport->DpiScale * 100.0f); - if (viewport->Idx > 0) - { - SameLine(); - if (SmallButton("Reset Pos")) - { - viewport->Pos = ImVec2(200, 200); - viewport->UpdateWorkRect(); - if (viewport->Window) - viewport->Window->Pos = viewport->Pos; - } - } + BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%", + viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y, + viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y, + viewport->PlatformMonitor, viewport->DpiScale * 100.0f); + if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } } BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags, - //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is - // the standard - (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", - (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", - (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", - (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", - (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", - (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", - (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", - (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", - (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", - (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", - (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", - (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); + //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard + (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", + (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "", + (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", + (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "", + (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", + (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "", + (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", + (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", + (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "", + (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", + (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "", + (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : ""); for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); @@ -19505,20 +18464,12 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) return; } - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const bool is_active = window->WasActive; - ImGuiTreeNodeFlags tree_node_flags = - (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; - if (!is_active) - { - PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); - } - const bool open = - TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); - if (!is_active) - { - PopStyleColor(); - } + ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } + const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PopStyleColor(); } if (IsItemHovered() && is_active) GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!open) @@ -19529,24 +18480,15 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) ImGuiWindowFlags flags = window->Flags; DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); - BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, - window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, - window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); - BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", - (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", - (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", - (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", - (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", - (flags & ImGuiWindowFlags_NoMouseInputs) ? "NoMouseInputs" : "", - (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", - (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); + BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); + BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, + (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", + (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "", + (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : ""); BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId); - BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, - window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); - BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, - window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); - BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, - window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); + BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : ""); + BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1); + BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems); for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) { ImRect r = window->NavRectRel[layer]; @@ -19555,41 +18497,22 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); continue; } - BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, - r.Min.y, r.Max.x, r.Max.y); + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); if (IsItemHovered()) - GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, - IM_COL32(255, 255, 0, 255)); + GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); } - BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, - window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", - window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", - window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); + BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y); BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1); - BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, - window->DockIsActive, window->DockTabIsVisible); + BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible); if (window->DockNode || window->DockNodeAsHost) - DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, - window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); - if (window->RootWindow != window) - { - DebugNodeWindow(window->RootWindow, "RootWindow"); - } - if (window->RootWindowDockTree != window->RootWindow) - { - DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); - } - if (window->ParentWindow != NULL) - { - DebugNodeWindow(window->ParentWindow, "ParentWindow"); - } - if (window->DC.ChildWindows.Size > 0) - { - DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); - } + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) { for (int n = 0; n < window->ColumnsStorage.Size; n++) @@ -19602,16 +18525,15 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) { - Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", settings->ID, settings->GetName(), settings->Pos.x, - settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", + settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); } void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) { if (!TreeNode(label, "%s (%d)", label, windows->Size)) return; - Text("(In front-to-back order:)"); - for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back + for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back { PushID((*windows)[i]); DebugNodeWindow((*windows)[i], "Window"); @@ -19620,7 +18542,207 @@ void ImGui::DebugNodeWindowsList(ImVector* windows, const char* la TreePop(); } -# else +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +//----------------------------------------------------------------------------- + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + if (IsMouseClicked(0) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + SetNextWindowBgAlpha(0.60f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + EndTooltip(); +} + +// [DEBUG] Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Clear hook when stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Step 0: stack query + // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + int data_len; + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + data_len = data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id); + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "\"%.*s\"", data_len, (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] == 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; +} + +// Stack Tool: Display UI +void ImGui::ShowStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // Display decorated stack + ImGuiStackTool* tool = &g.DebugStackTool; + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + + TableNextColumn(); + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + Text("\"%s\" [window]", window->Name); + else if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + TextUnformatted(info->Desc); + else if (tool->StackLevel >= tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + { +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(&g, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + Text("??? \"%s\"", label); + else +#endif + TextUnformatted("???"); + } + + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + +#else void ImGui::ShowMetricsWindow(bool*) {} void ImGui::ShowFontAtlas(ImFontAtlas*) {} @@ -19635,17 +18757,21 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} -# endif +void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} +void ImGui::UpdateDebugToolItemPicker() {} +void ImGui::UpdateDebugToolStackQueries() {} + +#endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW //----------------------------------------------------------------------------- // Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed. -// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from -// imgui_internal.h add it or request it on the github. -# ifdef IMGUI_INCLUDE_IMGUI_USER_INL -# include "imgui_user.inl" -# endif +// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github. +#ifdef IMGUI_INCLUDE_IMGUI_USER_INL +#include "imgui_user.inl" +#endif //----------------------------------------------------------------------------- -#endif // #ifndef IMGUI_DISABLE +#endif // #ifndef IMGUI_DISABLE diff --git a/extensions/ImGuiEXT/imgui/imgui.h b/extensions/ImGuiEXT/imgui/imgui.h index 91c3a68e89..079fb565cf 100644 --- a/extensions/ImGuiEXT/imgui/imgui.h +++ b/extensions/ImGuiEXT/imgui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.87 // (headers) // Help: @@ -15,7 +15,10 @@ // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues -// - Discussions https://github.com/ocornut/imgui/discussions + +// Getting Started? +// - For first-time users having issues compiling/linking/running or issues loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. /* @@ -27,27 +30,24 @@ Index of this file: // [SECTION] Helpers: Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO -// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, -ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, -ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) +// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) -// [SECTION] Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor) +// [SECTION] Platform Dependent Interfaces (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ #pragma once -// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your -// build system') +// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') #ifdef IMGUI_USER_CONFIG -# include IMGUI_USER_CONFIG +#include IMGUI_USER_CONFIG #endif #if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) -# include "imconfig.h" +#include "imconfig.h" #endif #ifndef IMGUI_DISABLE @@ -57,1692 +57,925 @@ ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) //----------------------------------------------------------------------------- // 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 "1.84.1" -# define IMGUI_VERSION_NUM 18403 -# define IMGUI_CHECKVERSION() \ - ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), \ - sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) -# define IMGUI_HAS_TABLE -# define IMGUI_HAS_VIEWPORT // Viewport WIP branch -# define IMGUI_HAS_DOCK // Docking WIP branch +// (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 "1.87" +#define IMGUI_VERSION_NUM 18700 +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) -// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI -// compatibility (also function call overhead, as dear imgui is a call-heavy API) -# ifndef IMGUI_API -# define IMGUI_API -# endif -# ifndef IMGUI_IMPL_API -# define IMGUI_IMPL_API IMGUI_API -# endif +// 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 +#endif // Helper Macros -# ifndef IM_ASSERT -# include -# define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h -# endif -# define IM_ARRAYSIZE(_ARR) \ - ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! -# define IM_UNUSED(_VAR) \ - ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from - // final builds. -# if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) -# define IM_OFFSETOF(_TYPE, _MEMBER) \ - offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 -# else -# define IM_OFFSETOF(_TYPE, _MEMBER) \ - ((size_t) & (((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. -# endif +#ifndef IM_ASSERT +#include +#define IM_ASSERT(_EXPR) assert(_EXPR) // You can override the default assert handler by editing imconfig.h +#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_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. -# if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) -# define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT + 1))) -# define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) -# elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) -# define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT + 1))) -# define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) -# else -# define IM_FMTARGS(FMT) -# define IM_FMTLIST(FMT) -# endif +#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) +#define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) +#elif !defined(IMGUI_USE_STB_SPRINTF) && (defined(__clang__) || defined(__GNUC__)) +#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) +#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) +#else +#define IM_FMTARGS(FMT) +#define IM_FMTLIST(FMT) +#endif -// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level -// functions) -# if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID) -# define IM_MSVC_RUNTIME_CHECKS_OFF \ - __pragma(runtime_checks("", off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push, off)) -# define IM_MSVC_RUNTIME_CHECKS_RESTORE \ - __pragma(runtime_checks("", restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) -# else -# define IM_MSVC_RUNTIME_CHECKS_OFF -# define IM_MSVC_RUNTIME_CHECKS_RESTORE -# endif +// Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) +#define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) +#define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) +#else +#define IM_MSVC_RUNTIME_CHECKS_OFF +#define IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif // Warnings -# ifdef _MSC_VER -# pragma warning(push) -# pragma warning(disable : 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a - // member variable (type.6). -# endif -# if defined(__clang__) -# pragma clang diagnostic push -# pragma clang diagnostic ignored "-Wold-style-cast" -# if __has_warning("-Wzero-as-null-pointer-constant") -# pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -# 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 -# endif +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#endif +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#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 +#endif //----------------------------------------------------------------------------- // [SECTION] Forward declarations and basic types //----------------------------------------------------------------------------- // Forward declarations -struct ImDrawChannel; // Temporary storage to output draw commands out of order, used by ImDrawListSplitter and - // ImDrawList::ChannelsSplit() -struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is - // a callback) -struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the - // projection matrix. -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 ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). -struct ImFontConfig; // Configuration data when adding a font or merging fonts -struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) -struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data -struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please - // avoid using) +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 ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +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 ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiListClipper; // Helper to manually clip large list of items -struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by - // IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations -struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render -struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used - // when positioning popups and tooltips to avoid them straddling monitors -struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) -struct ImGuiStorage; // Helper for key->value storage -struct ImGuiStyle; // Runtime data for styling/colors -struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, - // occasionally more) -struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table -struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) -struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") -struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to - // output to). In the future may represent Platform Monitor -struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered - // viewport flags and parent/child info) +struct ImGuiPlatformIO; // Multi-viewport support: interface for Platform/Renderer backends + viewports to render +struct ImGuiPlatformMonitor; // Multi-viewport support: user-provided bounds for each connected monitor/display. Used when positioning popups and tooltips to avoid them straddling monitors +struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. +struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) +struct ImGuiStorage; // Helper for key->value storage +struct ImGuiStyle; // Runtime data for styling/colors +struct ImGuiTableSortSpecs; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +struct ImGuiTableColumnSortSpecs; // Sorting specification for one column of a table +struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") +struct ImGuiViewport; // A Platform Window (always 1 unless multi-viewport are enabled. One per platform window to output to). In the future may represent Platform Monitor +struct ImGuiWindowClass; // Window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) -// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of -// this file) -// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual -// flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 -// ("Edit.GoToImplementation") cannot. With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also -// follow symbols in comments. -typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling -typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for 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 ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) -typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling -typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() -typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions -typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance -typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build -typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags -typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() -typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. -typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags -typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() -typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() -typedef int - ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() -typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() -typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. -typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() -typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) -typedef int - ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() -typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() -typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), - // SliderInt() etc. -typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() -typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() -typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() +// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) +// - 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 +typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation +typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) +typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling +typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags +typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. +typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags +typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() +typedef int ImGuiDockNodeFlags; // -> enum ImGuiDockNodeFlags_ // Flags: for DockSpace() +typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: for BeginDragDropSource(), AcceptDragDropPayload() +typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() +typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. +typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() +typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() +typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() +typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +typedef int ImGuiTabBarFlags; // -> enum ImGuiTabBarFlags_ // Flags: for BeginTabBar() +typedef int ImGuiTabItemFlags; // -> enum ImGuiTabItemFlags_ // Flags: for BeginTabItem() +typedef int ImGuiTableFlags; // -> enum ImGuiTableFlags_ // Flags: For BeginTable() typedef int ImGuiTableColumnFlags; // -> enum ImGuiTableColumnFlags_// Flags: For TableSetupColumn() typedef int ImGuiTableRowFlags; // -> enum ImGuiTableRowFlags_ // Flags: For TableNextRow() -typedef int - ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() -typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport -typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() +typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: for TreeNode(), TreeNodeEx(), CollapsingHeader() +typedef int ImGuiViewportFlags; // -> enum ImGuiViewportFlags_ // Flags: for ImGuiViewport +typedef int ImGuiWindowFlags; // -> enum ImGuiWindowFlags_ // Flags: for Begin(), BeginChild() -// Other types -# ifndef ImTextureID // ImTextureID [configurable type: override in imconfig.h with '#define ImTextureID xxx'] -typedef void* ImTextureID; // User data for rendering backend to identify a texture. This is whatever to you want it to - // be! read the FAQ about ImTextureID for details. -# endif -typedef unsigned int ImGuiID; // A unique ID used by widgets, typically hashed from a stack of string. -typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() -typedef void (*ImGuiSizeCallback)( - ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() -typedef void* (*ImGuiMemAllocFunc)(size_t sz, - void* user_data); // Function signature for ImGui::SetAllocatorFunctions() -typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] +// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. +#ifndef ImTextureID +typedef void* ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +#endif + +// ImDrawIdx: vertex index. [Compile-time configurable type] +// - To use 16-bit indices + allow large meshes: backend need to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset (recommended). +// - To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in your imconfig.h file. +#ifndef ImDrawIdx +typedef unsigned short ImDrawIdx; // Default: 16-bit (for maximum compatibility with renderer backends) +#endif + +// Scalar data types +typedef unsigned int ImGuiID;// A unique ID used by widgets (typically the result of hashing a stack of string) +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 long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer // Character types -// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for -// keyboard input and display) -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 +#else typedef ImWchar16 ImWchar; -# endif +#endif -// Basic scalar data types -typedef signed char ImS8; // 8-bit signed integer -typedef unsigned char ImU8; // 8-bit unsigned integer -typedef signed short ImS16; // 16-bit signed integer -typedef unsigned short ImU16; // 16-bit unsigned integer -typedef signed int ImS32; // 32-bit signed integer == int -typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) -# if defined(_MSC_VER) && !defined(__clang__) -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) -# else -typedef signed long long ImS64; // 64-bit signed integer (post C++11) -typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) -# endif +// Callback and functions types +typedef int (*ImGuiInputTextCallback)(ImGuiInputTextCallbackData* data); // Callback function for ImGui::InputText() +typedef void (*ImGuiSizeCallback)(ImGuiSizeCallbackData* data); // Callback function for ImGui::SetNextWindowSizeConstraints() +typedef void* (*ImGuiMemAllocFunc)(size_t sz, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() +typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // Function signature for ImGui::SetAllocatorFunctions() -// 2D vector (often used to store positions or sizes) +// ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] +// This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { - float x, y; - ImVec2() { x = y = 0.0f; } - ImVec2(float _x, float _y) - { - x = _x; - y = _y; - } - float operator[](size_t idx) const - { - IM_ASSERT(idx <= 1); - return (&x)[idx]; - } // We very rarely use this [] operator, the assert overhead is fine. - float& operator[](size_t idx) - { - IM_ASSERT(idx <= 1); - return (&x)[idx]; - } // We very rarely use this [] operator, the assert overhead is fine. -# ifdef IM_VEC2_CLASS_EXTRA - IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and - // forth between your math types and ImVec2. -# endif + float x, y; + ImVec2() { x = y = 0.0f; } + ImVec2(float _x, float _y) { x = _x; y = _y; } + float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. +#ifdef IM_VEC2_CLASS_EXTRA + IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. +#endif }; -// 4D vector (often used to store floating-point colors) +// ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } - ImVec4(float _x, float _y, float _z, float _w) - { - x = _x; - y = _y; - z = _z; - w = _w; - } -# ifdef IM_VEC4_CLASS_EXTRA - IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and - // forth between your math types and ImVec4. -# endif + float x, y, z, w; + ImVec4() { x = y = z = w = 0.0f; } + ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } +#ifdef IM_VEC4_CLASS_EXTRA + IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. +#endif }; IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions -// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't -// modify imgui source files!) +// (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) //----------------------------------------------------------------------------- namespace ImGui { -// Context creation and access -// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to -// share a font atlas between contexts. -// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + -// SetAllocatorFunctions() -// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for -// details. -IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); -IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context -IMGUI_API ImGuiContext* GetCurrentContext(); -IMGUI_API void SetCurrentContext(ImGuiContext* ctx); + // 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 contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. + IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); + IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context + IMGUI_API ImGuiContext* GetCurrentContext(); + IMGUI_API void SetCurrentContext(ImGuiContext* ctx); -// 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 then get call GetDrawData(). -IMGUI_API ImDrawData* -GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + // 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 then get call GetDrawData(). + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. -// Demo, Debug, Information -IMGUI_API void ShowDemoWindow( - bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! - // try to make it always available in your application! -IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: - // windows, draw commands, various internal state, etc. -IMGUI_API void ShowAboutWindow( - bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. -IMGUI_API void 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. "1.80 WIP" (essentially the value for - // IMGUI_VERSION from the compiled version of imgui.cpp) + // Demo, Debug, Information + IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! + IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. + IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) + IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. + IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) -// Styles -IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) -IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font -IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style + // Styles + IMGUI_API void StyleColorsDark(ImGuiStyle* dst = NULL); // new, recommended style (default) + IMGUI_API void StyleColorsLight(ImGuiStyle* dst = NULL); // best used with borders and a custom, thicker font + IMGUI_API void StyleColorsClassic(ImGuiStyle* dst = NULL); // classic imgui style -// Windows -// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. -// - 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(); + // 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. -// [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, -// BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function -// returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] -IMGUI_API bool BeginChild(const char* str_id, - const ImVec2& size = ImVec2(0, 0), - bool border = false, - ImGuiWindowFlags flags = 0); -IMGUI_API bool BeginChild(ImGuiID id, - const ImVec2& size = ImVec2(0, 0), - bool border = false, - ImGuiWindowFlags flags = 0); -IMGUI_API void EndChild(); + // 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. + // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, + // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function + // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + IMGUI_API void EndChild(); -// Windows Utilities -// - '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 float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. -IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own - // drawing via the DrawList API) -IMGUI_API ImVec2 GetWindowSize(); // get current window size -IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) -IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) -IMGUI_API ImGuiViewport* GetWindowViewport(); // get viewport currently associated to the current window. + // 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 float GetWindowDpiScale(); // get DPI scale currently associated to the current window's viewport. + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) + IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) + IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) + IMGUI_API ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. -// Window manipulation -// - 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 SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport -IMGUI_API void SetWindowPos( - const ImVec2& pos, - ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using - // SetNextWindowPos(), as this may incur tearing and side-effects. -IMGUI_API void SetWindowSize( - const ImVec2& size, - ImGuiCond cond = - 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an - // auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. -IMGUI_API void 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); // [OBSOLETE] 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. + // Window manipulation + // - 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 SetNextWindowViewport(ImGuiID viewport_id); // set next window viewport + IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. + IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. + IMGUI_API void 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); // [OBSOLETE] 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 -// - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. -// - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in -// local window coordinates which increases confusion) -IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() -IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, - // or current column boundaries), in windows coordinates -IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min (roughly (0,0)-Scroll), in window coordinates -IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max (roughly (0,0)+Size-Scroll) where Size can be - // override with SetNextWindowContentSize(), in window coordinates -IMGUI_API float GetWindowContentRegionWidth(); // + // Content region + // - Retrieve available space from a given point. GetContentRegionAvail() is frequently useful. + // - Those functions are bound to be redesigned (they are confusing, incomplete and the Min/Max return values are in local window coordinates which increases confusion) + IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() + IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates + IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates -// Windows Scrolling -IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] -IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] -IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] -IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] -IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x -IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y -IMGUI_API void SetScrollHereX( - float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. - // center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a - // "default/current item" visible, consider using SetItemDefaultFocus() instead. -IMGUI_API void SetScrollHereY( - float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. - // center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a - // "default/current item" visible, consider using SetItemDefaultFocus() instead. -IMGUI_API void SetScrollFromPosX( - float local_x, - float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally - // GetCursorStartPos() + offset to compute a valid position. -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. + // Windows Scrolling + IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] + IMGUI_API void SetScrollY(float scroll_y); // set scrolling amount [0 .. GetScrollMaxY()] + IMGUI_API float GetScrollMaxX(); // get maximum scrolling amount ~~ ContentSize.x - WindowSize.x - DecorationsSize.x + IMGUI_API float GetScrollMaxY(); // get maximum scrolling amount ~~ ContentSize.y - WindowSize.y - DecorationsSize.y + IMGUI_API void SetScrollHereX(float center_x_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_x_ratio=0.0: left, 0.5: center, 1.0: right. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollHereY(float center_y_ratio = 0.5f); // adjust scrolling amount to make current cursor position visible. center_y_ratio=0.0: top, 0.5: center, 1.0: bottom. When using to make a "default/current item" visible, consider using SetItemDefaultFocus() instead. + IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. + 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); // modify a style color. always use this if you modify the style after NewFrame(). -IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); -IMGUI_API void PopStyleColor(int count = 1); -IMGUI_API void PushStyleVar( - ImGuiStyleVar idx, - float val); // modify a style float variable. always use this if you modify the style after NewFrame(). -IMGUI_API void PushStyleVar( - ImGuiStyleVar idx, - const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). -IMGUI_API void PopStyleVar(int count = 1); -IMGUI_API void PushAllowKeyboardFocus( - bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you - // can disable it for certain widgets -IMGUI_API void PopAllowKeyboardFocus(); -IMGUI_API void PushButtonRepeat( - bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using - // io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any - // Button() to tell if the button is held in the current frame. -IMGUI_API void PopButtonRepeat(); + // Parameters stacks (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); // modify a style color. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); + IMGUI_API void PopStyleColor(int count = 1); + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). + IMGUI_API void PopStyleVar(int count = 1); + IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. + IMGUI_API void PopButtonRepeat(); -// Parameters stacks (current window) -IMGUI_API void PushItemWidth( - float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f - // align xx pixels to the right of window (so -FLT_MIN always align width to the right side). -IMGUI_API void PopItemWidth(); -IMGUI_API void SetNextItemWidth( - float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align - // xx pixels to the right of window (so -FLT_MIN always align width to the right side) -IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily - // the width of last item unlike most 'Item' functions. -IMGUI_API void PushTextWrapPos( - float wrap_local_pos_x = - 0.0f); // 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(); + // 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 -FLT_MIN always align width to the right side). + IMGUI_API void PopItemWidth(); + IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side) + IMGUI_API float CalcItemWidth(); // width of item given pushed settings and current cursor position. NOT necessarily the width of last item unlike most 'Item' functions. + IMGUI_API void PushTextWrapPos(float wrap_local_pos_x = 0.0f); // 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(); -// Style read access -// - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) -IMGUI_API ImFont* GetFont(); // get current font -IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied -IMGUI_API ImVec2 -GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API -IMGUI_API ImU32 -GetColorU32(ImGuiCol idx, - float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha - // multiplier, packed as a 32-bit value suitable for ImDrawList -IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit - // value suitable for ImDrawList -IMGUI_API ImU32 GetColorU32( - ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList -IMGUI_API const ImVec4& GetStyleColorVec4( - ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), - // otherwise use GetColorU32() to get style color with style alpha baked in. + // Style read access + // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) + IMGUI_API ImFont* GetFont(); // get current font + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList + IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. -// Cursor / Layout -// - By "cursor" we mean the current output position. -// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line -// down. -// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the 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 indent_w, or - // style.IndentSpacing if indent_w <= 0 -IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or - // style.IndentSpacing if indent_w <= 0 -IMGUI_API void BeginGroup(); // lock horizontal starting position -IMGUI_API void -EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can - // use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) -IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) -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 coordinates (useful to work with ImDrawList API). generally - // top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == - // GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. -IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates -IMGUI_API void -AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly - // to regularly framed items (call if you have text on a line before a framed item) -IMGUI_API float GetTextLineHeight(); // ~ FontSize -IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 - // consecutive lines of text) -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) + // 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 indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 + IMGUI_API void BeginGroup(); // lock horizontal starting position + IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) + IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) + 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 coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates + IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) + IMGUI_API float GetTextLineHeight(); // ~ FontSize + IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) + 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 (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. -// - Those questions are answered and impacted by understanding of the ID stack system: -// - "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?" -// - Short version: ID are hashes of the entire ID stack. 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. -// - 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 + 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); + // ID stack/scopes + // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. + // - Those questions are answered and impacted by understanding of the ID stack system: + // - "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?" + // - Short version: ID are hashes of the entire ID stack. 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. + // - 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 + 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: 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, int* flags, int flags_value); -IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); -IMGUI_API bool RadioButton(const char* label, - bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } -IMGUI_API bool RadioButton(const char* label, - int* v, - int v_button); // shortcut to handle the above pattern when value is an integer -IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); -IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by - // GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses + // Widgets: 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, int* flags, int flags_value); + IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); + IMGUI_API bool RadioButton(const char* label, bool active); // use with e.g. if (RadioButton("one", my_value==1)) { my_value = 1; } + IMGUI_API bool RadioButton(const char* label, int* v, int v_button); // shortcut to handle the above pattern when value is an integer + IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); + IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses -// Widgets: Combo Box -// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by -// creating e.g. Selectable() items. -// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This -// is analogous to how ListBox are created. -IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); -IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! -IMGUI_API bool Combo(const char* label, - int* current_item, - const char* const items[], - int items_count, - int popup_max_height_in_items = -1); -IMGUI_API bool Combo(const char* label, - int* current_item, - const char* items_separated_by_zeros, - int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with - // \0\0. e.g. "One\0Two\0Three\0" -IMGUI_API bool Combo(const char* label, - int* current_item, - bool (*items_getter)(void* data, int idx, const char** out_text), - void* data, - int items_count, - int popup_max_height_in_items = -1); + // Widgets: 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. This is analogous to how ListBox are created. + IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); + IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! + IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" + IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); -// Widgets: 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 = 1.0f, - const void* p_min = NULL, - const void* p_max = NULL, - const char* format = NULL, - ImGuiSliderFlags flags = 0); -IMGUI_API bool DragScalarN(const char* label, - ImGuiDataType data_type, - void* p_data, - int components, - float v_speed = 1.0f, - const void* p_min = NULL, - const void* p_max = NULL, - const char* format = NULL, - ImGuiSliderFlags flags = 0); + // Widgets: Drag Sliders + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every 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 if ImGuiSliderFlags_AlwaysClamp is not used. + // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. + // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 + IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat3(const char* label, float v[3], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloat4(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt(const char* label, int* v, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound + IMGUI_API bool DragInt2(const char* label, int v[2], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); + IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed = 1.0f, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); -// Widgets: Regular Sliders -// - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped and can go -// off-bounds. -// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. -// "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. -// - 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: Regular Sliders + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. + // - Format string may also be set to NULL or use the default format ("%f" or "%d"). + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // 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: 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 color square that can be left-clicked to -// open a picker, and right-clicked to open an option menu.) -// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to -// document the number of elements that are expected to be accessible. -// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x -IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); -IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); -IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); -IMGUI_API bool ColorPicker4(const char* label, - float col[4], - ImGuiColorEditFlags flags = 0, - const float* ref_col = NULL); -IMGUI_API bool ColorButton( - const char* desc_id, - const ImVec4& col, - ImGuiColorEditFlags flags = 0, - ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. -IMGUI_API void SetColorEditOptions( - ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select - // a default format, picker type, etc. User will be able to change many settings, - // unless you pass the _NoOptions flag to your calls. + // Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) + // - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. + // - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x + IMGUI_API bool ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); + IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. -// Widgets: Trees -// - 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_visible, - ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close - // button on upper right of the header which will set the bool to false when - // clicked, if '*p_visible==false' don't display the header. -IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. + // Widgets: 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_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. + IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. -// Widgets: Selectables -// - A selectable highlights when hovered, and can display another color when selected. -// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of -// selected Selectable appear contiguous. -IMGUI_API bool Selectable( - const char* label, - bool selected = false, - ImGuiSelectableFlags flags = 0, - const ImVec2& size = - ImVec2(0, 0)); // "bool selected" carry the selection state (read-only). Selectable() is clicked is returns - // true so you can modify your selection state. size.x==0.0: use remaining width, size.x>0.0: - // specify width. size.y==0.0: use label height, size.y>0.0: specify height -IMGUI_API bool Selectable(const char* label, - bool* p_selected, - ImGuiSelectableFlags flags = 0, - const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state - // (read-write), as a convenient helper. + // 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 -// - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. -// - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by -// creating e.g. Selectable() or any items. -// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for -// convenience purpose. This is analoguous to how Combos are created. -// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f -// (default): use current ItemWidth -// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f -// (default): arbitrary default height which can fit ~7 items -IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region -IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! -IMGUI_API bool ListBox(const char* label, - int* current_item, - const char* const items[], - int items_count, - int height_in_items = -1); -IMGUI_API bool ListBox(const char* label, - int* current_item, - bool (*items_getter)(void* data, int idx, const char** out_text), - void* data, - int items_count, - int height_in_items = -1); + // Widgets: List Boxes + // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. + // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! + IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); -// Widgets: Data Plotting -// - Consider using ImPlot (https://github.com/epezent/implot) -IMGUI_API void PlotLines(const char* label, - const float* values, - int values_count, - int values_offset = 0, - const char* overlay_text = NULL, - float scale_min = FLT_MAX, - float scale_max = FLT_MAX, - ImVec2 graph_size = ImVec2(0, 0), - int stride = sizeof(float)); -IMGUI_API void PlotLines(const char* label, - float (*values_getter)(void* data, int idx), - void* data, - int values_count, - int values_offset = 0, - const char* overlay_text = NULL, - float scale_min = FLT_MAX, - float scale_max = FLT_MAX, - ImVec2 graph_size = ImVec2(0, 0)); -IMGUI_API void PlotHistogram(const char* label, - const float* values, - int values_count, - int values_offset = 0, - const char* overlay_text = NULL, - float scale_min = FLT_MAX, - float scale_max = FLT_MAX, - ImVec2 graph_size = ImVec2(0, 0), - int stride = sizeof(float)); -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: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! + 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: 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. -// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the -// moment. -IMGUI_API bool -BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). -IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! -IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. -IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! -IMGUI_API bool BeginMenu(const char* label, - bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! -IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! -IMGUI_API bool MenuItem(const char* label, - const char* shortcut = NULL, - bool selected = false, - bool enabled = true); // return true when activated. -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 + // 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. + // - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. + IMGUI_API bool BeginMenuBar(); // append to menu-bar of current window (requires ImGuiWindowFlags_MenuBar flag set on parent window). + IMGUI_API void EndMenuBar(); // only call EndMenuBar() if BeginMenuBar() returns true! + IMGUI_API bool BeginMainMenuBar(); // create and append to a full screen menu-bar. + IMGUI_API void EndMainMenuBar(); // only call EndMainMenuBar() if BeginMainMenuBar() returns true! + IMGUI_API bool BeginMenu(const char* label, bool enabled = true); // create a sub-menu entry. only call EndMenu() if this returns true! + IMGUI_API void EndMenu(); // only call EndMenu() if BeginMenu() returns true! + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. + 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. They do not take focus away. -IMGUI_API void -BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). -IMGUI_API void EndTooltip(); -IMGUI_API void SetTooltip(const char* fmt, ...) - IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to - // SetTooltip(). -IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + // Tooltips + // - Tooltip are windows following the mouse. They do not take focus away. + IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). + IMGUI_API void EndTooltip(); + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). + IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); -// Popups, Modals -// - 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, 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: begin/end functions + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. + IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. + IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. + IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! -// Popups: open/close functions -// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. -// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. -// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. -// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). -// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. -// This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). -// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. -IMGUI_API void OpenPopup(const char* str_id, - ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). -IMGUI_API void OpenPopup(ImGuiID id, - ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks -IMGUI_API void OpenPopupOnItemClick( - const char* str_id = NULL, - ImGuiPopupFlags popup_flags = - 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: - // actually triggers on the mouse _released_ event to be consistent with popup behaviors) -IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. + // Popups: open/close functions + // - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. + // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. + // - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. + // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). + // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). + // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter + IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). + IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks + IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void CloseCurrentPopup(); // manually close the popup we have begin-ed into. -// Popups: open+begin combined functions helpers -// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. -// - They are convenient to easily create context menus, hence the name. -// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). -// For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. -// - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward -// compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add -// the ImGuiPopupFlags_MouseButtonRight. -IMGUI_API bool BeginPopupContextItem( - const char* str_id = NULL, - ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the - // popup to previous item. If you want to use that on a non-interactive item such - // as Text() you need to pass in an explicit ID here. read comments in .cpp! -IMGUI_API bool BeginPopupContextWindow( - const char* str_id = NULL, - ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on current window. -IMGUI_API bool BeginPopupContextVoid( - const char* str_id = NULL, - ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). + // Popups: 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: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. + IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). -// Popups: query functions -// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. -// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level -// of the popup stack. -// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. -IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. + // Popups: query functions + // - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. + // - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. + IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. -// Tables -// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! -// - Full-featured replacement for old Columns API. -// - See Demo->Tables for demo code. -// - See top of imgui_tables.cpp for general commentary. -// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. -// The typical call flow is: -// - 1. Call BeginTable(). -// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. -// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. -// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. -// - 5. Populate contents: -// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. -// - If you are using tables as a sort of grid, where every columns is holding the same type of contents, -// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). -// TableNextColumn() will automatically wrap-around into the next row if needed. -// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! -// - Summary of possible call flow: -// -------------------------------------------------------------------------------------------------------- -// TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // -// OK TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // -// OK -// TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // -// OK: TableNextColumn() automatically gets to next row! -// TableNextRow() -> Text("Hello 0") // -// Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! -// -------------------------------------------------------------------------------------------------------- -// - 5. Call EndTable() -IMGUI_API bool BeginTable(const char* str_id, - int column, - ImGuiTableFlags flags = 0, - const ImVec2& outer_size = ImVec2(0.0f, 0.0f), - float inner_width = 0.0f); -IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! -IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, - float min_row_height = 0.0f); // append into the first cell of a new row. -IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last - // column). Return true when column is visible. -IMGUI_API bool TableSetColumnIndex( - int column_n); // append into the specified column. Return true when column is visible. + // Tables + // - Full-featured replacement for old Columns API. + // - See Demo->Tables for demo code. + // - See top of imgui_tables.cpp for general commentary. + // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. + // The typical call flow is: + // - 1. Call BeginTable(). + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: + // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. + // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, + // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). + // TableNextColumn() will automatically wrap-around into the next row if needed. + // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! + // - Summary of possible call flow: + // -------------------------------------------------------------------------------------------------------- + // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! + // -------------------------------------------------------------------------------------------------------- + // - 5. Call EndTable() + IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. -// Tables: Headers & Columns declaration -// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. -// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. -// Headers are required to perform: reordering, sorting, and opening the context menu. -// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. -// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in -// some advanced use cases (e.g. adding custom widgets in header row). -// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. -IMGUI_API void TableSetupColumn(const char* label, - ImGuiTableColumnFlags flags = 0, - float init_width_or_weight = 0.0f, - ImGuiID user_id = 0); -IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. -IMGUI_API void -TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu -IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + // Tables: Headers & Columns declaration + // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. + // - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. + // Headers are required to perform: reordering, sorting, and opening the context menu. + // The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. + // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in + // some advanced use cases (e.g. adding custom widgets in header row). + // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) -// Tables: Sorting -// - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. -// - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed -// since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may -// wastefully sort your data every frame! -// - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). -IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). + // Tables: Sorting + // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed + // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may + // wastefully sort your data every frame! + // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). -// Tables: Miscellaneous functions -// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. -IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) -IMGUI_API int TableGetColumnIndex(); // return current column index. -IMGUI_API int TableGetRowIndex(); // return current row index. -IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by - // TableSetupColumn(). Pass -1 to use current column. -IMGUI_API ImGuiTableColumnFlags -TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered - // status flags. Pass -1 to use current column. -IMGUI_API void TableSetColumnEnabled( - int column_n, - bool v); // change user accessible enabled/disabled state of a column. Set to false to hide the column. User can - // use the context menu to change this themselves (right-click in headers, or right-click in columns body - // with ImGuiTableFlags_ContextMenuInBody) -IMGUI_API void TableSetBgColor( - ImGuiTableBgTarget target, - ImU32 color, - int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + // Tables: Miscellaneous functions + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + IMGUI_API const char* TableGetColumnName(int column_n = -1); // return "" if column didn't have a name declared by TableSetupColumn(). Pass -1 to use current column. + IMGUI_API ImGuiTableColumnFlags TableGetColumnFlags(int column_n = -1); // return column flags so you can query their Enabled/Visible/Sorted/Hovered status flags. Pass -1 to use current column. + IMGUI_API void TableSetColumnEnabled(int column_n, bool v);// change user accessible enabled/disabled state of a column. Set to false to hide the column. User can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) + IMGUI_API void TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. -// Legacy Columns API (prefer using Tables!) -// - You can also use SameLine(pos_x) to mimic simplified columns. -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(); + // Legacy Columns API (prefer using Tables!) + // - You can also use SameLine(pos_x) to mimic simplified columns. + 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 -// Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking -// being involved. -IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar -IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! -IMGUI_API bool BeginTabItem(const char* label, - bool* p_open = NULL, - ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. -IMGUI_API 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. + // Tab Bars, Tabs + // Note: Tabs are automatically created by the docking system. Use this to create tab bars/tabs yourself without docking being involved. + IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar + IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! + IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. + IMGUI_API void EndTabItem(); // only call EndTabItem() if BeginTabItem() returns true! + IMGUI_API bool TabItemButton(const char* label, ImGuiTabItemFlags flags = 0); // create a Tab behaving like a button. return true when clicked. cannot be selected in the tab bar. + IMGUI_API void SetTabItemClosed(const char* tab_or_docked_window_label); // notify TabBar or Docking system of a closed tab/window ahead (useful to reduce visual flicker on reorderable tab bars). For tab-bar: call after BeginTabBar() and before Tab submissions. Otherwise call with a window name. -// Docking -// [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. -// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use -// Docking! -// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. -// - Drag from window menu button (upper-left button) to undock an entire node (all windows). -// About dockspaces: -// - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. -// - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. -// This is often used with ImGuiDockNodeFlags_PassthruCentralNode. -// - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! -// - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. -// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with -// ImGuiDockNodeFlags_KeepAliveOnly. -IMGUI_API ImGuiID DockSpace(ImGuiID id, - const ImVec2& size = ImVec2(0, 0), - ImGuiDockNodeFlags flags = 0, - const ImGuiWindowClass* window_class = NULL); -IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, - ImGuiDockNodeFlags flags = 0, - const ImGuiWindowClass* window_class = NULL); -IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id -IMGUI_API void SetNextWindowClass( - const ImGuiWindowClass* - window_class); // set next window class (control docking compatibility + provide hints to platform backend via - // custom viewport flags and platform parent/child relationship) -IMGUI_API ImGuiID GetWindowDockID(); -IMGUI_API bool IsWindowDocked(); // is current window docked into another window? + // Docking + // [BETA API] Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. + // Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! + // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking/undocking. + // - Drag from window menu button (upper-left button) to undock an entire node (all windows). + // - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. + // About dockspaces: + // - Use DockSpace() to create an explicit dock node _within_ an existing window. See Docking demo for details. + // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. + // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. + // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! + // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. + // e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. + IMGUI_API ImGuiID DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API ImGuiID DockSpaceOverViewport(const ImGuiViewport* viewport = NULL, ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); + IMGUI_API void SetNextWindowDockID(ImGuiID dock_id, ImGuiCond cond = 0); // set next window dock id + IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (control docking compatibility + provide hints to platform backend via custom viewport flags and platform parent/child relationship) + IMGUI_API ImGuiID GetWindowDockID(); + IMGUI_API bool IsWindowDocked(); // is current window docked into another window? -// Logging/Capture -// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are -// automatically opened during logging. -IMGUI_API void LogToTTY(int 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) -IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); + // 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) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); -// Drag and Drop -// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + -// EndDragDropSource(). -// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + -// EndDragDropTarget(). -// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we -// currently display a fallback "..." tooltip, see #1725) -// - An item can be both drag source and drop target. -IMGUI_API bool BeginDragDropSource( - ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you - // can call SetDragDropPayload() + EndDragDropSource() -IMGUI_API bool SetDragDropPayload( - const char* type, - const void* data, - size_t sz, - ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are - // reserved for dear imgui internal types. Data is copied and held by imgui. -IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! -IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns - // true, you can call AcceptDragDropPayload() + EndDragDropTarget() -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. + // Drag and Drop + // - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). + // - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). + // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) + // - An item can be both drag source and drop target. + IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. + IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! + IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() + IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. + 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. -// Disabling [BETA API] -// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) -// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If -// you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. -IMGUI_API void BeginDisabled(bool disabled = true); -IMGUI_API void EndDisabled(); + // Disabling [BETA API] + // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) + // - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) + // - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it. + IMGUI_API void BeginDisabled(bool disabled = true); + IMGUI_API void EndDisabled(); -// Clipping -// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which -// are render only. -IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, - const ImVec2& clip_rect_max, - bool intersect_with_current_clip_rect); -IMGUI_API void PopClipRect(); + // Clipping + // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); + IMGUI_API void PopClipRect(); -// 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. + // 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 and Query Functions -// - Most of the functions are referring to the previous Item that has been submitted. -// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. -IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by - // a popup, etc.). See ImGuiHoveredFlags for more options. -IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will - // continuously return true while holding mouse button on an item. Items that don't - // interact will always return false) -IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? -IMGUI_API bool IsItemClicked( - ImGuiMouseButton mouse_button = - 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && - // IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in - // function definition. -IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) -IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is - // generally the same as the "bool" return value of many widgets. -IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). -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. + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. + // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. + IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. + IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) + IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) + IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. + IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). + 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. -// Viewports -// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. -// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. -// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main -// platform window" operation mode. -IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + // Viewports + // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. + // - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. + // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. + IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. -// Miscellaneous Utilities -IMGUI_API bool IsRectVisible( - const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. -IMGUI_API bool IsRectVisible(const ImVec2& rect_min, - const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. - // to perform coarse clipping on user's side. -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(); // get background draw list for the viewport associated to the current - // window. this draw list will be the first rendering one. Useful to - // quickly draw shapes/text behind dear imgui contents. -IMGUI_API ImDrawList* -GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list - // will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. -IMGUI_API ImDrawList* GetBackgroundDrawList( - ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first - // rendering one. Useful to quickly draw shapes/text behind dear imgui contents. -IMGUI_API ImDrawList* GetForegroundDrawList( - ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last - // rendered one. Useful to quickly draw shapes/text over dear imgui contents. -IMGUI_API ImDrawListSharedData* -GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. -IMGUI_API const char* GetStyleColorName( - ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). -IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to - // manipulate it yourself, typically clear subsection of it) -IMGUI_API ImGuiStorage* GetStateStorage(); -IMGUI_API 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) + // 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(); // get background draw list for the viewport associated to the current window. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // get foreground draw list for the viewport associated to the current window. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. + IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). + IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) + IMGUI_API ImGuiStorage* GetStateStorage(); + IMGUI_API 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); + // 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); + // 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: Keyboard + // Without IMGUI_DISABLE_OBSOLETE_KEYIO: (legacy support) + // - For 'ImGuiKey key' you can still use your legacy native/user indices according to how your backend/engine stored them in io.KeysDown[]. + // With IMGUI_DISABLE_OBSOLETE_KEYIO: (this is the way forward) + // - Any use of 'ImGuiKey' will assert when key < 512 will be passed, previously reserved as native/user keys indices + // - GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined) + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void 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. + // 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). Same as GetMouseClickedCount() == 1. + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). + IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. + IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. + IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls + IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) + IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) + IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type + IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. -// 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); + // 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. -// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an -// absolute path (e.g. same path as executables). -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. + // 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. + // - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). + 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 -// - This is used by the IMGUI_CHECKVERSION() macro. -IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, - size_t sz_io, - size_t sz_style, - size_t sz_vec2, - size_t sz_vec4, - size_t sz_drawvert, - size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. + // Debug Utilities + // - This is used by the IMGUI_CHECKVERSION() macro. + IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. -// Memory Allocators -// - Those functions are not reliant on the current context. -// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + -// SetAllocatorFunctions() -// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for -// more details. -IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); -IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, - ImGuiMemFreeFunc* p_free_func, - void** p_user_data); -IMGUI_API void* MemAlloc(size_t size); -IMGUI_API void MemFree(void* ptr); + // Memory Allocators + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); + IMGUI_API void* MemAlloc(size_t size); + IMGUI_API void MemFree(void* ptr); -// (Optional) Platform/OS interface for multi-viewport support -// Read comments around the ImGuiPlatformIO structure for more details. -// Note: You may use GetWindowViewport() to get the current viewport of the current window. -IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list. -IMGUI_API void -UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each - // secondary viewport, and DestroyWindow for each inactive viewport. -IMGUI_API void RenderPlatformWindowsDefault( - void* platform_render_arg = NULL, - void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for - // each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized - // flag set. May be reimplemented by user for custom rendering needs. -IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend - // Shutdown() if you need to close platform windows before imgui shutdown. - // otherwise will be called by DestroyContext(). -IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. -IMGUI_API ImGuiViewport* FindViewportByPlatformHandle( - void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. - // HWND, MyWindow*, GLFWwindow* etc.) + // (Optional) Platform/OS interface for multi-viewport support + // Read comments around the ImGuiPlatformIO structure for more details. + // Note: You may use GetWindowViewport() to get the current viewport of the current window. + IMGUI_API ImGuiPlatformIO& GetPlatformIO(); // platform/renderer functions, for backend to setup + viewports list. + IMGUI_API void UpdatePlatformWindows(); // call in main loop. will call CreateWindow/ResizeWindow/etc. platform functions for each secondary viewport, and DestroyWindow for each inactive viewport. + IMGUI_API void RenderPlatformWindowsDefault(void* platform_render_arg = NULL, void* renderer_render_arg = NULL); // call in main loop. will call RenderWindow/SwapBuffers platform functions for each secondary viewport which doesn't have the ImGuiViewportFlags_Minimized flag set. May be reimplemented by user for custom rendering needs. + IMGUI_API void DestroyPlatformWindows(); // call DestroyWindow platform functions for all viewports. call from backend Shutdown() if you need to close platform windows before imgui shutdown. otherwise will be called by DestroyContext(). + IMGUI_API ImGuiViewport* FindViewportByID(ImGuiID id); // this is a helper for backends. + IMGUI_API ImGuiViewport* FindViewportByPlatformHandle(void* platform_handle); // this is a helper for backends. the type platform_handle is decided by the backend (e.g. HWND, MyWindow*, GLFWwindow* etc.) -} // namespace ImGui +} // namespace ImGui //----------------------------------------------------------------------------- // [SECTION] Flags & Enumerations @@ -1751,445 +984,302 @@ IMGUI_API ImGuiViewport* FindViewportByPlatformHandle( // 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. Also referred to - // as "window menu button" within a docking node. - ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame - ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. - // Similar as using SetNextWindowBgAlpha(0.0f). - ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file - 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, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking - // the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure - // is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. - ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window + 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. Also referred to as Window Menu Button (e.g. within a docking node). + ImGuiWindowFlags_AlwaysAutoResize = 1 << 6, // Resize every window to its content every frame + ImGuiWindowFlags_NoBackground = 1 << 7, // Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f). + ImGuiWindowFlags_NoSavedSettings = 1 << 8, // Never load/save settings in .ini file + 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, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoDocking = 1 << 21, // Disable docking of this window - ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, - ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | - ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, - ImGuiWindowFlags_NoInputs = - ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, + 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() - ImGuiWindowFlags_DockNodeHost = 1 << 29 // Don't use! For internal use by Begin()/NewFrame() + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() + ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() + ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() + ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_DockNodeHost = 1 << 29 // Don't use! For internal use by Begin()/NewFrame() // [Obsolete] - // ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure - // mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // [Obsolete] --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (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_AlwaysOverwrite = 1 << 13, // Overwrite mode - ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode - ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' - ImGuiInputTextFlags_NoUndoRedo = - 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide - // your own undo/redo stack you need e.g. to call ClearActiveID(). - ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) - ImGuiInputTextFlags_CallbackResize = - 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the - // string to grow. Notify when the string wants to be resized (for string types which hold a cache of - // their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see - // misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = - 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful - // mainly to manipulate the underlying buffer while focus is active) + ImGuiInputTextFlags_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_AlwaysOverwrite = 1 << 13, // Overwrite mode + ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode + ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' + ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). + ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) + ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) + ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) -// Obsolete names (will be removed soon) -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , - ImGuiInputTextFlags_AlwaysInsertMode = - ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior -# endif + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +#endif }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() enum ImGuiTreeNodeFlags_ { - ImGuiTreeNodeFlags_None = 0, - ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected - ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) - ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one - ImGuiTreeNodeFlags_NoTreePushOnOpen = - 1 - << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack - ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is - // active (by default logging will automatically open tree nodes) - 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 + ImGuiTreeNodeFlags_None = 0, + ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected + ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) + ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack + ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) + 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. -// 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. +// - 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_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 + 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 + 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 + 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 + 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, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will - // wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if - // you keep submitting the tab may reappear at end of tab bar. - 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) + ImGuiTabItemFlags_None = 0, + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + 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::BeginTable() -// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! -// - Important! Sizing policies have complex and subtle side effects, more so than you would expect. +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. // Read comments/demos carefully + experiment with live demos to get acquainted with them. // - The DEFAULT sizing policies are: -// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has -// ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. // - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. // - When ScrollX is off: -// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to -// ImGuiTableColumnFlags_WidthStretch with same weight. +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. // - Columns sizing policy allowed: Stretch (default), Fixed/Auto. -// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all). -// - Stretch Columns will share the remaining width. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. -// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two -// TRAILING Stretch columns. (this is because the visible order of columns have subtle but necessary effects on how -// they react to manual resizing). +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). // - When ScrollX is on: // - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed // - Columns sizing policy allowed: Fixed/Auto mostly. // - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. -// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment -// e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. -// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for -// 'inner_width' in BeginTable(). -// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed -// Fixed/Stretch columns become meaningful again. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. // - Read on documentation at the top of imgui_tables.cpp for details. enum ImGuiTableFlags_ { // Features - ImGuiTableFlags_None = 0, - ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. - ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + - // TableHeadersRow() to display headers) - ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. - ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see - // ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. - ImGuiTableFlags_NoSavedSettings = - 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. - ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context - // menu. By default it is available in TableHeadersRow(). Decorations - ImGuiTableFlags_RowBg = - 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling - // TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) - ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. - ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. - ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. - ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. - ImGuiTableFlags_BordersH = - ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. - ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. - ImGuiTableFlags_BordersInner = - ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. - ImGuiTableFlags_BordersOuter = - ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. - ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. - ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always - // appears in Headers). -> May move to style - ImGuiTableFlags_NoBordersInBodyUntilResize = - 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always - // appears in Headers). -> May move to style Sizing Policy (read above for defaults) - ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not - // resizable), matching contents width. - ImGuiTableFlags_SizingFixedSame = - 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum - // contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. - ImGuiTableFlags_SizingStretchProp = - 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. - ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, - // unless overridden by TableSetupColumn(). Sizing Extra Options - ImGuiTableFlags_NoHostExtendX = - 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when - // ScrollX/ScrollY are disabled and Stretch columns are not used. - ImGuiTableFlags_NoHostExtendY = - 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only - // available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. - ImGuiTableFlags_NoKeepColumnsVisible = - 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not - // recommended if columns are resizable. - ImGuiTableFlags_PreciseWidths = - 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table - // with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of - // columns, resizing will appear to be less smooth. Clipping - ImGuiTableFlags_NoClip = - 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be - // able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). Padding - ImGuiTableFlags_PadOuterX = - 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. - ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. - ImGuiTableFlags_NoPadInnerX = - 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner - // padding if BordersOuterV is off). Scrolling - ImGuiTableFlags_ScrollX = - 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the - // container size. Changes default sizing policy. Because this create a child window, ScrollY is - // currently generally recommended when using ScrollX. - ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to - // specify the container size. Sorting - ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. - // TableGetSortSpecs() may return specs where (SpecsCount > 1). - ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may - // return specs where (SpecsCount == 0). + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). // [Internal] Combinations and masks - ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | - ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame -// Obsolete names (will be removed soon) -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = -// ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 , ImGuiTableFlags_SizingPolicyFixed = -// ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP -// Tables 2021/01 -# endif + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 + //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 +#endif }; // Flags for ImGui::TableSetupColumn() enum ImGuiTableColumnFlags_ { // Input configuration flags - ImGuiTableColumnFlags_None = 0, - ImGuiTableColumnFlags_Disabled = - 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling - // TableSetColumnEnabled() which manipulates the user accessible state) - ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. - ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. - ImGuiTableColumnFlags_WidthStretch = - 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy - // is _SizingStretchSame or _SizingStretchProp). - ImGuiTableColumnFlags_WidthFixed = - 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing - // policy is _SizingFixedFit and table is resizable). - ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. - ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other - // columns from crossing over this column. - ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. - ImGuiTableColumnFlags_NoClip = - 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). - ImGuiTableColumnFlags_NoSort = - 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). - ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. - ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. - ImGuiTableColumnFlags_NoHeaderLabel = 1 - << 12, // TableHeadersRow() will not submit label for this column. Convenient - // for some small columns. Name will still appear in context menu. - ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. - ImGuiTableColumnFlags_PreferSortAscending = - 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). - ImGuiTableColumnFlags_PreferSortDescending = - 1 << 15, // Make the initial sort direction Descending when first sorting on this column. - ImGuiTableColumnFlags_IndentEnable = 1 - << 16, // Use current Indent value when entering cell (default for column 0). - ImGuiTableColumnFlags_IndentDisable = 1 - << 17, // Ignore current Indent value when entering cell (default for columns - // > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. // Output status flags, read-only via TableGetColumnFlags() - ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" - // in _DefaultHide and _NoHide) flags. - ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. - ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs - ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse // [Internal] Combinations and masks - ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, - ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, - ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | - ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, - ImGuiTableColumnFlags_NoDirectResize_ = - 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its - // left edge) + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) -// Obsolete names (will be removed soon) -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | - // ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted - // contents. -# endif + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. +#endif }; // Flags for ImGui::TableNextRow() enum ImGuiTableRowFlags_ { - ImGuiTableRowFlags_None = 0, - ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents - // accounted different for auto column width) + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted differently for auto column width) }; // Enum for ImGui::TableSetBgColor() @@ -2197,57 +1287,48 @@ enum ImGuiTableRowFlags_ // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. // - Layer 2: draw with CellBg color if set. -// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend -// with the existing color. When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically -// set for odd/even rows. If you set the color of RowBg0 target, your color will override the existing RowBg0 color. If -// you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. enum ImGuiTableBgTarget_ { - ImGuiTableBgTarget_None = 0, - ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when - // ImGuiTableFlags_RowBg is used) - ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) - ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) }; // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { - ImGuiFocusedFlags_None = 0, - ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused - ImGuiFocusedFlags_RootWindow = - 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) - ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you - // are trying to tell how to dispatch your low-level inputs, do NOT use this. - // Use 'io.WantCaptureMouse' instead! Please read the FAQ! - ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows + ImGuiFocusedFlags_None = 0, + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows }; // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() -// 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. +// 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 + 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_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows }; // Flags for ImGui::DockSpace(), shared/inherited by child nodes. @@ -2255,111 +1336,78 @@ enum ImGuiHoveredFlags_ // FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. enum ImGuiDockNodeFlags_ { - ImGuiDockNodeFlags_None = 0, - ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. - // Windows docked into this dockspace node won't be undocked. - // ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which - // can stay empty) - ImGuiDockNodeFlags_NoDockingInCentralNode = - 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. - ImGuiDockNodeFlags_PassthruCentralNode = - 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background - // covering everything excepted the Central Node when empty. Meaning the host window should probably - // use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let - // inputs pass-through + won't display a DockingEmptyBg background. See demo for details. - ImGuiDockNodeFlags_NoSplit = - 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces - // into a main root one (the root one may have splitting disabled to reduce confusion). Note: when - // turned off, existing splits will be preserved. - ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. - // Useful with programatically setup dockspaces. - ImGuiDockNodeFlags_AutoHideTabBar = - 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. + ImGuiDockNodeFlags_None = 0, + ImGuiDockNodeFlags_KeepAliveOnly = 1 << 0, // Shared // Don't display the dockspace node but keep it alive. Windows docked into this dockspace node won't be undocked. + //ImGuiDockNodeFlags_NoCentralNode = 1 << 1, // Shared // Disable Central Node (the node which can stay empty) + ImGuiDockNodeFlags_NoDockingInCentralNode = 1 << 2, // Shared // Disable docking inside the Central Node, which will be always kept empty. + ImGuiDockNodeFlags_PassthruCentralNode = 1 << 3, // Shared // Enable passthru dockspace: 1) DockSpace() will render a ImGuiCol_WindowBg background covering everything excepted the Central Node when empty. Meaning the host window should probably use SetNextWindowBgAlpha(0.0f) prior to Begin() when using this. 2) When Central Node is empty: let inputs pass-through + won't display a DockingEmptyBg background. See demo for details. + ImGuiDockNodeFlags_NoSplit = 1 << 4, // Shared/Local // Disable splitting the node into smaller nodes. Useful e.g. when embedding dockspaces into a main root one (the root one may have splitting disabled to reduce confusion). Note: when turned off, existing splits will be preserved. + ImGuiDockNodeFlags_NoResize = 1 << 5, // Shared/Local // Disable resizing node using the splitter/separators. Useful with programmatically setup dockspaces. + ImGuiDockNodeFlags_AutoHideTabBar = 1 << 6 // Shared/Local // Tab bar will automatically hide when there is a single window in the dock node. }; // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() enum ImGuiDragDropFlags_ { - ImGuiDragDropFlags_None = 0, + 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) + 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. + 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_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_None = -1, + ImGuiDir_Left = 0, + ImGuiDir_Right = 1, + ImGuiDir_Up = 2, + ImGuiDir_Down = 3, ImGuiDir_COUNT }; // A sorting direction enum ImGuiSortDirection_ { - ImGuiSortDirection_None = 0, - ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. - ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. + ImGuiSortDirection_None = 0, + ImGuiSortDirection_Ascending = 1, // Ascending = 0->9, A->Z etc. + ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. }; -// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array enum ImGuiKey_ { - ImGuiKey_Tab, + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, @@ -2374,144 +1422,181 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_KeyPadEnter, - ImGuiKey_A, // for text edit CTRL+A: select all - ImGuiKey_C, // for text edit CTRL+C: copy - ImGuiKey_V, // for text edit CTRL+V: paste - ImGuiKey_X, // for text edit CTRL+X: cut - ImGuiKey_Y, // for text edit CTRL+Y: redo - ImGuiKey_Z, // for text edit CTRL+Z: undo - ImGuiKey_COUNT + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION action + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) // -- + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) // -- + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // -> ImGuiNavInput_Input + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // -> ImGuiNavInput_Activate + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // -> ImGuiNavInput_Menu + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // -> ImGuiNavInput_Cancel + ImGuiKey_GamepadDpadUp, // D-pad Up // -> ImGuiNavInput_DpadUp + ImGuiKey_GamepadDpadDown, // D-pad Down // -> ImGuiNavInput_DpadDown + ImGuiKey_GamepadDpadLeft, // D-pad Left // -> ImGuiNavInput_DpadLeft + ImGuiKey_GamepadDpadRight, // D-pad Right // -> ImGuiNavInput_DpadRight + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // -> ImGuiNavInput_FocusPrev + ImGuiNavInput_TweakSlow + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // -> ImGuiNavInput_FocusNext + ImGuiNavInput_TweakFast + ImGuiKey_GamepadL2, // L Trigger (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trigger (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Thumbstick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Thumbstick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickUp, // [Analog] // -> ImGuiNavInput_LStickUp + ImGuiKey_GamepadLStickDown, // [Analog] // -> ImGuiNavInput_LStickDown + ImGuiKey_GamepadLStickLeft, // [Analog] // -> ImGuiNavInput_LStickLeft + ImGuiKey_GamepadLStickRight, // [Analog] // -> ImGuiNavInput_LStickRight + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + + // Keyboard Modifiers + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every keys (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiKey_ModCtrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + ImGuiKey_ModCtrl, + ImGuiKey_ModShift, + ImGuiKey_ModAlt, + ImGuiKey_ModSuper, + + ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value + + // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + a io.KeyMap[] array. + // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN // First key stored in KeysData[0] +#else + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0 // First key stored in KeysData[0] +#endif + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter // Renamed in 1.87 +#endif }; -// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by -// user/backend) +// Helper "flags" version of key-mods to store and compare multiple key-mods easily. Sometimes used for storage (e.g. io.KeyMods) but otherwise not much used in public API. enum ImGuiKeyModFlags_ { - ImGuiKeyModFlags_None = 0, - ImGuiKeyModFlags_Ctrl = 1 << 0, - ImGuiKeyModFlags_Shift = 1 << 1, - ImGuiKeyModFlags_Alt = 1 << 2, - ImGuiKeyModFlags_Super = 1 << 3 + ImGuiKeyModFlags_None = 0, + ImGuiKeyModFlags_Ctrl = 1 << 0, + ImGuiKeyModFlags_Shift = 1 << 1, + ImGuiKeyModFlags_Alt = 1 << 2, + ImGuiKeyModFlags_Super = 1 << 3 // Cmd/Super/Windows key }; // Gamepad/Keyboard navigation -// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill -// io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. Gamepad: Set io.ConfigFlags |= -// ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] -// fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). Read instructions in imgui.cpp -// for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. +// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.AddKeyEvent() calls. +// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). +// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. enum ImGuiNavInput_ { // Gamepad Mapping - 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) + 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, // Focus Next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_FocusNext, // Focus Prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) + ImGuiNavInput_TweakSlow, // Slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) + ImGuiNavInput_TweakFast, // Faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) - // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for - // behaviors that require to differentiate them. Keyboard behavior that have no corresponding gamepad mapping (e.g. - // CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. - ImGuiNavInput_KeyLeft_, // move left // = Arrow keys - ImGuiNavInput_KeyRight_, // move right - ImGuiNavInput_KeyUp_, // move up - ImGuiNavInput_KeyDown_, // move down - ImGuiNavInput_COUNT, - ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_ + // [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 keyboard keys instead of io.NavInputs[]. + ImGuiNavInput_KeyLeft_, // Move left // = Arrow keys + ImGuiNavInput_KeyRight_, // Move right + ImGuiNavInput_KeyUp_, // Move up + ImGuiNavInput_KeyDown_, // Move down + ImGuiNavInput_COUNT }; // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { - ImGuiConfigFlags_None = 0, - ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will - // automatically fill io.NavInputs[] based on io.KeysDown[]. - ImGuiConfigFlags_NavEnableGamepad = - 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill - // io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. - ImGuiConfigFlags_NavEnableSetMousePos = - 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a - // virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you - // MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse - // is jumping around back and forth. - ImGuiConfigFlags_NavNoCaptureKeyboard = - 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. - ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows - // ignoring the mouse information set by the backend. - ImGuiConfigFlags_NoMouseCursorChange = - 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes - // are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You - // may want to honor requests from imgui by reading GetMouseCursor() yourself instead. + ImGuiConfigFlags_None = 0, + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.AddKeyEvent() calls + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. + ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. + ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. + ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. // [BETA] Docking - ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. + ImGuiConfigFlags_DockingEnable = 1 << 6, // Docking enable flags. // [BETA] Viewports - // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so - // transition to a viewport won't be noticeable. - ImGuiConfigFlags_ViewportsEnable = - 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + - // ImGuiBackendFlags_RendererHasViewports set by the respective backends) - ImGuiConfigFlags_DpiEnableScaleViewports = - 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport - // changed (mostly useful for the main viewport hosting other window). Note that resizing the main - // window itself is up to your application. - ImGuiConfigFlags_DpiEnableScaleFonts = - 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very - // low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or - // fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. + // When using viewports it is recommended that your default value for ImGuiCol_WindowBg is opaque (Alpha=1.0) so transition to a viewport won't be noticeable. + ImGuiConfigFlags_ViewportsEnable = 1 << 10, // Viewport enable flags (require both ImGuiBackendFlags_PlatformHasViewports + ImGuiBackendFlags_RendererHasViewports set by the respective backends) + ImGuiConfigFlags_DpiEnableScaleViewports= 1 << 14, // [BETA: Don't use] FIXME-DPI: Reposition and resize imgui windows when the DpiScale of a viewport changed (mostly useful for the main viewport hosting other window). Note that resizing the main window itself is up to your application. + ImGuiConfigFlags_DpiEnableScaleFonts = 1 << 15, // [BETA: Don't use] FIXME-DPI: Request bitmap-scaled fonts to match DpiScale. This is a very low-quality workaround. The correct way to handle DPI is _currently_ to replace the atlas and/or fonts in the Platform_OnChangedViewport callback, but this is all early work in progress. - // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. - // Those flags are not used by core Dear ImGui) - ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. - ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. + ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. }; // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. enum ImGuiBackendFlags_ { - ImGuiBackendFlags_None = 0, - ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. - ImGuiBackendFlags_HasMouseCursors = - 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. - ImGuiBackendFlags_HasSetMousePos = - 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used - // if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = - 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) - // while still using 16-bit indices. + ImGuiBackendFlags_None = 0, + ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. + ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. + ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. // [BETA] Viewports - ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. - ImGuiBackendFlags_HasMouseHoveredViewport = - 1 << 11, // Backend Platform supports setting io.MouseHoveredViewport to the viewport directly under the mouse - // _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag and _REGARDLESS_ of whether another - // viewport is focused and may be capturing the mouse. This information is _NOT EASY_ to provide - // correctly with most high-level engines! Don't set this without studying _carefully_ how the - // backends handle ImGuiViewportFlags_NoInputs! - ImGuiBackendFlags_RendererHasViewports = 1 << 12 // Backend Renderer supports multiple viewports. + ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. + ImGuiBackendFlags_HasMouseHoveredViewport=1 << 11, // Backend Platform supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag (Win32 backend, GLFW 3.30+ backend can do this, SDL backend cannot). If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under. + ImGuiBackendFlags_RendererHasViewports = 1 << 12 // Backend Renderer supports multiple viewports. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -2519,12 +1604,12 @@ 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_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_FrameBg, // Background of checkbox, radio button, plot, slider, text input ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive, ImGuiCol_TitleBg, @@ -2541,7 +1626,7 @@ enum ImGuiCol_ ImGuiCol_Button, ImGuiCol_ButtonHovered, ImGuiCol_ButtonActive, - ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem + ImGuiCol_Header, // Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem ImGuiCol_HeaderHovered, ImGuiCol_HeaderActive, ImGuiCol_Separator, @@ -2555,227 +1640,175 @@ enum ImGuiCol_ ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive, - ImGuiCol_DockingPreview, // Preview overlay color when about to docking something - ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) + ImGuiCol_DockingPreview, // Preview overlay color when about to docking something + ImGuiCol_DockingEmptyBg, // Background color for empty node (e.g. CentralNode with no window docked into it) ImGuiCol_PlotLines, ImGuiCol_PlotLinesHovered, ImGuiCol_PlotHistogram, ImGuiCol_PlotHistogramHovered, - ImGuiCol_TableHeaderBg, // Table header background - ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) - ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) - ImGuiCol_TableRowBg, // Table row background (even rows) - ImGuiCol_TableRowBgAlt, // Table row background (odd rows) + ImGuiCol_TableHeaderBg, // Table header background + ImGuiCol_TableBorderStrong, // Table outer and header borders (prefer using Alpha=1.0 here) + ImGuiCol_TableBorderLight, // Table inner borders (prefer using Alpha=1.0 here) + ImGuiCol_TableRowBg, // Table row background (even rows) + ImGuiCol_TableRowBgAlt, // Table row background (odd rows) ImGuiCol_TextSelectedBg, ImGuiCol_DragDropTarget, - ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item - 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_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 }; // 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. +// - 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_DisabledAlpha, // float DisabledAlpha - 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_CellPadding, // ImVec2 CellPadding - 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_Alpha, // float Alpha + ImGuiStyleVar_DisabledAlpha, // float DisabledAlpha + 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_CellPadding, // ImVec2 CellPadding + 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 }; // 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 + 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 + 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 color square. - ImGuiColorEditFlags_NoOptions = - 1 - << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. - ImGuiColorEditFlags_NoSmallPreview = 1 - << 4, // // ColorEdit, ColorPicker: disable color square preview - // next to the inputs. (e.g. to show only the inputs) - ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text - // widgets (e.g. to show only the small preview color square). - ImGuiColorEditFlags_NoTooltip = - 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. - ImGuiColorEditFlags_NoLabel = - 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still - // forwarded to the tooltip and picker). - ImGuiColorEditFlags_NoSidePreview = - 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small - // color square preview instead. - ImGuiColorEditFlags_NoDragDrop = - 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. - ImGuiColorEditFlags_NoBorder = - 1 << 10, // // ColorButton: disable border (which is enforced by default) + 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 color square. + ImGuiColorEditFlags_NoOptions = 1 << 3, // // ColorEdit: disable toggling options menu when right-clicking on inputs/small preview. + ImGuiColorEditFlags_NoSmallPreview = 1 << 4, // // ColorEdit, ColorPicker: disable color square preview next to the inputs. (e.g. to show only the inputs) + ImGuiColorEditFlags_NoInputs = 1 << 5, // // ColorEdit, ColorPicker: disable inputs sliders/text widgets (e.g. to show only the small preview color square). + ImGuiColorEditFlags_NoTooltip = 1 << 6, // // ColorEdit, ColorPicker, ColorButton: disable tooltip when hovering the preview. + ImGuiColorEditFlags_NoLabel = 1 << 7, // // ColorEdit, ColorPicker: disable display of inline text label (the label is still forwarded to the tooltip and picker). + ImGuiColorEditFlags_NoSidePreview = 1 << 8, // // ColorPicker: disable bigger color preview on right side of the picker, use small color square preview instead. + ImGuiColorEditFlags_NoDragDrop = 1 << 9, // // ColorEdit: disable drag and drop target. ColorButton: disable drag and drop source. + ImGuiColorEditFlags_NoBorder = 1 << 10, // // ColorButton: disable border (which is enforced by default) // User Options (right-click on widget to change some of them). - ImGuiColorEditFlags_AlphaBar = - 1 << 16, // // ColorEdit, ColorPicker: show vertical alpha bar/gradient in picker. - 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. + 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_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | - ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + // 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_DefaultOptions_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, // [Internal] Masks - ImGuiColorEditFlags_DisplayMask_ = - ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, - ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, - ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV + ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, + ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, + ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV -// Obsolete names (will be removed) -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , - ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, - ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, - ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] -# endif + // Obsolete names (will be removed) + // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. -// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it -// easier to swap them. +// 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. + 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 + // 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_Left = 0, + ImGuiMouseButton_Right = 1, ImGuiMouseButton_Middle = 2, - ImGuiMouseButton_COUNT = 5 + ImGuiMouseButton_COUNT = 5 }; // Enumeration for GetMouseCursor() -// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors -// that are marked unused here +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here enum ImGuiMouseCursor_ { - ImGuiMouseCursor_None = -1, + 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_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 }; // 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. +// 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) + 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) }; //----------------------------------------------------------------------------- @@ -2785,315 +1818,90 @@ enum ImGuiCond_ //----------------------------------------------------------------------------- // IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() // We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. -// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms -// complains when user has disabled exceptions. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. //----------------------------------------------------------------------------- -struct ImNewWrapper -{}; -inline void* operator new(size_t, ImNewWrapper, void* ptr) -{ - return ptr; -} -inline void operator delete(void*, ImNewWrapper, void*) {} // This is only required so we can use the symmetrical new() -# define IM_ALLOC(_SIZE) ImGui::MemAlloc(_SIZE) -# define IM_FREE(_PTR) ImGui::MemFree(_PTR) -# define IM_PLACEMENT_NEW(_PTR) new (ImNewWrapper(), _PTR) -# define IM_NEW(_TYPE) new (ImNewWrapper(), ImGui::MemAlloc(sizeof(_TYPE))) _TYPE -template -void IM_DELETE(T* p) -{ - if (p) - { - p->~T(); - ImGui::MemFree(p); - } -} +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); } } //----------------------------------------------------------------------------- // 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. +// - 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. +// - 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. //----------------------------------------------------------------------------- IM_MSVC_RUNTIME_CHECKS_OFF -template +template struct ImVector { - int Size; - int Capacity; - T* Data; + 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; + 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); - } // Important: does not destruct anything + 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); } // Important: does not destruct anything - inline void clear() - { - if (Data) - { - Size = Capacity = 0; - IM_FREE(Data); - Data = NULL; - } - } // Important: does not destruct anything - inline void clear_delete() - { - for (int n = 0; n < Size; n++) - IM_DELETE(Data[n]); - clear(); - } // Important: never called automatically! always explicit. - inline void clear_destruct() - { - for (int n = 0; n < Size; n++) - Data[n].~T(); - clear(); - } // Important: never called automatically! always explicit. + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + inline void clear_delete() { for (int n = 0; n < Size; n++) IM_DELETE(Data[n]); clear(); } // Important: never called automatically! always explicit. + inline void clear_destruct() { for (int n = 0; n < Size; n++) Data[n].~T(); clear(); } // Important: never called automatically! always explicit. - 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 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 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 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; - } + 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; - } + // 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 - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } + inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } + inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } + 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; } }; IM_MSVC_RUNTIME_CHECKS_RESTORE @@ -3107,80 +1915,47 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE struct ImGuiStyle { - float Alpha; // Global alpha applies to everything in Dear ImGui. - float - DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. - 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 CellPadding; // Padding within a table cell - ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not - // accurate enough. Unfortunately we don't sort widgets so priority on overlap will - // always be given to the first widget. So don't grow this too much! - float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + - // FramePadding.x*2). - float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). - 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). We apply - // per-monitor DPI scaling over this scale. May be removed later. - bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at - // the beginning of the frame (copied to ImDrawList). - bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to - // render with bilinear filtering. Latched at the beginning of the frame (copied to - // ImDrawList). - bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). - // Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied - // to ImDrawList). - float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of - // segments. Decrease for highly tessellated curves (higher quality, more polygons), - // increase to reduce quality. - float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or - // drawing rounded corner rectangles with no explicit segment count specified. - // Decrease for higher quality but more geometry. - ImVec4 Colors[ImGuiCol_COUNT]; + float Alpha; // Global alpha applies to everything in Dear ImGui. + float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + 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 CellPadding; // Padding within a table cell + ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + 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). We apply per-monitor DPI scaling over this scale. May be removed later. + bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); IMGUI_API void ScaleAllSizes(float scale_factor); @@ -3193,152 +1968,110 @@ struct ImGuiStyle // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + struct ImGuiIO { //------------------------------------------------------------------ // Configuration (fill once) // Default value //------------------------------------------------------------------ - ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. - // Gamepad/keyboard navigation options, etc. - ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx - // files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. - float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. - const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to - // current working dir!). Set NULL to disable automatic .ini loading/saving or if you want - // to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. - const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no - // file is specified). - float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. - float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in - // pixels. - float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. - int KeyMap[ImGuiKey_COUNT]; // // 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. + ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. + ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + 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. + 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. // Docking options (when ImGuiConfigFlags_DockingEnable is set) - bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is - // limited to merging multiple windows together into tab-bars. - bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with - // auto-sizing and general overhead] Make every single floating window display - // within a docking node. - bool ConfigDockingTransparentPayload; // = false // [BETA] Make window or viewport transparent when - // docking and only display docking boxes on the target viewport. Useful if - // rendering of multiple viewport cannot be synced. Best used with - // ConfigViewportsNoAutoMerge. + bool ConfigDockingNoSplit; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + bool ConfigDockingWithShift; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + bool ConfigDockingAlwaysTabBar; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + bool ConfigDockingTransparentPayload;// = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set) - bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their - // own viewport. Otherwise, they are merged into the main host viewports when - // overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual - // viewport. - bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary - // viewports. When a viewport doesn't want a task bar icon, - // ImGuiViewportFlags_NoTaskBarIcon will be set on it. - bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary - // viewports. When a viewport doesn't want window decorations, - // ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can - // create subsequent issues at OS levels (e.g. minimum window size). - bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for - // secondary viewports. By default, viewports are marked with ParentViewportId - // = , expecting the platform backend to setup a parent/child - // relationship between the OS windows (some backend may ignore this). Set to - // true if you want the default to be 0, then all viewports will be top-level - // OS windows. + bool ConfigViewportsNoAutoMerge; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + bool ConfigViewportsNoTaskBarIcon; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + bool ConfigViewportsNoDecoration; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + bool ConfigViewportsNoDefaultParent; // = false // Disable default OS parenting to main viewport for secondary viewports. By default, viewports are marked with ParentViewportId = , expecting the platform backend to setup a parent/child relationship between the OS windows (some backend may ignore this). Set to true if you want the default to be 0, then all viewports will be top-level OS windows. // Miscellaneous options - bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform - // without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is - // frequently used by backend implementations. - bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead - // of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using - // Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting - // whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. - bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it - // to be distracting). - bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with - // a simple mouse click-release (without moving). Not desirable on devices without - // a keyboard. - bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the - // lower-left corner. This requires (io.BackendFlags & - // ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. - // (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) - bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on - // their title bar. Does not apply to windows without a title bar. - float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory - // buffers when unused. Set to -1.0f to disable. + bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions // (the imgui_impl_xxxx backend files are setting those up for you) //------------------------------------------------------------------ - // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for - // backend/wrappers to store their own stuff. - const char* BackendPlatformName; // = NULL - const char* BackendRendererName; // = NULL - void* BackendPlatformUserData; // = NULL // User data for platform backend - void* BackendRendererUserData; // = NULL // User data for renderer backend - void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend + // Optional: Platform/Renderer backend name (informational only! will be displayed in About Window) + User data for backend/wrappers to store their own stuff. + const char* BackendPlatformName; // = NULL + const char* BackendRendererName; // = NULL + void* BackendPlatformUserData; // = NULL // User data for platform backend + void* BackendRendererUserData; // = NULL // User data for renderer backend + void* BackendLanguageUserData; // = NULL // User data for non C++ programming language backend // Optional: Access OS clipboard - // (default to use native Win32 clipboard on Windows, otherwise uses a private clipboard. Override to access OS - // clipboard on other architectures) + // (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; + 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 (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + void* ImeWindowHandle; // = NULL // [Obsolete] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. +#else + void* _UnusedPadding; // Unused field to keep data structure the same size. +#endif //------------------------------------------------------------------ - // Input - Fill before calling NewFrame() + // Input - Call before calling NewFrame() //------------------------------------------------------------------ - ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on - // another screen, etc.) - bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui - // mostly uses left and right buttons. Others buttons allows us to track if the mouse is being - // used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be - // filled by all backends. - ImGuiID MouseHoveredViewport; // (Optional) When using multiple viewports: viewport the OS mouse cursor is hovering - // _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag, and _REGARDLESS_ - // of whether another viewport is focused. Set io.BackendFlags |= - // ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you - // don't imgui will infer the value using the rectangles and last focused time of the - // viewports it knows about (ignoring other OS windows). - bool KeyCtrl; // Keyboard modifier pressed: Control - bool KeyShift; // Keyboard modifier pressed: Shift - bool KeyAlt; // Keyboard modifier pressed: Alt - bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows - bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to - // keyboard keys, so you can use your own defines/enums for keys). - float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be - // auto-mapped and be written here by NewFrame(). + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wh_x, float wh_y); // Queue a mouse wheel update + IMGUI_API void AddMouseViewportEvent(ImGuiID id); // Queue a mouse hovered viewport. Requires backend to set ImGuiBackendFlags_HasMouseHoveredViewport to call this (for multi-viewport support). + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from an UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from an UTF-8 string - // Functions - IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input - IMGUI_API void AddInputCharacterUTF16( - ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate - IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string - IMGUI_API void AddFocusEvent( - bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus - IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually - IMGUI_API void ClearInputKeys(); // [Internal] Release all keys + IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually + IMGUI_API void ClearInputKeys(); // [Internal] Release all keys + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() @@ -3346,138 +2079,127 @@ struct ImGuiIO // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) //------------------------------------------------------------------ - bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main - // game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked - // mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui - // window, etc.). - bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to - // your main game/application (either way, always pass keyboard inputs to imgui). (e.g. - // InputText active, or an imgui window is focused and navigation is enabled, etc.). - bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui - // when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set - // only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. - bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to - // notify your application that you can call SaveIniSettingsToMemory() and save yourself. - // Important: clear io.WantSaveIniSettings yourself after saving! - bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window - // is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling - // average estimation based on io.DeltaTime over 120 frames. - int MetricsRenderVertices; // Vertices output during last call to Render() - int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 - int MetricsRenderWindows; // Number of visible windows - int MetricsActiveWindows; // Number of active windows - int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current - // context. May be off if you have multiple imgui contexts. - ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid - // (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + bool KeysDown[512]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). +#endif //------------------------------------------------------------------ // [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() - ImGuiKeyModFlags KeyModsPrev; // Previous key mods - ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in - // case either position is invalid) - ImVec2 MouseClickedPos[5]; // Position at time of clicking - double MouseClickedTime[5]; // Time of last click (used to figure out double-click) - bool MouseClicked[5]; // Mouse button went from !Down to Down - bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? - bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. 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. - bool AppFocusLost; - ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 - ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using - // AddInputCharacter() helper. + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. + ImGuiID MouseHoveredViewport; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). - IMGUI_API ImGuiIO(); + // Other state maintained from data above + IO function calls + ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() + ImGuiKeyModFlags KeyModsPrev; // Key mods flags (from previous frame) + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; //Track if button was clicked inside a dear imgui window. + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + 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 (used for moving thresholds) + 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. + bool AppFocusLost; + ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] + bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- // [SECTION] Misc data structures //----------------------------------------------------------------------------- -// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is -// used. The callback function should return 0 by default. Callbacks (follow a flag name and see comments in -// ImGuiInputTextFlags_ declarations for more details) -// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on -// edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) // - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration // - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB // - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows -// - ImGuiInputTextFlags_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. +// - 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 + 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] + // - 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; } + 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. +// 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. + 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. }; // [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. @@ -3489,92 +2211,62 @@ struct ImGuiSizeCallbackData // - To the docking system for various options and filtering. struct ImGuiWindowClass { - ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with - // each others. - ImGuiID ParentViewportId; // Hint for the platform backend. If non-zero, the platform backend can create a - // parent<>child relationship between the platform windows. Not conforming backends are - // free to e.g. parent every viewport to the main viewport or not. - ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. - // This allows you to enforce OS decoration or task bar icon, override - // the defaults on a per-window basis. - ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a - // viewport. This allows you to enforce OS decoration or task bar - // icon, override the defaults on a per-window basis. - ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets - // submitted into a dock node tab bar. May use with - // ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. - ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class - // is hosted by a dock node (it doesn't have to be selected!) - bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own - // docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) - bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed - // window. // FIXME-DOCK: Move to DockNodeFlags override? + ImGuiID ClassId; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ImGuiID ParentViewportId; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + ImGuiViewportFlags ViewportFlagsOverrideSet; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiViewportFlags ViewportFlagsOverrideClear; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ImGuiTabItemFlags TabItemFlagsOverrideSet; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + ImGuiDockNodeFlags DockNodeFlagsOverrideSet; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + bool DockingAlwaysTabBar; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + bool DockingAllowUnclassed; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? - ImGuiWindowClass() - { - memset(this, 0, sizeof(*this)); - DockingAllowUnclassed = true; - } + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } }; // 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 + 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. + 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; - } + 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; } + bool IsPreview() const { return Preview; } + bool IsDelivery() const { return Delivery; } }; // Sorting specification for one column of a table (sizeof == 12 bytes) struct ImGuiTableColumnSortSpecs { - ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) - ImS16 ColumnIndex; // Index of the column - ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted - // on a single criteria will always have a 0 here) - ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use - // this or SortSign, whichever is more convenient for your sort function) + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } }; // Sorting specifications for a table (often handling sort specs for a single column, occasionally more) // Obtained by calling TableGetSortSpecs(). -// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or -// the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every -// frame! +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! struct ImGuiTableSortSpecs { - const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. - int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 - // when ImGuiTableFlags_SortTristate is enabled. - bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the - // flag. + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. - ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -3582,461 +2274,331 @@ struct ImGuiTableSortSpecs //----------------------------------------------------------------------------- // Helper: Unicode defines -# define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). -# ifdef IMGUI_USE_WCHAR32 -# define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. -# else -# define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. -# endif +#define IM_UNICODE_CODEPOINT_INVALID 0xFFFD // Invalid Unicode code point (standard value). +#ifdef IMGUI_USE_WCHAR32 +#define IM_UNICODE_CODEPOINT_MAX 0x10FFFF // Maximum Unicode code point supported by this build. +#else +#define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. +#endif -// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within -// deep-nested code that runs multiple times every frame. Usage: static ImGuiOnceUponAFrame oaf; if (oaf) -// ImGui::Text("This will be called only once per frame"); +// 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; - } + 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(); } + 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; + 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; + ImGuiTextRange() { b = e = NULL; } + ImGuiTextRange(const char* _b, const char* _e) { b = _b; e = _e; } + bool empty() const { return b == e; } + IMGUI_API void split(char separator, ImVector* out) const; }; - char InputBuf[256]; - ImVector Filters; - int CountGrep; + char InputBuf[256]; + ImVectorFilters; + int CountGrep; }; // Helper: Growable text buffer for logging/accumulating text // (this could be called 'ImGuiTextBuilder' / 'ImGuiStringBuilder') struct ImGuiTextBuffer { - ImVector Buf; + 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); + 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. +// 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; - } + 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; } }; - ImVector Data; + ImVector Data; // - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N) // - Set***() functions find pair, insertion on demand if missing. // - 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); + 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) + // - 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); + 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); + 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(); + // 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. (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: +// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: // ImGuiListClipper clipper; // clipper.Begin(1000); // We have 1000 elements, evenly spaced. // 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 lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. // - Clipper can measure the height of the first element -// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the -// cursor before the first visible element. +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. // - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { - int DisplayStart; - int DisplayEnd; - - // [Internal] - int ItemsCount; - int StepNo; - int ItemsFrozen; - float ItemsHeight; - float StartPosY; + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + void* TempData; // [Internal] Internal data + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). IMGUI_API ImGuiListClipper(); IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. - // 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. + // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. + IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline ImGuiListClipper(int items_count, float items_height = -1.0f) - { - memset(this, 0, sizeof(*this)); - ItemsCount = -1; - Begin(items_count, items_height); - } // [removed in 1.79] -# endif +#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 -# 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 -# 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 +#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 +#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 +#endif +#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; } + 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); - } + 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); } }; //----------------------------------------------------------------------------- -// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, -// ImDrawList, ImDrawData) Hold a series of drawing commands. The user provides a renderer for ImDrawData which -// essentially contains an array of ImDrawList. +// [SECTION] Drawing API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawListFlags, ImDrawList, ImDrawData) +// Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. //----------------------------------------------------------------------------- -// 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 +// 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 backend accordingly. -# ifndef ImDrawCallback +// 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 backend accordingly. +#ifndef ImDrawCallback typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* cmd); -# endif +#endif // Special Draw callback value to request renderer backend to reset the graphics/render state. -// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this -// address. This is useful for example if you submitted callbacks which you know have altered the render state and you -// want it to be restored. It is not done by default because they are many perfectly useful way of altering render state -// for imgui contents (e.g. changing shader/blending settings before an Image call). -# define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) +// The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. +// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. +// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, -// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. -// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields. +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { - ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping - // rectangle in "viewport" coordinates - ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or - // passed to Image*() functions. Ignore if never using images or multiple fonts atlas. - unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, - // otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. - unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. - unsigned int 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. + 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. + 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 + ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed - // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as - // 'TextureId' (we will change this function for an upcoming feature) + // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) inline ImTextureID GetTexID() const { return TextureId; } }; -// Vertex index, default to 16-bit -// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle -// ImDrawCmd::VtxOffset in the renderer backend (recommended). To use 32-bit indices: override with '#define ImDrawIdx -// unsigned int' in imconfig.h. -# ifndef ImDrawIdx -typedef unsigned short ImDrawIdx; -# endif - // Vertex layout -# ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT +#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { - ImVec2 pos; - ImVec2 uv; - ImU32 col; + ImVec2 pos; + ImVec2 uv; + ImU32 col; }; -# else +#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. +// 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 +#endif // [Internal] For use by ImDrawList struct ImDrawCmdHeader { - ImVec4 ClipRect; - ImTextureID TextureId; - unsigned int VtxOffset; + ImVec4 ClipRect; + ImTextureID TextureId; + unsigned int VtxOffset; }; // [Internal] For use by ImDrawListSplitter struct ImDrawChannel { - ImVector _CmdBuffer; - ImVector _IdxBuffer; + ImVector _CmdBuffer; + ImVector _IdxBuffer; }; + // Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. // This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. struct ImDrawListSplitter { - int _Current; // Current channel number (0) - int _Count; // Number of active channels (1+) - ImVector _Channels; // Draw channels (not resized down so _Count might be < Channels.Size) + 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() { memset(this, 0, sizeof(*this)); } + inline ImDrawListSplitter() { memset(this, 0, sizeof(*this)); } inline ~ImDrawListSplitter() { ClearFreeMemory(); } - inline void Clear() - { - _Current = 0; - _Count = 1; - } // Do not clear Channels[] so our allocations are reused next frame - IMGUI_API void ClearFreeMemory(); - 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); + 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); }; // Flags for ImDrawList functions -// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. -// Bits 1..3 must be unused) +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) enum ImDrawFlags_ { - ImDrawFlags_None = 0, - ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this - // is always == 1 for legacy reason) - ImDrawFlags_RoundCornersTopLeft = - 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, - // we default to all corners). Was 0x01. - ImDrawFlags_RoundCornersTopRight = - 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, - // we default to all corners). Was 0x02. - ImDrawFlags_RoundCornersBottomLeft = - 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > - // 0.0f, we default to all corners). Was 0x04. - ImDrawFlags_RoundCornersBottomRight = - 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > - // 0.0f, we default to all corners). Wax 0x08. - ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners - // (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! - ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, - ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, - ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, - ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, - ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | - ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, - ImDrawFlags_RoundCornersDefault_ = - ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. - ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone }; -// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally -// not manipulated directly. It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. enum ImDrawListFlags_ { - ImDrawListFlags_None = 0, - ImDrawListFlags_AntiAliasedLines = - 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin - // enough to be drawn using textures, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. - // Require backend to render with bilinear filtering. - ImDrawListFlags_AntiAliasedFill = - 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). - ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when - // 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. + ImDrawListFlags_None = 0, + ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering. + ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). + ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list @@ -4045,69 +2607,41 @@ enum ImDrawListFlags_ // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. -// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == -// GetMainViewport()->Pos+Size (generally io.DisplaySize). You are totally free to apply whatever transformation matrix -// to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) -// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: -// functions), if you use this API a lot consider coarse culling your drawn objects. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { // 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. + 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] - unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which - // case this gets reset to 0. - const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to - // get the one from current ImGui context) - const char* _OwnerName; // Pointer to owner window's name for debugging - 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 - ImDrawCmdHeader - _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). - ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of - // ImDrawListSplitter!) - float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while - // zooming at vertex buffer content + unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + const char* _OwnerName; // Pointer to owner window's name for debugging + 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 + ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content - // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own - // ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData* shared_data) - { - memset(this, 0, sizeof(*this)); - _Data = shared_data; - } + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) + ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _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); - } + 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. @@ -4115,254 +2649,110 @@ struct ImDrawList // 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, - ImDrawFlags flags = 0, - float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) - IMGUI_API void AddRectFilled(const ImVec2& p_min, - const ImVec2& p_max, - ImU32 col, - float rounding = 0.0f, - ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) - IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, - const ImVec2& p_max, - ImU32 col_upr_left, - ImU32 col_upr_right, - ImU32 col_bot_right, - ImU32 col_bot_left); - IMGUI_API void AddQuad(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - ImU32 col, - float thickness = 1.0f); - IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); - IMGUI_API void AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col); - IMGUI_API void AddCircle(const ImVec2& center, - float radius, - ImU32 col, - int num_segments = 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, ImDrawFlags flags, float thickness); - IMGUI_API void AddConvexPolyFilled( - const ImVec2* points, - int num_points, - ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. - IMGUI_API void AddBezierCubic(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - ImU32 col, - float thickness, - int num_segments = 0); // Cubic Bezier (4 control points) - IMGUI_API void AddBezierQuadratic(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - ImU32 col, - float thickness, - int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) + 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, ImDrawFlags flags, float thickness); + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) // Image primitives // - Read FAQ to understand what ImTextureID is. // - "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, - ImDrawFlags flags = 0); + // - "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, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() - inline void PathClear() { _Path.Size = 0; } - inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } - inline void PathLineToMergeDuplicate(const ImVec2& pos) - { - if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) - _Path.push_back(pos); - } - inline void 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, ImDrawFlags flags = 0, float thickness = 1.0f) - { - AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); - _Path.Size = 0; - } - IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); - IMGUI_API void PathArcToFast(const ImVec2& center, - float radius, - int a_min_of_12, - int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - int num_segments = 0); // Cubic Bezier (4 control points) - IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, - const ImVec2& p3, - int num_segments = 0); // Quadratic Bezier (3 control points) - IMGUI_API void PathRect(const ImVec2& rect_min, - const ImVec2& rect_max, - float rounding = 0.0f, - ImDrawFlags flags = 0); + 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, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) + IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) + IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); // Advanced - IMGUI_API void AddCallback(ImDrawCallback callback, - void* callback_data); // Your rendering function must check for 'UserCallback' in - // ImDrawCmd and call the function instead of rendering triangles. - 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. + 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) + // - 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); } + 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 + 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 -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void AddBezierCurve(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - ImU32 col, - float thickness, - int num_segments = 0) - { - AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); - } - inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) - { - PathBezierCubicCurveTo(p2, p3, p4, num_segments); - } -# endif +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) +#endif // [Internal helpers] - IMGUI_API void _ResetForNewFrame(); - IMGUI_API void _ClearFreeMemory(); - IMGUI_API void _PopUnusedDrawCmd(); - IMGUI_API void _TryMergeDrawCmds(); - IMGUI_API void _OnChangedClipRect(); - IMGUI_API void _OnChangedTextureID(); - IMGUI_API void _OnChangedVtxOffset(); - IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; - IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); - IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); + IMGUI_API void _ResetForNewFrame(); + IMGUI_API void _ClearFreeMemory(); + IMGUI_API void _PopUnusedDrawCmd(); + IMGUI_API void _TryMergeDrawCmds(); + IMGUI_API void _OnChangedClipRect(); + IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedVtxOffset(); + IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; + IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); + IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); }; // All draw data to render a Dear ImGui frame -// (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) +// (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. - 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 - ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed - // to from here. - ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix - // to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport - // applications) - ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == - // io.DisplaySize in most single-viewport applications) - ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. - // Generally (1,1) on normal display, (2,2) on OSX with Retina display. - ImGuiViewport* - OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + 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 + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). // Functions - ImDrawData() { Clear(); } - void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! - IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you - // cannot render indexed. Note: this is slow and most likely a waste of - // resources. Always prefer indexed rendering! - IMGUI_API void ScaleClipRects( - const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output - // buffer is at a different scale than Dear ImGui expects, or if there is a difference - // between your window resolution and framebuffer resolution. + ImDrawData() { Clear(); } + void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! + IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; //----------------------------------------------------------------------------- @@ -4371,233 +2761,139 @@ struct ImDrawData 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. Note the difference between - // 2 and 3 is minimal so you can reduce this to 2 to save memory. Read - // https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as - // we don't use sub-pixel positions on the Y axis. - bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel - // aligned font with the default font. If enabled, you can set OversampleH/V to 1. - ImVec2 - GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. - ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. - 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 FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION - // DEPENDENT. Leave as zero if unsure. - float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts - // may be a good workaround to make them more readable. - ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are - // being merged first specified ellipsis will be used. + 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. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. + ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. + 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 FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] - char Name[40]; // Name (strictly to ease debugging) - ImFont* DstFont; + 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) +// (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 Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable - // with no shift on little-endian as this is used in loops) - unsigned int - Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. - unsigned int Codepoint : 30; // 0x0000..0x10FFFF - float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) - float X0, Y0, X1, Y1; // Glyph corners - float U0, V0, U1, V1; // Texture coordinates + unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + unsigned int Codepoint : 30; // 0x0000..0x10FFFF + float AdvanceX; // Distance to next character (= data from font + ImFontConfig::GlyphExtraSpacing.x baked in) + float X0, Y0, X1, Y1; // Glyph corners + float U0, V0, U1, V1; // Texture coordinates }; -// 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. +// 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) + 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 + 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; } + unsigned short Width, Height; // Input // Desired rectangle dimension + unsigned short X, Y; // Output // Packed position in Atlas + unsigned int GlyphID; // Input // For custom font glyphs only (ID < 0x110000) + float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset + ImFont* Font; // Input // For custom font glyphs only: target font + ImFontAtlasCustomRect() { Width = Height = 0; X = Y = 0xFFFF; GlyphID = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } }; // Flags for ImFontAtlas build enum ImFontAtlasFlags_ { ImFontAtlasFlags_None = 0, - ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two - ImFontAtlasFlags_NoMouseCursors = - 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) - ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture - // memory). The AntiAliasedLinesUseTex features uses them, otherwise they - // will be rendered using polygons (more expensive for CPU/GPU). + ImFontAtlasFlags_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: // - 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. +// - 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. +// - 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 +// - 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. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, // - Even though many functions are suffixed with "TTF", OTF data is supported just as well. -// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the -// future! +// - This is an old API and it is currently awkward for those and 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. + 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 && TexReady; - } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except - // that would be backend dependent... - void SetTexID(ImTextureID id) { TexID = id; } + // 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 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent... + 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 2999 Ideographs - IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full - // set of about 21000 CJK Unified Ideographs - IMGUI_API const ImWchar* - GetGlyphRangesChineseSimplifiedCommon(); // Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK - // Unified Ideographs for common simplified Chinese - IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters - IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters - IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters + // 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 2999 Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs + IMGUI_API const ImWchar* GetGlyphRangesChineseSimplifiedCommon();// Default + Half-Width + Japanese Hiragana/Katakana + set of 2500 CJK Unified Ideographs for common simplified Chinese + IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters + IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters + IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters //------------------------------------------- // [BETA] Custom Rectangles/Glyphs API @@ -4605,179 +2901,108 @@ struct ImFontAtlas // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. // - After calling Build(), you can query the rectangle position and render your pixels. - // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of - // prefered texture format. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), // so you can render e.g. custom colorful icons and use them as regular glyphs. // - Read docs/FONTS.md for more details about using colorful icons. // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. - IMGUI_API int AddCustomRectRegular(int width, int height); - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, - ImWchar id, - int width, - int height, - float advance_x, - const ImVec2& offset = ImVec2(0, 0)); - ImFontAtlasCustomRect* GetCustomRectByIndex(int index) - { - IM_ASSERT(index >= 0); - return &CustomRects[index]; - } + 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]); + 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 //------------------------------------------- - ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) - ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is - // passed back to you during rendering via the ImDrawCmd structure. - int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs - // your graphics API have texture size restrictions you may want to increase texture width to - // decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method - // doesn't rely on bilinear filtering you may set this to 0. - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) + ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. + int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. - bool TexReady; // Set when texture was built matching current font input - bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), - // in order to help backend select a format. - unsigned char* - TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight - unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * - // TexHeight * 4 - int TexWidth; // Texture width calculated during Build(). - 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 + bool TexReady; // Set when texture was built matching current font input + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. + unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight + unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + int TexWidth; // Texture width calculated during Build(). + 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] Font builder - const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be - // changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). - unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD - // IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. + const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). + unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. // [Internal] Packing data - int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors - int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + 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+ -# endif + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; // Font runtime data and rendering -// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or -// GetTexDataAsRGBA32(). +// 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) + 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) + 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 // out // = FFFD/'?' // Character used if a glyph isn't found. - ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. - ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' - // character isn't found) - 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. + 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 // out // = FFFD/'?' // Character used if a glyph isn't found. + ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. + ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) + 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 : ""; } + 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; + 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 bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); + 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 bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; //----------------------------------------------------------------------------- @@ -4787,96 +3012,71 @@ struct ImFont // Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. enum ImGuiViewportFlags_ { - ImGuiViewportFlags_None = 0, - ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window - ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = - 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) - ImGuiViewportFlags_NoDecoration = - 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, - // but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) - ImGuiViewportFlags_NoTaskBarIcon = - 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if - // ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) - ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. - ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. - ImGuiViewportFlags_NoInputs = - 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. - ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer - // ahead (because we will fill it entirely). - ImGuiViewportFlags_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only). - ImGuiViewportFlags_Minimized = - 1 << 10, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the - // viewport pos/size for clipping window or testing if they are contained in the viewport. - ImGuiViewportFlags_NoAutoMerge = - 1 << 11, // Platform Window: Avoid merging this window into another host window. This can only be set via - // ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a - // viewport in the first place!). - ImGuiViewportFlags_CanHostOtherWindows = 1 << 12 // Main viewport: can host multiple imgui windows (secondary - // viewports are associated to a single window). + ImGuiViewportFlags_None = 0, + ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window + ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) + ImGuiViewportFlags_NoDecoration = 1 << 3, // Platform Window: Disable platform decorations: title bar, borders, etc. (generally set all windows, but if ImGuiConfigFlags_ViewportsDecoration is set we only set this on popups/tooltips) + ImGuiViewportFlags_NoTaskBarIcon = 1 << 4, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) + ImGuiViewportFlags_NoFocusOnAppearing = 1 << 5, // Platform Window: Don't take focus when created. + ImGuiViewportFlags_NoFocusOnClick = 1 << 6, // Platform Window: Don't take focus when clicked on. + ImGuiViewportFlags_NoInputs = 1 << 7, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. + ImGuiViewportFlags_NoRendererClear = 1 << 8, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). + ImGuiViewportFlags_TopMost = 1 << 9, // Platform Window: Display on top (for tooltips only). + ImGuiViewportFlags_Minimized = 1 << 10, // Platform Window: Window is minimized, can skip render. When minimized we tend to avoid using the viewport pos/size for clipping window or testing if they are contained in the viewport. + ImGuiViewportFlags_NoAutoMerge = 1 << 11, // Platform Window: Avoid merging this window into another host window. This can only be set via ImGuiWindowClass viewport flags override (because we need to now ahead if we are going to create a viewport in the first place!). + ImGuiViewportFlags_CanHostOtherWindows = 1 << 12 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. // - With multi-viewport enabled, we extend this concept to have multiple active viewports. -// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main -// platform window" operation mode. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. // - About Main Area vs Work Area: // - Main Area = entire viewport. -// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for -// platform monitor). +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). // - Windows are generally trying to stay within the Work Area of their host viewport. struct ImGuiViewport { - ImGuiID ID; // Unique identifier for the viewport - ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ - ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native - // coordinates) - ImVec2 Size; // Main Area: Size of the viewport. - ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) - ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) - float DpiScale; // 1.0f = 96 DPI = No extra scale. - ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child - // relationship between platform windows. - ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next - // call to NewFrame(). + ImGuiID ID; // Unique identifier for the viewport + ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ + ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + ImVec2 Size; // Main Area: Size of the viewport. + ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + float DpiScale; // 1.0f = 96 DPI = No extra scale. + ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + // Platform/Backend Dependent Data // Our design separate the Renderer and Platform backends to facilitate combining default backends with each others. - // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be - // handled by the same system and you may not need to use all the UserData/Handle fields. The library never uses - // those fields, they are merely storage to facilitate backend implementation. - void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers - // etc.). generally set by your Renderer_CreateWindow function. - void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render - // context). generally set by your Platform_CreateWindow function. - void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle - // such as HWND, GLFWWindow*, SDL_Window*) - void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (e.g. the HWND) when using an - // abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) - bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, - // authoritative position will be OS window position) - bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window - // manager, authoritative size will be OS window size) - bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window - // manager, e.g. pressing ALT-F4) + // When our create your own backend for a custom engine, it is possible that both Renderer and Platform will be handled + // by the same system and you may not need to use all the UserData/Handle fields. + // The library never uses those fields, they are merely storage to facilitate backend implementation. + void* RendererUserData; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + void* PlatformUserData; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + void* PlatformHandle; // void* for FindViewportByPlatformHandle(). (e.g. suggested to use natural platform handle such as HWND, GLFWWindow*, SDL_Window*) + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms), when using an abstraction layer like GLFW or SDL (where PlatformHandle would be a SDL_Window*) + bool PlatformRequestMove; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + bool PlatformRequestResize; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + bool PlatformRequestClose; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) - ImGuiViewport() { memset(this, 0, sizeof(*this)); } - ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + ImGuiViewport() { memset(this, 0, sizeof(*this)); } + ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } // Helpers - ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } - ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } }; //----------------------------------------------------------------------------- -// [SECTION] Platform interface for multi-viewport support +// [SECTION] Platform Dependent Interfaces (for e.g. multi-viewport support) //----------------------------------------------------------------------------- // [BETA] (Optional) This is completely optional, for advanced users! // If you are new to Dear ImGui and trying to integrate it into your engine, you can probably ignore this for now. // // This feature allows you to seamlessly drag Dear ImGui windows outside of your application viewport. // This is achieved by creating new Platform/OS windows on the fly, and rendering into them. -// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of -// those viewports. +// Dear ImGui manages the viewport structures, and the backend create and maintain one Platform/OS window for each of those viewports. // // See Glossary https://github.com/ocornut/imgui/wiki/Glossary for details about some of the terminology. // See Thread https://github.com/ocornut/imgui/issues/1542 for gifs, news and questions about this evolving feature. @@ -4884,31 +3084,25 @@ struct ImGuiViewport // About the coordinates system: // - When multi-viewports are enabled, all Dear ImGui coordinates become absolute coordinates (same as OS coordinates!) // - So e.g. ImGui::SetNextWindowPos(ImVec2(0,0)) will position a window relative to your primary monitor! -// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a -// base position. +// - If you want to position windows relative to your main application viewport, use ImGui::GetMainViewport()->Pos as a base position. // // Steps to use multi-viewports in your application, when using a default backend from the examples/ folder: // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. -// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors -// info every frame. -// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after -// EndFrame() or Render(). +// - Backend: The backend initialization will setup all necessary ImGuiPlatformIO's functions and update monitors info every frame. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. // // Steps to use multi-viewports in your application, when using a custom backend: // - Important: THIS IS NOT EASY TO DO and comes with many subtleties not described here! // It's also an experimental feature, so some of the requirements may evolve. -// Consider using default backends if you can. Either way, carefully follow and refer to examples/ -// backends for details. +// Consider using default backends if you can. Either way, carefully follow and refer to examples/ backends for details. // - Application: Enable feature with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // - Backend: Hook ImGuiPlatformIO's Platform_* and Renderer_* callbacks (see below). -// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= -// ImGuiBackendFlags_PlatformHasViewports'. Update ImGuiPlatformIO's Monitors list every frame. Update -// MousePos every frame, in absolute coordinates. -// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after -// EndFrame() or Render(). -// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read -// comments below. +// Set 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports' and 'io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports'. +// Update ImGuiPlatformIO's Monitors list every frame. +// Update MousePos every frame, in absolute coordinates. +// - Application: In your main loop, call ImGui::UpdatePlatformWindows(), ImGui::RenderPlatformWindowsDefault() after EndFrame() or Render(). +// You may skip calling RenderPlatformWindowsDefault() if its API is not convenient for your needs. Read comments below. // - Application: Fix absolute coordinates used in ImGui::SetWindowPos() or ImGui::SetNextWindowPos() calls. // // About ImGui::RenderPlatformWindowsDefault(): @@ -4917,12 +3111,10 @@ struct ImGuiViewport // It basically iterates secondary viewports and call 4 functions that are setup in ImGuiPlatformIO, if available: // Platform_RenderWindow(), Renderer_RenderWindow(), Platform_SwapBuffers(), Renderer_SwapBuffers() // Those functions pointers exists only for the benefit of RenderPlatformWindowsDefault(). -// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading -// issues, etc.), +// - If you have very specific rendering needs (e.g. flipping multiple swap-chain simultaneously, unusual sync/threading issues, etc.), // you may be tempted to ignore RenderPlatformWindowsDefault() and write customized code to perform your renderingg. -// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through -// those pointers, or you may decide to never setup those pointers and call your code directly. They are a -// convenience, not an obligatory interface. +// You may decide to setup the platform_io's *RenderWindow and *SwapBuffers pointers and call your functions through those pointers, +// or you may decide to never setup those pointers and call your code directly. They are a convenience, not an obligatory interface. //----------------------------------------------------------------------------- // (Optional) Access via ImGui::GetPlatformIO() @@ -4934,96 +3126,48 @@ struct ImGuiPlatformIO // (Optional) Platform functions (e.g. Win32, GLFW, SDL2) // For reference, the second column shows which function are generally calling the Platform Functions: - // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS - // windows (latest size/position) F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame U = - // ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS - // windows R = ImGui::RenderPlatformWindowsDefault() ~ render D = ImGui::DestroyPlatformWindows() ~ - // shutdown - // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will - // write to it. + // N = ImGui::NewFrame() ~ beginning of the dear imgui frame: read info from platform/OS windows (latest size/position) + // F = ImGui::Begin(), ImGui::EndFrame() ~ during the dear imgui frame + // U = ImGui::UpdatePlatformWindows() ~ after the dear imgui frame: create and update all platform/OS windows + // R = ImGui::RenderPlatformWindowsDefault() ~ render + // D = ImGui::DestroyPlatformWindows() ~ shutdown + // The general idea is that NewFrame() we will read the current Platform/OS state, and UpdatePlatformWindows() will write to it. // - // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input - // handling), one for Renderer. Custom engine backends will often provide both Platform and Renderer interfaces and - // so may not need to use all functions. Platform functions are typically called before their Renderer counterpart, - // apart from Destroy which are called the other way. + // The functions are designed so we can mix and match 2 imgui_impl_xxxx files, one for the Platform (~window/input handling), one for Renderer. + // Custom engine backends will often provide both Platform and Renderer interfaces and so may not need to use all functions. + // Platform functions are typically called before their Renderer counterpart, apart from Destroy which are called the other way. // Platform function --------------------------------------------------- Called by ----- - void (*Platform_CreateWindow)( - ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport - void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // - void (*Platform_ShowWindow)( - ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can - // be called on them before showing the window - void (*Platform_SetWindowPos)( - ImGuiViewport* vp, - ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) - ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // - void (*Platform_SetWindowSize)(ImGuiViewport* vp, - ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS - // decorations such as OS title bar etc.) - ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size - void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus - bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // - bool (*Platform_GetWindowMinimized)( - ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't - // attempt to get/set size and contents will be culled more easily - void (*Platform_SetWindowTitle)( - ImGuiViewport* vp, - const char* str); // . . U . . // Set platform window title (given an UTF-8 string) - void (*Platform_SetWindowAlpha)( - ImGuiViewport* vp, - float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) - void (*Platform_UpdateWindow)( - ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the - // platform backend from doing general book-keeping every frame. - void (*Platform_RenderWindow)( - ImGuiViewport* vp, - void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just - // setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to - // RenderPlatformWindowsDefault(). - void (*Platform_SwapBuffers)( - ImGuiViewport* vp, - void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). - // 'render_arg' is the value passed to RenderPlatformWindowsDefault(). - float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: - // Return DPI scale for this viewport. 1.0f = 96 DPI. - void (*Platform_OnChangedViewport)( - ImGuiViewport* - vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the - // viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. - void (*Platform_SetImeInputPos)( - ImGuiViewport* vp, - ImVec2 pos); // . F . . . // (Optional) Set IME (Input Method Editor, e.g. for Asian languages) input - // position, so text preview appears over the imgui input box. FIXME: The call timing of this is - // inconsistent because we want to support without multi-viewports. - int (*Platform_CreateVkSurface)( - ImGuiViewport* vp, - ImU64 vk_inst, - const void* vk_allocators, - ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface - // creation needs to tie them both). + void (*Platform_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create a new platform window for the given viewport + void (*Platform_DestroyWindow)(ImGuiViewport* vp); // N . U . D // + void (*Platform_ShowWindow)(ImGuiViewport* vp); // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + void (*Platform_SetWindowPos)(ImGuiViewport* vp, ImVec2 pos); // . . U . . // Set platform window position (given the upper-left corner of client area) + ImVec2 (*Platform_GetWindowPos)(ImGuiViewport* vp); // N . . . . // + void (*Platform_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + ImVec2 (*Platform_GetWindowSize)(ImGuiViewport* vp); // N . . . . // Get platform window client area size + void (*Platform_SetWindowFocus)(ImGuiViewport* vp); // N . . . . // Move window to front and set input focus + bool (*Platform_GetWindowFocus)(ImGuiViewport* vp); // . . U . . // + bool (*Platform_GetWindowMinimized)(ImGuiViewport* vp); // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + void (*Platform_SetWindowTitle)(ImGuiViewport* vp, const char* str); // . . U . . // Set platform window title (given an UTF-8 string) + void (*Platform_SetWindowAlpha)(ImGuiViewport* vp, float alpha); // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + void (*Platform_UpdateWindow)(ImGuiViewport* vp); // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + void (*Platform_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Platform_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + float (*Platform_GetWindowDpiScale)(ImGuiViewport* vp); // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + void (*Platform_OnChangedViewport)(ImGuiViewport* vp); // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + int (*Platform_CreateVkSurface)(ImGuiViewport* vp, ImU64 vk_inst, const void* vk_allocators, ImU64* out_vk_surface); // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan) - void (*Renderer_CreateWindow)( - ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) - void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called - // before Platform_DestroyWindow) - void (*Renderer_SetWindowSize)( - ImGuiViewport* vp, - ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) - void (*Renderer_RenderWindow)( - ImGuiViewport* vp, - void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the - // viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). - void (*Renderer_SwapBuffers)(ImGuiViewport* vp, - void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' - // is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_CreateWindow)(ImGuiViewport* vp); // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + void (*Renderer_DestroyWindow)(ImGuiViewport* vp); // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + void (*Renderer_SetWindowSize)(ImGuiViewport* vp, ImVec2 size); // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + void (*Renderer_RenderWindow)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + void (*Renderer_SwapBuffers)(ImGuiViewport* vp, void* render_arg); // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). // (Optional) Monitor list // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. - // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle - // monitors. - ImVector Monitors; + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + ImVector Monitors; //------------------------------------------------------------------ // Output - List of viewports to render into platform windows @@ -5031,219 +3175,125 @@ struct ImGuiPlatformIO // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) // (in the future we will attempt to organize this feature to remove the need for a "main viewport") - ImVector Viewports; // Main viewports, followed by all secondary viewports. - ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear + ImVector Viewports; // Main viewports, followed by all secondary viewports. + ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear }; -// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and -// their DPI. We use this information for multiple DPI support + clamping the position of popups and tooltips so they -// don't straddle multiple monitors. +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. struct ImGuiPlatformMonitor { - ImVec2 MainPos, - MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) - ImVec2 WorkPos, - WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips - // inside this region. If you don't have this info, please copy the value for MainPos/MainSize. - float DpiScale; // 1.0f = 96 DPI - ImGuiPlatformMonitor() - { - MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); - DpiScale = 1.0f; - } + ImVec2 MainPos, MainSize; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + ImVec2 WorkPos, WorkSize; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + float DpiScale; // 1.0f = 96 DPI + ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; } +}; + +// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Obsolete functions and types // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) -// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in -// imconfig.h to stay ahead. +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { -// OBSOLETED in 1.81 (from February 2021) -IMGUI_API bool ListBoxHeader( - const char* label, - int items_count, - int height_in_items = -1); // Helper to calculate size from items_count and height_in_items -static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) -{ - return BeginListBox(label, size); -} -static inline void ListBoxFooter() -{ - EndListBox(); -} -// OBSOLETED in 1.79 (from August 2020) -static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) -{ - OpenPopupOnItemClick(str_id, mb); -} // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. - // Sorry! -// OBSOLETED in 1.78 (from June 2020) -// Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. -// For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. -IMGUI_API bool DragScalar(const char* label, - ImGuiDataType data_type, - void* p_data, - float v_speed, - const void* p_min, - const void* p_max, - const char* format, - float power); -IMGUI_API bool DragScalarN(const char* label, - ImGuiDataType data_type, - void* p_data, - int components, - float v_speed, - const void* p_min, - const void* p_max, - const char* format, - float power); -static inline bool -DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) -{ - return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); -} -static inline bool -DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) -{ - return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); -} -static inline bool -DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) -{ - return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); -} -static inline bool -DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) -{ - return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); -} -IMGUI_API bool SliderScalar(const char* label, - ImGuiDataType data_type, - void* p_data, - const void* p_min, - const void* p_max, - const char* format, - float power); -IMGUI_API bool SliderScalarN(const char* label, - ImGuiDataType data_type, - void* p_data, - int components, - const void* p_min, - const void* p_max, - const char* format, - float power); -static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) -{ - return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); -} -static inline bool SliderFloat2(const char* label, - float v[2], - float v_min, - float v_max, - const char* format, - float power) -{ - return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); -} -static inline bool SliderFloat3(const char* label, - float v[3], - float v_min, - float v_max, - const char* format, - float power) -{ - return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); -} -static inline bool SliderFloat4(const char* label, - float v[4], - float v_min, - float v_max, - const char* format, - float power) -{ - return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); -} -// OBSOLETED in 1.77 (from June 2020) -static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) -{ - return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); -} -// OBSOLETED in 1.72 (from April 2019) -static inline void TreeAdvanceToLabelPos() -{ - SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); -} -// OBSOLETED in 1.71 (from June 2019) -static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) -{ - SetNextItemOpen(open, cond); -} -// OBSOLETED in 1.70 (from May 2019) -static inline float GetContentRegionAvailWidth() -{ - return GetContentRegionAvail().x; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IMGUI_API int GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] +#else + static inline int GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } +#endif } -// Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) -// static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 -// (from Mar 2019) static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED -// in 1.66 (from Nov 2018) static inline bool IsItemDeactivatedAfterChange() { return -// IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) static inline bool -// IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED -// in 1.60 (from Apr 2018) static inline bool IsAnyWindowHovered() { return -// IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) static inline -// void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED -// in 1.53 (between Oct 2017 and Dec 2017) static inline bool IsRootWindowFocused() { return -// IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) static inline -// bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // -// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) static inline void SetNextWindowContentWidth(float w) { -// SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) static -// inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // -// OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) -} // namespace ImGui +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.86 (from November 2021) + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. + // OBSOLETED in 1.85 (from August 2021) + static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + // OBSOLETED in 1.81 (from February 2021) + IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items + static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + static inline void ListBoxFooter() { EndListBox(); } + // OBSOLETED in 1.79 (from August 2020) + static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + // OBSOLETED in 1.78 (from June 2020) + // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. + // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. + IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); + static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } + static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } + IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); + IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); + static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } + static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } + static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } + static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } + // OBSOLETED in 1.77 (from June 2020) + static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } + + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) +} // OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() typedef ImDrawFlags ImDrawCornerFlags; enum ImDrawCornerFlags_ { - ImDrawCornerFlags_None = - ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is - // != 0 and not implicit - ImDrawCornerFlags_TopLeft = - ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches - // ImDrawFlags_NoRoundCorner* flag (we exploit this internally). - ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. - ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. - ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. - ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 - ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, - ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, - ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight + ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit + ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). + ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. + ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. + ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. + ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 + ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, + ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, + ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, + ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight }; -# endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //----------------------------------------------------------------------------- -# if defined(__clang__) -# pragma clang diagnostic pop -# elif defined(__GNUC__) -# pragma GCC diagnostic pop -# endif +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif -# ifdef _MSC_VER -# pragma warning(pop) -# endif +#ifdef _MSC_VER +#pragma warning (pop) +#endif // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) -# ifdef IMGUI_INCLUDE_IMGUI_USER_H -# include "imgui_user.h" -# endif +#ifdef IMGUI_INCLUDE_IMGUI_USER_H +#include "imgui_user.h" +#endif -#endif // #ifndef IMGUI_DISABLE +#endif // #ifndef IMGUI_DISABLE diff --git a/extensions/ImGuiEXT/imgui/imgui_demo.cpp b/extensions/ImGuiEXT/imgui/imgui_demo.cpp index 26d3e0c97a..632498f6a9 100644 --- a/extensions/ImGuiEXT/imgui/imgui_demo.cpp +++ b/extensions/ImGuiEXT/imgui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.87 // (demo code) // Help: @@ -39,8 +39,7 @@ // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 -// ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.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. /* @@ -74,132 +73,103 @@ Index of this file: */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) -# define _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE // System includes -# include // toupper -# include // INT_MIN, INT_MAX -# include // sqrtf, powf, cosf, sinf, floorf, ceilf -# include // vsnprintf, sscanf, printf -# include // NULL, malloc, free, atoi -# if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -# include // intptr_t -# else -# include // intptr_t -# endif +#include // toupper +#include // INT_MIN, INT_MAX +#include // sqrtf, powf, cosf, sinf, floorf, ceilf +#include // vsnprintf, sscanf, printf +#include // NULL, malloc, free, atoi +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif // Visual Studio warnings -# ifdef _MSC_VER -# pragma warning(disable : 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, - // vsnprintf, sscanf, fopen -# pragma warning(disable : 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte - // value and then casting the result to a 8 byte value. Cast the value to the - // wider type before calling operator 'xxx' to avoid overflow(io.2). -# endif +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#endif // Clang/GCC warnings with -Weverything -# if defined(__clang__) -# if __has_warning("-Wunknown-warning-option") -# pragma clang diagnostic ignored \ - "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all - // warnings are known by all Clang versions and they tend to be - // rename-happy.. so ignoring warnings triggers new warnings on some - // configuration. Great! -# endif -# pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -# pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more - // terse. -# pragma clang diagnostic ignored \ - "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used - // in demo code (so user can copy & paste the code) -# pragma clang diagnostic ignored \ - "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type -# pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal -# pragma clang diagnostic ignored \ - "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time - // destruction order is undefined. if MemFree() leads to users code that has been - // disabled before exit it might cause problems. ImGui coding style welcomes - // static/globals. -# pragma clang diagnostic ignored \ - "-Wunused-macros" // warning: macro is not used // we define - // snprintf/vsnprintf on Windows so they are available, but not always used. -# pragma clang diagnostic ignored \ - "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some - // standard header variations use #define NULL 0 -# pragma clang diagnostic ignored \ - "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to - // function // using printf() is a misery with this as C++ va_arg ellipsis changes - // float to double. -# pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier -# pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' - // to 'float' may lose precision -# elif defined(__GNUC__) -# pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -# pragma GCC diagnostic ignored \ - "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size -# pragma GCC diagnostic ignored \ - "-Wformat-security" // warning: format string is not a string literal (potentially insecure) -# pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' - // when passing argument to function -# pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -# pragma GCC diagnostic ignored \ - "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // - // GCC 6.0+ only. See #883 on GitHub. -# endif +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wdeprecated-declarations" // warning: 'xx' is deprecated: The POSIX name for this.. // for strdup used in demo code (so user can copy & paste the code) +#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning: cast to 'void *' from smaller integer type +#pragma clang diagnostic ignored "-Wformat-security" // warning: format string is not a string literal +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used // we define snprintf/vsnprintf on Windows so they are available, but not always used. +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size +#pragma GCC diagnostic ignored "-Wformat-security" // warning: format string is not a string literal (potentially insecure) +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wmisleading-indentation" // [__GNUC__ >= 6] warning: this 'if' clause does not guard this statement // GCC 6.0+ only. See #883 on GitHub. +#endif // Play it nice with Windows users (Update: May 2018, Notepad now supports Unix-style carriage returns!) -# ifdef _WIN32 -# define IM_NEWLINE "\r\n" -# else -# define IM_NEWLINE "\n" -# endif +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" +#else +#define IM_NEWLINE "\n" +#endif // Helpers -# if defined(_MSC_VER) && !defined(snprintf) -# define snprintf _snprintf -# endif -# if defined(_MSC_VER) && !defined(vsnprintf) -# define vsnprintf _vsnprintf -# endif +#if defined(_MSC_VER) && !defined(snprintf) +#define snprintf _snprintf +#endif +#if defined(_MSC_VER) && !defined(vsnprintf) +#define vsnprintf _vsnprintf +#endif // Format specifiers, printing 64-bit hasn't been decently standardized... -// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define -// them yourself. -# ifdef _MSC_VER -# define IM_PRId64 "I64d" -# define IM_PRIu64 "I64u" -# else -# define IM_PRId64 "lld" -# define IM_PRIu64 "llu" -# endif +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#ifdef _MSC_VER +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#endif // Helpers macros // We normally try to not use many helpers in imgui_demo.cpp in order to make code easier to copy and paste, // but making an exception here as those are largely simplifying code... // In other imgui sources we can use nicer internal functions from imgui_internal.h (ImMin/ImMax) but not in the demo. -# define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) -# define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) -# define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) +#define IM_MIN(A, B) (((A) < (B)) ? (A) : (B)) +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#define IM_CLAMP(V, MN, MX) ((V) < (MN) ? (MN) : (V) > (MX) ? (MX) : (V)) -// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed -// the default to e.g. __vectorcall -# ifndef IMGUI_CDECL -# ifdef _MSC_VER -# define IMGUI_CDECL __cdecl -# else -# define IMGUI_CDECL -# endif -# endif +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifndef IMGUI_CDECL +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif +#endif //----------------------------------------------------------------------------- // [SECTION] Forward Declarations, Helpers //----------------------------------------------------------------------------- -# if !defined(IMGUI_DISABLE_DEMO_WINDOWS) +#if !defined(IMGUI_DISABLE_DEMO_WINDOWS) // Forward Declarations static void ShowExampleAppDockSpace(bool* p_open); @@ -243,6 +213,14 @@ static void ShowDockingDisabledMessage() io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; } +// Helper to wire demo markers located in code to a interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) + // Helper to display basic user controls. void ImGui::ShowUserGuide() { @@ -253,7 +231,8 @@ void ImGui::ShowUserGuide() "(double-click to auto fit window to its contents)."); ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); - if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); ImGui::BulletText("While inputing text:\n"); ImGui::Indent(); @@ -262,7 +241,6 @@ void ImGui::ShowUserGuide() ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); ImGui::BulletText("ESCAPE to revert."); - ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract."); ImGui::Unindent(); ImGui::BulletText("With keyboard navigation enabled:"); ImGui::Indent(); @@ -271,7 +249,6 @@ void ImGui::ShowUserGuide() ImGui::BulletText("Return to input text into a widget."); ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); ImGui::BulletText("Alt to jump to the menu layer of a window."); - ImGui::BulletText("CTRL+Tab to select a window."); ImGui::Unindent(); } @@ -306,67 +283,46 @@ void ImGui::ShowDemoWindow(bool* p_open) // Examples Apps (accessible from the "Examples" menu) static bool show_app_main_menu_bar = false; - static bool show_app_dockspace = false; - static bool show_app_documents = false; + static bool show_app_dockspace = false; + static bool show_app_documents = false; - static bool show_app_console = false; - static bool show_app_log = false; - static bool show_app_layout = false; - static bool show_app_property_editor = false; - static bool show_app_long_text = false; - static bool show_app_auto_resize = false; + static bool show_app_console = false; + static bool show_app_log = false; + static bool show_app_layout = false; + static bool show_app_property_editor = false; + static bool show_app_long_text = false; + static bool show_app_auto_resize = false; static bool show_app_constrained_resize = false; - static bool show_app_simple_overlay = false; - static bool show_app_fullscreen = false; - static bool show_app_window_titles = false; - static bool show_app_custom_rendering = false; + static bool show_app_simple_overlay = false; + static bool show_app_fullscreen = false; + static bool show_app_window_titles = false; + static bool show_app_custom_rendering = false; - if (show_app_main_menu_bar) - ShowExampleAppMainMenuBar(); - if (show_app_dockspace) - ShowExampleAppDockSpace( - &show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted - // early (read comments near the DockSpace function) - if (show_app_documents) - ShowExampleAppDocuments( - &show_app_documents); // Process the Document app next, as it may also use a DockSpace() + if (show_app_main_menu_bar) ShowExampleAppMainMenuBar(); + if (show_app_dockspace) ShowExampleAppDockSpace(&show_app_dockspace); // Process the Docking app first, as explicit DockSpace() nodes needs to be submitted early (read comments near the DockSpace function) + if (show_app_documents) ShowExampleAppDocuments(&show_app_documents); // Process the Document app next, as it may also use a DockSpace() - if (show_app_console) - ShowExampleAppConsole(&show_app_console); - if (show_app_log) - ShowExampleAppLog(&show_app_log); - if (show_app_layout) - ShowExampleAppLayout(&show_app_layout); - if (show_app_property_editor) - ShowExampleAppPropertyEditor(&show_app_property_editor); - if (show_app_long_text) - ShowExampleAppLongText(&show_app_long_text); - if (show_app_auto_resize) - ShowExampleAppAutoResize(&show_app_auto_resize); - if (show_app_constrained_resize) - ShowExampleAppConstrainedResize(&show_app_constrained_resize); - if (show_app_simple_overlay) - ShowExampleAppSimpleOverlay(&show_app_simple_overlay); - if (show_app_fullscreen) - ShowExampleAppFullscreen(&show_app_fullscreen); - if (show_app_window_titles) - ShowExampleAppWindowTitles(&show_app_window_titles); - if (show_app_custom_rendering) - ShowExampleAppCustomRendering(&show_app_custom_rendering); + if (show_app_console) ShowExampleAppConsole(&show_app_console); + if (show_app_log) ShowExampleAppLog(&show_app_log); + if (show_app_layout) ShowExampleAppLayout(&show_app_layout); + if (show_app_property_editor) ShowExampleAppPropertyEditor(&show_app_property_editor); + if (show_app_long_text) ShowExampleAppLongText(&show_app_long_text); + if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); + if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); + if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); + if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); + if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); + if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); // Dear ImGui Apps (accessible from the "Tools" menu) - static bool show_app_metrics = false; + static bool show_app_metrics = false; + static bool show_app_stack_tool = false; static bool show_app_style_editor = false; - static bool show_app_about = false; + static bool show_app_about = false; - if (show_app_metrics) - { - ImGui::ShowMetricsWindow(&show_app_metrics); - } - if (show_app_about) - { - ImGui::ShowAboutWindow(&show_app_about); - } + if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } + if (show_app_stack_tool) { ImGui::ShowStackToolWindow(&show_app_stack_tool); } + if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } if (show_app_style_editor) { ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor); @@ -375,50 +331,37 @@ void ImGui::ShowDemoWindow(bool* p_open) } // Demonstrate the various window flags. Typically you would just use the default! - static bool no_titlebar = false; - static bool no_scrollbar = false; - static bool no_menu = false; - static bool no_move = false; - static bool no_resize = false; - static bool no_collapse = false; - static bool no_close = false; - static bool no_nav = false; - static bool no_background = false; + static bool no_titlebar = false; + static bool no_scrollbar = false; + static bool no_menu = false; + static bool no_move = false; + static bool no_resize = false; + static bool no_collapse = false; + static bool no_close = false; + static bool no_nav = false; + static bool no_background = false; static bool no_bring_to_front = false; - static bool no_docking = false; - static bool unsaved_document = false; + static bool no_docking = false; + static bool unsaved_document = false; ImGuiWindowFlags window_flags = 0; - if (no_titlebar) - window_flags |= ImGuiWindowFlags_NoTitleBar; - if (no_scrollbar) - window_flags |= ImGuiWindowFlags_NoScrollbar; - if (!no_menu) - window_flags |= ImGuiWindowFlags_MenuBar; - if (no_move) - window_flags |= ImGuiWindowFlags_NoMove; - if (no_resize) - window_flags |= ImGuiWindowFlags_NoResize; - if (no_collapse) - window_flags |= ImGuiWindowFlags_NoCollapse; - if (no_nav) - window_flags |= ImGuiWindowFlags_NoNav; - if (no_background) - window_flags |= ImGuiWindowFlags_NoBackground; - if (no_bring_to_front) - window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; - if (no_docking) - window_flags |= ImGuiWindowFlags_NoDocking; - if (unsaved_document) - window_flags |= ImGuiWindowFlags_UnsavedDocument; - if (no_close) - p_open = NULL; // Don't pass our bool* to Begin + if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; + if (no_scrollbar) window_flags |= ImGuiWindowFlags_NoScrollbar; + if (!no_menu) window_flags |= ImGuiWindowFlags_MenuBar; + if (no_move) window_flags |= ImGuiWindowFlags_NoMove; + if (no_resize) window_flags |= ImGuiWindowFlags_NoResize; + if (no_collapse) window_flags |= ImGuiWindowFlags_NoCollapse; + if (no_nav) window_flags |= ImGuiWindowFlags_NoNav; + if (no_background) window_flags |= ImGuiWindowFlags_NoBackground; + if (no_bring_to_front) window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus; + if (no_docking) window_flags |= ImGuiWindowFlags_NoDocking; + if (unsaved_document) window_flags |= ImGuiWindowFlags_UnsavedDocument; + if (no_close) p_open = NULL; // Don't pass our bool* to Begin // We specify a default position/size in case there's no data in the .ini file. // We only do it to make the demo applications a little more welcoming, but typically this isn't required. const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), - ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. @@ -432,7 +375,7 @@ void ImGui::ShowDemoWindow(bool* p_open) // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) - // ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); + //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. ImGui::PushItemWidth(ImGui::GetFontSize() * -12); @@ -442,11 +385,13 @@ void ImGui::ShowDemoWindow(bool* p_open) { if (ImGui::BeginMenu("Menu")) { + IMGUI_DEMO_MARKER("Menu/File"); ShowExampleMenuFile(); ImGui::EndMenu(); } if (ImGui::BeginMenu("Examples")) { + IMGUI_DEMO_MARKER("Menu/Examples"); ImGui::MenuItem("Main menu bar", NULL, &show_app_main_menu_bar); ImGui::MenuItem("Console", NULL, &show_app_console); ImGui::MenuItem("Log", NULL, &show_app_log); @@ -463,9 +408,14 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! if (ImGui::BeginMenu("Tools")) { + IMGUI_DEMO_MARKER("Menu/Tools"); +#ifndef IMGUI_DISABLE_METRICS_WINDOW ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics); + ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool); +#endif ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); ImGui::EndMenu(); @@ -476,14 +426,14 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); ImGui::Spacing(); + IMGUI_DEMO_MARKER("Help"); if (ImGui::CollapsingHeader("Help")) { ImGui::Text("ABOUT THIS DEMO:"); ImGui::BulletText("Sections below are demonstrating many aspects of the library."); ImGui::BulletText("The \"Examples\" menu above leads to more demo contents."); - ImGui::BulletText( - "The \"Tools\" menu above gives access to: About Box, Style Editor,\n" - "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); + ImGui::BulletText("The \"Tools\" menu above gives access to: About Box, Style Editor,\n" + "and Metrics/Debugger (general purpose Dear ImGui debugging tool)."); ImGui::Separator(); ImGui::Text("PROGRAMMER GUIDE:"); @@ -499,124 +449,87 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::ShowUserGuide(); } + IMGUI_DEMO_MARKER("Configuration"); if (ImGui::CollapsingHeader("Configuration")) { ImGuiIO& io = ImGui::GetIO(); if (ImGui::TreeNode("Configuration##2")) { - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, - ImGuiConfigFlags_NavEnableKeyboard); - ImGui::SameLine(); - HelpMarker("Enable keyboard controls."); - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, - ImGuiConfigFlags_NavEnableGamepad); - ImGui::SameLine(); - HelpMarker( - "Enable gamepad controls. Require backend to set io.BackendFlags |= " - "ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); - ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, - ImGuiConfigFlags_NavEnableSetMousePos); - ImGui::SameLine(); - HelpMarker( - "Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); - ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableKeyboard", &io.ConfigFlags, ImGuiConfigFlags_NavEnableKeyboard); + ImGui::SameLine(); HelpMarker("Enable keyboard controls."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableGamepad", &io.ConfigFlags, ImGuiConfigFlags_NavEnableGamepad); + ImGui::SameLine(); HelpMarker("Enable gamepad controls. Require backend to set io.BackendFlags |= ImGuiBackendFlags_HasGamepad.\n\nRead instructions in imgui.cpp for details."); + ImGui::CheckboxFlags("io.ConfigFlags: NavEnableSetMousePos", &io.ConfigFlags, ImGuiConfigFlags_NavEnableSetMousePos); + ImGui::SameLine(); HelpMarker("Instruct navigation to move the mouse cursor. See comment for ImGuiConfigFlags_NavEnableSetMousePos."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouse", &io.ConfigFlags, ImGuiConfigFlags_NoMouse); if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) { - // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix - // it: + // The "NoMouse" option can get us stuck with a disabled mouse! Let's provide an alternative way to fix it: if (fmodf((float)ImGui::GetTime(), 0.40f) < 0.20f) { ImGui::SameLine(); ImGui::Text("<>"); } - if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_Space))) + if (ImGui::IsKeyPressed(ImGuiKey_Space)) io.ConfigFlags &= ~ImGuiConfigFlags_NoMouse; } - ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, - ImGuiConfigFlags_NoMouseCursorChange); - ImGui::SameLine(); - HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); + ImGui::CheckboxFlags("io.ConfigFlags: NoMouseCursorChange", &io.ConfigFlags, ImGuiConfigFlags_NoMouseCursorChange); + ImGui::SameLine(); HelpMarker("Instruct backend to not alter mouse cursor shape and visibility."); ImGui::CheckboxFlags("io.ConfigFlags: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); ImGui::SameLine(); - HelpMarker( - "Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from " - "window menu button (upper-left button) to undock an entire node (all windows)."); + if (io.ConfigDockingWithShift) + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to enable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); + else + HelpMarker("Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking.\n\nDrag from window menu button (upper-left button) to undock an entire node (all windows)."); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { ImGui::Indent(); ImGui::Checkbox("io.ConfigDockingNoSplit", &io.ConfigDockingNoSplit); - ImGui::SameLine(); - HelpMarker( - "Simplified docking mode: disable window splitting, so docking is limited to merging multiple " - "windows together into tab-bars."); + ImGui::SameLine(); HelpMarker("Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars."); + ImGui::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); + ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allow to drop in wider space, reduce visual noise)"); ImGui::Checkbox("io.ConfigDockingAlwaysTabBar", &io.ConfigDockingAlwaysTabBar); - ImGui::SameLine(); - HelpMarker("Create a docking node and tab-bar on single floating windows."); + ImGui::SameLine(); HelpMarker("Create a docking node and tab-bar on single floating windows."); ImGui::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); - ImGui::SameLine(); - HelpMarker( - "Make window or viewport transparent when docking and only display docking boxes on the target " - "viewport. Useful if rendering of multiple viewport cannot be synced. Best used with " - "ConfigViewportsNoAutoMerge."); + ImGui::SameLine(); HelpMarker("Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge."); ImGui::Unindent(); } ImGui::CheckboxFlags("io.ConfigFlags: ViewportsEnable", &io.ConfigFlags, ImGuiConfigFlags_ViewportsEnable); - ImGui::SameLine(); - HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); + ImGui::SameLine(); HelpMarker("[beta] Enable beta multi-viewports support. See ImGuiPlatformIO for details."); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { ImGui::Indent(); ImGui::Checkbox("io.ConfigViewportsNoAutoMerge", &io.ConfigViewportsNoAutoMerge); - ImGui::SameLine(); - HelpMarker( - "Set to make all floating imgui windows always create their own viewport. Otherwise, they are " - "merged into the main host viewports when overlapping it."); + ImGui::SameLine(); HelpMarker("Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it."); ImGui::Checkbox("io.ConfigViewportsNoTaskBarIcon", &io.ConfigViewportsNoTaskBarIcon); - ImGui::SameLine(); - HelpMarker( - "Toggling this at runtime is normally unsupported (most platform backends won't refresh the task " - "bar icon state right away)."); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the task bar icon state right away)."); ImGui::Checkbox("io.ConfigViewportsNoDecoration", &io.ConfigViewportsNoDecoration); - ImGui::SameLine(); - HelpMarker( - "Toggling this at runtime is normally unsupported (most platform backends won't refresh the " - "decoration right away)."); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the decoration right away)."); ImGui::Checkbox("io.ConfigViewportsNoDefaultParent", &io.ConfigViewportsNoDefaultParent); - ImGui::SameLine(); - HelpMarker( - "Toggling this at runtime is normally unsupported (most platform backends won't refresh the " - "parenting right away)."); + ImGui::SameLine(); HelpMarker("Toggling this at runtime is normally unsupported (most platform backends won't refresh the parenting right away)."); ImGui::Unindent(); } + ImGui::Checkbox("io.ConfigInputTrickleEventQueue", &io.ConfigInputTrickleEventQueue); + ImGui::SameLine(); HelpMarker("Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates."); ImGui::Checkbox("io.ConfigInputTextCursorBlink", &io.ConfigInputTextCursorBlink); - ImGui::SameLine(); - HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)"); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); - ImGui::SameLine(); - HelpMarker( - "Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); - ImGui::SameLine(); - HelpMarker( - "Enable resizing of windows from their edges and from the lower-left corner.\nThis requires " - "(io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); + ImGui::SameLine(); HelpMarker("Enable resizing of windows from their edges and from the lower-left corner.\nThis requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback."); ImGui::Checkbox("io.ConfigWindowsMoveFromTitleBarOnly", &io.ConfigWindowsMoveFromTitleBarOnly); ImGui::Checkbox("io.MouseDrawCursor", &io.MouseDrawCursor); - ImGui::SameLine(); - HelpMarker( - "Instruct Dear ImGui to render a mouse cursor 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::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(); } + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); if (ImGui::TreeNode("Backend Flags")) { HelpMarker( @@ -624,32 +537,29 @@ void ImGui::ShowDemoWindow(bool* p_open) "Here we expose them as read-only fields to avoid breaking interactions with your backend."); // Make a local copy to avoid modifying actual backend flags. + // FIXME: We don't use BeginDisabled() to keep label bright, maybe we need a BeginReadonly() equivalent.. ImGuiBackendFlags backend_flags = io.BackendFlags; - ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad); - ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors); - ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos); - ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &backend_flags, - ImGuiBackendFlags_PlatformHasViewports); - ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport", &backend_flags, - ImGuiBackendFlags_HasMouseHoveredViewport); - ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, - ImGuiBackendFlags_RendererHasVtxOffset); - ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &backend_flags, - ImGuiBackendFlags_RendererHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", &backend_flags, ImGuiBackendFlags_HasGamepad); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &backend_flags, ImGuiBackendFlags_HasMouseCursors); + ImGui::CheckboxFlags("io.BackendFlags: HasSetMousePos", &backend_flags, ImGuiBackendFlags_HasSetMousePos); + ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &backend_flags, ImGuiBackendFlags_PlatformHasViewports); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&backend_flags, ImGuiBackendFlags_HasMouseHoveredViewport); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &backend_flags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &backend_flags, ImGuiBackendFlags_RendererHasViewports); ImGui::TreePop(); ImGui::Separator(); } + IMGUI_DEMO_MARKER("Configuration/Style"); if (ImGui::TreeNode("Style")) { - HelpMarker( - "The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() " - "function."); + HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); ImGui::ShowStyleEditor(); ImGui::TreePop(); ImGui::Separator(); } + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); if (ImGui::TreeNode("Capture/Logging")) { HelpMarker( @@ -669,34 +579,23 @@ void ImGui::ShowDemoWindow(bool* p_open) } } + IMGUI_DEMO_MARKER("Window options"); if (ImGui::CollapsingHeader("Window options")) { if (ImGui::BeginTable("split", 3)) { - ImGui::TableNextColumn(); - ImGui::Checkbox("No titlebar", &no_titlebar); - ImGui::TableNextColumn(); - ImGui::Checkbox("No scrollbar", &no_scrollbar); - ImGui::TableNextColumn(); - ImGui::Checkbox("No menu", &no_menu); - ImGui::TableNextColumn(); - ImGui::Checkbox("No move", &no_move); - ImGui::TableNextColumn(); - ImGui::Checkbox("No resize", &no_resize); - ImGui::TableNextColumn(); - ImGui::Checkbox("No collapse", &no_collapse); - ImGui::TableNextColumn(); - ImGui::Checkbox("No close", &no_close); - ImGui::TableNextColumn(); - ImGui::Checkbox("No nav", &no_nav); - ImGui::TableNextColumn(); - ImGui::Checkbox("No background", &no_background); - ImGui::TableNextColumn(); - ImGui::Checkbox("No bring to front", &no_bring_to_front); - ImGui::TableNextColumn(); - ImGui::Checkbox("No docking", &no_docking); - ImGui::TableNextColumn(); - ImGui::Checkbox("Unsaved document", &unsaved_document); + ImGui::TableNextColumn(); ImGui::Checkbox("No titlebar", &no_titlebar); + ImGui::TableNextColumn(); ImGui::Checkbox("No scrollbar", &no_scrollbar); + ImGui::TableNextColumn(); ImGui::Checkbox("No menu", &no_menu); + ImGui::TableNextColumn(); ImGui::Checkbox("No move", &no_move); + ImGui::TableNextColumn(); ImGui::Checkbox("No resize", &no_resize); + ImGui::TableNextColumn(); ImGui::Checkbox("No collapse", &no_collapse); + ImGui::TableNextColumn(); ImGui::Checkbox("No close", &no_close); + ImGui::TableNextColumn(); ImGui::Checkbox("No nav", &no_nav); + ImGui::TableNextColumn(); ImGui::Checkbox("No background", &no_background); + ImGui::TableNextColumn(); ImGui::Checkbox("No bring to front", &no_bring_to_front); + ImGui::TableNextColumn(); ImGui::Checkbox("No docking", &no_docking); + ImGui::TableNextColumn(); ImGui::Checkbox("Unsaved document", &unsaved_document); ImGui::EndTable(); } } @@ -715,15 +614,18 @@ void ImGui::ShowDemoWindow(bool* p_open) static void ShowDemoWindowWidgets() { + IMGUI_DEMO_MARKER("Widgets"); if (!ImGui::CollapsingHeader("Widgets")) return; - static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom + static bool disable_all = false; // The Checkbox for that is inside the "Disabled" section at the bottom if (disable_all) ImGui::BeginDisabled(); + IMGUI_DEMO_MARKER("Widgets/Basic"); if (ImGui::TreeNode("Basic")) { + IMGUI_DEMO_MARKER("Widgets/Basic/Button"); static int clicked = 0; if (ImGui::Button("Button")) clicked++; @@ -733,17 +635,18 @@ static void ShowDemoWindowWidgets() ImGui::Text("Thanks for clicking me!"); } + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); static bool check = true; ImGui::Checkbox("checkbox", &check); + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); static int e = 0; - ImGui::RadioButton("radio a", &e, 0); - ImGui::SameLine(); - ImGui::RadioButton("radio b", &e, 1); - ImGui::SameLine(); + ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); + ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); ImGui::RadioButton("radio c", &e, 2); // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); for (int i = 0; i < 7; i++) { if (i > 0) @@ -765,22 +668,18 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); static int counter = 0; - float spacing = ImGui::GetStyle().ItemInnerSpacing.x; + float spacing = ImGui::GetStyle().ItemInnerSpacing.x; ImGui::PushButtonRepeat(true); - if (ImGui::ArrowButton("##left", ImGuiDir_Left)) - { - counter--; - } + if (ImGui::ArrowButton("##left", ImGuiDir_Left)) { counter--; } ImGui::SameLine(0.0f, spacing); - if (ImGui::ArrowButton("##right", ImGuiDir_Right)) - { - counter++; - } + if (ImGui::ArrowButton("##right", ImGuiDir_Right)) { counter++; } ImGui::PopButtonRepeat(); ImGui::SameLine(); ImGui::Text("%d", counter); + IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips"); ImGui::Text("Hover over me"); if (ImGui::IsItemHovered()) ImGui::SetTooltip("I am a tooltip"); @@ -791,35 +690,32 @@ static void ShowDemoWindowWidgets() { ImGui::BeginTooltip(); ImGui::Text("I am a fancy tooltip"); - static float arr[] = {0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f}; + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); ImGui::EndTooltip(); } ImGui::Separator(); - ImGui::LabelText("label", "Value"); { // Using the _simplified_ one-liner Combo() api here // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. - const char* items[] = {"AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", - "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK"}; + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; static int item_current = 0; ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); - ImGui::SameLine(); - HelpMarker( - "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an " - "explanation of how to use the more flexible and general BeginCombo/EndCombo API."); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner Combo API here.\nRefer to the \"Combo\" section below for an explanation of how to use the more flexible and general BeginCombo/EndCombo API."); } { // To wire InputText() with std::string or any other custom string type, // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Basic/InputText"); static char str0[128] = "Hello, world!"; ImGui::InputText("input text", str0, IM_ARRAYSIZE(str0)); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "USER:\n" "Hold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" @@ -835,13 +731,9 @@ static void ShowDemoWindowWidgets() static char str1[128] = ""; ImGui::InputTextWithHint("input text (w/ hint)", "enter text here", str1, IM_ARRAYSIZE(str1)); + IMGUI_DEMO_MARKER("Widgets/Basic/InputInt, InputFloat"); static int i0 = 123; ImGui::InputInt("input int", &i0); - ImGui::SameLine(); - HelpMarker( - "You can apply arithmetic operators +,*,/ on numerical values.\n" - " e.g. [ 100 ], input \'*2\', result becomes [ 200 ]\n" - "Use +- to subtract."); static float f0 = 0.001f; ImGui::InputFloat("input float", &f0, 0.01f, 1.0f, "%.3f"); @@ -851,20 +743,19 @@ static void ShowDemoWindowWidgets() static float f1 = 1.e10f; ImGui::InputFloat("input scientific", &f1, 0.0f, 0.0f, "%e"); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "You can input value using the scientific notation,\n" " e.g. \"1e+8\" becomes \"100000000\"."); - static float vec4a[4] = {0.10f, 0.20f, 0.30f, 0.44f}; + static float vec4a[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; ImGui::InputFloat3("input float3", vec4a); } { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); static int i1 = 50, i2 = 42; ImGui::DragInt("drag int", &i1, 1); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "Click and drag to edit value.\n" "Hold SHIFT/ALT for faster/slower edit.\n" "Double-click or CTRL+click to input value."); @@ -877,43 +768,37 @@ static void ShowDemoWindowWidgets() } { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); static int i1 = 0; ImGui::SliderInt("slider int", &i1, -1, 3); - ImGui::SameLine(); - HelpMarker("CTRL+click to input value."); + ImGui::SameLine(); HelpMarker("CTRL+click to input value."); static float f1 = 0.123f, f2 = 0.0f; ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); static float angle = 0.0f; ImGui::SliderAngle("slider angle", &angle); // Using the format string to display a name instead of an integer. // Here we completely omit '%d' from the format string, so it'll only display a name. // This technique can also be used with DragInt(). - enum Element - { - Element_Fire, - Element_Earth, - Element_Air, - Element_Water, - Element_COUNT - }; - static int elem = Element_Fire; - const char* elems_names[Element_COUNT] = {"Fire", "Earth", "Air", "Water"}; + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); + enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; + static int elem = Element_Fire; + const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; const char* elem_name = (elem >= 0 && elem < Element_COUNT) ? elems_names[elem] : "Unknown"; ImGui::SliderInt("slider enum", &elem, 0, Element_COUNT - 1, elem_name); - ImGui::SameLine(); - HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); + ImGui::SameLine(); HelpMarker("Using the format string parameter to display a name instead of the underlying integer."); } { - static float col1[3] = {1.0f, 0.0f, 0.2f}; - static float col2[4] = {0.4f, 0.7f, 0.0f, 0.5f}; + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" "Click and hold to use drag and drop.\n" "Right-click on the color square to show options.\n" @@ -925,27 +810,27 @@ static void ShowDemoWindowWidgets() { // Using the _simplified_ one-liner ListBox() api here // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. - const char* items[] = {"Apple", "Banana", "Cherry", "Kiwi", "Mango", - "Orange", "Pineapple", "Strawberry", "Watermelon"}; + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); + const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; static int item_current = 1; ImGui::ListBox("listbox", &item_current, items, IM_ARRAYSIZE(items), 4); - ImGui::SameLine(); - HelpMarker( - "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an " - "explanation of how to use the more flexible and general BeginListBox/EndListBox API."); + ImGui::SameLine(); HelpMarker( + "Using the simplified one-liner ListBox API here.\nRefer to the \"List boxes\" section below for an explanation of how to use the more flexible and general BeginListBox/EndListBox API."); } ImGui::TreePop(); } // Testing ImGuiOnceUponAFrame helper. - // static ImGuiOnceUponAFrame once; - // for (int i = 0; i < 5; i++) + //static ImGuiOnceUponAFrame once; + //for (int i = 0; i < 5; i++) // if (once) // ImGui::Text("This will be displayed only once."); + IMGUI_DEMO_MARKER("Widgets/Trees"); if (ImGui::TreeNode("Trees")) { + IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees"); if (ImGui::TreeNode("Basic trees")) { for (int i = 0; i < 5; i++) @@ -959,32 +844,26 @@ static void ShowDemoWindowWidgets() { ImGui::Text("blah blah"); ImGui::SameLine(); - if (ImGui::SmallButton("button")) - {} + if (ImGui::SmallButton("button")) {} ImGui::TreePop(); } } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes"); if (ImGui::TreeNode("Advanced, with Selectable nodes")) { HelpMarker( "This is a more typical looking tree with selectable nodes.\n" "Click to select, CTRL+Click to toggle, click on arrows or double-click to open."); - static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | - ImGuiTreeNodeFlags_OpenOnDoubleClick | - ImGuiTreeNodeFlags_SpanAvailWidth; + static ImGuiTreeNodeFlags base_flags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_SpanAvailWidth; static bool align_label_with_current_x_position = false; - static bool test_drag_and_drop = false; - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, - ImGuiTreeNodeFlags_OpenOnDoubleClick); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); - ImGui::SameLine(); - HelpMarker( - "Extend hit area to all available width instead of allowing more items to be laid out after the node."); - ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); + static bool test_drag_and_drop = false; + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnArrow", &base_flags, ImGuiTreeNodeFlags_OpenOnArrow); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_OpenOnDoubleClick", &base_flags, ImGuiTreeNodeFlags_OpenOnDoubleClick); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanAvailWidth", &base_flags, ImGuiTreeNodeFlags_SpanAvailWidth); ImGui::SameLine(); HelpMarker("Extend hit area to all available width instead of allowing more items to be laid out after the node."); + ImGui::CheckboxFlags("ImGuiTreeNodeFlags_SpanFullWidth", &base_flags, ImGuiTreeNodeFlags_SpanFullWidth); ImGui::Checkbox("Align label with current X position", &align_label_with_current_x_position); ImGui::Checkbox("Test tree node as drag source", &test_drag_and_drop); ImGui::Text("Hello!"); @@ -996,19 +875,20 @@ static void ShowDemoWindowWidgets() // 'node_clicked' is temporary storage of what node we have clicked to process selection at the end /// of the loop. May be a pointer to your own node type, etc. static int selection_mask = (1 << 2); - int node_clicked = -1; + int node_clicked = -1; for (int i = 0; i < 6; i++) { // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. ImGuiTreeNodeFlags node_flags = base_flags; - const bool is_selected = (selection_mask & (1 << i)) != 0; + const bool is_selected = (selection_mask & (1 << i)) != 0; if (is_selected) node_flags |= ImGuiTreeNodeFlags_Selected; if (i < 3) { // Items 0..2 are Tree Node bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); - if (ImGui::IsItemClicked()) + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) node_clicked = i; if (test_drag_and_drop && ImGui::BeginDragDropSource()) { @@ -1027,10 +907,9 @@ static void ShowDemoWindowWidgets() // Items 3..5 are Tree Leaves // The only reason we use TreeNode at all is to allow selection of the leaf. Otherwise we can // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). - node_flags |= - ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet + node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); - if (ImGui::IsItemClicked()) + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) node_clicked = i; if (test_drag_and_drop && ImGui::BeginDragDropSource()) { @@ -1045,10 +924,9 @@ static void ShowDemoWindowWidgets() // Update selection state // (process outside of tree loop to avoid visual inconsistencies during the clicking frame) if (ImGui::GetIO().KeyCtrl) - selection_mask ^= (1 << node_clicked); // CTRL+click to toggle - else // if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may - // want to preserve selection when clicking on item that is part of the selection - selection_mask = (1 << node_clicked); // Click to single-select + selection_mask ^= (1 << node_clicked); // CTRL+click to toggle + else //if (!(selection_mask & (1 << node_clicked))) // Depending on selection behavior you want, may want to preserve selection when clicking on item that is part of the selection + selection_mask = (1 << node_clicked); // Click to single-select } if (align_label_with_current_x_position) ImGui::Indent(ImGui::GetTreeNodeToLabelSpacing()); @@ -1057,6 +935,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); if (ImGui::TreeNode("Collapsing Headers")) { static bool closable_group = true; @@ -1080,6 +959,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Bullets"); if (ImGui::TreeNode("Bullets")) { ImGui::BulletText("Bullet point 1"); @@ -1089,26 +969,26 @@ static void ShowDemoWindowWidgets() ImGui::BulletText("Another bullet point"); ImGui::TreePop(); } - ImGui::Bullet(); - ImGui::Text("Bullet point 3 (two calls)"); - ImGui::Bullet(); - ImGui::SmallButton("Button"); + ImGui::Bullet(); ImGui::Text("Bullet point 3 (two calls)"); + ImGui::Bullet(); ImGui::SmallButton("Button"); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text"); if (ImGui::TreeNode("Text")) { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); if (ImGui::TreeNode("Colorful Text")) { // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. 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::SameLine(); HelpMarker("The TextDisabled color is stored in ImGuiStyle."); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); if (ImGui::TreeNode("Word Wrapping")) { // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. @@ -1124,15 +1004,12 @@ static void ShowDemoWindowWidgets() for (int n = 0; n < 2; n++) { ImGui::Text("Test paragraph %d:", n); - ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 pos = ImGui::GetCursorScreenPos(); ImVec2 marker_min = ImVec2(pos.x + wrap_width, pos.y); ImVec2 marker_max = ImVec2(pos.x + wrap_width + 10, pos.y + ImGui::GetTextLineHeight()); ImGui::PushTextWrapPos(ImGui::GetCursorPos().x + wrap_width); if (n == 0) - ImGui::Text( - "The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 " - "character word. The quick brown fox jumps over the lazy dog.", - wrap_width); + ImGui::Text("The lazy dog is a good dog. This paragraph should fit within %.0f pixels. Testing a 1 character word. The quick brown fox jumps over the lazy dog.", wrap_width); else ImGui::Text("aaaaaaaa bbbbbbbb, c cccccccc,dddddddd. d eeeeeeee ffffffff. gggggggg!hhhhhhhh"); @@ -1145,6 +1022,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text/UTF-8 Text"); if (ImGui::TreeNode("UTF-8 Text")) { // UTF-8 test with Japanese characters @@ -1161,24 +1039,17 @@ static void ShowDemoWindowWidgets() "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " "Read docs/FONTS.md for details."); - ImGui::Text( - "Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we - // would use - // u8"blah - // blah" with - // the proper - // characters - // directly in - // the string. + ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; - // static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis + //static char buf[32] = u8"NIHONGO"; // <- this is how you would write it with C++11, using real kanjis ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Images"); if (ImGui::TreeNode("Images")) { ImGuiIO& io = ImGui::GetIO(); @@ -1203,39 +1074,27 @@ static void ShowDemoWindowWidgets() // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples ImTextureID my_tex_id = io.Fonts->TexID; - float my_tex_w = (float)io.Fonts->TexWidth; - float my_tex_h = (float)io.Fonts->TexHeight; + float my_tex_w = (float)io.Fonts->TexWidth; + float my_tex_h = (float)io.Fonts->TexHeight; { ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); - ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left - ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); // 50% opaque white ImGui::Image(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, tint_col, border_col); if (ImGui::IsItemHovered()) { ImGui::BeginTooltip(); float region_sz = 32.0f; - float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; - float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; - float zoom = 4.0f; - if (region_x < 0.0f) - { - region_x = 0.0f; - } - else if (region_x > my_tex_w - region_sz) - { - region_x = my_tex_w - region_sz; - } - if (region_y < 0.0f) - { - region_y = 0.0f; - } - else if (region_y > my_tex_h - region_sz) - { - region_y = my_tex_h - region_sz; - } + float region_x = io.MousePos.x - pos.x - region_sz * 0.5f; + float region_y = io.MousePos.y - pos.y - region_sz * 0.5f; + float zoom = 4.0f; + if (region_x < 0.0f) { region_x = 0.0f; } + else if (region_x > my_tex_w - region_sz) { region_x = my_tex_w - region_sz; } + if (region_y < 0.0f) { region_y = 0.0f; } + else if (region_y > my_tex_h - region_sz) { region_y = my_tex_h - region_sz; } ImGui::Text("Min: (%.2f, %.2f)", region_x, region_y); ImGui::Text("Max: (%.2f, %.2f)", region_x + region_sz, region_y + region_sz); ImVec2 uv0 = ImVec2((region_x) / my_tex_w, (region_y) / my_tex_h); @@ -1244,17 +1103,19 @@ static void ShowDemoWindowWidgets() ImGui::EndTooltip(); } } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); ImGui::TextWrapped("And now some textured buttons.."); static int pressed_count = 0; for (int i = 0; i < 8; i++) { ImGui::PushID(i); - int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) - ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible - ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left - ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture - ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) pressed_count += 1; ImGui::PopID(); @@ -1265,26 +1126,24 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Combo"); if (ImGui::TreeNode("Combo")) { // Expose flags as checkbox for the demo static ImGuiComboFlags flags = 0; ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); - ImGui::SameLine(); - HelpMarker("Only makes a difference if the popup is larger than the combo"); + ImGui::SameLine(); HelpMarker("Only makes a difference if the popup is larger than the combo"); if (ImGui::CheckboxFlags("ImGuiComboFlags_NoArrowButton", &flags, ImGuiComboFlags_NoArrowButton)) - flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both + flags &= ~ImGuiComboFlags_NoPreview; // Clear the other flag, as we cannot combine both if (ImGui::CheckboxFlags("ImGuiComboFlags_NoPreview", &flags, ImGuiComboFlags_NoPreview)) - flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both + flags &= ~ImGuiComboFlags_NoArrowButton; // Clear the other flag, as we cannot combine both // Using the generic BeginCombo() API, you have full control over how to display the combo contents. // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively // stored in the object itself, etc.) - const char* items[] = {"AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", - "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO"}; - static int item_current_idx = 0; // Here we store our selection data as an index. - const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening - // the combo (it could be anything) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + const char* combo_preview_value = items[item_current_idx]; // Pass in the preview value visible before opening the combo (it could be anything) if (ImGui::BeginCombo("combo 1", combo_preview_value, flags)) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) @@ -1307,32 +1166,25 @@ static void ShowDemoWindowWidgets() // Simplified one-liner Combo() using an array of const char* // This is not very useful (may obsolete): prefer using BeginCombo()/EndCombo() for full control. - static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview + static int item_current_3 = -1; // If the selection isn't within 0..count, Combo won't display a preview ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); // Simplified one-liner Combo() using an accessor function - struct Funcs - { - static bool ItemGetter(void* data, int n, const char** out_str) - { - *out_str = ((const char**)data)[n]; - 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, &Funcs::ItemGetter, items, IM_ARRAYSIZE(items)); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/List Boxes"); if (ImGui::TreeNode("List boxes")) { // Using the generic BeginListBox() API, you have full control over how to display the combo contents. // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively // stored in the object itself, etc.) - const char* items[] = {"AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", - "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO"}; - static int item_current_idx = 0; // Here we store our selection data as an index. + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. if (ImGui::BeginListBox("listbox 1")) { for (int n = 0; n < IM_ARRAYSIZE(items); n++) @@ -1368,6 +1220,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables"); if (ImGui::TreeNode("Selectables")) { // Selectable() has 2 overloads: @@ -1376,9 +1229,10 @@ static void ShowDemoWindowWidgets() // - The one taking "bool* p_selected" as a read-write selection information (convenient in some cases) // The earlier is more flexible, as in real application your selection may be stored in many different ways // and not necessarily inside a bool value (e.g. in flags within objects, as an external list, etc). + IMGUI_DEMO_MARKER("Widgets/Selectables/Basic"); if (ImGui::TreeNode("Basic")) { - static bool selection[5] = {false, true, false, false, false}; + static bool selection[5] = { false, true, false, false, false }; ImGui::Selectable("1. I am selectable", &selection[0]); ImGui::Selectable("2. I am selectable", &selection[1]); ImGui::Text("(I am not selectable)"); @@ -1388,6 +1242,7 @@ static void ShowDemoWindowWidgets() selection[4] = !selection[4]; ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); if (ImGui::TreeNode("Selection State: Single Selection")) { static int selected = -1; @@ -1400,58 +1255,53 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); if (ImGui::TreeNode("Selection State: Multiple Selection")) { HelpMarker("Hold CTRL and click to select multiple items."); - static bool selection[5] = {false, false, false, false, false}; + static bool selection[5] = { false, false, false, false, false }; for (int n = 0; n < 5; n++) { char buf[32]; sprintf(buf, "Object %d", n); if (ImGui::Selectable(buf, selection[n])) { - if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held + if (!ImGui::GetIO().KeyCtrl) // Clear selection when CTRL is not held memset(selection, 0, sizeof(selection)); selection[n] ^= 1; } } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line"); if (ImGui::TreeNode("Rendering more text into the same line")) { // Using the Selectable() override that takes "bool* p_selected" parameter, // this function toggle your bool value automatically. - static bool selected[3] = {false, false, false}; - ImGui::Selectable("main.c", &selected[0]); - ImGui::SameLine(300); - ImGui::Text(" 2,345 bytes"); - ImGui::Selectable("Hello.cpp", &selected[1]); - ImGui::SameLine(300); - ImGui::Text("12,345 bytes"); - ImGui::Selectable("Hello.h", &selected[2]); - ImGui::SameLine(300); - ImGui::Text(" 2,345 bytes"); + static bool selected[3] = { false, false, false }; + ImGui::Selectable("main.c", &selected[0]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); + ImGui::Selectable("Hello.cpp", &selected[1]); ImGui::SameLine(300); ImGui::Text("12,345 bytes"); + ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); if (ImGui::TreeNode("In columns")) { static bool selected[10] = {}; - if (ImGui::BeginTable( - "split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) { for (int i = 0; i < 10; i++) { char label[32]; sprintf(label, "Item %d", i); ImGui::TableNextColumn(); - ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap + ImGui::Selectable(label, &selected[i]); // FIXME-TABLE: Selection overlap } ImGui::EndTable(); } ImGui::Spacing(); - if (ImGui::BeginTable( - "split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) { for (int i = 0; i < 10; i++) { @@ -1469,16 +1319,16 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); if (ImGui::TreeNode("Grid")) { - static char selected[4][4] = {{1, 0, 0, 0}, {0, 1, 0, 0}, {0, 0, 1, 0}, {0, 0, 0, 1}}; + 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... + 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))); + 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++) @@ -1490,22 +1340,10 @@ static void ShowDemoWindowWidgets() { // 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; - } + 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(); } @@ -1514,13 +1352,14 @@ static void ShowDemoWindowWidgets() ImGui::PopStyleVar(); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); if (ImGui::TreeNode("Alignment")) { HelpMarker( "By default, Selectables uses style.SelectableTextAlign but it can be overridden on a per-item " "basis using PushStyleVar(). You'll probably want to always keep your default situation to " "left-align otherwise it becomes difficult to layout multiple items on a same line"); - static bool selected[3 * 3] = {true, false, true, false, true, false, true, false, true}; + static bool selected[3 * 3] = { true, false, true, false, true, false, true, false, true }; for (int y = 0; y < 3; y++) { for (int x = 0; x < 3; x++) @@ -1528,8 +1367,7 @@ static void ShowDemoWindowWidgets() ImVec2 alignment = ImVec2((float)x / 2.0f, (float)y / 2.0f); char name[32]; sprintf(name, "(%.1f,%.1f)", alignment.x, alignment.y); - if (x > 0) - ImGui::SameLine(); + if (x > 0) ImGui::SameLine(); ImGui::PushStyleVar(ImGuiStyleVar_SelectableTextAlign, alignment); ImGui::Selectable(name, &selected[3 * y + x], ImGuiSelectableFlags_None, ImVec2(80, 80)); ImGui::PopStyleVar(); @@ -1542,8 +1380,10 @@ static void ShowDemoWindowWidgets() // To wire InputText() with std::string or any other custom string type, // see the "Text Input > Resize Callback" section of this demo, and the misc/cpp/imgui_stdlib.h file. + IMGUI_DEMO_MARKER("Widgets/Text Input"); if (ImGui::TreeNode("Text Input")) { + IMGUI_DEMO_MARKER("Widgets/Text Input/Multi-line Text Input"); if (ImGui::TreeNode("Multi-line Text Input")) { // Note: we are using a fixed-sized buffer for simplicity here. See ImGuiInputTextFlags_CallbackResize @@ -1561,19 +1401,15 @@ static void ShowDemoWindowWidgets() "\tlock cmpxchg8b eax\n"; static ImGuiInputTextFlags flags = ImGuiInputTextFlags_AllowTabInput; - HelpMarker( - "You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() " - "to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in " - "imgui_demo.cpp because we don't want to include in here)"); + HelpMarker("You can use the ImGuiInputTextFlags_CallbackResize facility if you need to wire InputTextMultiline() to a dynamic string type. See misc/cpp/imgui_stdlib.h for an example. (This is not demonstrated in imgui_demo.cpp because we don't want to include in here)"); ImGui::CheckboxFlags("ImGuiInputTextFlags_ReadOnly", &flags, ImGuiInputTextFlags_ReadOnly); ImGui::CheckboxFlags("ImGuiInputTextFlags_AllowTabInput", &flags, ImGuiInputTextFlags_AllowTabInput); - ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, - ImGuiInputTextFlags_CtrlEnterForNewLine); - ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), - ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); + ImGui::CheckboxFlags("ImGuiInputTextFlags_CtrlEnterForNewLine", &flags, ImGuiInputTextFlags_CtrlEnterForNewLine); + ImGui::InputTextMultiline("##source", text, IM_ARRAYSIZE(text), ImVec2(-FLT_MIN, ImGui::GetTextLineHeight() * 16), flags); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); if (ImGui::TreeNode("Filtered Text Input")) { struct TextFilters @@ -1587,31 +1423,22 @@ static void ShowDemoWindowWidgets() } }; - static char buf1[64] = ""; - ImGui::InputText("default", buf1, 64); - static char buf2[64] = ""; - ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); - static char buf3[64] = ""; - ImGui::InputText("hexadecimal", buf3, 64, - ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); - static char buf4[64] = ""; - ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); - static char buf5[64] = ""; - ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); - static char buf6[64] = ""; - ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, - TextFilters::FilterImGuiLetters); + static char buf1[64] = ""; ImGui::InputText("default", buf1, 64); + static char buf2[64] = ""; ImGui::InputText("decimal", buf2, 64, ImGuiInputTextFlags_CharsDecimal); + static char buf3[64] = ""; ImGui::InputText("hexadecimal", buf3, 64, ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase); + static char buf4[64] = ""; ImGui::InputText("uppercase", buf4, 64, ImGuiInputTextFlags_CharsUppercase); + static char buf5[64] = ""; ImGui::InputText("no blank", buf5, 64, ImGuiInputTextFlags_CharsNoBlank); + static char buf6[64] = ""; ImGui::InputText("\"imgui\" letters", buf6, 64, ImGuiInputTextFlags_CallbackCharFilter, TextFilters::FilterImGuiLetters); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/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"); - ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), - ImGuiInputTextFlags_Password); + ImGui::SameLine(); HelpMarker("Display all characters as '*'.\nDisable clipboard cut and copy.\nDisable logging.\n"); + ImGui::InputTextWithHint("password (w/ hint)", "", password, IM_ARRAYSIZE(password), ImGuiInputTextFlags_Password); ImGui::InputText("password (clear)", password, IM_ARRAYSIZE(password)); ImGui::TreePop(); } @@ -1645,42 +1472,34 @@ static void ShowDemoWindowWidgets() { // Toggle casing of first character char c = data->Buf[0]; - if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')) - data->Buf[0] ^= 32; + 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; + *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."); + 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."); + 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::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(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); if (ImGui::TreeNode("Resize Callback")) { // To wire InputText() with std::string or any other custom string type, @@ -1697,8 +1516,7 @@ static void ShowDemoWindowWidgets() { ImVector* my_str = (ImVector*)data->UserData; IM_ASSERT(my_str->begin() == data->Buf); - my_str->resize( - data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 + my_str->resize(data->BufSize); // NB: On resizing calls, generally data->BufSize == data->BufTextLen + 1 data->Buf = my_str->begin(); } return 0; @@ -1706,15 +1524,10 @@ static void ShowDemoWindowWidgets() // Note: Because ImGui:: is a namespace you would typically add your own function into the namespace. // For example, you code may declare a function 'ImGui::InputText(const char* label, MyString* my_str)' - static bool MyInputTextMultiline(const char* label, - ImVector* my_str, - const ImVec2& size = ImVec2(0, 0), - ImGuiInputTextFlags flags = 0) + static bool MyInputTextMultiline(const char* label, ImVector* my_str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); - return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, - flags | ImGuiInputTextFlags_CallbackResize, - Funcs::MyResizeCallback, (void*)my_str); + return ImGui::InputTextMultiline(label, my_str->begin(), (size_t)my_str->size(), size, flags | ImGuiInputTextFlags_CallbackResize, Funcs::MyResizeCallback, (void*)my_str); } }; @@ -1733,8 +1546,10 @@ static void ShowDemoWindowWidgets() } // Tabs + IMGUI_DEMO_MARKER("Widgets/Tabs"); if (ImGui::TreeNode("Tabs")) { + IMGUI_DEMO_MARKER("Widgets/Tabs/Basic"); if (ImGui::TreeNode("Basic")) { ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None; @@ -1761,35 +1576,28 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Tabs/Advanced & Close Button"); if (ImGui::TreeNode("Advanced & Close Button")) { // Expose a couple of the available flags. In most cases you may just call BeginTabBar() with no flags (0). static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable; ImGui::CheckboxFlags("ImGuiTabBarFlags_Reorderable", &tab_bar_flags, ImGuiTabBarFlags_Reorderable); - ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, - ImGuiTabBarFlags_AutoSelectNewTabs); - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, - ImGuiTabBarFlags_TabListPopupButton); - ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, - ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_AutoSelectNewTabs", &tab_bar_flags, ImGuiTabBarFlags_AutoSelectNewTabs); + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + ImGui::CheckboxFlags("ImGuiTabBarFlags_NoCloseWithMiddleMouseButton", &tab_bar_flags, ImGuiTabBarFlags_NoCloseWithMiddleMouseButton); if ((tab_bar_flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) tab_bar_flags |= ImGuiTabBarFlags_FittingPolicyDefault_; - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, - ImGuiTabBarFlags_FittingPolicyResizeDown)) + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, - ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); // Tab Bar - const char* names[4] = {"Artichoke", "Beetroot", "Celery", "Daikon"}; - static bool opened[4] = {true, true, true, true}; // Persistent user state + const char* names[4] = { "Artichoke", "Beetroot", "Celery", "Daikon" }; + static bool opened[4] = { true, true, true, true }; // Persistent user state for (int n = 0; n < IM_ARRAYSIZE(opened); n++) { - if (n > 0) - { - ImGui::SameLine(); - } + if (n > 0) { ImGui::SameLine(); } ImGui::Checkbox(names[n], &opened[n]); } @@ -1811,32 +1619,29 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); 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 + 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; + // (It is possible to submit regular tabs with Leading/Trailing flags, or TabItemButton tabs without Leading/Trailing flags... + // but they tend to make more sense together) + static bool show_leading_button = true; static bool show_trailing_button = true; ImGui::Checkbox("Show Leading TabItemButton()", &show_leading_button); ImGui::Checkbox("Show Trailing TabItemButton()", &show_trailing_button); // Expose some other flags which are useful to showcase how they interact with Leading/Trailing tabs - static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | - ImGuiTabBarFlags_FittingPolicyResizeDown; - ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, - ImGuiTabBarFlags_TabListPopupButton); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, - ImGuiTabBarFlags_FittingPolicyResizeDown)) + static ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_AutoSelectNewTabs | ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_FittingPolicyResizeDown; + ImGui::CheckboxFlags("ImGuiTabBarFlags_TabListPopupButton", &tab_bar_flags, ImGuiTabBarFlags_TabListPopupButton); + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyResizeDown", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyResizeDown)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyResizeDown); - if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, - ImGuiTabBarFlags_FittingPolicyScroll)) + if (ImGui::CheckboxFlags("ImGuiTabBarFlags_FittingPolicyScroll", &tab_bar_flags, ImGuiTabBarFlags_FittingPolicyScroll)) tab_bar_flags &= ~(ImGuiTabBarFlags_FittingPolicyMask_ ^ ImGuiTabBarFlags_FittingPolicyScroll); if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags)) @@ -1851,15 +1656,14 @@ static void ShowDemoWindowWidgets() 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. + // 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 + active_tabs.push_back(next_tab_id++); // Add new tab // Submit our regular tabs - for (int n = 0; n < active_tabs.Size;) + for (int n = 0; n < active_tabs.Size; ) { bool open = true; char name[16]; @@ -1885,30 +1689,33 @@ static void ShowDemoWindowWidgets() } // Plot/Graph widgets are not very good. - // Consider writing your own, or using a third-party one, see: - // - ImPlot https://github.com/epezent/implot - // - others https://github.com/ocornut/imgui/wiki/Useful-Extensions - if (ImGui::TreeNode("Plots Widgets")) + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) { static bool animate = true; ImGui::Checkbox("Animate", &animate); - static float arr[] = {0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f}; + // Plot as lines and plot as histogram + IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); // Fill an array of contiguous float values to plot // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float // and the sizeof() of your structure in the "stride" parameter. - static float values[90] = {}; - static int values_offset = 0; + static float values[90] = {}; + static int values_offset = 0; static double refresh_time = 0.0; if (!animate || refresh_time == 0.0) refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create 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; + static float phase = 0.0f; values[values_offset] = cosf(phase); - values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); phase += 0.10f * values_offset; refresh_time += 1.0f / 60.0f; } @@ -1922,10 +1729,8 @@ static void ShowDemoWindowWidgets() average /= (float)IM_ARRAYSIZE(values); char overlay[32]; sprintf(overlay, "avg %f", average); - ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, - ImVec2(0, 80.0f)); + ImGui::PlotLines("Lines", values, IM_ARRAYSIZE(values), values_offset, overlay, -1.0f, 1.0f, ImVec2(0, 80.0f)); } - ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); // Use functions to generate output // FIXME: This is rather awkward because current plot API only pass in indices. @@ -1947,20 +1752,13 @@ static void ShowDemoWindowWidgets() ImGui::Separator(); // Animate a simple progress bar + IMGUI_DEMO_MARKER("Widgets/Plotting/ProgressBar"); static float progress = 0.0f, progress_dir = 1.0f; if (animate) { progress += progress_dir * 0.4f * ImGui::GetIO().DeltaTime; - if (progress >= +1.1f) - { - progress = +1.1f; - progress_dir *= -1.0f; - } - if (progress <= -0.1f) - { - progress = -0.1f; - progress_dir *= -1.0f; - } + if (progress >= +1.1f) { progress = +1.1f; progress_dir *= -1.0f; } + if (progress <= -0.1f) { progress = -0.1f; progress_dir *= -1.0f; } } // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, @@ -1976,64 +1774,59 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Color"); if (ImGui::TreeNode("Color/Picker Widgets")) { static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); - static bool alpha_preview = true; + static bool alpha_preview = true; static bool alpha_half_preview = false; - static bool drag_and_drop = true; - static bool options_menu = true; - static bool hdr = false; + static bool drag_and_drop = true; + static bool options_menu = true; + static bool hdr = false; ImGui::Checkbox("With Alpha Preview", &alpha_preview); ImGui::Checkbox("With Half Alpha Preview", &alpha_half_preview); ImGui::Checkbox("With Drag and Drop", &drag_and_drop); - ImGui::Checkbox("With Options Menu", &options_menu); - ImGui::SameLine(); - HelpMarker("Right-click on the individual color widget to show options."); - ImGui::Checkbox("With HDR", &hdr); - ImGui::SameLine(); - HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); - ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | - (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | - (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf - : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | - (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + ImGui::Checkbox("With Options Menu", &options_menu); ImGui::SameLine(); HelpMarker("Right-click on the individual color widget to show options."); + ImGui::Checkbox("With HDR", &hdr); ImGui::SameLine(); HelpMarker("Currently all this does is to lift the 0..1 limits on dragging widgets."); + ImGuiColorEditFlags misc_flags = (hdr ? ImGuiColorEditFlags_HDR : 0) | (drag_and_drop ? 0 : ImGuiColorEditFlags_NoDragDrop) | (alpha_half_preview ? ImGuiColorEditFlags_AlphaPreviewHalf : (alpha_preview ? ImGuiColorEditFlags_AlphaPreview : 0)) | (options_menu ? 0 : ImGuiColorEditFlags_NoOptions); + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit"); ImGui::Text("Color widget:"); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "Click on the color square to open a color picker.\n" "CTRL+click on individual component to input value.\n"); ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); ImGui::Text("Color widget HSV with Alpha:"); ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); ImGui::Text("Color widget with Float Display:"); ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); ImGui::Text("Color button with Picker:"); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " "be used for the tooltip and picker popup."); - ImGui::ColorEdit4("MyColor##3", (float*)&color, - ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with custom Picker popup)"); ImGui::Text("Color button with Custom Picker Popup:"); // Generate a default palette. The palette will persist and can be edited. - static bool saved_palette_init = true; + static bool saved_palette_init = true; static ImVec4 saved_palette[32] = {}; if (saved_palette_init) { for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) { - ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, saved_palette[n].x, saved_palette[n].y, - saved_palette[n].z); - saved_palette[n].w = 1.0f; // Alpha + ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, + saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); + saved_palette[n].w = 1.0f; // Alpha } saved_palette_init = false; } @@ -2051,17 +1844,14 @@ static void ShowDemoWindowWidgets() { ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); ImGui::Separator(); - ImGui::ColorPicker4("##picker", (float*)&color, - misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); ImGui::SameLine(); - ImGui::BeginGroup(); // Lock X position + 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"); @@ -2071,11 +1861,9 @@ static void ShowDemoWindowWidgets() if ((n % 8) != 0) ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); - ImGuiColorEditFlags palette_button_flags = - ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) - color = - ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! + color = ImVec4(saved_palette[n].x, saved_palette[n].y, saved_palette[n].z, color.w); // Preserve alpha! // Allow user to drop colors into each palette entry. Note that ColorButton() is already a // drag source by default, unless specifying the ImGuiColorEditFlags_NoDragDrop flag. @@ -2094,20 +1882,21 @@ static void ShowDemoWindowWidgets() ImGui::EndPopup(); } + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); ImGui::Text("Color button only:"); static bool no_border = false; ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); - ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), - ImVec2(80, 80)); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); ImGui::Text("Color picker:"); - static bool alpha = true; - static bool alpha_bar = true; + static bool alpha = true; + static bool alpha_bar = true; static bool side_preview = true; - static bool ref_color = false; + static bool ref_color = false; static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); static int display_mode = 0; - static int picker_mode = 0; + static int picker_mode = 0; ImGui::Checkbox("With Alpha", &alpha); ImGui::Checkbox("With Alpha Bar", &alpha_bar); ImGui::Checkbox("With Side Preview", &side_preview); @@ -2122,91 +1911,68 @@ static void ShowDemoWindowWidgets() } } ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex " "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); - ImGui::SameLine(); - HelpMarker("User can right-click the picker to change mode."); + ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); ImGuiColorEditFlags flags = misc_flags; - if (!alpha) - flags |= - ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() - if (alpha_bar) - flags |= ImGuiColorEditFlags_AlphaBar; - if (!side_preview) - flags |= ImGuiColorEditFlags_NoSidePreview; - if (picker_mode == 1) - flags |= ImGuiColorEditFlags_PickerHueBar; - if (picker_mode == 2) - flags |= ImGuiColorEditFlags_PickerHueWheel; - if (display_mode == 1) - flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays - if (display_mode == 2) - flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode - if (display_mode == 3) - flags |= ImGuiColorEditFlags_DisplayHSV; - if (display_mode == 4) - flags |= ImGuiColorEditFlags_DisplayHex; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + if (!side_preview) flags |= ImGuiColorEditFlags_NoSidePreview; + if (picker_mode == 1) flags |= ImGuiColorEditFlags_PickerHueBar; + if (picker_mode == 2) flags |= ImGuiColorEditFlags_PickerHueWheel; + if (display_mode == 1) flags |= ImGuiColorEditFlags_NoInputs; // Disable all RGB/HSV/Hex displays + if (display_mode == 2) flags |= ImGuiColorEditFlags_DisplayRGB; // Override display mode + if (display_mode == 3) flags |= ImGuiColorEditFlags_DisplayHSV; + if (display_mode == 4) flags |= ImGuiColorEditFlags_DisplayHex; ImGui::ColorPicker4("MyColor##4", (float*)&color, flags, ref_color ? &ref_color_v.x : NULL); ImGui::Text("Set defaults in code:"); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "SetColorEditOptions() is designed to allow you to set boot-time default.\n" "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" "encouraging you to persistently save values that aren't forward-compatible."); if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | - ImGuiColorEditFlags_PickerHueBar); + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); if (ImGui::Button("Default: Float + HDR + Hue Wheel")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | - ImGuiColorEditFlags_PickerHueWheel); + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) - static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! ImGui::Spacing(); ImGui::Text("HSV encoded colors"); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); ImGui::Text("Color widget with InputHSV:"); - ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, - ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); - ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, - ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as RGB##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); + ImGui::ColorEdit4("HSV shown as HSV##1", (float*)&color_hsv, ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_InputHSV | ImGuiColorEditFlags_Float); ImGui::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Drag and Slider Flags"); if (ImGui::TreeNode("Drag/Slider Flags")) { // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! static ImGuiSliderFlags flags = ImGuiSliderFlags_None; ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); - ImGui::SameLine(); - HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); + ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); - ImGui::SameLine(); - HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); - ImGui::SameLine(); - HelpMarker( - "Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded " - "to those 3 digits)."); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); - ImGui::SameLine(); - HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + 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; + 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); @@ -2216,7 +1982,7 @@ static void ShowDemoWindowWidgets() // Sliders static float slider_f = 0.5f; - static int slider_i = 50; + 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); @@ -2224,159 +1990,144 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Range Widgets"); if (ImGui::TreeNode("Range Widgets")) { static float begin = 10, end = 90; static int begin_i = 100, end_i = 1000; - ImGui::DragFloatRange2("range float", &begin, &end, 0.25f, 0.0f, 100.0f, "Min: %.1f %%", "Max: %.1f %%", - ImGuiSliderFlags_AlwaysClamp); + 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(); } + IMGUI_DEMO_MARKER("Widgets/Data Types"); if (ImGui::TreeNode("Data Types")) { -// DragScalar/InputScalar/SliderScalar functions allow various data types -// - signed/unsigned -// - 8/16/32/64-bits -// - integer/float/double -// To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum -// to pass the type, and passing all arguments by pointer. -// This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. -// In practice, if you frequently use a given type that is not covered by the normal API entry points, -// you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, -// and then pass their address to the generic function. For example: -// bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") -// { -// return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); -// } + // DragScalar/InputScalar/SliderScalar functions allow various data types + // - signed/unsigned + // - 8/16/32/64-bits + // - integer/float/double + // To avoid polluting the public API with all possible combinations, we use the ImGuiDataType enum + // to pass the type, and passing all arguments by pointer. + // This is the reason the test code below creates local variables to hold "zero" "one" etc. for each types. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // bool MySliderU64(const char *label, u64* value, u64 min = 0, u64 max = 0, const char* format = "%lld") + // { + // return SliderScalar(label, ImGuiDataType_U64, value, &min, &max, format); + // } -// Setup limits (as helper variables so we can take their address, as explained above) -// Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. -# ifndef LLONG_MIN - ImS64 LLONG_MIN = -9223372036854775807LL - 1; - ImS64 LLONG_MAX = 9223372036854775807LL; + // Setup limits (as helper variables so we can take their address, as explained above) + // Note: SliderScalar() functions have a maximum usable range of half the natural type maximum, hence the /2. + #ifndef LLONG_MIN + ImS64 LLONG_MIN = -9223372036854775807LL - 1; + ImS64 LLONG_MAX = 9223372036854775807LL; ImU64 ULLONG_MAX = (2ULL * 9223372036854775807LL + 1); -# endif - const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; - const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; - const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; - const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; - const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN / 2, s32_max = INT_MAX / 2, - s32_hi_a = INT_MAX / 2 - 100, s32_hi_b = INT_MAX / 2; - const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX / 2, - u32_hi_a = UINT_MAX / 2 - 100, u32_hi_b = UINT_MAX / 2; - const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN / 2, s64_max = LLONG_MAX / 2, - s64_hi_a = LLONG_MAX / 2 - 100, s64_hi_b = LLONG_MAX / 2; - const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX / 2, - u64_hi_a = ULLONG_MAX / 2 - 100, u64_hi_b = ULLONG_MAX / 2; - const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; - const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; + #endif + const char s8_zero = 0, s8_one = 1, s8_fifty = 50, s8_min = -128, s8_max = 127; + const ImU8 u8_zero = 0, u8_one = 1, u8_fifty = 50, u8_min = 0, u8_max = 255; + const short s16_zero = 0, s16_one = 1, s16_fifty = 50, s16_min = -32768, s16_max = 32767; + const ImU16 u16_zero = 0, u16_one = 1, u16_fifty = 50, u16_min = 0, u16_max = 65535; + const ImS32 s32_zero = 0, s32_one = 1, s32_fifty = 50, s32_min = INT_MIN/2, s32_max = INT_MAX/2, s32_hi_a = INT_MAX/2 - 100, s32_hi_b = INT_MAX/2; + const ImU32 u32_zero = 0, u32_one = 1, u32_fifty = 50, u32_min = 0, u32_max = UINT_MAX/2, u32_hi_a = UINT_MAX/2 - 100, u32_hi_b = UINT_MAX/2; + const ImS64 s64_zero = 0, s64_one = 1, s64_fifty = 50, s64_min = LLONG_MIN/2, s64_max = LLONG_MAX/2, s64_hi_a = LLONG_MAX/2 - 100, s64_hi_b = LLONG_MAX/2; + const ImU64 u64_zero = 0, u64_one = 1, u64_fifty = 50, u64_min = 0, u64_max = ULLONG_MAX/2, u64_hi_a = ULLONG_MAX/2 - 100, u64_hi_b = ULLONG_MAX/2; + const float f32_zero = 0.f, f32_one = 1.f, f32_lo_a = -10000000000.0f, f32_hi_a = +10000000000.0f; + const double f64_zero = 0., f64_one = 1., f64_lo_a = -1000000000000000.0, f64_hi_a = +1000000000000000.0; // State - static char s8_v = 127; - static ImU8 u8_v = 255; - static short s16_v = 32767; - static ImU16 u16_v = 65535; - static ImS32 s32_v = -1; - static ImU32 u32_v = (ImU32)-1; - static ImS64 s64_v = -1; - static ImU64 u64_v = (ImU64)-1; - static float f32_v = 0.123f; + static char s8_v = 127; + static ImU8 u8_v = 255; + static short s16_v = 32767; + static ImU16 u16_v = 65535; + static ImS32 s32_v = -1; + static ImU32 u32_v = (ImU32)-1; + static ImS64 s64_v = -1; + static ImU64 u64_v = (ImU64)-1; + static float f32_v = 0.123f; static double f64_v = 90000.01234567890123456789; const float drag_speed = 0.2f; static bool drag_clamp = false; + IMGUI_DEMO_MARKER("Widgets/Data Types/Drags"); ImGui::Text("Drags:"); ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\n" "You can override the clamping limits by using CTRL+Click to input a value."); - ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, - drag_clamp ? &s8_fifty : NULL); - ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, - drag_clamp ? &u8_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, - drag_clamp ? &s16_fifty : NULL); - ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, - drag_clamp ? &u16_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, - drag_clamp ? &s32_fifty : NULL); - ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, - drag_clamp ? &u32_fifty : NULL, "%u ms"); - ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, - drag_clamp ? &s64_fifty : NULL); - ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, - drag_clamp ? &u64_fifty : NULL); - ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); - 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::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + ImGui::DragScalar("drag float", ImGuiDataType_Float, &f32_v, 0.005f, &f32_zero, &f32_one, "%f"); + 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_DEMO_MARKER("Widgets/Data Types/Sliders"); ImGui::Text("Sliders"); - ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); - ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); - ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); - ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); - ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "%d"); - ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); - ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); - ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty, "%u"); - ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); - ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); - ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty, "%" IM_PRId64); - ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); - ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); - ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty, "%" IM_PRIu64 " ms"); - ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); - ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms"); - ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); - ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", - ImGuiSliderFlags_Logarithmic); - ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); - ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); - ImGui::SliderScalar("slider double low log", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", - ImGuiSliderFlags_Logarithmic); - ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); + ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); + ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); + ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); + ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); + ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); + ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); + ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%" IM_PRId64); + ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%" IM_PRId64); + ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); + ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); + ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); + ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); + ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); ImGui::Text("Sliders (reverse)"); - ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); - ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); - ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); - ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); - ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64); - ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, - "%" IM_PRIu64 " ms"); + ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); + ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); + ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); + ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); + ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%" IM_PRId64); + ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%" IM_PRIu64 " ms"); + IMGUI_DEMO_MARKER("Widgets/Data Types/Inputs"); static bool inputs_step = true; ImGui::Text("Inputs"); ImGui::Checkbox("Show step buttons", &inputs_step); - ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); - ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); - ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); - ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); - ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); - ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", - ImGuiInputTextFlags_CharsHexadecimal); - ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); - ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", - ImGuiInputTextFlags_CharsHexadecimal); - ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); - ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); - ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); - ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); + ImGui::InputScalar("input s8", ImGuiDataType_S8, &s8_v, inputs_step ? &s8_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u8", ImGuiDataType_U8, &u8_v, inputs_step ? &u8_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s16", ImGuiDataType_S16, &s16_v, inputs_step ? &s16_one : NULL, NULL, "%d"); + ImGui::InputScalar("input u16", ImGuiDataType_U16, &u16_v, inputs_step ? &u16_one : NULL, NULL, "%u"); + ImGui::InputScalar("input s32", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%d"); + ImGui::InputScalar("input s32 hex", ImGuiDataType_S32, &s32_v, inputs_step ? &s32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X", ImGuiInputTextFlags_CharsHexadecimal); + ImGui::InputScalar("input s64", ImGuiDataType_S64, &s64_v, inputs_step ? &s64_one : NULL); + ImGui::InputScalar("input u64", ImGuiDataType_U64, &u64_v, inputs_step ? &u64_one : NULL); + ImGui::InputScalar("input float", ImGuiDataType_Float, &f32_v, inputs_step ? &f32_one : NULL); + ImGui::InputScalar("input double", ImGuiDataType_Double, &f64_v, inputs_step ? &f64_one : NULL); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Multi-component Widgets"); if (ImGui::TreeNode("Multi-component Widgets")) { - static float vec4f[4] = {0.10f, 0.20f, 0.30f, 0.44f}; - static int vec4i[4] = {1, 5, 100, 255}; + static float vec4f[4] = { 0.10f, 0.20f, 0.30f, 0.44f }; + static int vec4i[4] = { 1, 5, 100, 255 }; ImGui::InputFloat2("input float2", vec4f); ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); @@ -2404,6 +2155,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); if (ImGui::TreeNode("Vertical Sliders")) { const float spacing = 4; @@ -2413,12 +2165,11 @@ static void ShowDemoWindowWidgets() 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}; + static float values[7] = { 0.0f, 0.60f, 0.35f, 0.9f, 0.70f, 0.20f, 0.0f }; ImGui::PushID("set1"); for (int i = 0; i < 7; i++) { - if (i > 0) - ImGui::SameLine(); + 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)); @@ -2434,13 +2185,12 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); ImGui::PushID("set2"); - static float values2[4] = {0.20f, 0.80f, 0.40f, 0.25f}; - const int rows = 3; + static float values2[4] = { 0.20f, 0.80f, 0.40f, 0.25f }; + const int rows = 3; const ImVec2 small_slider_size(18, (float)(int)((160.0f - (rows - 1) * spacing) / rows)); for (int nx = 0; nx < 4; nx++) { - if (nx > 0) - ImGui::SameLine(); + if (nx > 0) ImGui::SameLine(); ImGui::BeginGroup(); for (int ny = 0; ny < rows; ny++) { @@ -2458,8 +2208,7 @@ static void ShowDemoWindowWidgets() ImGui::PushID("set3"); for (int i = 0; i < 4; i++) { - if (i > 0) - ImGui::SameLine(); + 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"); @@ -2471,8 +2220,10 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Drag and drop"); if (ImGui::TreeNode("Drag and Drop")) { + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Standard widgets"); if (ImGui::TreeNode("Drag and drop in standard widgets")) { // ColorEdit widgets automatically act as drag source and drag target. @@ -2480,13 +2231,14 @@ static void ShowDemoWindowWidgets() // to allow your own widgets to use colors in their drag and drop interaction. // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. HelpMarker("You can drag from the color squares."); - static float col1[3] = {1.0f, 0.0f, 0.2f}; - static float col2[4] = {0.4f, 0.7f, 0.0f, 0.5f}; + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); ImGui::ColorEdit4("color 2", col2); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Drag and drop/Copy-swap items"); if (ImGui::TreeNode("Drag and drop to copy/swap items")) { enum Mode @@ -2496,22 +2248,15 @@ static void ShowDemoWindowWidgets() Mode_Swap }; static int mode = 0; - if (ImGui::RadioButton("Copy", mode == Mode_Copy)) + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = { - mode = Mode_Copy; - } - ImGui::SameLine(); - if (ImGui::RadioButton("Move", mode == Mode_Move)) - { - mode = Mode_Move; - } - ImGui::SameLine(); - if (ImGui::RadioButton("Swap", mode == Mode_Swap)) - { - mode = Mode_Swap; - } - static const char* names[9] = {"Bobby", "Beatrice", "Betty", "Brianna", "Barry", - "Bernard", "Bibi", "Blaine", "Bryn"}; + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; for (int n = 0; n < IM_ARRAYSIZE(names); n++) { ImGui::PushID(n); @@ -2527,18 +2272,9 @@ static void ShowDemoWindowWidgets() // Display preview (could be anything, e.g. when dragging an image we could decide to display // the filename and a small preview of the image, etc.) - if (mode == Mode_Copy) - { - ImGui::Text("Copy %s", names[n]); - } - if (mode == Mode_Move) - { - ImGui::Text("Move %s", names[n]); - } - if (mode == Mode_Swap) - { - ImGui::Text("Swap %s", names[n]); - } + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } ImGui::EndDragDropSource(); } if (ImGui::BeginDragDropTarget()) @@ -2553,13 +2289,13 @@ static void ShowDemoWindowWidgets() } if (mode == Mode_Move) { - names[n] = names[payload_n]; + names[n] = names[payload_n]; names[payload_n] = ""; } if (mode == Mode_Swap) { - const char* tmp = names[n]; - names[n] = names[payload_n]; + const char* tmp = names[n]; + names[n] = names[payload_n]; names[payload_n] = tmp; } } @@ -2570,13 +2306,14 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Drag and Drop/Drag to reorder items (simple)"); if (ImGui::TreeNode("Drag to reorder items (simple)")) { // Simple reordering HelpMarker( "We don't use the drag and drop api at all here! " "Instead we query when the item is held but not hovered, and order items accordingly."); - static const char* item_names[] = {"Item One", "Item Two", "Item Three", "Item Four", "Item Five"}; + static const char* item_names[] = { "Item One", "Item Two", "Item Three", "Item Four", "Item Five" }; for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) { const char* item = item_names[n]; @@ -2587,7 +2324,7 @@ static void ShowDemoWindowWidgets() int n_next = n + (ImGui::GetMouseDragDelta(0).y < 0.f ? -1 : 1); if (n_next >= 0 && n_next < IM_ARRAYSIZE(item_names)) { - item_names[n] = item_names[n_next]; + item_names[n] = item_names[n_next]; item_names[n_next] = item; ImGui::ResetMouseDragDelta(); } @@ -2599,109 +2336,45 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - if (ImGui::TreeNode("Querying Status (Edited/Active/Hovered etc.)")) + IMGUI_DEMO_MARKER("Widgets/Querying Item Status (Edited,Active,Hovered etc.)"); + if (ImGui::TreeNode("Querying Item Status (Edited/Active/Hovered etc.)")) { // Select an item type - const char* item_names[] = {"Text", - "Button", - "Button (w/ repeat)", - "Checkbox", - "SliderFloat", - "InputText", - "InputFloat", - "InputFloat3", - "ColorEdit4", - "Selectable", - "MenuItem", - "TreeNode", - "TreeNode (w/ double-click)", - "Combo", - "ListBox"}; - static int item_type = 4; + const char* item_names[] = + { + "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputTextMultiline", "InputFloat", + "InputFloat3", "ColorEdit4", "Selectable", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" + }; + static int item_type = 4; static bool item_disabled = false; ImGui::Combo("Item Type", &item_type, item_names, IM_ARRAYSIZE(item_names), IM_ARRAYSIZE(item_names)); ImGui::SameLine(); - HelpMarker( - "Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool " - "return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); - ImGui::Checkbox("Item Disabled", &item_disabled); + HelpMarker("Testing how various types of items are interacting with the IsItemXXX functions. Note that the bool return value of most ImGui function is generally equivalent to calling ImGui::IsItemHovered()."); + ImGui::Checkbox("Item Disabled", &item_disabled); // Submit selected item item so we can query their status in the code following it. - bool ret = false; - static bool b = false; - static float col4f[4] = {1.0f, 0.5, 0.0f, 1.0f}; - static char str[16] = {}; + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + static char str[16] = {}; if (item_disabled) ImGui::BeginDisabled(true); - if (item_type == 0) - { - ImGui::Text("ITEM: Text"); - } // Testing text items with no identifier/interaction - if (item_type == 1) - { - ret = ImGui::Button("ITEM: Button"); - } // Testing button - if (item_type == 2) - { - ImGui::PushButtonRepeat(true); - ret = ImGui::Button("ITEM: Button"); - ImGui::PopButtonRepeat(); - } // Testing button (with repeater) - if (item_type == 3) - { - ret = ImGui::Checkbox("ITEM: Checkbox", &b); - } // Testing checkbox - if (item_type == 4) - { - ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); - } // Testing basic item - if (item_type == 5) - { - ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); - } // Testing input text (which handles tabbing) - if (item_type == 6) - { - ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); - } // Testing +/- buttons on scalar input - if (item_type == 7) - { - ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); - } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 8) - { - ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); - } // Testing multi-component items (IsItemXXX flags are reported merged) - if (item_type == 9) - { - ret = ImGui::Selectable("ITEM: Selectable"); - } // Testing selectable item - if (item_type == 10) - { - ret = ImGui::MenuItem("ITEM: MenuItem"); - } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 11) - { - ret = ImGui::TreeNode("ITEM: TreeNode"); - if (ret) - ImGui::TreePop(); - } // Testing tree node - if (item_type == 12) - { - ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", - ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); - } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 13) - { - const char* items[] = {"Apple", "Banana", "Cherry", "Kiwi"}; - static int current = 1; - ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); - } - if (item_type == 14) - { - const char* items[] = {"Apple", "Banana", "Cherry", "Kiwi"}; - static int current = 1; - ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); - } + if (item_type == 0) { ImGui::Text("ITEM: Text"); } // Testing text items with no identifier/interaction + if (item_type == 1) { ret = ImGui::Button("ITEM: Button"); } // Testing button + if (item_type == 2) { ImGui::PushButtonRepeat(true); ret = ImGui::Button("ITEM: Button"); ImGui::PopButtonRepeat(); } // Testing button (with repeater) + if (item_type == 3) { ret = ImGui::Checkbox("ITEM: Checkbox", &b); } // Testing checkbox + if (item_type == 4) { ret = ImGui::SliderFloat("ITEM: SliderFloat", &col4f[0], 0.0f, 1.0f); } // Testing basic item + if (item_type == 5) { ret = ImGui::InputText("ITEM: InputText", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which handles tabbing) + if (item_type == 6) { ret = ImGui::InputTextMultiline("ITEM: InputTextMultiline", &str[0], IM_ARRAYSIZE(str)); } // Testing input text (which uses a child window) + if (item_type == 7) { ret = ImGui::InputFloat("ITEM: InputFloat", col4f, 1.0f); } // Testing +/- buttons on scalar input + if (item_type == 8) { ret = ImGui::InputFloat3("ITEM: InputFloat3", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 9) { ret = ImGui::ColorEdit4("ITEM: ColorEdit4", col4f); } // Testing multi-component items (IsItemXXX flags are reported merged) + if (item_type == 10){ ret = ImGui::Selectable("ITEM: Selectable"); } // Testing selectable item + if (item_type == 11){ ret = ImGui::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) + if (item_type == 12){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node + if (item_type == 13){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. + if (item_type == 14){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } + if (item_type == 15){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::ListBox("ITEM: ListBox", ¤t, items, IM_ARRAYSIZE(items), IM_ARRAYSIZE(items)); } // Display the values of IsItemHovered() and other common item state functions. // Note that the ImGuiHoveredFlags_XXX flags can be combined. @@ -2727,54 +2400,101 @@ static void ShowDemoWindowWidgets() "GetItemRectMin() = (%.1f, %.1f)\n" "GetItemRectMax() = (%.1f, %.1f)\n" "GetItemRectSize() = (%.1f, %.1f)", - ret, ImGui::IsItemFocused(), ImGui::IsItemHovered(), + ret, + ImGui::IsItemFocused(), + ImGui::IsItemHovered(), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), - ImGui::IsItemActive(), ImGui::IsItemEdited(), ImGui::IsItemActivated(), ImGui::IsItemDeactivated(), - ImGui::IsItemDeactivatedAfterEdit(), ImGui::IsItemVisible(), ImGui::IsItemClicked(), - ImGui::IsItemToggledOpen(), ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, ImGui::GetItemRectMax().x, - ImGui::GetItemRectMax().y, ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y); + ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenDisabled), + ImGui::IsItemHovered(ImGuiHoveredFlags_RectOnly), + ImGui::IsItemActive(), + ImGui::IsItemEdited(), + ImGui::IsItemActivated(), + ImGui::IsItemDeactivated(), + ImGui::IsItemDeactivatedAfterEdit(), + ImGui::IsItemVisible(), + ImGui::IsItemClicked(), + ImGui::IsItemToggledOpen(), + ImGui::GetItemRectMin().x, ImGui::GetItemRectMin().y, + ImGui::GetItemRectMax().x, ImGui::GetItemRectMax().y, + ImGui::GetItemRectSize().x, ImGui::GetItemRectSize().y + ); if (item_disabled) ImGui::EndDisabled(); + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { static bool embed_all_inside_a_child_window = false; - ImGui::Checkbox("Embed everything inside a child window (for additional testing)", - &embed_all_inside_a_child_window); + ImGui::Checkbox("Embed everything inside a child window for testing _RootWindow flag.", &embed_all_inside_a_child_window); if (embed_all_inside_a_child_window) ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), true); // Testing IsWindowFocused() function with its various flags. - // Note that the ImGuiFocusedFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowFocused() = %d\n" "IsWindowFocused(_ChildWindows) = %d\n" + "IsWindowFocused(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowFocused(_ChildWindows|_RootWindow) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_RootWindow) = %d\n" + "IsWindowFocused(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowFocused(_RootWindow|_DockHierarchy) = %d\n" "IsWindowFocused(_AnyWindow) = %d\n", - ImGui::IsWindowFocused(), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)); // Testing IsWindowHovered() function with its various flags. - // Note that the ImGuiHoveredFlags_XXX flags can be combined. ImGui::BulletText( "IsWindowHovered() = %d\n" "IsWindowHovered(_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AllowWhenBlockedByActiveItem) = %d\n" "IsWindowHovered(_ChildWindows) = %d\n" + "IsWindowHovered(_ChildWindows|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_DockHierarchy) = %d\n" "IsWindowHovered(_ChildWindows|_RootWindow) = %d\n" - "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_RootWindow|_DockHierarchy) = %d\n" "IsWindowHovered(_RootWindow) = %d\n" + "IsWindowHovered(_RootWindow|_NoPopupHierarchy) = %d\n" + "IsWindowHovered(_RootWindow|_DockHierarchy) = %d\n" + "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" "IsWindowHovered(_AnyWindow) = %d\n", - ImGui::IsWindowHovered(), ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), + ImGui::IsWindowHovered(), + ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_NoPopupHierarchy), + ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_DockHierarchy), ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); + ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); ImGui::BeginChild("child", ImVec2(0, 50), true); ImGui::Text("This is another child window for testing the _ChildWindows flag."); @@ -2782,9 +2502,6 @@ static void ShowDemoWindowWidgets() if (embed_all_inside_a_child_window) ImGui::EndChild(); - static char unused_str[] = "This widget is only here to be able to tab-out of the widgets above."; - ImGui::InputText("unused", unused_str, IM_ARRAYSIZE(unused_str), ImGuiInputTextFlags_ReadOnly); - // Calling IsItemHovered() after begin returns the hovered status of the title bar. // This is useful in particular if you want to create a context menu associated to the title bar of a window. // This will also work when docked into a Tab (the Tab replace the Title Bar and guarantee the same properties). @@ -2792,16 +2509,12 @@ static void ShowDemoWindowWidgets() ImGui::Checkbox("Hovered/Active tests after Begin() for title bar testing", &test_window); if (test_window) { - // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop - // and get them stuck. Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our - // parent as "don't skip items"? + // FIXME-DOCK: This window cannot be docked within the ImGui Demo window, this will cause a feedback loop and get them stuck. + // Could we fix this through an ImGuiWindowClass feature? Or an API call to tag our parent as "don't skip items"? ImGui::Begin("Title bar Hovered/Active tests", &test_window); - if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() { - if (ImGui::MenuItem("Close")) - { - test_window = false; - } + if (ImGui::MenuItem("Close")) { test_window = false; } ImGui::EndPopup(); } ImGui::Text( @@ -2819,27 +2532,27 @@ static void ShowDemoWindowWidgets() if (disable_all) ImGui::EndDisabled(); + IMGUI_DEMO_MARKER("Widgets/Disable Block"); if (ImGui::TreeNode("Disable block")) { ImGui::Checkbox("Disable entire section above", &disable_all); - ImGui::SameLine(); - HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); ImGui::TreePop(); } } static void ShowDemoWindowLayout() { + IMGUI_DEMO_MARKER("Layout"); if (!ImGui::CollapsingHeader("Layout & Scrolling")) return; + IMGUI_DEMO_MARKER("Layout/Child windows"); if (ImGui::TreeNode("Child windows")) { - HelpMarker( - "Use child windows to begin into a self-contained independent scrolling/clipping regions within a host " - "window."); + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); static bool disable_mouse_wheel = false; - static bool disable_menu = false; + static bool disable_menu = false; ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); ImGui::Checkbox("Disable Menu", &disable_menu); @@ -2848,7 +2561,7 @@ static void ShowDemoWindowLayout() ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; if (disable_mouse_wheel) window_flags |= ImGuiWindowFlags_NoScrollWithMouse; - ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); + ImGui::BeginChild("ChildL", ImVec2(ImGui::GetContentRegionAvail().x * 0.5f, 260), false, window_flags); for (int i = 0; i < 100; i++) ImGui::Text("%04d: scrollable region", i); ImGui::EndChild(); @@ -2914,16 +2627,16 @@ static void ShowDemoWindowLayout() 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); + 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); } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Widgets Width"); if (ImGui::TreeNode("Widgets Width")) { - static float f = 0.0f; + static float f = 0.0f; static bool show_indented_items = true; ImGui::Checkbox("Show indented items", &show_indented_items); @@ -2933,8 +2646,7 @@ static void ShowDemoWindowLayout() // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); - ImGui::SameLine(); - HelpMarker("Fixed width."); + ImGui::SameLine(); HelpMarker("Fixed width."); ImGui::PushItemWidth(100); ImGui::DragFloat("float##1b", &f); if (show_indented_items) @@ -2946,8 +2658,7 @@ static void ShowDemoWindowLayout() ImGui::PopItemWidth(); ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); - ImGui::SameLine(); - HelpMarker("Align to right edge minus 100"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); ImGui::PushItemWidth(-100); ImGui::DragFloat("float##2a", &f); if (show_indented_items) @@ -2959,8 +2670,7 @@ static void ShowDemoWindowLayout() ImGui::PopItemWidth(); ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); - ImGui::SameLine(); - HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); ImGui::DragFloat("float##3a", &f); if (show_indented_items) @@ -2972,8 +2682,7 @@ static void ShowDemoWindowLayout() ImGui::PopItemWidth(); ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); - ImGui::SameLine(); - HelpMarker("Align to right edge minus half"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); ImGui::DragFloat("float##4a", &f); if (show_indented_items) @@ -2987,8 +2696,7 @@ static void ShowDemoWindowLayout() // Demonstrate using PushItemWidth to surround three items. // Calling SetNextItemWidth() before each of them would have the same effect. ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); - ImGui::SameLine(); - HelpMarker("Align to right edge"); + ImGui::SameLine(); HelpMarker("Align to right edge"); ImGui::PushItemWidth(-FLT_MIN); ImGui::DragFloat("##float5a", &f); if (show_indented_items) @@ -3002,108 +2710,93 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); if (ImGui::TreeNode("Basic Horizontal Layout")) { ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); // Text - ImGui::Text("Two items: Hello"); - ImGui::SameLine(); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); // Adjust spacing - ImGui::Text("More spacing: Hello"); - ImGui::SameLine(0, 20); - ImGui::TextColored(ImVec4(1, 1, 0, 1), "Sailor"); + ImGui::Text("More spacing: Hello"); ImGui::SameLine(0, 20); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); // Button ImGui::AlignTextToFramePadding(); - ImGui::Text("Normal buttons"); - ImGui::SameLine(); - ImGui::Button("Banana"); - ImGui::SameLine(); - ImGui::Button("Apple"); - ImGui::SameLine(); + ImGui::Text("Normal buttons"); ImGui::SameLine(); + ImGui::Button("Banana"); ImGui::SameLine(); + ImGui::Button("Apple"); ImGui::SameLine(); ImGui::Button("Corniflower"); // Button - ImGui::Text("Small buttons"); - ImGui::SameLine(); - ImGui::SmallButton("Like this one"); - ImGui::SameLine(); + ImGui::Text("Small buttons"); ImGui::SameLine(); + ImGui::SmallButton("Like this one"); ImGui::SameLine(); ImGui::Text("can fit within a text block."); // Aligned to arbitrary position. Easy/cheap column. + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (with offset)"); ImGui::Text("Aligned"); - ImGui::SameLine(150); - ImGui::Text("x=150"); - ImGui::SameLine(300); - ImGui::Text("x=300"); + ImGui::SameLine(150); ImGui::Text("x=150"); + ImGui::SameLine(300); ImGui::Text("x=300"); ImGui::Text("Aligned"); - ImGui::SameLine(150); - ImGui::SmallButton("x=150"); - ImGui::SameLine(300); - ImGui::SmallButton("x=300"); + ImGui::SameLine(150); ImGui::SmallButton("x=150"); + ImGui::SameLine(300); ImGui::SmallButton("x=300"); // Checkbox + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine (more)"); static bool c1 = false, c2 = false, c3 = false, c4 = false; - ImGui::Checkbox("My", &c1); - ImGui::SameLine(); - ImGui::Checkbox("Tailor", &c2); - ImGui::SameLine(); - ImGui::Checkbox("Is", &c3); - ImGui::SameLine(); + ImGui::Checkbox("My", &c1); ImGui::SameLine(); + ImGui::Checkbox("Tailor", &c2); ImGui::SameLine(); + ImGui::Checkbox("Is", &c3); ImGui::SameLine(); ImGui::Checkbox("Rich", &c4); // Various static float f0 = 1.0f, f1 = 2.0f, f2 = 3.0f; ImGui::PushItemWidth(80); - const char* items[] = {"AAAA", "BBBB", "CCCC", "DDDD"}; - static int item = -1; - ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); - ImGui::SameLine(); - ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); - ImGui::SameLine(); - ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); - ImGui::SameLine(); + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD" }; + static int item = -1; + ImGui::Combo("Combo", &item, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); + ImGui::SliderFloat("X", &f0, 0.0f, 5.0f); ImGui::SameLine(); + ImGui::SliderFloat("Y", &f1, 0.0f, 5.0f); ImGui::SameLine(); ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); ImGui::PopItemWidth(); ImGui::PushItemWidth(80); ImGui::Text("Lists:"); - static int selection[4] = {0, 1, 2, 3}; + static int selection[4] = { 0, 1, 2, 3 }; for (int i = 0; i < 4; i++) { - if (i > 0) - ImGui::SameLine(); + if (i > 0) ImGui::SameLine(); ImGui::PushID(i); ImGui::ListBox("", &selection[i], items, IM_ARRAYSIZE(items)); ImGui::PopID(); - // if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); + //if (ImGui::IsItemHovered()) ImGui::SetTooltip("ListBox %d hovered", i); } ImGui::PopItemWidth(); // Dummy + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Dummy"); ImVec2 button_sz(40, 40); - ImGui::Button("A", button_sz); - ImGui::SameLine(); - ImGui::Dummy(button_sz); - ImGui::SameLine(); + ImGui::Button("A", button_sz); ImGui::SameLine(); + ImGui::Dummy(button_sz); ImGui::SameLine(); ImGui::Button("B", button_sz); // Manually wrapping // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) - ImGui::Text("Manually wrapping:"); - ImGuiStyle& style = ImGui::GetStyle(); - int buttons_count = 20; + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/Manual wrapping"); + ImGui::Text("Manual wrapping:"); + ImGuiStyle& style = ImGui::GetStyle(); + int buttons_count = 20; float window_visible_x2 = ImGui::GetWindowPos().x + ImGui::GetWindowContentRegionMax().x; for (int n = 0; n < buttons_count; n++) { ImGui::PushID(n); ImGui::Button("Box", button_sz); float last_button_x2 = ImGui::GetItemRectMax().x; - float next_button_x2 = last_button_x2 + style.ItemSpacing.x + - button_sz.x; // Expected position if next button was on same line + float next_button_x2 = last_button_x2 + style.ItemSpacing.x + button_sz.x; // Expected position if next button was on same line if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) ImGui::SameLine(); ImGui::PopID(); @@ -3112,6 +2805,7 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Groups"); if (ImGui::TreeNode("Groups")) { HelpMarker( @@ -3136,8 +2830,8 @@ static void ShowDemoWindowLayout() ImGui::SetTooltip("First group hovered"); } // Capture the group size and create widgets using the same size - ImVec2 size = ImGui::GetItemRectSize(); - const float values[5] = {0.5f, 0.20f, 0.80f, 0.60f, 0.25f}; + ImVec2 size = ImGui::GetItemRectSize(); + const float values[5] = { 0.5f, 0.20f, 0.80f, 0.60f, 0.25f }; ImGui::PlotHistogram("##values", values, IM_ARRAYSIZE(values), 0, NULL, 0.0f, 1.0f, size); ImGui::Button("ACTION", ImVec2((size.x - ImGui::GetStyle().ItemSpacing.x) * 0.5f, size.y)); @@ -3159,50 +2853,39 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); if (ImGui::TreeNode("Text Baseline Alignment")) { { ImGui::BulletText("Text baseline:"); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "This is testing the vertical alignment that gets applied on text to keep it aligned with widgets. " - "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed " - "widgets."); + "Lines only composed of text or \"small\" widgets use less vertical space than lines with framed widgets."); ImGui::Indent(); - ImGui::Text("KO Blahblah"); - ImGui::SameLine(); - ImGui::Button("Some framed item"); - ImGui::SameLine(); + ImGui::Text("KO Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); HelpMarker("Baseline of button will look misaligned with text.."); // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. // (because we don't know what's coming after the Text() statement, we need to move the text baseline // down by FramePadding.y ahead of time) ImGui::AlignTextToFramePadding(); - ImGui::Text("OK Blahblah"); - ImGui::SameLine(); - ImGui::Button("Some framed item"); - ImGui::SameLine(); + ImGui::Text("OK Blahblah"); ImGui::SameLine(); + ImGui::Button("Some framed item"); ImGui::SameLine(); HelpMarker("We call AlignTextToFramePadding() to vertically align the text baseline by +FramePadding.y"); // SmallButton() uses the same vertical padding as Text - ImGui::Button("TEST##1"); - ImGui::SameLine(); - ImGui::Text("TEST"); - ImGui::SameLine(); + ImGui::Button("TEST##1"); ImGui::SameLine(); + ImGui::Text("TEST"); ImGui::SameLine(); ImGui::SmallButton("TEST##2"); // If your line starts with text, call AlignTextToFramePadding() to align text to upcoming widgets. ImGui::AlignTextToFramePadding(); - ImGui::Text("Text aligned to framed item"); - ImGui::SameLine(); - ImGui::Button("Item##1"); - ImGui::SameLine(); - ImGui::Text("Item"); - ImGui::SameLine(); - ImGui::SmallButton("Item##2"); - ImGui::SameLine(); + ImGui::Text("Text aligned to framed item"); ImGui::SameLine(); + ImGui::Button("Item##1"); ImGui::SameLine(); + ImGui::Text("Item"); ImGui::SameLine(); + ImGui::SmallButton("Item##2"); ImGui::SameLine(); ImGui::Button("Item##3"); ImGui::Unindent(); @@ -3213,30 +2896,21 @@ static void ShowDemoWindowLayout() { ImGui::BulletText("Multi-line text:"); ImGui::Indent(); - ImGui::Text("One\nTwo\nThree"); - ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); - ImGui::SameLine(); + ImGui::Text("One\nTwo\nThree"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("Banana"); - ImGui::Text("Banana"); - ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); - ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("One\nTwo\nThree"); - ImGui::Button("HOP##1"); - ImGui::SameLine(); - ImGui::Text("Banana"); - ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); - ImGui::SameLine(); + ImGui::Button("HOP##1"); ImGui::SameLine(); + ImGui::Text("Banana"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("Banana"); - ImGui::Button("HOP##2"); - ImGui::SameLine(); - ImGui::Text("Hello\nWorld"); - ImGui::SameLine(); + ImGui::Button("HOP##2"); ImGui::SameLine(); + ImGui::Text("Hello\nWorld"); ImGui::SameLine(); ImGui::Text("Banana"); ImGui::Unindent(); } @@ -3275,8 +2949,7 @@ static void ShowDemoWindowLayout() // Common mistake to avoid: if we want to SameLine after TreeNode we need to do it before we add // other contents below the node. bool node_open = ImGui::TreeNode("Node##2"); - ImGui::SameLine(0.0f, spacing); - ImGui::Button("Button##2"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##2"); if (node_open) { // Placeholder tree data @@ -3292,59 +2965,56 @@ static void ShowDemoWindowLayout() ImGui::AlignTextToFramePadding(); ImGui::BulletText("Node"); - ImGui::SameLine(0.0f, spacing); - ImGui::Button("Button##4"); + ImGui::SameLine(0.0f, spacing); ImGui::Button("Button##4"); ImGui::Unindent(); } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Scrolling"); if (ImGui::TreeNode("Scrolling")) { // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); - static int track_item = 50; - static bool enable_track = true; + static int track_item = 50; + static bool enable_track = true; static bool enable_extra_decorations = false; - static float scroll_to_off_px = 0.0f; - static float scroll_to_pos_px = 200.0f; + static float scroll_to_off_px = 0.0f; + static float scroll_to_pos_px = 200.0f; ImGui::Checkbox("Decoration", &enable_extra_decorations); ImGui::Checkbox("Track", &enable_track); ImGui::PushItemWidth(100); - ImGui::SameLine(140); - enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); + ImGui::SameLine(140); enable_track |= ImGui::DragInt("##item", &track_item, 0.25f, 0, 99, "Item = %d"); bool scroll_to_off = ImGui::Button("Scroll Offset"); - ImGui::SameLine(140); - scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); + ImGui::SameLine(140); scroll_to_off |= ImGui::DragFloat("##off", &scroll_to_off_px, 1.00f, 0, FLT_MAX, "+%.0f px"); bool scroll_to_pos = ImGui::Button("Scroll To Pos"); - ImGui::SameLine(140); - scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); + ImGui::SameLine(140); scroll_to_pos |= ImGui::DragFloat("##pos", &scroll_to_pos_px, 1.00f, -10, FLT_MAX, "X/Y = %.0f px"); ImGui::PopItemWidth(); if (scroll_to_off || scroll_to_pos) enable_track = false; ImGuiStyle& style = ImGui::GetStyle(); - float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; + float child_w = (ImGui::GetContentRegionAvail().x - 4 * style.ItemSpacing.x) / 5; if (child_w < 1.0f) child_w = 1.0f; ImGui::PushID("##VerticalScrolling"); for (int i = 0; i < 5; i++) { - if (i > 0) - ImGui::SameLine(); + if (i > 0) ImGui::SameLine(); ImGui::BeginGroup(); - const char* names[] = {"Top", "25%", "Center", "75%", "Bottom"}; + const char* names[] = { "Top", "25%", "Center", "75%", "Bottom" }; ImGui::TextUnformatted(names[i]); const ImGuiWindowFlags child_flags = enable_extra_decorations ? ImGuiWindowFlags_MenuBar : 0; - const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + const ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); const bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(child_w, 200.0f), true, child_flags); if (ImGui::BeginMenuBar()) { @@ -3355,14 +3025,14 @@ static void ShowDemoWindowLayout() ImGui::SetScrollY(scroll_to_off_px); if (scroll_to_pos) ImGui::SetScrollFromPosY(ImGui::GetCursorStartPos().y + scroll_to_pos_px, i * 0.25f); - if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items { for (int item = 0; item < 100; item++) { if (enable_track && item == track_item) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); - ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom + ImGui::SetScrollHereY(i * 0.25f); // 0.0f:top, 0.5f:center, 1.0f:bottom } else { @@ -3370,7 +3040,7 @@ static void ShowDemoWindowLayout() } } } - float scroll_y = ImGui::GetScrollY(); + float scroll_y = ImGui::GetScrollY(); float scroll_max_y = ImGui::GetScrollMaxY(); ImGui::EndChild(); ImGui::Text("%.0f/%.0f", scroll_y, scroll_max_y); @@ -3379,6 +3049,7 @@ static void ShowDemoWindowLayout() ImGui::PopID(); // Horizontal scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal"); ImGui::Spacing(); HelpMarker( "Use SetScrollHereX() or SetScrollFromPosX() to scroll to a given horizontal position.\n\n" @@ -3389,15 +3060,14 @@ static void ShowDemoWindowLayout() for (int i = 0; i < 5; i++) { float child_height = ImGui::GetTextLineHeight() + style.ScrollbarSize + style.WindowPadding.y * 2.0f; - ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | - (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); - ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); + ImGuiWindowFlags child_flags = ImGuiWindowFlags_HorizontalScrollbar | (enable_extra_decorations ? ImGuiWindowFlags_AlwaysVerticalScrollbar : 0); + ImGuiID child_id = ImGui::GetID((void*)(intptr_t)i); bool child_is_visible = ImGui::BeginChild(child_id, ImVec2(-100, child_height), true, child_flags); if (scroll_to_off) ImGui::SetScrollX(scroll_to_off_px); if (scroll_to_pos) ImGui::SetScrollFromPosX(ImGui::GetCursorStartPos().x + scroll_to_pos_px, i * 0.25f); - if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items + if (child_is_visible) // Avoid calling SetScrollHereY when running with culled items { for (int item = 0; item < 100; item++) { @@ -3406,7 +3076,7 @@ static void ShowDemoWindowLayout() if (enable_track && item == track_item) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); - ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right + ImGui::SetScrollHereX(i * 0.25f); // 0.0f:left, 0.5f:center, 1.0f:right } else { @@ -3414,21 +3084,21 @@ static void ShowDemoWindowLayout() } } } - float scroll_x = ImGui::GetScrollX(); + float scroll_x = ImGui::GetScrollX(); float scroll_max_x = ImGui::GetScrollMaxX(); ImGui::EndChild(); ImGui::SameLine(); - const char* names[] = {"Left", "25%", "Center", "75%", "Right"}; + const char* names[] = { "Left", "25%", "Center", "75%", "Right" }; ImGui::Text("%s\n%.0f/%.0f", names[i], scroll_x, scroll_max_x); ImGui::Spacing(); } ImGui::PopID(); // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); HelpMarker( "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" - "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before " - "Begin()."); + "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); static int lines = 7; ImGui::SliderInt("Lines", &lines, 1, 15); ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f); @@ -3444,13 +3114,12 @@ static void ShowDemoWindowLayout() int num_buttons = 10 + ((line & 1) ? line * 9 : line * 3); for (int n = 0; n < num_buttons; n++) { - if (n > 0) - ImGui::SameLine(); + if (n > 0) ImGui::SameLine(); 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; + 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)); @@ -3459,7 +3128,7 @@ static void ShowDemoWindowLayout() ImGui::PopID(); } } - float scroll_x = ImGui::GetScrollX(); + float scroll_x = ImGui::GetScrollX(); float scroll_max_x = ImGui::GetScrollMaxX(); ImGui::EndChild(); ImGui::PopStyleVar(2); @@ -3468,8 +3137,7 @@ static void ShowDemoWindowLayout() if (ImGui::IsItemActive()) scroll_x_delta = -ImGui::GetIO().DeltaTime * 1000.0f; ImGui::SameLine(); - ImGui::Text("Scroll from code"); - ImGui::SameLine(); + ImGui::Text("Scroll from code"); ImGui::SameLine(); ImGui::SmallButton(">>"); if (ImGui::IsItemActive()) scroll_x_delta = +ImGui::GetIO().DeltaTime * 1000.0f; @@ -3490,35 +3158,31 @@ static void ShowDemoWindowLayout() if (show_horizontal_contents_size_demo_window) { - static bool show_h_scrollbar = true; - static bool show_button = true; - static bool show_tree_nodes = true; - static bool show_text_wrapped = false; - static bool show_columns = true; - static bool show_tab_bar = true; - static bool show_child = false; + static bool show_h_scrollbar = true; + static bool show_button = true; + static bool show_tree_nodes = true; + static bool show_text_wrapped = false; + static bool show_columns = true; + static bool show_tab_bar = true; + static bool show_child = false; static bool explicit_content_size = false; - static float contents_size_x = 300.0f; + static float contents_size_x = 300.0f; if (explicit_content_size) ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); - ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, - show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); - HelpMarker( - "Test of different widgets react and impact the work rectangle growing when horizontal scrolling is " - "enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); + HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); ImGui::Checkbox("H-scrollbar", &show_h_scrollbar); - ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) - ImGui::Checkbox("Tree nodes", - &show_tree_nodes); // Will grow contents size and display highlight over full width - ImGui::Checkbox("Text wrapped", &show_text_wrapped); // Will grow and use contents size - ImGui::Checkbox("Columns", &show_columns); // Will use contents size - ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size - ImGui::Checkbox("Child", &show_child); // Will grow and use contents size + ImGui::Checkbox("Button", &show_button); // Will grow contents size (unless explicitly overwritten) + ImGui::Checkbox("Tree nodes", &show_tree_nodes); // Will grow contents size and display highlight over full width + ImGui::Checkbox("Text wrapped", &show_text_wrapped);// Will grow and use contents size + ImGui::Checkbox("Columns", &show_columns); // Will use contents size + ImGui::Checkbox("Tab bar", &show_tab_bar); // Will use contents size + ImGui::Checkbox("Child", &show_child); // Will grow and use contents size ImGui::Checkbox("Explicit content size", &explicit_content_size); - ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), - ImGui::GetScrollMaxY()); + ImGui::Text("Scroll %.1f/%.1f %.1f/%.1f", ImGui::GetScrollX(), ImGui::GetScrollMaxX(), ImGui::GetScrollY(), ImGui::GetScrollMaxY()); if (explicit_content_size) { ImGui::SameLine(); @@ -3526,8 +3190,7 @@ static void ShowDemoWindowLayout() ImGui::DragFloat("##csx", &contents_size_x); ImVec2 p = ImGui::GetCursorScreenPos(); ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + 10, p.y + 10), IM_COL32_WHITE); - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), - ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); + ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(p.x + contents_size_x - 10, p.y), ImVec2(p.x + contents_size_x, p.y + 10), IM_COL32_WHITE); ImGui::Dummy(ImVec2(0, 10)); } ImGui::PopStyleVar(2); @@ -3577,22 +3240,10 @@ static void ShowDemoWindowLayout() } if (show_tab_bar && ImGui::BeginTabBar("Hello")) { - if (ImGui::BeginTabItem("OneOneOne")) - { - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("TwoTwoTwo")) - { - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("ThreeThreeThree")) - { - ImGui::EndTabItem(); - } - if (ImGui::BeginTabItem("FourFourFour")) - { - ImGui::EndTabItem(); - } + if (ImGui::BeginTabItem("OneOneOne")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("TwoTwoTwo")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("ThreeThreeThree")) { ImGui::EndTabItem(); } + if (ImGui::BeginTabItem("FourFourFour")) { ImGui::EndTabItem(); } ImGui::EndTabBar(); } if (show_child) @@ -3606,6 +3257,7 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Clipping"); if (ImGui::TreeNode("Clipping")) { static ImVec2 size(100.0f, 100.0f); @@ -3618,7 +3270,7 @@ static void ShowDemoWindowLayout() if (n > 0) ImGui::SameLine(); ImGui::PushID(n); - ImGui::BeginGroup(); // Lock X position + ImGui::BeginGroup(); // Lock X position ImGui::InvisibleButton("##empty", size); if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) @@ -3626,9 +3278,9 @@ static void ShowDemoWindowLayout() 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 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(); @@ -3659,10 +3311,9 @@ static void ShowDemoWindowLayout() "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. + 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); + draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); break; } ImGui::EndGroup(); @@ -3675,6 +3326,7 @@ static void ShowDemoWindowLayout() static void ShowDemoWindowPopups() { + IMGUI_DEMO_MARKER("Popups"); if (!ImGui::CollapsingHeader("Popups & Modal windows")) return; @@ -3689,14 +3341,14 @@ static void ShowDemoWindowPopups() // popups at any time. // Typical use for regular windows: - // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if - // (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); + // bool my_tool_is_active = false; if (ImGui::Button("Open")) my_tool_is_active = true; [...] if (my_tool_is_active) Begin("My Tool", &my_tool_is_active) { [...] } End(); // Typical use for popups: // if (ImGui::Button("Open")) ImGui::OpenPopup("MyPopup"); if (ImGui::BeginPopup("MyPopup") { [...] EndPopup(); } // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + IMGUI_DEMO_MARKER("Popups/Popups"); if (ImGui::TreeNode("Popups")) { ImGui::TextWrapped( @@ -3704,8 +3356,8 @@ static void ShowDemoWindowPopups() "Clicking outside the popup closes it."); static int selected_fish = -1; - const char* names[] = {"Bream", "Haddock", "Mackerel", "Pollock", "Tilefish"}; - static bool toggles[] = {true, false, false, false, false}; + const char* names[] = { "Bream", "Haddock", "Mackerel", "Pollock", "Tilefish" }; + static bool toggles[] = { true, false, false, false, false }; // Simple selection popup (if you want to show the current selection inside the Button itself, // you may want to build a string using the "###" operator to preserve a constant ID with a variable label) @@ -3765,21 +3417,36 @@ static void ShowDemoWindowPopups() } // Call the more complete ShowExampleMenuFile which we use in various places of this demo - if (ImGui::Button("File Menu..")) + if (ImGui::Button("With a menu..")) ImGui::OpenPopup("my_file_popup"); - if (ImGui::BeginPopup("my_file_popup")) + if (ImGui::BeginPopup("my_file_popup", ImGuiWindowFlags_MenuBar)) { - ShowExampleMenuFile(); + if (ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("File")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + if (ImGui::BeginMenu("Edit")) + { + ImGui::MenuItem("Dummy"); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + ImGui::Text("Hello from popup!"); + ImGui::Button("This is a dummy button.."); ImGui::EndPopup(); } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Popups/Context menus"); if (ImGui::TreeNode("Context menus")) { - HelpMarker( - "\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); + HelpMarker("\"Context\" functions are simple helpers to associate a Popup to a given Item or Window identifier."); // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: // if (id == 0) @@ -3794,11 +3461,11 @@ static void ShowDemoWindowPopups() // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), // and BeginPopupContextItem() will use the last item ID as the popup ID. { - const char* names[5] = {"Label1", "Label2", "Label3", "Label4", "Label5"}; + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; for (int n = 0; n < 5; n++) { ImGui::Selectable(names[n]); - if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id { ImGui::Text("This a popup for \"%s\"!", names[n]); if (ImGui::Button("Close")) @@ -3811,19 +3478,16 @@ static void ShowDemoWindowPopups() } // Example 2 - // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to - // BeginPopupContextItem(). Using an explicit identifier is also convenient if you want to activate the popups - // from different locations. + // Popup on a Text() element which doesn't have an identifier: we need to provide an identifier to BeginPopupContextItem(). + // Using an explicit identifier is also convenient if you want to activate the popups from different locations. { HelpMarker("Text() elements don't have stable identifiers so we need to provide one."); static float value = 0.5f; ImGui::Text("Value = %.3f <-- (1) right-click this value", value); if (ImGui::BeginPopupContextItem("my popup")) { - if (ImGui::Selectable("Set to zero")) - value = 0.0f; - if (ImGui::Selectable("Set to PI")) - value = 3.1415f; + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; ImGui::SetNextItemWidth(-FLT_MIN); ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); ImGui::EndPopup(); @@ -3843,15 +3507,12 @@ static void ShowDemoWindowPopups() // Example 3 // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), // we need to make sure your item identifier is stable. - // In this example we showcase altering the item label while preserving its identifier, using the ### operator - // (see FAQ). + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). { - HelpMarker( - "Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using " - "the ### operator."); + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); static char name[32] = "Label1"; char buf[64]; - sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label ImGui::Button(buf); if (ImGui::BeginPopupContextItem()) { @@ -3861,13 +3522,13 @@ static void ShowDemoWindowPopups() ImGui::CloseCurrentPopup(); ImGui::EndPopup(); } - ImGui::SameLine(); - ImGui::Text("(<-- right-click here)"); + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Popups/Modals"); if (ImGui::TreeNode("Modals")) { ImGui::TextWrapped("Modal windows are like popups but the user cannot close them by clicking outside."); @@ -3884,24 +3545,18 @@ static void ShowDemoWindowPopups() ImGui::Text("All those beautiful files will be deleted.\nThis operation cannot be undone!\n\n"); ImGui::Separator(); - // static int unused_i = 0; - // ImGui::Combo("Combo", &unused_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)); ImGui::Checkbox("Don't ask me next time", &dont_ask_me_next_time); ImGui::PopStyleVar(); - if (ImGui::Button("OK", ImVec2(120, 0))) - { - ImGui::CloseCurrentPopup(); - } + if (ImGui::Button("OK", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } ImGui::SetItemDefaultFocus(); ImGui::SameLine(); - if (ImGui::Button("Cancel", ImVec2(120, 0))) - { - ImGui::CloseCurrentPopup(); - } + if (ImGui::Button("Cancel", ImVec2(120, 0))) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } @@ -3913,8 +3568,7 @@ static void ShowDemoWindowPopups() { if (ImGui::BeginMenu("File")) { - if (ImGui::MenuItem("Some menu item")) - {} + if (ImGui::MenuItem("Some menu item")) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -3922,8 +3576,8 @@ static void ShowDemoWindowPopups() ImGui::Text("Hello from Stacked The First\nUsing style.Colors[ImGuiCol_ModalWindowDimBg] behind it."); // 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 int item = 1; + 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); @@ -3950,10 +3604,10 @@ static void ShowDemoWindowPopups() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); if (ImGui::TreeNode("Menus inside a regular window")) { - ImGui::TextWrapped( - "Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); + ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); ImGui::Separator(); // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the @@ -3975,14 +3629,13 @@ static void ShowDemoWindowPopups() } // Dummy data structure that we use for the Table demo. -// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure if defined inside the demo -// function) +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure if defined inside the demo function) namespace { // We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. // This identifier will be passed down into ImGuiTableSortSpec::ColumnUserID. -// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! -// (ImGuiTableSortSpec::ColumnIndex) If you don't use sorting, you will generally never care about giving column an ID! +// But it is possible to omit the user id parameter of TableSetupColumn() and just use the column index instead! (ImGuiTableSortSpec::ColumnIndex) +// If you don't use sorting, you will generally never care about giving column an ID! enum MyItemColumnID { MyItemColumnID_ID, @@ -3994,17 +3647,17 @@ enum MyItemColumnID struct MyItem { - int ID; + int ID; const char* Name; - int Quantity; + int Quantity; // We have a problem which is affecting _only this demo_ and should not affect your code: - // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to - // qsort(), however qsort doesn't allow passing user data to comparing function. As a workaround, we are storing the - // sort specs in a static/global for the comparing function to access. In your own use case you would probably pass - // the sort specs to your sorting/comparing functions directly and not use a global. We could technically call - // ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called very often by - // the sorting algorithm it would be a little wasteful. + // As we don't rely on std:: or other third-party library to compile dear imgui, we only have reliable access to qsort(), + // however qsort doesn't allow passing user data to comparing function. + // As a workaround, we are storing the sort specs in a static/global for the comparing function to access. + // In your own use case you would probably pass the sort specs to your sorting/comparing functions directly and not use a global. + // We could technically call ImGui::TableGetSortSpecs() in CompareWithSortSpecs(), but considering that this function is called + // very often by the sorting algorithm it would be a little wasteful. static const ImGuiTableSortSpecs* s_current_sort_specs; // Compare function to be used by qsort() @@ -4017,24 +3670,14 @@ struct MyItem // Here we identify columns using the ColumnUserID value that we ourselves passed to TableSetupColumn() // We could also choose to identify columns based on their index (sort_spec->ColumnIndex), which is simpler! const ImGuiTableColumnSortSpecs* sort_spec = &s_current_sort_specs->Specs[n]; - int delta = 0; + int delta = 0; switch (sort_spec->ColumnUserID) { - case MyItemColumnID_ID: - delta = (a->ID - b->ID); - break; - case MyItemColumnID_Name: - delta = (strcmp(a->Name, b->Name)); - break; - case MyItemColumnID_Quantity: - delta = (a->Quantity - b->Quantity); - break; - case MyItemColumnID_Description: - delta = (strcmp(a->Name, b->Name)); - break; - default: - IM_ASSERT(0); - break; + case MyItemColumnID_ID: delta = (a->ID - b->ID); break; + case MyItemColumnID_Name: delta = (strcmp(a->Name, b->Name)); break; + case MyItemColumnID_Quantity: delta = (a->Quantity - b->Quantity); break; + case MyItemColumnID_Description: delta = (strcmp(a->Name, b->Name)); break; + default: IM_ASSERT(0); break; } if (delta > 0) return (sort_spec->SortDirection == ImGuiSortDirection_Ascending) ? +1 : -1; @@ -4043,22 +3686,19 @@ struct MyItem } // qsort() is instable so always return a way to differenciate items. - // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't - // already part of the sort specs. + // Your own compare function may want to avoid fallback on implicit sort specs e.g. a Name compare if it wasn't already part of the sort specs. return (a->ID - b->ID); } }; const ImGuiTableSortSpecs* MyItem::s_current_sort_specs = NULL; -} // namespace +} // Make the UI compact because there are so many fields static void PushStyleCompact() { ImGuiStyle& style = ImGui::GetStyle(); - ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, - ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, - ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(style.FramePadding.x, (float)(int)(style.FramePadding.y * 0.60f))); + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x, (float)(int)(style.ItemSpacing.y * 0.60f))); } static void PopStyleCompact() @@ -4069,31 +3709,20 @@ static void PopStyleCompact() // Show a combo box with a choice of sizing policies static void EditTableSizingFlags(ImGuiTableFlags* p_flags) { - struct EnumDesc + struct EnumDesc { ImGuiTableFlags Value; const char* Name; const char* Tooltip; }; + static const EnumDesc policies[] = { - ImGuiTableFlags Value; - const char* Name; - const char* Tooltip; + { ImGuiTableFlags_None, "Default", "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise." }, + { ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width." }, + { ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", "Columns are all the same width, matching the maximum contents width.\nImplicitly disable ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible." }, + { ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", "Columns default to _WidthStretch with weights proportional to their widths." }, + { ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", "Columns default to _WidthStretch with same weights." } }; - static const EnumDesc policies[] = { - {ImGuiTableFlags_None, "Default", - "Use default sizing policy:\n- ImGuiTableFlags_SizingFixedFit if ScrollX is on or if host window has " - "ImGuiWindowFlags_AlwaysAutoResize.\n- ImGuiTableFlags_SizingStretchSame otherwise."}, - {ImGuiTableFlags_SizingFixedFit, "ImGuiTableFlags_SizingFixedFit", - "Columns default to _WidthFixed (if resizable) or _WidthAuto (if not resizable), matching contents width."}, - {ImGuiTableFlags_SizingFixedSame, "ImGuiTableFlags_SizingFixedSame", - "Columns are all the same width, matching the maximum contents width.\nImplicitly disable " - "ImGuiTableFlags_Resizable and enable ImGuiTableFlags_NoKeepColumnsVisible."}, - {ImGuiTableFlags_SizingStretchProp, "ImGuiTableFlags_SizingStretchProp", - "Columns default to _WidthStretch with weights proportional to their widths."}, - {ImGuiTableFlags_SizingStretchSame, "ImGuiTableFlags_SizingStretchSame", - "Columns default to _WidthStretch with same weights."}}; int idx; for (idx = 0; idx < IM_ARRAYSIZE(policies); idx++) if (policies[idx].Value == (*p_flags & ImGuiTableFlags_SizingMask_)) break; - const char* preview_text = - (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; + const char* preview_text = (idx < IM_ARRAYSIZE(policies)) ? policies[idx].Name + (idx > 0 ? strlen("ImGuiTableFlags") : 0) : ""; if (ImGui::BeginCombo("Sizing Policy", preview_text)) { for (int n = 0; n < IM_ARRAYSIZE(policies); n++) @@ -4122,9 +3751,7 @@ static void EditTableSizingFlags(ImGuiTableFlags* p_flags) static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) { - ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); - ImGui::SameLine(); - HelpMarker("Master disable flag (also hide from context menu)"); + ImGui::CheckboxFlags("_Disabled", p_flags, ImGuiTableColumnFlags_Disabled); ImGui::SameLine(); HelpMarker("Master disable flag (also hide from context menu)"); ImGui::CheckboxFlags("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) @@ -4142,12 +3769,8 @@ static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); - ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); - ImGui::SameLine(); - HelpMarker("Default for column 0"); - ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); - ImGui::SameLine(); - HelpMarker("Default for column >0"); + ImGui::CheckboxFlags("_IndentEnable", p_flags, ImGuiTableColumnFlags_IndentEnable); ImGui::SameLine(); HelpMarker("Default for column 0"); + ImGui::CheckboxFlags("_IndentDisable", p_flags, ImGuiTableColumnFlags_IndentDisable); ImGui::SameLine(); HelpMarker("Default for column >0"); } static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) @@ -4160,12 +3783,13 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) static void ShowDemoWindowTables() { - // ImGui::SetNextItemOpen(true, ImGuiCond_Once); + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); if (!ImGui::CollapsingHeader("Tables & Columns")) return; // Using those as a base value to create width/height that are factor of the size of our font - const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; + const float TEXT_BASE_WIDTH = ImGui::CalcTextSize("A").x; const float TEXT_BASE_HEIGHT = ImGui::GetTextLineHeightWithSpacing(); ImGui::PushID("Tables"); @@ -4188,19 +3812,19 @@ static void ShowDemoWindowTables() ImGui::PushStyleVar(ImGuiStyleVar_IndentSpacing, 0.0f); // About Styling of tables - // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns - // APIs. There are however a few settings that a shared and part of the ImGuiStyle structure: + // Most settings are configured on a per-table basis via the flags passed to BeginTable() and TableSetupColumns APIs. + // There are however a few settings that a shared and part of the ImGuiStyle structure: // style.CellPadding // Padding within each cell // style.Colors[ImGuiCol_TableHeaderBg] // Table header background // style.Colors[ImGuiCol_TableBorderStrong] // Table outer and header borders // style.Colors[ImGuiCol_TableBorderLight] // Table inner borders - // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even - // rows) style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled - // (odds rows) + // style.Colors[ImGuiCol_TableRowBg] // Table row background when ImGuiTableFlags_RowBg is enabled (even rows) + // style.Colors[ImGuiCol_TableRowBgAlt] // Table row background when ImGuiTableFlags_RowBg is enabled (odds rows) // Demos if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); if (ImGui::TreeNode("Basic")) { // Here we will showcase three different ways to output a table. @@ -4223,9 +3847,8 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } - // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + - // TableSetColumnIndex(). This is generally more convenient when you have code manually submitting the contents - // of each columns. + // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). + // This is generally more convenient when you have code manually submitting the contents of each columns. HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); if (ImGui::BeginTable("table2", 3)) { @@ -4246,10 +3869,8 @@ static void ShowDemoWindowTables() // as TableNextColumn() will automatically wrap around and create new roes as needed. // This is generally more convenient when your cells all contains the same type of data. HelpMarker( - "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same " - "type of contents.\n" - "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate " - "the Columns->Tables API transition."); + "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n" + "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); if (ImGui::BeginTable("table3", 3)) { for (int item = 0; item < 14; item++) @@ -4265,25 +3886,19 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); if (ImGui::TreeNode("Borders, background")) { // Expose a few Borders related flags interactively - enum ContentsType - { - CT_Text, - CT_FillButton - }; + enum ContentsType { CT_Text, CT_FillButton }; static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg; - static bool display_headers = false; - static int contents_type = CT_Text; + static bool display_headers = false; + static int contents_type = CT_Text; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); - ImGui::SameLine(); - HelpMarker( - "ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | " - "ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_Borders\n = ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterV\n | ImGuiTableFlags_BordersInnerV\n | ImGuiTableFlags_BordersOuterH"); ImGui::Indent(); ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); @@ -4302,23 +3917,17 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("ImGuiTableFlags_BordersInner", &flags, ImGuiTableFlags_BordersInner); ImGui::Unindent(); - ImGui::AlignTextToFramePadding(); - ImGui::Text("Cell contents:"); - ImGui::SameLine(); - ImGui::RadioButton("Text", &contents_type, CT_Text); - ImGui::SameLine(); - ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); + ImGui::AlignTextToFramePadding(); ImGui::Text("Cell contents:"); + ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); + ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); ImGui::Checkbox("Display headers", &display_headers); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); - ImGui::SameLine(); - HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) { // Display headers so we can inspect their interaction with borders. - // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too - // much. See other sections for details) + // (Headers are not the main purpose of this section of the demo, so we are not elaborating on them too much. See other sections for details) if (display_headers) { ImGui::TableSetupColumn("One"); @@ -4348,20 +3957,16 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); if (ImGui::TreeNode("Resizable, stretch")) { // By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch" // Each columns maintain a sizing weight, and they will occupy all available width. - static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | - ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | - ImGuiTableFlags_ContextMenuInBody; + static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_BordersV", &flags, ImGuiTableFlags_BordersV); - ImGui::SameLine(); - HelpMarker( - "Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize " - "borders are still showing when unchecking this."); + ImGui::SameLine(); HelpMarker("Using the _Resizable flag automatically enables the _BordersInnerV flag as well, this is why the resize borders are still showing when unchecking this."); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) @@ -4382,22 +3987,19 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); if (ImGui::TreeNode("Resizable, fixed")) { // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) - // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available - // width (unless table is small) If there is not enough available width to fit all columns, they will however be - // resized down. - // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved - // settings + // So columns will adopt the "Fixed" policy and will maintain a fixed width regardless of the whole available width (unless table is small) + // If there is not enough available width to fit all columns, they will however be resized down. + // FIXME-TABLE: Providing a stretch-on-init would make sense especially for tables which don't have saved settings HelpMarker( "Using _Resizable + _SizingFixedFit flags.\n" "Fixed-width columns generally makes more sense if you want to use horizontal scrolling.\n\n" "Double-click a column border to auto-fit the column to its contents."); PushStyleCompact(); - static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | - ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | - ImGuiTableFlags_ContextMenuInBody; + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); PopStyleCompact(); @@ -4419,15 +4021,13 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); if (ImGui::TreeNode("Resizable, mixed")) { HelpMarker( "Using TableSetupColumn() to alter resizing policy on a per-column basis.\n\n" - "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use " - "_WidthStretch."); - static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | - ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | - ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + "When combining Fixed and Stretch columns, generally you only want one, maybe two trailing columns to use _WidthStretch."); + static ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; if (ImGui::BeginTable("table1", 3, flags)) { @@ -4471,32 +4071,25 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); if (ImGui::TreeNode("Reorderable, hideable, with headers")) { HelpMarker( "Click and drag column headers to reorder columns.\n\n" "Right-click on a header to open a context menu."); - static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | - ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | - ImGuiTableFlags_BordersV; + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, - ImGuiTableFlags_NoBordersInBodyUntilResize); - ImGui::SameLine(); - HelpMarker( - "Disable vertical borders in columns Body until hovered for resize (borders will always appears in " - "Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags)) { - // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in - // each column. (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight - // etc.) + // Submit columns name with TableSetupColumn() and call TableHeadersRow() to create a row with a header in each column. + // (Later we will show how TableSetupColumn() has other uses, optional flags, sizing weight etc.) ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); @@ -4513,8 +4106,7 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } - // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no - // scrolling and no stretch column) + // Use outer_size.x == 0.0f instead of default to make the table as tight as possible (only valid when no scrolling and no stretch column) if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) { ImGui::TableSetupColumn("One"); @@ -4537,6 +4129,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Padding"); if (ImGui::TreeNode("Padding")) { // First example: showcase use of padding flags and effect of BorderOuterV/BorderInnerV on X padding. @@ -4546,25 +4139,18 @@ static void ShowDemoWindowTables() "e.g.:\n" "- BorderOuterV\n" "- any form of row selection\n" - "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX " - "you can override the default.\n\n" + "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" "Actual padding values are using style.CellPadding.\n\n" - "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal " - "padding."); + "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding."); static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_PadOuterX", &flags1, ImGuiTableFlags_PadOuterX); - ImGui::SameLine(); - HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); + ImGui::SameLine(); HelpMarker("Enable outer-most padding (default if ImGuiTableFlags_BordersOuterV is set)"); ImGui::CheckboxFlags("ImGuiTableFlags_NoPadOuterX", &flags1, ImGuiTableFlags_NoPadOuterX); - ImGui::SameLine(); - HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); + ImGui::SameLine(); HelpMarker("Disable outer-most padding (default if ImGuiTableFlags_BordersOuterV is not set)"); ImGui::CheckboxFlags("ImGuiTableFlags_NoPadInnerX", &flags1, ImGuiTableFlags_NoPadInnerX); - ImGui::SameLine(); - HelpMarker( - "Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding " - "if BordersOuterV is off)"); + ImGui::SameLine(); HelpMarker("Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off)"); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags1, ImGuiTableFlags_BordersOuterV); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags1, ImGuiTableFlags_BordersInnerV); static bool show_headers = false; @@ -4597,8 +4183,8 @@ static void ShowDemoWindowTables() sprintf(buf, "Hello %d,%d", column, row); ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); } - // if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) - // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); + //if (ImGui::TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) + // ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, IM_COL32(0, 100, 0, 255)); } } ImGui::EndTable(); @@ -4626,7 +4212,7 @@ static void ShowDemoWindowTables() ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); if (ImGui::BeginTable("table_padding_2", 3, flags2)) { - static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells + static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells static bool init = true; if (!show_widget_frame_bg) ImGui::PushStyleColor(ImGuiCol_FrameBg, 0); @@ -4652,18 +4238,16 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); if (ImGui::TreeNode("Sizing policies")) { - static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | - ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; + static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); PopStyleCompact(); - static ImGuiTableFlags sizing_policy_flags[4] = { - ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, - ImGuiTableFlags_SizingStretchSame}; + static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; for (int table_n = 0; table_n < 4; table_n++) { ImGui::PushID(table_n); @@ -4671,19 +4255,15 @@ static void ShowDemoWindowTables() EditTableSizingFlags(&sizing_policy_flags[table_n]); // To make it easier to understand the different sizing policy, - // For each policy: we display one table where the columns have equal contents width, and one where the - // columns have different contents width. + // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) { for (int row = 0; row < 3; row++) { ImGui::TableNextRow(); - ImGui::TableNextColumn(); - ImGui::Text("Oh dear"); - ImGui::TableNextColumn(); - ImGui::Text("Oh dear"); - ImGui::TableNextColumn(); - ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); + ImGui::TableNextColumn(); ImGui::Text("Oh dear"); } ImGui::EndTable(); } @@ -4692,12 +4272,9 @@ static void ShowDemoWindowTables() for (int row = 0; row < 3; row++) { ImGui::TableNextRow(); - ImGui::TableNextColumn(); - ImGui::Text("AAAA"); - ImGui::TableNextColumn(); - ImGui::Text("BBBBBBBB"); - ImGui::TableNextColumn(); - ImGui::Text("CCCCCCCCCCCC"); + ImGui::TableNextColumn(); ImGui::Text("AAAA"); + ImGui::TableNextColumn(); ImGui::Text("BBBBBBBB"); + ImGui::TableNextColumn(); ImGui::Text("CCCCCCCCCCCC"); } ImGui::EndTable(); } @@ -4707,23 +4284,12 @@ static void ShowDemoWindowTables() ImGui::Spacing(); ImGui::TextUnformatted("Advanced"); ImGui::SameLine(); - HelpMarker( - "This section allows you to interact and see the effect of various sizing policies depending on whether " - "Scroll is enabled and the contents of your columns."); + HelpMarker("This section allows you to interact and see the effect of various sizing policies depending on whether Scroll is enabled and the contents of your columns."); - enum ContentsType - { - CT_ShowWidth, - CT_ShortText, - CT_LongText, - CT_Button, - CT_FillButton, - CT_InputText - }; - static ImGuiTableFlags flags = - ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; + enum ContentsType { CT_ShowWidth, CT_ShortText, CT_LongText, CT_Button, CT_FillButton, CT_InputText }; + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_Resizable; static int contents_type = CT_ShowWidth; - static int column_count = 3; + static int column_count = 3; PushStyleCompact(); ImGui::PushID("Advanced"); @@ -4733,18 +4299,12 @@ static void ShowDemoWindowTables() if (contents_type == CT_FillButton) { ImGui::SameLine(); - HelpMarker( - "Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents " - "width can feed into auto-column width can feed into contents width."); + HelpMarker("Be mindful that using right-alignment (e.g. size.x = -FLT_MIN) creates a feedback loop where contents width can feed into auto-column width can feed into contents width."); } ImGui::DragInt("Columns", &column_count, 0.1f, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); - ImGui::SameLine(); - HelpMarker( - "Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 " - "columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing " - "will appear to be less smooth."); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollX", &flags, ImGuiTableFlags_ScrollX); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); @@ -4758,7 +4318,7 @@ static void ShowDemoWindowTables() { ImGui::TableNextColumn(); int column = ImGui::TableGetColumnIndex(); - int row = ImGui::TableGetRowIndex(); + int row = ImGui::TableGetRowIndex(); ImGui::PushID(cell); char label[32]; @@ -4766,25 +4326,12 @@ static void ShowDemoWindowTables() sprintf(label, "Hello %d,%d", column, row); switch (contents_type) { - case CT_ShortText: - ImGui::TextUnformatted(label); - break; - case CT_LongText: - ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); - break; - case CT_ShowWidth: - ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); - break; - case CT_Button: - ImGui::Button(label); - break; - case CT_FillButton: - ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); - break; - case CT_InputText: - ImGui::SetNextItemWidth(-FLT_MIN); - ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); - break; + case CT_ShortText: ImGui::TextUnformatted(label); break; + case CT_LongText: ImGui::Text("Some %s text %d,%d\nOver two lines..", column == 0 ? "long" : "longeeer", column, row); break; + case CT_ShowWidth: ImGui::Text("W: %.1f", ImGui::GetContentRegionAvail().x); break; + case CT_Button: ImGui::Button(label); break; + case CT_FillButton: ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); break; + case CT_InputText: ImGui::SetNextItemWidth(-FLT_MIN); ImGui::InputText("##", text_buf, IM_ARRAYSIZE(text_buf)); break; } ImGui::PopID(); } @@ -4795,14 +4342,11 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); if (ImGui::TreeNode("Vertical scrolling, with clipping")) { - HelpMarker( - "Here we activate ScrollY, which will create a child window container to allow hosting scrollable " - "contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); - static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | - ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | - ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; + HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); @@ -4813,7 +4357,7 @@ static void ShowDemoWindowTables() ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) { - ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible + ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); ImGui::TableSetupColumn("Two", ImGuiTableColumnFlags_None); ImGui::TableSetupColumn("Three", ImGuiTableColumnFlags_None); @@ -4841,19 +4385,15 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); if (ImGui::TreeNode("Horizontal scrolling")) { HelpMarker( "When ScrollX is enabled, the default sizing policy becomes ImGuiTableFlags_SizingFixedFit, " "as automatically stretching columns doesn't make much sense with horizontal scrolling.\n\n" - "Also note that as of the current version, you will almost always want to enable ScrollY along with " - "ScrollX," - "because the container window won't automatically extend vertically to fix contents (this may be improved " - "in future versions)."); - static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | - ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | - ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | - ImGuiTableFlags_Hideable; + "Also note that as of the current version, you will almost always want to enable ScrollY along with ScrollX," + "because the container window won't automatically extend vertically to fix contents (this may be improved in future versions)."); + static ImGuiTableFlags flags = ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable; static int freeze_cols = 1; static int freeze_rows = 1; @@ -4873,9 +4413,7 @@ static void ShowDemoWindowTables() if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) { ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); - ImGui::TableSetupColumn("Line #", - ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our - // use of TableSetupScrollFreeze() + ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); @@ -4888,13 +4426,12 @@ static void ShowDemoWindowTables() ImGui::TableNextRow(); for (int column = 0; column < 7; column++) { - // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or - // performing width measurement. Because here we know that: + // Both TableNextColumn() and TableSetColumnIndex() return true when a column is visible or performing width measurement. + // Because here we know that: // - A) all our columns are contributing the same to row height // - B) column 0 is always visible, // We only always submit this one column and can skip others. - // More advanced per-column clipping behaviors may benefit from polling the status flags via - // TableGetColumnFlags(). + // More advanced per-column clipping behaviors may benefit from polling the status flags via TableGetColumnFlags(). if (!ImGui::TableSetColumnIndex(column) && column > 0) continue; if (column == 0) @@ -4912,11 +4449,8 @@ static void ShowDemoWindowTables() HelpMarker( "Showcase using Stretch columns + ScrollX together: " "this is rather unusual and only makes sense when specifying an 'inner_width' for the table!\n" - "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX " - "together doesn't make sense."); - static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | - ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | - ImGuiTableFlags_ContextMenuInBody; + "Without an explicit value, inner_width is == outer_size.x and therefore using Stretch columns + ScrollX together doesn't make sense."); + static ImGuiTableFlags flags2 = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; static float inner_width = 1000.0f; PushStyleCompact(); ImGui::PushID("flags3"); @@ -4940,14 +4474,14 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); if (ImGui::TreeNode("Columns flags")) { // Create a first table just to show all the options/flags we want to make visible in our example! - const int column_count = 3; - const char* column_names[column_count] = {"One", "Two", "Three"}; - static ImGuiTableColumnFlags column_flags[column_count] = { - ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide}; - static ImGuiTableColumnFlags column_flags_out[column_count] = {0, 0, 0}; // Output from TableGetColumnFlags() + const int column_count = 3; + const char* column_names[column_count] = { "One", "Two", "Three" }; + static ImGuiTableColumnFlags column_flags[column_count] = { ImGuiTableColumnFlags_DefaultSort, ImGuiTableColumnFlags_None, ImGuiTableColumnFlags_DefaultHide }; + static ImGuiTableColumnFlags column_flags_out[column_count] = { 0, 0, 0 }; // Output from TableGetColumnFlags() if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) { @@ -4956,7 +4490,7 @@ static void ShowDemoWindowTables() { ImGui::TableNextColumn(); ImGui::PushID(column); - ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation ImGui::Text("'%s'", column_names[column]); ImGui::Spacing(); ImGui::Text("Input flags:"); @@ -4971,13 +4505,12 @@ static void ShowDemoWindowTables() } // Create the real table we care about for the example! - // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags - // above, otherwise in a non-scrolling table columns are always visible (unless using - // ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) - const ImGuiTableFlags flags = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | - ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | - ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | - ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; + // We use a scrolling table to be able to showcase the difference between the _IsEnabled and _IsVisible flags above, otherwise in + // a non-scrolling table columns are always visible (unless using ImGuiTableFlags_NoKeepColumnsVisible + resizing the parent window down) + const ImGuiTableFlags flags + = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV + | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) { @@ -4989,8 +4522,7 @@ static void ShowDemoWindowTables() float indent_step = (float)((int)TEXT_BASE_WIDTH / 2); for (int row = 0; row < 8; row++) { - ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column - // IndentEnable/IndentDisable flags. + ImGui::Indent(indent_step); // Add some indentation to demonstrate usage of per-column IndentEnable/IndentDisable flags. ImGui::TableNextRow(); for (int column = 0; column < column_count; column++) { @@ -5007,6 +4539,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns widths"); if (ImGui::TreeNode("Columns widths")) { HelpMarker("Using TableSetupColumn() to setup default width."); @@ -5014,16 +4547,14 @@ static void ShowDemoWindowTables() static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, - ImGuiTableFlags_NoBordersInBodyUntilResize); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); PopStyleCompact(); if (ImGui::BeginTable("table1", 3, flags1)) { - // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to - // ImGuiTableColumnFlags_WidthFixed. - ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f - ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f - ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto ImGui::TableHeadersRow(); for (int row = 0; row < 4; row++) { @@ -5040,9 +4571,7 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } - HelpMarker( - "Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns " - "with set width may still be shrunk down if there's not enough space in the host."); + HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); static ImGuiTableFlags flags2 = ImGuiTableFlags_None; PushStyleCompact(); @@ -5052,8 +4581,7 @@ static void ShowDemoWindowTables() PopStyleCompact(); if (ImGui::BeginTable("table2", 4, flags2)) { - // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to - // ImGuiTableColumnFlags_WidthFixed. + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 15.0f); ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 30.0f); @@ -5077,13 +4605,12 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); if (ImGui::TreeNode("Nested tables")) { HelpMarker("This demonstrate embedding a table into another table cell."); - if (ImGui::BeginTable("table_nested1", 2, - ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | - ImGuiTableFlags_Hideable)) + if (ImGui::BeginTable("table_nested1", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { ImGui::TableSetupColumn("A0"); ImGui::TableSetupColumn("A1"); @@ -5093,9 +4620,7 @@ static void ShowDemoWindowTables() ImGui::Text("A0 Row 0"); { float rows_height = TEXT_BASE_HEIGHT * 2; - if (ImGui::BeginTable("table_nested2", 2, - ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | - ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + if (ImGui::BeginTable("table_nested2", 2, ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { ImGui::TableSetupColumn("B0"); ImGui::TableSetupColumn("B1"); @@ -5115,12 +4640,9 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } } - ImGui::TableNextColumn(); - ImGui::Text("A1 Row 0"); - ImGui::TableNextColumn(); - ImGui::Text("A0 Row 1"); - ImGui::TableNextColumn(); - ImGui::Text("A1 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 0"); + ImGui::TableNextColumn(); ImGui::Text("A0 Row 1"); + ImGui::TableNextColumn(); ImGui::Text("A1 Row 1"); ImGui::EndTable(); } ImGui::TreePop(); @@ -5128,12 +4650,10 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Row height"); if (ImGui::TreeNode("Row height")) { - HelpMarker( - "You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top " - "and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe " - "cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row."); + HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would requires a unique clipping rectangle per row."); if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) { for (int row = 0; row < 10; row++) @@ -5150,25 +4670,18 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Outer size"); if (ImGui::TreeNode("Outer size")) { // Showcasing use of ImGuiTableFlags_NoHostExtendX and ImGuiTableFlags_NoHostExtendY // Important to that note how the two flags have slightly different behaviors! ImGui::Text("Using NoHostExtendX and NoHostExtendY:"); PushStyleCompact(); - static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | - ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | - ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); - ImGui::SameLine(); - HelpMarker( - "Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when " - "ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); - ImGui::SameLine(); - HelpMarker( - "Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly " - "available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); PopStyleCompact(); ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); @@ -5191,8 +4704,7 @@ static void ShowDemoWindowTables() ImGui::Spacing(); ImGui::Text("Using explicit size:"); - if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, - ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + if (ImGui::BeginTable("table2", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) { for (int row = 0; row < 5; row++) { @@ -5206,8 +4718,7 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } ImGui::SameLine(); - if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, - ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) + if (ImGui::BeginTable("table3", 3, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg, ImVec2(TEXT_BASE_WIDTH * 30, 0.0f))) { for (int row = 0; row < 3; row++) { @@ -5226,25 +4737,21 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); if (ImGui::TreeNode("Background color")) { static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; - static int row_bg_type = 1; - static int row_bg_target = 1; - static int cell_bg_type = 1; + static int row_bg_type = 1; + static int row_bg_target = 1; + static int cell_bg_type = 1; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Borders", &flags, ImGuiTableFlags_Borders); ImGui::CheckboxFlags("ImGuiTableFlags_RowBg", &flags, ImGuiTableFlags_RowBg); - ImGui::SameLine(); - HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); + ImGui::SameLine(); HelpMarker("ImGuiTableFlags_RowBg automatically sets RowBg0 to alternative colors pulled from the Style."); ImGui::Combo("row bg type", (int*)&row_bg_type, "None\0Red\0Gradient\0"); - ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); - ImGui::SameLine(); - HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); - ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); - ImGui::SameLine(); - HelpMarker("We are colorizing cells to B1->C2 here."); + ImGui::Combo("row bg target", (int*)&row_bg_target, "RowBg0\0RowBg1\0"); ImGui::SameLine(); HelpMarker("Target RowBg0 to override the alternating odd/even colors,\nTarget RowBg1 to blend with them."); + ImGui::Combo("cell bg type", (int*)&cell_bg_type, "None\0Blue\0"); ImGui::SameLine(); HelpMarker("We are colorizing cells to B1->C2 here."); IM_ASSERT(row_bg_type >= 0 && row_bg_type <= 2); IM_ASSERT(row_bg_target >= 0 && row_bg_target <= 1); IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); @@ -5256,14 +4763,11 @@ static void ShowDemoWindowTables() { ImGui::TableNextRow(); - // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, - // ...)' We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 - // was already targeted by the ImGuiTableFlags_RowBg flag. + // Demonstrate setting a row background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBgX, ...)' + // We use a transparent color so we can see the one behind in case our target is RowBg1 and RowBg0 was already targeted by the ImGuiTableFlags_RowBg flag. if (row_bg_type != 0) { - ImU32 row_bg_color = ImGui::GetColorU32( - row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) - : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? + ImU32 row_bg_color = ImGui::GetColorU32(row_bg_type == 1 ? ImVec4(0.7f, 0.3f, 0.3f, 0.65f) : ImVec4(0.2f + row * 0.1f, 0.2f, 0.2f, 0.65f)); // Flat or Gradient? ImGui::TableSetBgColor(ImGuiTableBgTarget_RowBg0 + row_bg_target, row_bg_color); } @@ -5274,10 +4778,9 @@ static void ShowDemoWindowTables() ImGui::Text("%c%c", 'A' + row, '0' + column); // Change background of Cells B1->C2 - // Demonstrate setting a cell background color with - // 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' (the CellBg color will be blended over - // the RowBg and ColumnBg colors) We can also pass a column number as a third parameter to - // TableSetBgColor() and do this outside the column loop. + // Demonstrate setting a cell background color with 'ImGui::TableSetBgColor(ImGuiTableBgTarget_CellBg, ...)' + // (the CellBg color will be blended over the RowBg and ColumnBg colors) + // We can also pass a column number as a third parameter to TableSetBgColor() and do this outside the column loop. if (row >= 1 && row <= 2 && column >= 1 && column <= 2 && cell_bg_type == 1) { ImU32 cell_bg_color = ImGui::GetColorU32(ImVec4(0.3f, 0.3f, 0.7f, 0.65f)); @@ -5292,16 +4795,14 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Tree view"); if (ImGui::TreeNode("Tree view")) { - static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | - ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | - ImGuiTableFlags_NoBordersInBody; + static ImGuiTableFlags flags = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_Resizable | ImGuiTableFlags_RowBg | ImGuiTableFlags_NoBordersInBody; if (ImGui::BeginTable("3ways", 3, flags)) { - // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is - // On + // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); ImGui::TableSetupColumn("Size", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 12.0f); ImGui::TableSetupColumn("Type", ImGuiTableColumnFlags_WidthFixed, TEXT_BASE_WIDTH * 18.0f); @@ -5310,11 +4811,11 @@ static void ShowDemoWindowTables() // Simple storage to output a dummy file-system. struct MyTreeNode { - const char* Name; - const char* Type; - int Size; - int ChildIdx; - int ChildCount; + const char* Name; + const char* Type; + int Size; + int ChildIdx; + int ChildCount; static void DisplayNode(const MyTreeNode* node, const MyTreeNode* all_nodes) { ImGui::TableNextRow(); @@ -5336,9 +4837,7 @@ static void ShowDemoWindowTables() } else { - ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | - ImGuiTreeNodeFlags_NoTreePushOnOpen | - ImGuiTreeNodeFlags_SpanFullWidth); + ImGui::TreeNodeEx(node->Name, ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_Bullet | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_SpanFullWidth); ImGui::TableNextColumn(); ImGui::Text("%d", node->Size); ImGui::TableNextColumn(); @@ -5346,16 +4845,17 @@ static void ShowDemoWindowTables() } } }; - static const MyTreeNode nodes[] = { - {"Root", "Folder", -1, 1, 3}, // 0 - {"Music", "Folder", -1, 4, 2}, // 1 - {"Textures", "Folder", -1, 6, 3}, // 2 - {"desktop.ini", "System file", 1024, -1, -1}, // 3 - {"File1_a.wav", "Audio file", 123000, -1, -1}, // 4 - {"File1_b.wav", "Audio file", 456000, -1, -1}, // 5 - {"Image001.png", "Image file", 203128, -1, -1}, // 6 - {"Copy of Image001.png", "Image file", 203256, -1, -1}, // 7 - {"Copy of Image001 (Final2).png", "Image file", 203512, -1, -1}, // 8 + static const MyTreeNode nodes[] = + { + { "Root", "Folder", -1, 1, 3 }, // 0 + { "Music", "Folder", -1, 4, 2 }, // 1 + { "Textures", "Folder", -1, 6, 3 }, // 2 + { "desktop.ini", "System file", 1024, -1,-1 }, // 3 + { "File1_a.wav", "Audio file", 123000, -1,-1 }, // 4 + { "File1_b.wav", "Audio file", 456000, -1,-1 }, // 5 + { "Image001.png", "Image file", 203128, -1,-1 }, // 6 + { "Copy of Image001.png", "Image file", 203256, -1,-1 }, // 7 + { "Copy of Image001 (Final2).png","Image file", 203512, -1,-1 }, // 8 }; MyTreeNode::DisplayNode(&nodes[0], nodes); @@ -5367,12 +4867,12 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Item width"); if (ImGui::TreeNode("Item width")) { HelpMarker( "Showcase using PushItemWidth() and how it is preserved on a per-column basis.\n\n" - "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. " - "right-alignment doesn't make sense."); + "Note that on auto-resizing non-resizable fixed columns, querying the content width for e.g. right-alignment doesn't make sense."); if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) { ImGui::TableSetupColumn("small"); @@ -5385,14 +4885,13 @@ static void ShowDemoWindowTables() ImGui::TableNextRow(); if (row == 0) { - // Setup ItemWidth once (instead of setting up every time, which is also possible but less - // efficient) + // Setup ItemWidth once (instead of setting up every time, which is also possible but less efficient) ImGui::TableSetColumnIndex(0); - ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small + ImGui::PushItemWidth(TEXT_BASE_WIDTH * 3.0f); // Small ImGui::TableSetColumnIndex(1); ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); ImGui::TableSetColumnIndex(2); - ImGui::PushItemWidth(-FLT_MIN); // Right-aligned + ImGui::PushItemWidth(-FLT_MIN); // Right-aligned } // Draw our contents @@ -5414,11 +4913,11 @@ static void ShowDemoWindowTables() // Demonstrate using TableHeader() calls instead of TableHeadersRow() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Custom headers"); if (ImGui::TreeNode("Custom headers")) { const int COLUMNS_COUNT = 3; - if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, - ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) + if (ImGui::BeginTable("table_custom_headers", COLUMNS_COUNT, ImGuiTableFlags_Borders | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { ImGui::TableSetupColumn("Apricot"); ImGui::TableSetupColumn("Banana"); @@ -5433,8 +4932,7 @@ static void ShowDemoWindowTables() for (int column = 0; column < COLUMNS_COUNT; column++) { ImGui::TableSetColumnIndex(column); - const char* column_name = - ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() + const char* column_name = ImGui::TableGetColumnName(column); // Retrieve name passed to TableSetupColumn() ImGui::PushID(column); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0, 0)); ImGui::Checkbox("##checkall", &column_selected[column]); @@ -5460,18 +4958,14 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } - // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by - // TableHeadersRow()/TableHeader() + // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); if (ImGui::TreeNode("Context menus")) { - HelpMarker( - "By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default " - "context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); - static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | - ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | - ImGuiTableFlags_ContextMenuInBody; + HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); + static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); @@ -5479,8 +4973,7 @@ static void ShowDemoWindowTables() // Context Menus: first example // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. - // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody - // is set) + // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) const int COLUMNS_COUNT = 3; if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) { @@ -5508,11 +5001,8 @@ static void ShowDemoWindowTables() // [2.1] Right-click on the TableHeadersRow() line to open the default table context menu. // [2.2] Right-click on the ".." to open a custom popup // [2.3] Right-click in columns to open another custom popup - HelpMarker( - "Demonstrate mixing table context menu (over header), item context button (over button) and custom " - "per-colum context menu (over column body)."); - ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | - ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; + HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); + ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) { ImGui::TableSetupColumn("One"); @@ -5546,9 +5036,8 @@ static void ShowDemoWindowTables() } // [2.3] Right-click anywhere in columns to open another custom popup - // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with - // ImGuiPopupFlags_NoOpenOverExistingPopup to manage popup priority as the popups triggers, here "are we - // hovering a column" are overlapping) + // (instead of testing for !IsAnyItemHovered() we could also call OpenPopup() with ImGuiPopupFlags_NoOpenOverExistingPopup + // to manage popup priority as the popups triggers, here "are we hovering a column" are overlapping) int hovered_column = -1; for (int column = 0; column < COLUMNS_COUNT + 1; column++) { @@ -5579,6 +5068,7 @@ static void ShowDemoWindowTables() // Demonstrate creating multiple tables with the same ID if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); if (ImGui::TreeNode("Synced instances")) { HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); @@ -5587,10 +5077,7 @@ static void ShowDemoWindowTables() char buf[32]; sprintf(buf, "Synced Table %d", n); bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); - if (open && ImGui::BeginTable("Table", 3, - ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | - ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | - ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) + if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); @@ -5608,14 +5095,16 @@ static void ShowDemoWindowTables() } // Demonstrate using Sorting facilities - // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle - // sorting. Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have - // been modified) - static const char* template_items_names[] = {"Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", - "Strawberry", "Mango", "Kiwi", "Orange", "Pineapple", - "Blueberry", "Plum", "Coconut", "Pear", "Apricot"}; + // This is a simplified version of the "Advanced" example, where we mostly focus on the code necessary to handle sorting. + // Note that the "Advanced" example also showcase manually triggering a sort (e.g. if item quantities have been modified) + static const char* template_items_names[] = + { + "Banana", "Apple", "Cherry", "Watermelon", "Grapefruit", "Strawberry", "Mango", + "Kiwi", "Orange", "Pineapple", "Blueberry", "Plum", "Coconut", "Pear", "Apricot" + }; if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); if (ImGui::TreeNode("Sorting")) { // Create item list @@ -5626,62 +5115,50 @@ static void ShowDemoWindowTables() for (int n = 0; n < items.Size; n++) { const int template_n = n % IM_ARRAYSIZE(template_items_names); - MyItem& item = items[n]; - item.ID = n; - item.Name = template_items_names[template_n]; - item.Quantity = (n * n - n) % 20; // Assign default quantities + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (n * n - n) % 20; // Assign default quantities } } // Options - static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | - ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | - ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | - ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollY; + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollY; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); - ImGui::SameLine(); - HelpMarker( - "When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() " - "may return specs where (SpecsCount > 1)."); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); - ImGui::SameLine(); - HelpMarker( - "When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs " - "where (SpecsCount == 0)."); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); PopStyleCompact(); if (ImGui::BeginTable("table_sorting", 4, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 15), 0.0f)) { // Declare columns - // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort - // specifications. This is so our sort function can identify a column given our own identifier. We could - // also identify them based on their index! Demonstrate using a mixture of flags among available - // sort-related flags: + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + // Demonstrate using a mixture of flags among available sort-related flags: // - ImGuiTableColumnFlags_DefaultSort - // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / - // ImGuiTableColumnFlags_NoSortDescending + // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending - ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, - MyItemColumnID_ID); - ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); - ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, - MyItemColumnID_Action); - ImGui::TableSetupColumn("Quantity", - ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, - 0.0f, MyItemColumnID_Quantity); - ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupScrollFreeze(0, 1); // Make row always visible ImGui::TableHeadersRow(); // Sort our data if sort specs have been changed! if (ImGuiTableSortSpecs* sorts_specs = ImGui::TableGetSortSpecs()) if (sorts_specs->SpecsDirty) { - MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. + MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. if (items.Size > 1) qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); MyItem::s_current_sort_specs = NULL; - sorts_specs->SpecsDirty = false; + sorts_specs->SpecsDirty = false; } // Demonstrate using clipper for large vertical lists @@ -5712,41 +5189,33 @@ static void ShowDemoWindowTables() // In this example we'll expose most table flags and settings. // For specific flags and settings refer to the corresponding section for more detailed explanation. // This section is mostly useful to experiment with combining certain flags or settings with each others. - // ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); if (ImGui::TreeNode("Advanced")) { - static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | - ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti | - ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | - ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_ScrollX | - ImGuiTableFlags_ScrollY | ImGuiTableFlags_SizingFixedFit; + static ImGuiTableFlags flags = + ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable + | ImGuiTableFlags_Sortable | ImGuiTableFlags_SortMulti + | ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBody + | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY + | ImGuiTableFlags_SizingFixedFit; - enum ContentsType - { - CT_Text, - CT_Button, - CT_SmallButton, - CT_FillButton, - CT_Selectable, - CT_SelectableSpanRow - }; - static int contents_type = CT_SelectableSpanRow; - const char* contents_type_names[] = {"Text", "Button", "SmallButton", - "FillButton", "Selectable", "Selectable (span row)"}; - static int freeze_cols = 1; - static int freeze_rows = 1; - static int items_count = IM_ARRAYSIZE(template_items_names) * 2; - static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); - static float row_min_height = 0.0f; // Auto - static float inner_width_with_scroll = 0.0f; // Auto-extend - static bool outer_size_enabled = true; - static bool show_headers = true; - static bool show_wrapped_text = false; - // static ImGuiTextFilter filter; - // ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first - // pass on table which tend to affects column sizing + enum ContentsType { CT_Text, CT_Button, CT_SmallButton, CT_FillButton, CT_Selectable, CT_SelectableSpanRow }; + static int contents_type = CT_SelectableSpanRow; + const char* contents_type_names[] = { "Text", "Button", "SmallButton", "FillButton", "Selectable", "Selectable (span row)" }; + static int freeze_cols = 1; + static int freeze_rows = 1; + static int items_count = IM_ARRAYSIZE(template_items_names) * 2; + static ImVec2 outer_size_value = ImVec2(0.0f, TEXT_BASE_HEIGHT * 12); + static float row_min_height = 0.0f; // Auto + static float inner_width_with_scroll = 0.0f; // Auto-extend + static bool outer_size_enabled = true; + static bool show_headers = true; + static bool show_wrapped_text = false; + //static ImGuiTextFilter filter; + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affects column sizing if (ImGui::TreeNode("Options")) { // Make the UI compact because there are so many fields @@ -5773,51 +5242,25 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); - ImGui::SameLine(); - HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, - ImGuiTableFlags_NoBordersInBodyUntilResize); - ImGui::SameLine(); - HelpMarker( - "Disable vertical borders in columns Body until hovered for resize (borders will always appears in " - "Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); ImGui::TreePop(); } if (ImGui::TreeNodeEx("Sizing:", ImGuiTreeNodeFlags_DefaultOpen)) { EditTableSizingFlags(&flags); - ImGui::SameLine(); - HelpMarker( - "In the Advanced demo we override the policy of each column so those table-wide settings have less " - "effect that typical."); + ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); - ImGui::SameLine(); - HelpMarker( - "Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when " - "ScrollX/ScrollY are disabled and Stretch columns are not used."); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); - ImGui::SameLine(); - HelpMarker( - "Make outer height stop exactly at outer_size.y (prevent auto-extending table past the " - "limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped " - "and not visible."); - ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, - ImGuiTableFlags_NoKeepColumnsVisible); - ImGui::SameLine(); - HelpMarker("Only available if ScrollX is disabled."); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); - ImGui::SameLine(); - HelpMarker( - "Disable distributing remainder width to stretched columns (width allocation on a 100-wide table " - "with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of " - "columns, resizing will appear to be less smooth."); + ImGui::SameLine(); HelpMarker("Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth."); ImGui::CheckboxFlags("ImGuiTableFlags_NoClip", &flags, ImGuiTableFlags_NoClip); - ImGui::SameLine(); - HelpMarker( - "Disable clipping rectangle for every individual columns (reduce draw command count, items will be " - "able to overflow into other columns). Generally incompatible with ScrollFreeze options."); + ImGui::SameLine(); HelpMarker("Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with ScrollFreeze options."); ImGui::TreePop(); } @@ -5845,15 +5288,9 @@ static void ShowDemoWindowTables() if (ImGui::TreeNodeEx("Sorting:", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::CheckboxFlags("ImGuiTableFlags_SortMulti", &flags, ImGuiTableFlags_SortMulti); - ImGui::SameLine(); - HelpMarker( - "When sorting is enabled: hold shift when clicking headers to sort on multiple column. " - "TableGetSortSpecs() may return specs where (SpecsCount > 1)."); + ImGui::SameLine(); HelpMarker("When sorting is enabled: hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1)."); ImGui::CheckboxFlags("ImGuiTableFlags_SortTristate", &flags, ImGuiTableFlags_SortTristate); - ImGui::SameLine(); - HelpMarker( - "When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may " - "return specs where (SpecsCount == 0)."); + ImGui::SameLine(); HelpMarker("When sorting is enabled: allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0)."); ImGui::TreePop(); } @@ -5866,27 +5303,22 @@ static void ShowDemoWindowTables() ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); ImGui::Checkbox("outer_size", &outer_size_enabled); ImGui::SameLine(); - HelpMarker( - "If scrolling is disabled (ScrollX and ScrollY not set):\n" + HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" "- The table is output directly in the parent window.\n" "- OuterSize.x < 0.0f will right-align the table.\n" "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n" - "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there " - "are more rows (unless NoHostExtendY is set)."); + "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); - // From a user point of view we will tend to use 'inner_width' differently depending on whether our - // table is embedding scrolling. To facilitate toying with this demo we will actually pass 0.0f to the - // BeginTable() when ScrollX is disabled. + // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. + // To facilitate toying with this demo we will actually pass 0.0f to the BeginTable() when ScrollX is disabled. ImGui::DragFloat("inner_width (when ScrollX active)", &inner_width_with_scroll, 1.0f, 0.0f, FLT_MAX); ImGui::DragFloat("row_min_height", &row_min_height, 1.0f, 0.0f, FLT_MAX); - ImGui::SameLine(); - HelpMarker("Specify height of the Selectable item."); + ImGui::SameLine(); HelpMarker("Specify height of the Selectable item."); ImGui::DragInt("items_count", &items_count, 0.1f, 0, 9999); - ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, - IM_ARRAYSIZE(contents_type_names)); - // filter.Draw("filter"); + ImGui::Combo("items_type (first column)", &contents_type, contents_type_names, IM_ARRAYSIZE(contents_type_names)); + //filter.Draw("filter"); ImGui::TreePop(); } @@ -5906,40 +5338,31 @@ static void ShowDemoWindowTables() for (int n = 0; n < items_count; n++) { const int template_n = n % IM_ARRAYSIZE(template_items_names); - MyItem& item = items[n]; - item.ID = n; - item.Name = template_items_names[template_n]; - item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities + MyItem& item = items[n]; + item.ID = n; + item.Name = template_items_names[template_n]; + item.Quantity = (template_n == 3) ? 10 : (template_n == 4) ? 20 : 0; // Assign default quantities } } - const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); + const ImDrawList* parent_draw_list = ImGui::GetWindowDrawList(); const int parent_draw_list_draw_cmd_count = parent_draw_list->CmdBuffer.Size; - ImVec2 table_scroll_cur, table_scroll_max; // For debug display - const ImDrawList* table_draw_list = NULL; // " + ImVec2 table_scroll_cur, table_scroll_max; // For debug display + const ImDrawList* table_draw_list = NULL; // " // Submit table const float inner_width_to_use = (flags & ImGuiTableFlags_ScrollX) ? inner_width_with_scroll : 0.0f; - if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), - inner_width_to_use)) + if (ImGui::BeginTable("table_advanced", 6, flags, outer_size_enabled ? outer_size_value : ImVec2(0, 0), inner_width_to_use)) { // Declare columns - // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort - // specifications. This is so our sort function can identify a column given our own identifier. We could - // also identify them based on their index! - ImGui::TableSetupColumn( - "ID", - ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, - 0.0f, MyItemColumnID_ID); - ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); - ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, - MyItemColumnID_Action); - ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, - MyItemColumnID_Quantity); - ImGui::TableSetupColumn("Description", - (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, - 0.0f, MyItemColumnID_Description); - ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); + // We use the "user_id" parameter of TableSetupColumn() to specify a user id that will be stored in the sort specifications. + // This is so our sort function can identify a column given our own identifier. We could also identify them based on their index! + ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoHide, 0.0f, MyItemColumnID_ID); + ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Name); + ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, 0.0f, MyItemColumnID_Action); + ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, 0.0f, MyItemColumnID_Quantity); + ImGui::TableSetupColumn("Description", (flags & ImGuiTableFlags_NoHostExtendX) ? 0 : ImGuiTableColumnFlags_WidthStretch, 0.0f, MyItemColumnID_Description); + ImGui::TableSetupColumn("Hidden", ImGuiTableColumnFlags_DefaultHide | ImGuiTableColumnFlags_NoSort); ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); // Sort our data if sort specs have been changed! @@ -5948,17 +5371,16 @@ static void ShowDemoWindowTables() items_need_sort = true; if (sorts_specs && items_need_sort && items.Size > 1) { - MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. + MyItem::s_current_sort_specs = sorts_specs; // Store in variable accessible by the sort function. qsort(&items[0], (size_t)items.Size, sizeof(items[0]), MyItem::CompareWithSortSpecs); MyItem::s_current_sort_specs = NULL; - sorts_specs->SpecsDirty = false; + sorts_specs->SpecsDirty = false; } items_need_sort = false; // Take note of whether we are currently sorting based on the Quantity field, // we will use this to trigger sorting when we know the data of this column has been modified. - const bool sorts_specs_using_quantity = - (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; + const bool sorts_specs_using_quantity = (ImGui::TableGetColumnFlags(3) & ImGuiTableColumnFlags_IsSorted) != 0; // Show headers if (show_headers) @@ -5967,22 +5389,22 @@ static void ShowDemoWindowTables() // Show data // FIXME-TABLE FIXME-NAV: How we can get decent up/down even though we have the buttons here? ImGui::PushButtonRepeat(true); -# if 1 +#if 1 // Demonstrate using clipper for large vertical lists ImGuiListClipper clipper; clipper.Begin(items.Size); while (clipper.Step()) { for (int row_n = clipper.DisplayStart; row_n < clipper.DisplayEnd; row_n++) -# else +#else // Without clipper { for (int row_n = 0; row_n < items.Size; row_n++) -# endif +#endif { MyItem* item = &items[row_n]; - // if (!filter.PassFilter(item->Name)) - // continue; + //if (!filter.PassFilter(item->Name)) + // continue; const bool item_is_selected = selection.contains(item->ID); ImGui::PushID(item->ID); @@ -6002,10 +5424,7 @@ static void ShowDemoWindowTables() ImGui::Button(label, ImVec2(-FLT_MIN, 0.0f)); else if (contents_type == CT_Selectable || contents_type == CT_SelectableSpanRow) { - ImGuiSelectableFlags selectable_flags = - (contents_type == CT_SelectableSpanRow) - ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap - : ImGuiSelectableFlags_None; + ImGuiSelectableFlags selectable_flags = (contents_type == CT_SelectableSpanRow) ? ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowItemOverlap : ImGuiSelectableFlags_None; if (ImGui::Selectable(label, item_is_selected, selectable_flags, ImVec2(0, row_min_height))) { if (ImGui::GetIO().KeyCtrl) @@ -6028,28 +5447,15 @@ static void ShowDemoWindowTables() // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, // and we are currently sorting on the column showing the Quantity. - // To avoid triggering a sort while holding the button, we only trigger it when the button has been - // released. You will probably need a more advanced system in your code if you want to automatically - // sort when a specific entry changes. + // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. + // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. if (ImGui::TableSetColumnIndex(2)) { - if (ImGui::SmallButton("Chop")) - { - item->Quantity += 1; - } - if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) - { - items_need_sort = true; - } + if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } ImGui::SameLine(); - if (ImGui::SmallButton("Eat")) - { - item->Quantity -= 1; - } - if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) - { - items_need_sort = true; - } + if (ImGui::SmallButton("Eat")) { item->Quantity -= 1; } + if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } } if (ImGui::TableSetColumnIndex(3)) @@ -6072,7 +5478,7 @@ static void ShowDemoWindowTables() // Store some info to display debug details below table_scroll_cur = ImVec2(ImGui::GetScrollX(), ImGui::GetScrollY()); table_scroll_max = ImVec2(ImGui::GetScrollMaxX(), ImGui::GetScrollMaxY()); - table_draw_list = ImGui::GetWindowDrawList(); + table_draw_list = ImGui::GetWindowDrawList(); ImGui::EndTable(); } static bool show_debug_details = false; @@ -6083,11 +5489,10 @@ static void ShowDemoWindowTables() const int table_draw_list_draw_cmd_count = table_draw_list->CmdBuffer.Size; if (table_draw_list == parent_draw_list) ImGui::Text(": DrawCmd: +%d (in same window)", - table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); + table_draw_list_draw_cmd_count - parent_draw_list_draw_cmd_count); else ImGui::Text(": DrawCmd: +%d (in child window), Scroll: (%.f/%.f) (%.f/%.f)", - table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, - table_scroll_cur.y, table_scroll_max.y); + table_draw_list_draw_cmd_count - 1, table_scroll_cur.x, table_scroll_max.x, table_scroll_cur.y, table_scroll_max.y); } ImGui::TreePop(); } @@ -6104,6 +5509,7 @@ static void ShowDemoWindowTables() // [2020: Columns are under-featured and not maintained. Prefer using the more flexible and powerful BeginTable() API!] static void ShowDemoWindowColumns() { + IMGUI_DEMO_MARKER("Columns (legacy API)"); bool open = ImGui::TreeNode("Legacy Columns API"); ImGui::SameLine(); HelpMarker("Columns() is an old API! Prefer using the more flexible and powerful BeginTable() API!"); @@ -6111,6 +5517,7 @@ static void ShowDemoWindowColumns() return; // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); if (ImGui::TreeNode("Basic")) { ImGui::Text("Without border:"); @@ -6120,29 +5527,24 @@ static void ShowDemoWindowColumns() { char label[32]; sprintf(label, "Item %d", n); - if (ImGui::Selectable(label)) - {} - // if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} + if (ImGui::Selectable(label)) {} + //if (ImGui::Button(label, ImVec2(-FLT_MIN,0.0f))) {} ImGui::NextColumn(); } ImGui::Columns(1); ImGui::Separator(); ImGui::Text("With border:"); - ImGui::Columns(4, "mycolumns"); // 4-ways, with border + ImGui::Columns(4, "mycolumns"); // 4-ways, with border ImGui::Separator(); - ImGui::Text("ID"); - ImGui::NextColumn(); - ImGui::Text("Name"); - ImGui::NextColumn(); - ImGui::Text("Path"); - ImGui::NextColumn(); - ImGui::Text("Hovered"); - ImGui::NextColumn(); + ImGui::Text("ID"); ImGui::NextColumn(); + ImGui::Text("Name"); ImGui::NextColumn(); + ImGui::Text("Path"); ImGui::NextColumn(); + ImGui::Text("Hovered"); ImGui::NextColumn(); ImGui::Separator(); - const char* names[3] = {"One", "Two", "Three"}; - const char* paths[3] = {"/path/one", "/path/two", "/path/three"}; - static int selected = -1; + const char* names[3] = { "One", "Two", "Three" }; + const char* paths[3] = { "/path/one", "/path/two", "/path/three" }; + static int selected = -1; for (int i = 0; i < 3; i++) { char label[32]; @@ -6151,25 +5553,23 @@ static void ShowDemoWindowColumns() selected = i; bool hovered = ImGui::IsItemHovered(); ImGui::NextColumn(); - ImGui::Text(names[i]); - ImGui::NextColumn(); - ImGui::Text(paths[i]); - ImGui::NextColumn(); - ImGui::Text("%d", hovered); - ImGui::NextColumn(); + ImGui::Text(names[i]); ImGui::NextColumn(); + ImGui::Text(paths[i]); ImGui::NextColumn(); + ImGui::Text("%d", hovered); ImGui::NextColumn(); } ImGui::Columns(1); ImGui::Separator(); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); if (ImGui::TreeNode("Borders")) { // NB: Future columns API should allow automatic horizontal borders. - static bool h_borders = true; - static bool v_borders = true; + static bool h_borders = true; + static bool v_borders = true; static int columns_count = 4; - const int lines_count = 3; + const int lines_count = 3; ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); ImGui::DragInt("##columns_count", &columns_count, 0.1f, 2, 10, "%d columns"); if (columns_count < 2) @@ -6198,6 +5598,7 @@ static void ShowDemoWindowColumns() } // Create multiple items in a same cell before switching to next column + IMGUI_DEMO_MARKER("Columns (legacy API)/Mixed items"); if (ImGui::TreeNode("Mixed items")) { ImGui::Columns(3, "mixed"); @@ -6220,27 +5621,16 @@ static void ShowDemoWindowColumns() ImGui::InputFloat("blue", &bar, 0.05f, 0, "%.3f"); ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category A")) - { - ImGui::Text("Blah blah blah"); - } - ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category B")) - { - ImGui::Text("Blah blah blah"); - } - ImGui::NextColumn(); - if (ImGui::CollapsingHeader("Category C")) - { - ImGui::Text("Blah blah blah"); - } - ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category A")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category B")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); + if (ImGui::CollapsingHeader("Category C")) { ImGui::Text("Blah blah blah"); } ImGui::NextColumn(); ImGui::Columns(1); ImGui::Separator(); ImGui::TreePop(); } // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); if (ImGui::TreeNode("Word-wrapping")) { ImGui::Columns(2, "word-wrapping"); @@ -6255,6 +5645,7 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Columns (legacy API)/Horizontal Scrolling"); if (ImGui::TreeNode("Horizontal Scrolling")) { ImGui::SetNextWindowContentSize(ImVec2(1500.0f, 0.0f)); @@ -6280,6 +5671,7 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); if (ImGui::TreeNode("Tree")) { ImGui::Columns(2, "tree", true); @@ -6319,39 +5711,43 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } +namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); } + static void ShowDemoWindowMisc() { + IMGUI_DEMO_MARKER("Filtering"); if (ImGui::CollapsingHeader("Filtering")) { // Helper class to easy setup a text filter. // You may want to implement a more feature-full filtering scheme in your own application. static ImGuiTextFilter filter; - ImGui::Text( - "Filter usage:\n" - " \"\" display all lines\n" - " \"xxx\" display lines containing \"xxx\"\n" - " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" - " \"-xxx\" hide lines containing \"xxx\""); + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); filter.Draw(); - const char* lines[] = {"aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", - "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world"}; + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; for (int i = 0; i < IM_ARRAYSIZE(lines); i++) if (filter.PassFilter(lines[i])) ImGui::BulletText("%s", lines[i]); } + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus"); if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) { ImGuiIO& io = ImGui::GetIO(); // Display ImGuiIO output flags ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); ImGui::Text("WantCaptureKeyboard: %d", io.WantCaptureKeyboard); ImGui::Text("WantTextInput: %d", io.WantTextInput); ImGui::Text("WantSetMousePos: %d", io.WantSetMousePos); ImGui::Text("NavActive: %d, NavVisible: %d", io.NavActive, io.NavVisible); // Display Mouse state + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse State"); if (ImGui::TreeNode("Mouse State")) { if (ImGui::IsMousePosValid()) @@ -6359,88 +5755,86 @@ static void ShowDemoWindowMisc() else ImGui::Text("Mouse pos: "); ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); - ImGui::Text("Mouse down:"); - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - if (ImGui::IsMouseDown(i)) - { - ImGui::SameLine(); - ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); - } - ImGui::Text("Mouse clicked:"); - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - if (ImGui::IsMouseClicked(i)) - { - ImGui::SameLine(); - ImGui::Text("b%d", i); - } - ImGui::Text("Mouse dblclick:"); - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - if (ImGui::IsMouseDoubleClicked(i)) - { - ImGui::SameLine(); - ImGui::Text("b%d", i); - } - ImGui::Text("Mouse released:"); - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - if (ImGui::IsMouseReleased(i)) - { - ImGui::SameLine(); - ImGui::Text("b%d", i); - } + + int count = IM_ARRAYSIZE(io.MouseDown); + ImGui::Text("Mouse down:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + ImGui::Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d (%d)", i, ImGui::GetMouseClickedCount(i)); } + ImGui::Text("Mouse released:"); for (int i = 0; i < count; i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); - ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + ImGui::Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused ImGui::TreePop(); } // Display Keyboard/Mouse state - if (ImGui::TreeNode("Keyboard & Navigation State")) + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Keyboard, Gamepad & Navigation State"); + if (ImGui::TreeNode("Keyboard, Gamepad & Navigation State")) { - ImGui::Text("Keys down:"); - for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) - if (ImGui::IsKeyDown(i)) - { - ImGui::SameLine(); - ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); - } - ImGui::Text("Keys pressed:"); - for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) - if (ImGui::IsKeyPressed(i)) - { - ImGui::SameLine(); - ImGui::Text("%d (0x%X)", i, i); - } - ImGui::Text("Keys release:"); - for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) - if (ImGui::IsKeyReleased(i)) - { - ImGui::SameLine(); - ImGui::Text("%d (0x%X)", i, i); - } - ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", - io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); - ImGui::Text("Chars queue:"); - for (int i = 0; i < io.InputQueueCharacters.Size; i++) + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allow displaying the data for old/new backends. + // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; + const ImGuiKey key_first = ImGuiKey_NamedKey_BEGIN; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + const ImGuiKey key_first = 0; +#endif + ImGui::Text("Keys down:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyDown(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d (%.02f secs)", ImGui::GetKeyName(key), key, ImGui::GetKeyData(key)->DownDuration); } } + ImGui::Text("Keys pressed:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyPressed(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } + ImGui::Text("Keys released:"); for (ImGuiKey key = key_first; key < ImGuiKey_COUNT; key++) { if (funcs::IsLegacyNativeDupe(key)) continue; if (ImGui::IsKeyReleased(key)) { ImGui::SameLine(); ImGui::Text("\"%s\" %d", ImGui::GetKeyName(key), key); } } + ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); } + ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } + + // Draw an arbitrary US keyboard layout to visualize translated keys { - ImWchar c = io.InputQueueCharacters[i]; - ImGui::SameLine(); - ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); - } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + const ImVec2 key_size = ImVec2(35.0f, 35.0f); + const float key_rounding = 3.0f; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); + const float key_face_rounding = 2.0f; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f; - ImGui::Text("NavInputs down:"); - for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) - if (io.NavInputs[i] > 0.0f) - { - ImGui::SameLine(); - ImGui::Text("[%d] %.2f (%.02f secs)", i, io.NavInputs[i], io.NavInputsDownDuration[i]); - } - ImGui::Text("NavInputs pressed:"); - for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) - if (io.NavInputsDownDuration[i] == 0.0f) - { - ImGui::SameLine(); - ImGui::Text("[%d]", i); - } + ImVec2 board_min = ImGui::GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + ImDrawList* draw_list = ImGui::GetWindowDrawList(); + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = ImVec2(key_min.x + key_size.x, key_min.y + key_size.y); + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (ImGui::IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); + ImGui::Dummy(ImVec2(board_max.x - board_min.x, board_max.y - board_min.y)); + } + ImGui::TreePop(); + } + + if (ImGui::TreeNode("Capture override")) + { ImGui::Button("Hovering me sets the\nkeyboard capture flag"); if (ImGui::IsItemHovered()) ImGui::CaptureKeyboardFromApp(true); @@ -6451,6 +5845,7 @@ static void ShowDemoWindowMisc() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Tabbing"); if (ImGui::TreeNode("Tabbing")) { ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); @@ -6460,43 +5855,34 @@ static void ShowDemoWindowMisc() ImGui::InputText("3", buf, IM_ARRAYSIZE(buf)); ImGui::PushAllowKeyboardFocus(false); ImGui::InputText("4 (tab skip)", buf, IM_ARRAYSIZE(buf)); - ImGui::SameLine(); - HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); ImGui::PopAllowKeyboardFocus(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Focus from code"); if (ImGui::TreeNode("Focus from code")) { - bool focus_1 = ImGui::Button("Focus on 1"); - ImGui::SameLine(); - bool focus_2 = ImGui::Button("Focus on 2"); - ImGui::SameLine(); - bool focus_3 = ImGui::Button("Focus on 3"); - int has_focus = 0; + bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); + bool focus_2 = ImGui::Button("Focus on 2"); ImGui::SameLine(); + bool focus_3 = ImGui::Button("Focus on 3"); + int has_focus = 0; static char buf[128] = "click on a button to set focus"; - if (focus_1) - ImGui::SetKeyboardFocusHere(); + if (focus_1) ImGui::SetKeyboardFocusHere(); ImGui::InputText("1", buf, IM_ARRAYSIZE(buf)); - if (ImGui::IsItemActive()) - has_focus = 1; + if (ImGui::IsItemActive()) has_focus = 1; - if (focus_2) - ImGui::SetKeyboardFocusHere(); + if (focus_2) ImGui::SetKeyboardFocusHere(); ImGui::InputText("2", buf, IM_ARRAYSIZE(buf)); - if (ImGui::IsItemActive()) - has_focus = 2; + if (ImGui::IsItemActive()) has_focus = 2; ImGui::PushAllowKeyboardFocus(false); - if (focus_3) - ImGui::SetKeyboardFocusHere(); + if (focus_3) ImGui::SetKeyboardFocusHere(); ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); - if (ImGui::IsItemActive()) - has_focus = 3; - ImGui::SameLine(); - HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); + if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); ImGui::PopAllowKeyboardFocus(); if (has_focus) @@ -6505,34 +5891,22 @@ static void ShowDemoWindowMisc() ImGui::Text("Item with focus: "); // Use >= 0 parameter to SetKeyboardFocusHere() to focus an upcoming item - static float f3[3] = {0.0f, 0.0f, 0.0f}; - int focus_ahead = -1; - if (ImGui::Button("Focus on X")) - { - focus_ahead = 0; - } - ImGui::SameLine(); - if (ImGui::Button("Focus on Y")) - { - focus_ahead = 1; - } - ImGui::SameLine(); - if (ImGui::Button("Focus on Z")) - { - focus_ahead = 2; - } - if (focus_ahead != -1) - ImGui::SetKeyboardFocusHere(focus_ahead); + static float f3[3] = { 0.0f, 0.0f, 0.0f }; + int focus_ahead = -1; + if (ImGui::Button("Focus on X")) { focus_ahead = 0; } ImGui::SameLine(); + if (ImGui::Button("Focus on Y")) { focus_ahead = 1; } ImGui::SameLine(); + if (ImGui::Button("Focus on Z")) { focus_ahead = 2; } + if (focus_ahead != -1) ImGui::SetKeyboardFocusHere(focus_ahead); ImGui::SliderFloat3("Float3", &f3[0], 0.0f, 1.0f); ImGui::TextWrapped("NB: Cursor & selection are preserved when refocusing last used item in code."); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Dragging"); if (ImGui::TreeNode("Dragging")) { - ImGui::TextWrapped( - "You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); + ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); for (int button = 0; button < 3; button++) { ImGui::Text("IsMouseDragging(%d):", button); @@ -6543,35 +5917,31 @@ static void ShowDemoWindowMisc() ImGui::Button("Drag Me"); if (ImGui::IsItemActive()) - ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, - ImGui::GetColorU32(ImGuiCol_Button), - 4.0f); // Draw a line between the button and the mouse cursor + ImGui::GetForegroundDrawList()->AddLine(io.MouseClickedPos[0], io.MousePos, ImGui::GetColorU32(ImGuiCol_Button), 4.0f); // Draw a line between the button and the mouse cursor // Drag operations gets "unlocked" when the mouse has moved past a certain threshold // (the default threshold is stored in io.MouseDragThreshold). You can request a lower or higher // threshold using the second parameter of IsMouseDragging() and GetMouseDragDelta(). - ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); + ImVec2 value_raw = ImGui::GetMouseDragDelta(0, 0.0f); ImVec2 value_with_lock_threshold = ImGui::GetMouseDragDelta(0); - ImVec2 mouse_delta = io.MouseDelta; + ImVec2 mouse_delta = io.MouseDelta; ImGui::Text("GetMouseDragDelta(0):"); - ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, - value_with_lock_threshold.y); + ImGui::Text(" w/ default threshold: (%.1f, %.1f)", value_with_lock_threshold.x, value_with_lock_threshold.y); ImGui::Text(" w/ zero threshold: (%.1f, %.1f)", value_raw.x, value_raw.y); ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Inputs, Navigation & Focus/Mouse cursors"); if (ImGui::TreeNode("Mouse cursors")) { - const char* mouse_cursors_names[] = {"Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", - "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed"}; + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); ImGuiMouseCursor current = ImGui::GetMouseCursor(); ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); ImGui::Text("Hover to see mouse cursors:"); - ImGui::SameLine(); - HelpMarker( + ImGui::SameLine(); HelpMarker( "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " "otherwise your backend needs to handle it."); @@ -6579,8 +5949,7 @@ static void ShowDemoWindowMisc() { char label[32]; sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); - ImGui::Bullet(); - ImGui::Selectable(label, false); + ImGui::Bullet(); ImGui::Selectable(label, false); if (ImGui::IsItemHovered()) ImGui::SetMouseCursor(i); } @@ -6601,6 +5970,7 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::End(); return; } + IMGUI_DEMO_MARKER("Tools/About Dear ImGui"); ImGui::Text("Dear ImGui %s", ImGui::GetVersion()); ImGui::Separator(); ImGui::Text("By Omar Cornut and all Dear ImGui contributors."); @@ -6610,160 +5980,131 @@ void ImGui::ShowAboutWindow(bool* p_open) ImGui::Checkbox("Config/Build Information", &show_config_info); if (show_config_info) { - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(); ImGuiStyle& style = ImGui::GetStyle(); bool copy_to_clipboard = ImGui::Button("Copy to clipboard"); - ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); + ImVec2 child_size = ImVec2(0, ImGui::GetTextLineHeightWithSpacing() * 18); ImGui::BeginChildFrame(ImGui::GetID("cfg_infos"), child_size, ImGuiWindowFlags_NoMove); if (copy_to_clipboard) { ImGui::LogToClipboard(); - ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Separator(); - ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), - (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); + ImGui::Text("sizeof(size_t): %d, sizeof(ImDrawIdx): %d, sizeof(ImDrawVert): %d", (int)sizeof(size_t), (int)sizeof(ImDrawIdx), (int)sizeof(ImDrawVert)); ImGui::Text("define: __cplusplus=%d", (int)__cplusplus); -# ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); -# endif -# ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); -# endif -# ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS"); -# endif -# ifdef IMGUI_DISABLE_WIN32_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_WIN32_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_FUNCTIONS"); -# endif -# ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS"); -# endif -# ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS"); -# endif -# ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS"); -# endif -# ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_FILE_FUNCTIONS"); -# endif -# ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS +#endif +#ifdef IMGUI_DISABLE_DEFAULT_ALLOCATORS ImGui::Text("define: IMGUI_DISABLE_DEFAULT_ALLOCATORS"); -# endif -# ifdef IMGUI_USE_BGRA_PACKED_COLOR +#endif +#ifdef IMGUI_USE_BGRA_PACKED_COLOR ImGui::Text("define: IMGUI_USE_BGRA_PACKED_COLOR"); -# endif -# ifdef _WIN32 +#endif +#ifdef _WIN32 ImGui::Text("define: _WIN32"); -# endif -# ifdef _WIN64 +#endif +#ifdef _WIN64 ImGui::Text("define: _WIN64"); -# endif -# ifdef __linux__ +#endif +#ifdef __linux__ ImGui::Text("define: __linux__"); -# endif -# ifdef __APPLE__ +#endif +#ifdef __APPLE__ ImGui::Text("define: __APPLE__"); -# endif -# ifdef _MSC_VER +#endif +#ifdef _MSC_VER ImGui::Text("define: _MSC_VER=%d", _MSC_VER); -# endif -# ifdef _MSVC_LANG +#endif +#ifdef _MSVC_LANG ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); -# endif -# ifdef __MINGW32__ +#endif +#ifdef __MINGW32__ ImGui::Text("define: __MINGW32__"); -# endif -# ifdef __MINGW64__ +#endif +#ifdef __MINGW64__ ImGui::Text("define: __MINGW64__"); -# endif -# ifdef __GNUC__ +#endif +#ifdef __GNUC__ ImGui::Text("define: __GNUC__=%d", (int)__GNUC__); -# endif -# ifdef __clang_version__ +#endif +#ifdef __clang_version__ ImGui::Text("define: __clang_version__=%s", __clang_version__); -# endif -# ifdef IMGUI_HAS_VIEWPORT +#endif +#ifdef IMGUI_HAS_VIEWPORT ImGui::Text("define: IMGUI_HAS_VIEWPORT"); -# endif -# ifdef IMGUI_HAS_DOCK +#endif +#ifdef IMGUI_HAS_DOCK ImGui::Text("define: IMGUI_HAS_DOCK"); -# endif +#endif ImGui::Separator(); ImGui::Text("io.BackendPlatformName: %s", io.BackendPlatformName ? io.BackendPlatformName : "NULL"); ImGui::Text("io.BackendRendererName: %s", io.BackendRendererName ? io.BackendRendererName : "NULL"); ImGui::Text("io.ConfigFlags: 0x%08X", io.ConfigFlags); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) - ImGui::Text(" NavEnableKeyboard"); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) - ImGui::Text(" NavEnableGamepad"); - if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) - ImGui::Text(" NavEnableSetMousePos"); - if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) - ImGui::Text(" NavNoCaptureKeyboard"); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) - ImGui::Text(" NoMouse"); - if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) - ImGui::Text(" NoMouseCursorChange"); - if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) - ImGui::Text(" DockingEnable"); - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui::Text(" ViewportsEnable"); - if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) - ImGui::Text(" DpiEnableScaleViewports"); - if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) - ImGui::Text(" DpiEnableScaleFonts"); - if (io.MouseDrawCursor) - ImGui::Text("io.MouseDrawCursor"); - if (io.ConfigViewportsNoAutoMerge) - ImGui::Text("io.ConfigViewportsNoAutoMerge"); - if (io.ConfigViewportsNoTaskBarIcon) - ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); - if (io.ConfigViewportsNoDecoration) - ImGui::Text("io.ConfigViewportsNoDecoration"); - if (io.ConfigViewportsNoDefaultParent) - ImGui::Text("io.ConfigViewportsNoDefaultParent"); - if (io.ConfigDockingNoSplit) - ImGui::Text("io.ConfigDockingNoSplit"); - if (io.ConfigDockingAlwaysTabBar) - ImGui::Text("io.ConfigDockingAlwaysTabBar"); - if (io.ConfigDockingTransparentPayload) - ImGui::Text("io.ConfigDockingTransparentPayload"); - if (io.ConfigMacOSXBehaviors) - ImGui::Text("io.ConfigMacOSXBehaviors"); - if (io.ConfigInputTextCursorBlink) - ImGui::Text("io.ConfigInputTextCursorBlink"); - if (io.ConfigWindowsResizeFromEdges) - ImGui::Text("io.ConfigWindowsResizeFromEdges"); - if (io.ConfigWindowsMoveFromTitleBarOnly) - ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); - if (io.ConfigMemoryCompactTimer >= 0.0f) - ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) ImGui::Text(" NavEnableKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) ImGui::Text(" NavEnableGamepad"); + if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) ImGui::Text(" NavEnableSetMousePos"); + if (io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard) ImGui::Text(" NavNoCaptureKeyboard"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouse) ImGui::Text(" NoMouse"); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) ImGui::Text(" NoMouseCursorChange"); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) ImGui::Text(" DockingEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui::Text(" ViewportsEnable"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports) ImGui::Text(" DpiEnableScaleViewports"); + if (io.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ImGui::Text(" DpiEnableScaleFonts"); + if (io.MouseDrawCursor) ImGui::Text("io.MouseDrawCursor"); + if (io.ConfigViewportsNoAutoMerge) ImGui::Text("io.ConfigViewportsNoAutoMerge"); + if (io.ConfigViewportsNoTaskBarIcon) ImGui::Text("io.ConfigViewportsNoTaskBarIcon"); + if (io.ConfigViewportsNoDecoration) ImGui::Text("io.ConfigViewportsNoDecoration"); + if (io.ConfigViewportsNoDefaultParent) ImGui::Text("io.ConfigViewportsNoDefaultParent"); + if (io.ConfigDockingNoSplit) ImGui::Text("io.ConfigDockingNoSplit"); + if (io.ConfigDockingWithShift) ImGui::Text("io.ConfigDockingWithShift"); + if (io.ConfigDockingAlwaysTabBar) ImGui::Text("io.ConfigDockingAlwaysTabBar"); + if (io.ConfigDockingTransparentPayload) ImGui::Text("io.ConfigDockingTransparentPayload"); + if (io.ConfigMacOSXBehaviors) ImGui::Text("io.ConfigMacOSXBehaviors"); + if (io.ConfigInputTextCursorBlink) ImGui::Text("io.ConfigInputTextCursorBlink"); + if (io.ConfigWindowsResizeFromEdges) ImGui::Text("io.ConfigWindowsResizeFromEdges"); + if (io.ConfigWindowsMoveFromTitleBarOnly) ImGui::Text("io.ConfigWindowsMoveFromTitleBarOnly"); + if (io.ConfigMemoryCompactTimer >= 0.0f) ImGui::Text("io.ConfigMemoryCompactTimer = %.1f", io.ConfigMemoryCompactTimer); ImGui::Text("io.BackendFlags: 0x%08X", io.BackendFlags); - if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) - ImGui::Text(" HasGamepad"); - if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) - ImGui::Text(" HasMouseCursors"); - if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) - ImGui::Text(" HasSetMousePos"); - if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) - ImGui::Text(" PlatformHasViewports"); - if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) - ImGui::Text(" HasMouseHoveredViewport"); - if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) - ImGui::Text(" RendererHasVtxOffset"); - if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) - ImGui::Text(" RendererHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasGamepad) ImGui::Text(" HasGamepad"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) ImGui::Text(" HasMouseCursors"); + if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) ImGui::Text(" HasSetMousePos"); + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); - ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, - io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); - ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, - io.DisplayFramebufferScale.y); + ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); ImGui::Separator(); ImGui::Text("style.WindowPadding: %.2f,%.2f", style.WindowPadding.x, style.WindowPadding.y); ImGui::Text("style.WindowBorderSize: %.2f", style.WindowBorderSize); @@ -6792,16 +6133,13 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // Forward declare ShowFontAtlas() which isn't worth putting in public API yet -namespace ImGui -{ -IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); -} +namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } // Demo helper function to select among loaded fonts. -// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one. +// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. void ImGui::ShowFontSelector(const char* label) { - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(); ImFont* font_current = ImGui::GetFont(); if (ImGui::BeginCombo(label, font_current->GetDebugName())) { @@ -6833,15 +6171,9 @@ bool ImGui::ShowStyleSelector(const char* label) { switch (style_idx) { - case 0: - ImGui::StyleColorsDark(); - break; - case 1: - ImGui::StyleColorsLight(); - break; - case 2: - ImGui::StyleColorsClassic(); - break; + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; } return true; } @@ -6850,6 +6182,7 @@ bool ImGui::ShowStyleSelector(const char* label) void ImGui::ShowStyleEditor(ImGuiStyle* ref) { + IMGUI_DEMO_MARKER("Tools/Style Editor"); // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to // (without a reference style pointer, we will use one compared locally as a reference) ImGuiStyle& style = ImGui::GetStyle(); @@ -6871,30 +6204,12 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) if (ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) - style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding - { - bool border = (style.WindowBorderSize > 0.0f); - if (ImGui::Checkbox("WindowBorder", &border)) - { - style.WindowBorderSize = border ? 1.0f : 0.0f; - } - } + style.GrabRounding = style.FrameRounding; // Make GrabRounding always the same value as FrameRounding + { bool border = (style.WindowBorderSize > 0.0f); if (ImGui::Checkbox("WindowBorder", &border)) { style.WindowBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); - { - bool border = (style.FrameBorderSize > 0.0f); - if (ImGui::Checkbox("FrameBorder", &border)) - { - style.FrameBorderSize = border ? 1.0f : 0.0f; - } - } + { bool border = (style.FrameBorderSize > 0.0f); if (ImGui::Checkbox("FrameBorder", &border)) { style.FrameBorderSize = border ? 1.0f : 0.0f; } } ImGui::SameLine(); - { - bool border = (style.PopupBorderSize > 0.0f); - if (ImGui::Checkbox("PopupBorder", &border)) - { - style.PopupBorderSize = border ? 1.0f : 0.0f; - } - } + { bool border = (style.PopupBorderSize > 0.0f); if (ImGui::Checkbox("PopupBorder", &border)) { style.PopupBorderSize = border ? 1.0f : 0.0f; } } // Save/Revert button if (ImGui::Button("Save Ref")) @@ -6945,23 +6260,18 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) style.WindowMenuButtonPosition = window_menu_button_position - 1; ImGui::Combo("ColorButtonPosition", (int*)&style.ColorButtonPosition, "Left\0Right\0"); ImGui::SliderFloat2("ButtonTextAlign", (float*)&style.ButtonTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); - HelpMarker("Alignment applies when a button is larger than its text content."); + ImGui::SameLine(); HelpMarker("Alignment applies when a button is larger than its text content."); ImGui::SliderFloat2("SelectableTextAlign", (float*)&style.SelectableTextAlign, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); - HelpMarker("Alignment applies when a selectable is larger than its text content."); + ImGui::SameLine(); HelpMarker("Alignment applies when a selectable is larger than its text content."); ImGui::Text("Safe Area Padding"); - ImGui::SameLine(); - HelpMarker( - "Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been " - "configured)."); + ImGui::SameLine(); HelpMarker("Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured)."); ImGui::SliderFloat2("DisplaySafeAreaPadding", (float*)&style.DisplaySafeAreaPadding, 0.0f, 30.0f, "%.0f"); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Colors")) { - static int output_dest = 0; + static int output_dest = 0; static bool output_only_modified = true; if (ImGui::Button("Export")) { @@ -6973,46 +6283,29 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) for (int i = 0; i < ImGuiCol_COUNT; i++) { const ImVec4& col = style.Colors[i]; - const char* name = ImGui::GetStyleColorName(i); + const char* name = ImGui::GetStyleColorName(i); if (!output_only_modified || memcmp(&col, &ref->Colors[i], sizeof(ImVec4)) != 0) - ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, name, - 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); + ImGui::LogText("colors[ImGuiCol_%s]%*s= ImVec4(%.2ff, %.2ff, %.2ff, %.2ff);" IM_NEWLINE, + name, 23 - (int)strlen(name), "", col.x, col.y, col.z, col.w); } ImGui::LogFinish(); } - ImGui::SameLine(); - ImGui::SetNextItemWidth(120); - ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); - ImGui::SameLine(); - ImGui::Checkbox("Only Modified Colors", &output_only_modified); + ImGui::SameLine(); ImGui::SetNextItemWidth(120); ImGui::Combo("##output_type", &output_dest, "To Clipboard\0To TTY\0"); + ImGui::SameLine(); ImGui::Checkbox("Only Modified Colors", &output_only_modified); static ImGuiTextFilter filter; filter.Draw("Filter colors", ImGui::GetFontSize() * 16); static ImGuiColorEditFlags alpha_flags = 0; - if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) - { - alpha_flags = ImGuiColorEditFlags_None; - } - ImGui::SameLine(); - if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) - { - alpha_flags = ImGuiColorEditFlags_AlphaPreview; - } - ImGui::SameLine(); - if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) - { - alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; - } - ImGui::SameLine(); + if (ImGui::RadioButton("Opaque", alpha_flags == ImGuiColorEditFlags_None)) { alpha_flags = ImGuiColorEditFlags_None; } ImGui::SameLine(); + if (ImGui::RadioButton("Alpha", alpha_flags == ImGuiColorEditFlags_AlphaPreview)) { alpha_flags = ImGuiColorEditFlags_AlphaPreview; } ImGui::SameLine(); + if (ImGui::RadioButton("Both", alpha_flags == ImGuiColorEditFlags_AlphaPreviewHalf)) { alpha_flags = ImGuiColorEditFlags_AlphaPreviewHalf; } ImGui::SameLine(); HelpMarker( "In the color list:\n" "Left-click on color square to open color picker,\n" "Right-click to open edit options menu."); - ImGui::BeginChild("##colors", ImVec2(0, 0), true, - ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | - ImGuiWindowFlags_NavFlattened); + ImGui::BeginChild("##colors", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar | ImGuiWindowFlags_NavFlattened); ImGui::PushItemWidth(-160); for (int i = 0; i < ImGuiCol_COUNT; i++) { @@ -7026,16 +6319,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) // Tips: in a real user application, you may want to merge and use an icon font into the main font, // so instead of "Save"/"Revert" you'd use icons! // Read the FAQ and docs/FONTS.md about using icon fonts. It's really easy and super convenient! - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); - if (ImGui::Button("Save")) - { - ref->Colors[i] = style.Colors[i]; - } - ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); - if (ImGui::Button("Revert")) - { - style.Colors[i] = ref->Colors[i]; - } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) { ref->Colors[i] = style.Colors[i]; } + ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) { style.Colors[i] = ref->Colors[i]; } } ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); ImGui::TextUnformatted(name); @@ -7049,14 +6334,13 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) if (ImGui::BeginTabItem("Fonts")) { - ImGuiIO& io = ImGui::GetIO(); + ImGuiIO& io = ImGui::GetIO(); ImFontAtlas* atlas = io.Fonts; HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); ImGui::ShowFontAtlas(atlas); // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. - // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out - // of bounds). + // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). const float MIN_SCALE = 0.3f; const float MAX_SCALE = 2.0f; HelpMarker( @@ -7066,11 +6350,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "Using those settings here will give you poor quality results."); static float window_scale = 1.0f; ImGui::PushItemWidth(ImGui::GetFontSize() * 8); - if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", - ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + 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::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything ImGui::PopItemWidth(); ImGui::EndTabItem(); @@ -7080,38 +6362,32 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { 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."); + HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well."); ImGui::Checkbox("Anti-aliased lines use texture", &style.AntiAliasedLinesUseTex); ImGui::SameLine(); - HelpMarker( - "Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest " - "filtering)."); + HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); ImGui::PushItemWidth(ImGui::GetFontSize() * 8); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); - if (style.CurveTessellationTol < 0.10f) - style.CurveTessellationTol = 0.10f; + if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; - // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated - // circles. - ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError, 0.005f, 0.10f, 5.0f, - "%.2f", ImGuiSliderFlags_AlwaysClamp); + // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. + ImGui::DragFloat("Circle Tessellation Max Error", &style.CircleTessellationMaxError , 0.005f, 0.10f, 5.0f, "%.2f", ImGuiSliderFlags_AlwaysClamp); if (ImGui::IsItemActive()) { ImGui::SetNextWindowPos(ImGui::GetCursorScreenPos()); ImGui::BeginTooltip(); ImGui::TextUnformatted("(R = radius, N = number of segments)"); ImGui::Spacing(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); + ImDrawList* draw_list = ImGui::GetWindowDrawList(); const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; for (int n = 0; n < 8; n++) { const float RAD_MIN = 5.0f; const float RAD_MAX = 70.0f; - const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); ImGui::BeginGroup(); @@ -7122,14 +6398,13 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) const float offset_y = floorf(RAD_MAX); const ImVec2 p1 = ImGui::GetCursorScreenPos(); - draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, - ImGui::GetColorU32(ImGuiCol_Text)); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); /* const ImVec2 p2 = ImGui::GetCursorScreenPos(); - draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, - ImGui::GetColorU32(ImGuiCol_Text)); ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); */ ImGui::EndGroup(); @@ -7138,17 +6413,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::EndTooltip(); } ImGui::SameLine(); - HelpMarker( - "When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated " - "automatically."); + 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::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); - ImGui::SameLine(); - HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); + 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::DragFloat("Disabled Alpha", &style.DisabledAlpha, 0.005f, 0.0f, 1.0f, "%.2f"); ImGui::SameLine(); HelpMarker("Additional alpha multiplier for disabled items (multiply over current value of Alpha)."); ImGui::PopItemWidth(); ImGui::EndTabItem(); @@ -7170,8 +6438,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) // Demonstrate creating a "main" fullscreen menu bar and populating it. // Note the difference between BeginMainMenuBar() and BeginMenuBar(): // - BeginMenuBar() = menu-bar inside current window (which needs the ImGuiWindowFlags_MenuBar flag!) -// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() -// into it. +// - BeginMainMenuBar() = helper to create menu-bar-sized window at the top of the main viewport + call BeginMenuBar() into it. static void ShowExampleAppMainMenuBar() { if (ImGui::BeginMainMenuBar()) @@ -7183,17 +6450,12 @@ static void ShowExampleAppMainMenuBar() } if (ImGui::BeginMenu("Edit")) { - if (ImGui::MenuItem("Undo", "CTRL+Z")) - {} - if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) - {} // Disabled item + if (ImGui::MenuItem("Undo", "CTRL+Z")) {} + if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item ImGui::Separator(); - if (ImGui::MenuItem("Cut", "CTRL+X")) - {} - if (ImGui::MenuItem("Copy", "CTRL+C")) - {} - if (ImGui::MenuItem("Paste", "CTRL+V")) - {} + if (ImGui::MenuItem("Cut", "CTRL+X")) {} + if (ImGui::MenuItem("Copy", "CTRL+C")) {} + if (ImGui::MenuItem("Paste", "CTRL+V")) {} ImGui::EndMenu(); } ImGui::EndMainMenuBar(); @@ -7204,11 +6466,10 @@ static void ShowExampleAppMainMenuBar() // (future version will add explicit flags to BeginMenu() to request processing shortcuts) static void ShowExampleMenuFile() { + IMGUI_DEMO_MARKER("Examples/Menu"); ImGui::MenuItem("(demo menu)", NULL, false, false); - if (ImGui::MenuItem("New")) - {} - if (ImGui::MenuItem("Open", "Ctrl+O")) - {} + if (ImGui::MenuItem("New")) {} + if (ImGui::MenuItem("Open", "Ctrl+O")) {} if (ImGui::BeginMenu("Open Recent")) { ImGui::MenuItem("fish_hat.c"); @@ -7227,12 +6488,11 @@ static void ShowExampleMenuFile() } ImGui::EndMenu(); } - if (ImGui::MenuItem("Save", "Ctrl+S")) - {} - if (ImGui::MenuItem("Save As..")) - {} + if (ImGui::MenuItem("Save", "Ctrl+S")) {} + if (ImGui::MenuItem("Save As..")) {} ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); if (ImGui::BeginMenu("Options")) { static bool enabled = true; @@ -7242,20 +6502,21 @@ static void ShowExampleMenuFile() ImGui::Text("Scrolling Text %d", i); ImGui::EndChild(); static float f = 0.5f; - static int n = 0; + static int n = 0; ImGui::SliderFloat("Value", &f, 0.0f, 1.0f); ImGui::InputFloat("Input", &f, 0.1f); ImGui::Combo("Combo", &n, "Yes\0No\0Maybe\0\0"); ImGui::EndMenu(); } + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); if (ImGui::BeginMenu("Colors")) { float sz = ImGui::GetTextLineHeight(); for (int i = 0; i < ImGuiCol_COUNT; i++) { const char* name = ImGui::GetStyleColorName((ImGuiCol)i); - ImVec2 p = ImGui::GetCursorScreenPos(); + ImVec2 p = ImGui::GetCursorScreenPos(); ImGui::GetWindowDrawList()->AddRectFilled(p, ImVec2(p.x + sz, p.y + sz), ImGui::GetColorU32((ImGuiCol)i)); ImGui::Dummy(ImVec2(sz, sz)); ImGui::SameLine(); @@ -7267,21 +6528,20 @@ static void ShowExampleMenuFile() // Here we demonstrate appending again to the "Options" menu (which we already created above) // Of course in this demo it is a little bit silly that this function calls BeginMenu("Options") twice. // In a real code-base using it would make senses to use this feature from very different code locations. - if (ImGui::BeginMenu("Options")) // <-- Append! + if (ImGui::BeginMenu("Options")) // <-- Append! { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); static bool b = true; ImGui::Checkbox("SomeOption", &b); ImGui::EndMenu(); } - if (ImGui::BeginMenu("Disabled", false)) // Disabled + if (ImGui::BeginMenu("Disabled", false)) // Disabled { IM_ASSERT(0); } - if (ImGui::MenuItem("Checked", NULL, true)) - {} - if (ImGui::MenuItem("Quit", "Alt+F4")) - {} + if (ImGui::MenuItem("Checked", NULL, true)) {} + if (ImGui::MenuItem("Quit", "Alt+F4")) {} } //----------------------------------------------------------------------------- @@ -7292,17 +6552,18 @@ static void ShowExampleMenuFile() // For the console example, we are using a more C++ like approach of declaring a class to hold both data and functions. struct ExampleAppConsole { - char InputBuf[256]; - ImVector Items; + char InputBuf[256]; + ImVector Items; ImVector Commands; - ImVector History; - int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. - ImGuiTextFilter Filter; - bool AutoScroll; - bool ScrollToBottom; + ImVector History; + int HistoryPos; // -1: new line, 0..History.Size-1 browsing history. + ImGuiTextFilter Filter; + bool AutoScroll; + bool ScrollToBottom; ExampleAppConsole() { + IMGUI_DEMO_MARKER("Examples/Console"); ClearLog(); memset(InputBuf, 0, sizeof(InputBuf)); HistoryPos = -1; @@ -7312,7 +6573,7 @@ struct ExampleAppConsole Commands.push_back("HISTORY"); Commands.push_back("CLEAR"); Commands.push_back("CLASSIFY"); - AutoScroll = true; + AutoScroll = true; ScrollToBottom = false; AddLog("Welcome to Dear ImGui!"); } @@ -7324,63 +6585,31 @@ struct ExampleAppConsole } // Portable helpers - static int Stricmp(const char* s1, const char* s2) - { - int d; - while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) - { - s1++; - s2++; - } - return d; - } - static int Strnicmp(const char* s1, const char* s2, int n) - { - int d = 0; - while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) - { - s1++; - s2++; - n--; - } - return d; - } - static char* Strdup(const char* s) - { - IM_ASSERT(s); - size_t len = strlen(s) + 1; - void* buf = malloc(len); - IM_ASSERT(buf); - return (char*)memcpy(buf, (const void*)s, len); - } - static void Strtrim(char* s) - { - char* str_end = s + strlen(s); - while (str_end > s && str_end[-1] == ' ') - str_end--; - *str_end = 0; - } + static int Stricmp(const char* s1, const char* s2) { int d; while ((d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; } return d; } + static int Strnicmp(const char* s1, const char* s2, int n) { int d = 0; while (n > 0 && (d = toupper(*s2) - toupper(*s1)) == 0 && *s1) { s1++; s2++; n--; } return d; } + static char* Strdup(const char* s) { IM_ASSERT(s); size_t len = strlen(s) + 1; void* buf = malloc(len); IM_ASSERT(buf); return (char*)memcpy(buf, (const void*)s, len); } + static void Strtrim(char* s) { char* str_end = s + strlen(s); while (str_end > s && str_end[-1] == ' ') str_end--; *str_end = 0; } - void ClearLog() + void ClearLog() { for (int i = 0; i < Items.Size; i++) free(Items[i]); Items.clear(); } - void AddLog(const char* fmt, ...) IM_FMTARGS(2) + void AddLog(const char* fmt, ...) IM_FMTARGS(2) { // FIXME-OPT char buf[1024]; va_list args; va_start(args, fmt); vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args); - buf[IM_ARRAYSIZE(buf) - 1] = 0; + buf[IM_ARRAYSIZE(buf)-1] = 0; va_end(args); Items.push_back(Strdup(buf)); } - void Draw(const char* title, bool* p_open) + void Draw(const char* title, bool* p_open) { ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); if (!ImGui::Begin(title, p_open)) @@ -7400,32 +6629,20 @@ struct ExampleAppConsole } ImGui::TextWrapped( - "This example implements a console with basic coloring, completion (TAB key) and history (Up/Down keys). 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."); // TODO: display items starting from the bottom - if (ImGui::SmallButton("Add Debug Text")) - { - AddLog("%d some text", Items.Size); - AddLog("some more text"); - AddLog("display very important message here!"); - } + 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"); - } + if (ImGui::SmallButton("Add Debug Error")) { AddLog("[error] something went wrong"); } ImGui::SameLine(); - if (ImGui::SmallButton("Clear")) - { - ClearLog(); - } + 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); } + //static float t = 0.0f; if (ImGui::GetTime() - t > 0.02f) { t = ImGui::GetTime(); AddLog("Spam %f", t); } ImGui::Separator(); @@ -7445,12 +6662,10 @@ struct ExampleAppConsole // Reserve enough left-over height for 1 separator + 1 input text const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); - ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, - ImGuiWindowFlags_HorizontalScrollbar); + ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); if (ImGui::BeginPopupContextWindow()) { - if (ImGui::Selectable("Clear")) - ClearLog(); + if (ImGui::Selectable("Clear")) ClearLog(); ImGui::EndPopup(); } @@ -7478,7 +6693,7 @@ 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++) @@ -7491,16 +6706,8 @@ struct ExampleAppConsole // (e.g. make Items[] an array of structure, store color/type etc.) ImVec4 color; bool has_color = false; - if (strstr(item, "[error]")) - { - color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); - has_color = true; - } - else if (strncmp(item, "# ", 2) == 0) - { - color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); - has_color = true; - } + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } if (has_color) ImGui::PushStyleColor(ImGuiCol_Text, color); ImGui::TextUnformatted(item); @@ -7519,12 +6726,9 @@ struct ExampleAppConsole ImGui::Separator(); // Command-line - bool reclaim_focus = false; - ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | - ImGuiInputTextFlags_CallbackCompletion | - ImGuiInputTextFlags_CallbackHistory; - if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, - (void*)this)) + bool reclaim_focus = false; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) { char* s = InputBuf; Strtrim(s); @@ -7537,12 +6741,12 @@ struct ExampleAppConsole // Auto-focus on window apparition ImGui::SetItemDefaultFocus(); if (reclaim_focus) - ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget + ImGui::SetKeyboardFocusHere(-1); // Auto focus previous widget ImGui::End(); } - void ExecCommand(const char* command_line) + void ExecCommand(const char* command_line) { AddLog("# %s\n", command_line); @@ -7591,104 +6795,104 @@ struct ExampleAppConsole return console->TextEditCallback(data); } - int TextEditCallback(ImGuiInputTextCallbackData* data) + int TextEditCallback(ImGuiInputTextCallbackData* data) { - // AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); + //AddLog("cursor: %d, selection: %d-%d", data->CursorPos, data->SelectionStart, data->SelectionEnd); switch (data->EventFlag) { case ImGuiInputTextFlags_CallbackCompletion: - { - // Example of TEXT COMPLETION + { + // Example of TEXT COMPLETION - // Locate beginning of current word - const char* word_end = data->Buf + data->CursorPos; - const char* word_start = word_end; - while (word_start > data->Buf) - { - const char c = word_start[-1]; - if (c == ' ' || c == '\t' || c == ',' || c == ';') - break; - word_start--; - } - - // 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) - candidates.push_back(Commands[i]); - - if (candidates.Size == 0) - { - // No match - 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->InsertChars(data->CursorPos, candidates[0]); - data->InsertChars(data->CursorPos, " "); - } - else - { - // Multiple matches. Complete as much as we can.. - // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. - int match_len = (int)(word_end - word_start); - for (;;) + // Locate beginning of current word + const char* word_end = data->Buf + data->CursorPos; + const char* word_start = word_end; + while (word_start > data->Buf) { - int c = 0; - bool all_candidates_matches = true; - for (int i = 0; i < candidates.Size && all_candidates_matches; i++) - if (i == 0) - c = toupper(candidates[i][match_len]); - else if (c == 0 || c != toupper(candidates[i][match_len])) - all_candidates_matches = false; - if (!all_candidates_matches) + const char c = word_start[-1]; + if (c == ' ' || c == '\t' || c == ',' || c == ';') break; - match_len++; + word_start--; } - if (match_len > 0) + // 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) + candidates.push_back(Commands[i]); + + if (candidates.Size == 0) { + // No match + 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->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + data->InsertChars(data->CursorPos, candidates[0]); + data->InsertChars(data->CursorPos, " "); + } + else + { + // Multiple matches. Complete as much as we can.. + // So inputing "C"+Tab will complete to "CL" then display "CLEAR" and "CLASSIFY" as matches. + int match_len = (int)(word_end - word_start); + for (;;) + { + int c = 0; + bool all_candidates_matches = true; + for (int i = 0; i < candidates.Size && all_candidates_matches; i++) + if (i == 0) + c = toupper(candidates[i][match_len]); + else if (c == 0 || c != toupper(candidates[i][match_len])) + all_candidates_matches = false; + if (!all_candidates_matches) + break; + match_len++; + } + + if (match_len > 0) + { + data->DeleteChars((int)(word_start - data->Buf), (int)(word_end - word_start)); + data->InsertChars(data->CursorPos, candidates[0], candidates[0] + match_len); + } + + // List matches + AddLog("Possible matches:\n"); + for (int i = 0; i < candidates.Size; i++) + AddLog("- %s\n", candidates[i]); } - // List matches - AddLog("Possible matches:\n"); - for (int i = 0; i < candidates.Size; i++) - AddLog("- %s\n", candidates[i]); + break; } - - break; - } case ImGuiInputTextFlags_CallbackHistory: - { - // Example of HISTORY - const int prev_history_pos = HistoryPos; - if (data->EventKey == ImGuiKey_UpArrow) { - if (HistoryPos == -1) - HistoryPos = History.Size - 1; - else if (HistoryPos > 0) - HistoryPos--; - } - else if (data->EventKey == ImGuiKey_DownArrow) - { - if (HistoryPos != -1) - if (++HistoryPos >= History.Size) - HistoryPos = -1; - } + // Example of HISTORY + const int prev_history_pos = HistoryPos; + if (data->EventKey == ImGuiKey_UpArrow) + { + if (HistoryPos == -1) + HistoryPos = History.Size - 1; + else if (HistoryPos > 0) + HistoryPos--; + } + else if (data->EventKey == ImGuiKey_DownArrow) + { + if (HistoryPos != -1) + if (++HistoryPos >= History.Size) + HistoryPos = -1; + } - // A better implementation would preserve the data on the current input line along with cursor position. - if (prev_history_pos != HistoryPos) - { - const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; - data->DeleteChars(0, data->BufTextLen); - data->InsertChars(0, history_str); + // A better implementation would preserve the data on the current input line along with cursor position. + if (prev_history_pos != HistoryPos) + { + const char* history_str = (HistoryPos >= 0) ? History[HistoryPos] : ""; + data->DeleteChars(0, data->BufTextLen); + data->InsertChars(0, history_str); + } } } - } return 0; } }; @@ -7709,10 +6913,10 @@ static void ShowExampleAppConsole(bool* p_open) // my_log.Draw("title"); struct ExampleAppLog { - ImGuiTextBuffer Buf; - ImGuiTextFilter Filter; - ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. - bool AutoScroll; // Keep scrolling if already at the bottom. + ImGuiTextBuffer Buf; + ImGuiTextFilter Filter; + ImVector LineOffsets; // Index to lines offset. We maintain this with AddLog() calls. + bool AutoScroll; // Keep scrolling if already at the bottom. ExampleAppLog() { @@ -7720,14 +6924,14 @@ struct ExampleAppLog Clear(); } - void Clear() + void Clear() { Buf.clear(); LineOffsets.clear(); LineOffsets.push_back(0); } - void AddLog(const char* fmt, ...) IM_FMTARGS(2) + void AddLog(const char* fmt, ...) IM_FMTARGS(2) { int old_size = Buf.size(); va_list args; @@ -7739,7 +6943,7 @@ struct ExampleAppLog LineOffsets.push_back(old_size + 1); } - void Draw(const char* title, bool* p_open = NULL) + void Draw(const char* title, bool* p_open = NULL) { if (!ImGui::Begin(title, p_open)) { @@ -7773,7 +6977,7 @@ struct ExampleAppLog ImGui::LogToClipboard(); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); - const char* buf = Buf.begin(); + const char* buf = Buf.begin(); const char* buf_end = Buf.end(); if (Filter.IsActive()) { @@ -7784,8 +6988,7 @@ struct ExampleAppLog for (int line_no = 0; line_no < LineOffsets.Size; line_no++) { const char* line_start = buf + LineOffsets[line_no]; - const char* line_end = - (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; if (Filter.PassFilter(line_start, line_end)) ImGui::TextUnformatted(line_start, line_end); } @@ -7812,8 +7015,7 @@ struct ExampleAppLog for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) { const char* line_start = buf + LineOffsets[line_no]; - const char* line_end = - (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; ImGui::TextUnformatted(line_start, line_end); } } @@ -7839,18 +7041,18 @@ static void ShowExampleAppLog(bool* p_open) // Most of the contents of the window will be added by the log.Draw() call. ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); if (ImGui::SmallButton("[Debug] Add 5 entries")) { - static int counter = 0; - const char* categories[3] = {"info", "warn", "error"}; - const char* words[] = {"Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", - "Absquatulate", "Nincompoop", "Pauciloquent"}; + static int counter = 0; + const char* categories[3] = { "info", "warn", "error" }; + const char* words[] = { "Bumfuzzled", "Cattywampus", "Snickersnee", "Abibliophobia", "Absquatulate", "Nincompoop", "Pauciloquent" }; for (int n = 0; n < 5; n++) { const char* category = categories[counter % IM_ARRAYSIZE(categories)]; - const char* word = words[counter % IM_ARRAYSIZE(words)]; - log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", ImGui::GetFrameCount(), - category, ImGui::GetTime(), word); + const char* word = words[counter % IM_ARRAYSIZE(words)]; + log.AddLog("[%05d] [%s] Hello, current time is %.1f, here's a word: '%s'\n", + ImGui::GetFrameCount(), category, ImGui::GetTime(), word); counter++; } } @@ -7870,12 +7072,12 @@ static void ShowExampleAppLayout(bool* p_open) ImGui::SetNextWindowSize(ImVec2(500, 440), ImGuiCond_FirstUseEver); if (ImGui::Begin("Example: Simple layout", p_open, ImGuiWindowFlags_MenuBar)) { + IMGUI_DEMO_MARKER("Examples/Simple layout"); if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("File")) { - if (ImGui::MenuItem("Close")) - *p_open = false; + if (ImGui::MenuItem("Close")) *p_open = false; ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -7900,17 +7102,14 @@ static void ShowExampleAppLayout(bool* p_open) // Right { ImGui::BeginGroup(); - ImGui::BeginChild("item view", - ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us + ImGui::BeginChild("item view", ImVec2(0, -ImGui::GetFrameHeightWithSpacing())); // Leave room for 1 line below us ImGui::Text("MyObject: %d", selected); ImGui::Separator(); if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) { if (ImGui::BeginTabItem("Description")) { - ImGui::TextWrapped( - "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut " - "labore et dolore magna aliqua. "); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. "); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Details")) @@ -7921,11 +7120,9 @@ static void ShowExampleAppLayout(bool* p_open) ImGui::EndTabBar(); } ImGui::EndChild(); - if (ImGui::Button("Revert")) - {} + if (ImGui::Button("Revert")) {} ImGui::SameLine(); - if (ImGui::Button("Save")) - {} + if (ImGui::Button("Save")) {} ImGui::EndGroup(); } } @@ -7941,8 +7138,7 @@ static void ShowPlaceholderObject(const char* prefix, int uid) // Use object uid as identifier. Most commonly you could also use the object pointer as a base ID. ImGui::PushID(uid); - // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to - // make the tree lines equal high. + // Text and Tree nodes are less high than framed widgets, using AlignTextToFramePadding() we add vertical spacing to make the tree lines equal high. ImGui::TableNextRow(); ImGui::TableSetColumnIndex(0); ImGui::AlignTextToFramePadding(); @@ -7952,10 +7148,10 @@ static void ShowPlaceholderObject(const char* prefix, int uid) if (node_open) { - static float placeholder_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. + ImGui::PushID(i); // Use field index as identifier. if (i < 2) { ShowPlaceholderObject("Child", 424242); @@ -7966,8 +7162,7 @@ static void ShowPlaceholderObject(const char* prefix, int uid) ImGui::TableNextRow(); ImGui::TableSetColumnIndex(0); ImGui::AlignTextToFramePadding(); - ImGuiTreeNodeFlags flags = - ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; + ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_Bullet; ImGui::TreeNodeEx("Field", flags, "Field_%d", i); ImGui::TableSetColumnIndex(1); @@ -7994,6 +7189,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open) ImGui::End(); return; } + IMGUI_DEMO_MARKER("Examples/Property Editor"); HelpMarker( "This example shows how you may implement a property editor using two columns.\n" @@ -8008,7 +7204,7 @@ static void ShowExampleAppPropertyEditor(bool* p_open) for (int obj_i = 0; obj_i < 4; obj_i++) { ShowPlaceholderObject("Object", obj_i); - // ImGui::Separator(); + //ImGui::Separator(); } ImGui::EndTable(); } @@ -8029,21 +7225,18 @@ static void ShowExampleAppLongText(bool* p_open) ImGui::End(); return; } + IMGUI_DEMO_MARKER("Examples/Long text display"); static int test_type = 0; static ImGuiTextBuffer log; static int lines = 0; ImGui::Text("Printing unusually long amount of text."); ImGui::Combo("Test type", &test_type, - "Single call to TextUnformatted()\0" - "Multiple calls to Text(), clipped\0" - "Multiple calls to Text(), not clipped (slow)\0"); + "Single call to TextUnformatted()\0" + "Multiple calls to Text(), clipped\0" + "Multiple calls to Text(), not clipped (slow)\0"); ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size()); - if (ImGui::Button("Clear")) - { - log.clear(); - lines = 0; - } + if (ImGui::Button("Clear")) { log.clear(); lines = 0; } ImGui::SameLine(); if (ImGui::Button("Add 1000 lines")) { @@ -8059,17 +7252,17 @@ static void ShowExampleAppLongText(bool* p_open) ImGui::TextUnformatted(log.begin(), log.end()); break; case 1: - { - // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); - ImGuiListClipper clipper; - 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); - ImGui::PopStyleVar(); - break; - } + { + // Multiple calls to Text(), manually coarsely clipped - demonstrate how to use the ImGuiListClipper helper. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + ImGuiListClipper clipper; + clipper.Begin(lines); + while (clipper.Step()) + for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + ImGui::Text("%i The quick brown fox jumps over the lazy dog", i); + ImGui::PopStyleVar(); + break; + } case 2: // Multiple calls to Text(), not clipped (slow) ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); @@ -8094,6 +7287,7 @@ static void ShowExampleAppAutoResize(bool* p_open) ImGui::End(); return; } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); static int lines = 10; ImGui::TextUnformatted( @@ -8102,7 +7296,7 @@ static void ShowExampleAppAutoResize(bool* p_open) "output your content because that would create a feedback loop."); ImGui::SliderInt("Number of lines", &lines, 1, 20); for (int i = 0; i < lines; i++) - ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally + ImGui::Text("%*sThis is line %d", i * 4, "", i); // Pad with space to extend size horizontally ImGui::End(); } @@ -8116,62 +7310,41 @@ static void ShowExampleAppConstrainedResize(bool* p_open) struct CustomConstraints { // Helper functions to demonstrate programmatic constraints - static void Square(ImGuiSizeCallbackData* data) - { - data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); - } - static void Step(ImGuiSizeCallbackData* data) - { - float step = (float)(int)(intptr_t)data->UserData; - data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, - (int)(data->DesiredSize.y / step + 0.5f) * step); - } + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); } + static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } }; - const char* test_desc[] = { - "Resize vertical only", "Resize horizontal only", "Width > 100, Height > 100", "Width 400-500", - "Height 400-500", "Custom: Always Square", "Custom: Fixed Steps (100)", + const char* test_desc[] = + { + "Resize vertical only", + "Resize horizontal only", + "Width > 100, Height > 100", + "Width 400-500", + "Height 400-500", + "Custom: Always Square", + "Custom: Fixed Steps (100)", }; - static bool auto_resize = false; - static int type = 0; + static bool auto_resize = false; + static int type = 0; static int display_lines = 10; - if (type == 0) - ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only - if (type == 1) - ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only - if (type == 2) - ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 - if (type == 3) - ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 - if (type == 4) - ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 - if (type == 5) - ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), - CustomConstraints::Square); // Always Square - if (type == 6) - ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, - (void*)(intptr_t)100); // Fixed Step + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) { + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); if (ImGui::IsWindowDocked()) ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); - if (ImGui::Button("200x200")) - { - ImGui::SetWindowSize(ImVec2(200, 200)); - } - ImGui::SameLine(); - if (ImGui::Button("500x500")) - { - ImGui::SetWindowSize(ImVec2(500, 500)); - } - ImGui::SameLine(); - if (ImGui::Button("800x200")) - { - ImGui::SetWindowSize(ImVec2(800, 200)); - } + if (ImGui::Button("200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } ImGui::SetNextItemWidth(200); ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); ImGui::SetNextItemWidth(200); @@ -8191,33 +7364,29 @@ static void ShowExampleAppConstrainedResize(bool* p_open) // + a context-menu to choose which corner of the screen to use. static void ShowExampleAppSimpleOverlay(bool* p_open) { - static int corner = 0; - ImGuiIO& io = ImGui::GetIO(); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | - ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | - ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + static int corner = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; if (corner != -1) { - const float PAD = 10.0f; + const float PAD = 10.0f; const ImGuiViewport* viewport = ImGui::GetMainViewport(); - ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! - ImVec2 work_size = viewport->WorkSize; + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; ImVec2 window_pos, window_pos_pivot; - window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); - window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f; window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f; ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); ImGui::SetNextWindowViewport(viewport->ID); window_flags |= ImGuiWindowFlags_NoMove; } - ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background + ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) { - ImGui::Text( - "Simple overlay\n" - "in the corner of the screen.\n" - "(right-click to change position)"); + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); ImGui::Separator(); if (ImGui::IsMousePosValid()) ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); @@ -8225,18 +7394,12 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) ImGui::Text("Mouse Position: "); if (ImGui::BeginPopupContextWindow()) { - if (ImGui::MenuItem("Custom", NULL, corner == -1)) - corner = -1; - if (ImGui::MenuItem("Top-left", NULL, corner == 0)) - corner = 0; - if (ImGui::MenuItem("Top-right", NULL, corner == 1)) - corner = 1; - if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) - corner = 2; - if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) - corner = 3; - if (p_open && ImGui::MenuItem("Close")) - *p_open = false; + if (ImGui::MenuItem("Custom", NULL, corner == -1)) corner = -1; + if (ImGui::MenuItem("Top-left", NULL, corner == 0)) corner = 0; + if (ImGui::MenuItem("Top-right", NULL, corner == 1)) corner = 1; + if (ImGui::MenuItem("Bottom-left", NULL, corner == 2)) corner = 2; + if (ImGui::MenuItem("Bottom-right", NULL, corner == 3)) corner = 3; + if (p_open && ImGui::MenuItem("Close")) *p_open = false; ImGui::EndPopup(); } } @@ -8250,9 +7413,8 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) // Demonstrate creating a window covering the entire screen/viewport static void ShowExampleAppFullscreen(bool* p_open) { - static bool use_work_area = true; - static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | - ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) // Based on your use case you may want one of the other. @@ -8264,9 +7426,7 @@ static void ShowExampleAppFullscreen(bool* p_open) { ImGui::Checkbox("Use work area instead of main area", &use_work_area); ImGui::SameLine(); - HelpMarker( - "Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task " - "bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); @@ -8292,7 +7452,7 @@ static void ShowExampleAppFullscreen(bool* p_open) static void ShowExampleAppWindowTitles(bool*) { const ImGuiViewport* viewport = ImGui::GetMainViewport(); - const ImVec2 base_pos = viewport->Pos; + const ImVec2 base_pos = viewport->Pos; // By default, Windows are uniquely identified by their title. // You can use the "##" and "###" markers to manipulate the display/ID. @@ -8300,6 +7460,7 @@ static void ShowExampleAppWindowTitles(bool*) // Using "##" to display same title but have unique identifier. ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##1"); + IMGUI_DEMO_MARKER("Examples/Manipulating window titles"); ImGui::Text("This is window 1.\nMy title is the same as window 2, but my identifier is unique."); ImGui::End(); @@ -8310,8 +7471,7 @@ static void ShowExampleAppWindowTitles(bool*) // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" char buf[128]; - sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], - ImGui::GetFrameCount()); + sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); ImGui::Begin(buf); ImGui::Text("This window has a changing title."); @@ -8330,6 +7490,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) ImGui::End(); return; } + IMGUI_DEMO_MARKER("Examples/Custom Rendering"); // Tip: If you do a lot of custom rendering, you probably want to use your own geometrical types and benefit of // overloaded operators, etc. Define IM_VEC2_CLASS_EXTRA in imconfig.h to create implicit conversions between your @@ -8345,21 +7506,20 @@ static void ShowExampleAppCustomRendering(bool* p_open) // 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.. + // 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); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 0, 0, 255)); ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 255, 255, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); ImGui::InvisibleButton("##gradient1", gradient_size); } { - ImVec2 p0 = ImGui::GetCursorScreenPos(); - ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); + ImVec2 p0 = ImGui::GetCursorScreenPos(); + ImVec2 p1 = ImVec2(p0.x + gradient_size.x, p0.y + gradient_size.y); ImU32 col_a = ImGui::GetColorU32(IM_COL32(0, 255, 0, 255)); ImU32 col_b = ImGui::GetColorU32(IM_COL32(255, 0, 0, 255)); draw_list->AddRectFilledMultiColor(p0, p1, col_a, col_b, col_b, col_a); @@ -8368,99 +7528,71 @@ static void ShowExampleAppCustomRendering(bool* p_open) // Draw a bunch of primitives ImGui::Text("All primitives"); - static float sz = 36.0f; - static float thickness = 3.0f; - static int ngon_sides = 6; - static bool circle_segments_override = false; + static float sz = 36.0f; + static float thickness = 3.0f; + static int ngon_sides = 6; + static bool circle_segments_override = false; static int circle_segments_override_v = 12; - static bool curve_segments_override = false; - static int curve_segments_override_v = 8; - static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); + static bool curve_segments_override = false; + static int curve_segments_override_v = 8; + static ImVec4 colf = ImVec4(1.0f, 1.0f, 0.4f, 1.0f); ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - circle_segments_override |= - ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); + circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40); ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override); ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40); ImGui::ColorEdit4("Color", &colf.x); - const ImVec2 p = ImGui::GetCursorScreenPos(); - const ImU32 col = ImColor(colf); - const float spacing = 10.0f; + const ImVec2 p = ImGui::GetCursorScreenPos(); + const ImU32 col = ImColor(colf); + const float spacing = 10.0f; const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; - const float rounding = sz / 5.0f; - const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; - const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; - float x = p.x + 4.0f; - float y = p.y + 4.0f; + const float rounding = sz / 5.0f; + const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; + const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; + float x = p.x + 4.0f; + float y = p.y + 4.0f; for (int n = 0; n < 2; n++) { // First line uses a thickness of 1.0f, second line uses the configurable thickness float th = (n == 0) ? 1.0f : thickness; - draw_list->AddNgon(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides, th); - x += sz + spacing; // N-gon - draw_list->AddCircle(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments, th); - x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); - x += sz + spacing; // Square - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); - x += sz + spacing; // Square with all rounded corners - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); - x += sz + spacing; // Square with two rounded corners - draw_list->AddTriangle(ImVec2(x + sz * 0.5f, y), ImVec2(x + sz, y + sz - 0.5f), - ImVec2(x, y + sz - 0.5f), col, th); - x += sz + spacing; // Triangle - // draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, - // th);x+= sz*0.4f + spacing; // Thin triangle - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); - x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); - x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) - draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); - x += sz + spacing; // Diagonal line + draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon + draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, ImDrawFlags_None, th); x += sz + spacing; // Square + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, ImDrawFlags_None, th); x += sz + spacing; // Square with all rounded corners + draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, rounding, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->AddTriangle(ImVec2(x+sz*0.5f,y), ImVec2(x+sz, y+sz-0.5f), ImVec2(x, y+sz-0.5f), col, th);x += sz + spacing; // Triangle + //draw_list->AddTriangle(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), col, th);x+= sz*0.4f + spacing; // Thin triangle + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!) + draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line // Quadratic Bezier Curve (3 control points) - ImVec2 cp3[3] = {ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), - ImVec2(x + sz, y + sz)}; - draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); - x += sz + spacing; + ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) }; + draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing; // Cubic Bezier Curve (4 control points) - ImVec2 cp4[4] = {ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), - ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz)}; + ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) }; draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments); x = p.x + 4; y += sz + spacing; } - draw_list->AddNgonFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, ngon_sides); - x += sz + spacing; // N-gon - draw_list->AddCircleFilled(ImVec2(x + sz * 0.5f, y + sz * 0.5f), sz * 0.5f, col, circle_segments); - x += sz + spacing; // Circle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col); - x += sz + spacing; // Square - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f); - x += sz + spacing; // Square with all rounded corners - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br); - x += sz + spacing; // Square with two rounded corners - draw_list->AddTriangleFilled(ImVec2(x + sz * 0.5f, y), ImVec2(x + sz, y + sz - 0.5f), - ImVec2(x, y + sz - 0.5f), col); - x += sz + spacing; // Triangle - // draw_list->AddTriangleFilled(ImVec2(x+sz*0.2f,y), ImVec2(x, y+sz-0.5f), ImVec2(x+sz*0.4f, y+sz-0.5f), - // col); x += sz*0.4f + spacing; // Thin triangle - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + sz, y + thickness), col); - x += sz + spacing; // Horizontal line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + thickness, y + sz), col); - x += spacing * 2.0f; // Vertical line (faster than AddLine, but only handle integer thickness) - draw_list->AddRectFilled(ImVec2(x, y), ImVec2(x + 1, y + 1), col); - x += sz; // Pixel (faster than AddLine) - draw_list->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)); + 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) * 10.2f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); @@ -8471,17 +7603,17 @@ static void ShowExampleAppCustomRendering(bool* p_open) { static ImVector points; static ImVec2 scrolling(0.0f, 0.0f); - static bool opt_enable_grid = true; + static bool opt_enable_grid = true; static bool opt_enable_context_menu = true; - static bool adding_line = false; + static bool adding_line = false; ImGui::Checkbox("Enable grid", &opt_enable_grid); ImGui::Checkbox("Enable context menu", &opt_enable_context_menu); ImGui::Text("Mouse Left: drag to add lines,\nMouse Right: drag to scroll, click for context menu."); // Typically you would use a BeginChild()/EndChild() pair to benefit from a clipping region + own scrolling. - // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + - // PushClipRect/PopClipRect() calls. To use a child window instead we could use, e.g: + // 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); @@ -8490,28 +7622,24 @@ static void ShowExampleAppCustomRendering(bool* p_open) // [...] // 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; + // Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive() + ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates! + ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available + if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f; + if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f; ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y); // Draw border and background color - ImGuiIO& io = ImGui::GetIO(); + 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 + 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 @@ -8539,22 +7667,15 @@ static void ShowExampleAppCustomRendering(bool* p_open) // Context menu (under default mouse threshold) ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); - if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && - drag_delta.y == 0.0f) - ImGui::OpenPopupOnItemClick("context"); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); if (ImGui::BeginPopup("context")) { if (adding_line) 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(); - } + 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(); } @@ -8564,16 +7685,12 @@ static void ShowExampleAppCustomRendering(bool* p_open) { 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)); + 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)); + 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->AddLine(ImVec2(origin.x + points[n].x, origin.y + points[n].y), ImVec2(origin.x + points[n + 1].x, origin.y + points[n + 1].y), IM_COL32(255, 255, 0, 255), 2.0f); draw_list->PopClipRect(); ImGui::EndTabItem(); @@ -8584,20 +7701,16 @@ static void ShowExampleAppCustomRendering(bool* p_open) static bool draw_bg = true; static bool draw_fg = true; ImGui::Checkbox("Draw in Background draw list", &draw_bg); - ImGui::SameLine(); - HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); + ImGui::SameLine(); HelpMarker("The Background draw list will be rendered below every Dear ImGui windows."); ImGui::Checkbox("Draw in Foreground draw list", &draw_fg); - ImGui::SameLine(); - HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); - ImVec2 window_pos = ImGui::GetWindowPos(); - ImVec2 window_size = ImGui::GetWindowSize(); + ImGui::SameLine(); HelpMarker("The Foreground draw list will be rendered over every Dear ImGui windows."); + ImVec2 window_pos = ImGui::GetWindowPos(); + ImVec2 window_size = ImGui::GetWindowSize(); ImVec2 window_center = ImVec2(window_pos.x + window_size.x * 0.5f, window_pos.y + window_size.y * 0.5f); if (draw_bg) - ImGui::GetBackgroundDrawList()->AddCircle(window_center, window_size.x * 0.6f, IM_COL32(255, 0, 0, 200), - 0, 10 + 4); + 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::GetForegroundDrawList()->AddCircle(window_center, window_size.y * 0.6f, IM_COL32(0, 255, 0, 200), 0, 10); ImGui::EndTabItem(); } @@ -8612,22 +7725,20 @@ static void ShowExampleAppCustomRendering(bool* p_open) //----------------------------------------------------------------------------- // Demonstrate using DockSpace() to create an explicit docking node within an existing window. -// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use -// Docking! +// Note: You can use most Docking facilities without calling any API. You DO NOT need to call DockSpace() to use Docking! // - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. // - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to _enable_ docking/undocking. // About dockspaces: // - Use DockSpace() to create an explicit dock node _within_ an existing window. // - Use DockSpaceOverViewport() to create an explicit dock node covering the screen or a specific viewport. // This is often used with ImGuiDockNodeFlags_PassthruCentralNode. // - Important: Dockspaces need to be submitted _before_ any window they can host. Submit it early in your frame! (*) // - Important: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. -// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with -// ImGuiDockNodeFlags_KeepAliveOnly. +// e.g. if you have multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. // (*) because of this constraint, the implicit \"Debug\" window can not be docked into an explicit DockSpace() node, -// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can -// create your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to -// use. +// because that window is submitted as part of the part of the NewFrame() call. An easy workaround is that you can create +// your own implicit "Debug##2" window after calling DockSpace() and leave it in the window stack for anyone to use. void ShowExampleAppDockSpace(bool* p_open) { // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()! @@ -8635,16 +7746,16 @@ void ShowExampleAppDockSpace(bool* p_open) // In this specific demo, we are not using DockSpaceOverViewport() because: // - we allow the host window to be floating/moveable instead of filling the viewport (when opt_fullscreen == false) // - we allow the host window to have padding (when opt_padding == true) - // - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in - // your code!) TL;DR; this demo is more complicated than what you would normally use. If we removed all the options - // we are showcasing, this demo would become: + // - we have a local menu bar in the host window (vs. you could use BeginMainMenuBar() + DockSpaceOverViewport() in your code!) + // TL;DR; this demo is more complicated than what you would normally use. + // If we removed all the options we are showcasing, this demo would become: // void ShowExampleAppDockSpace() // { // ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); // } - static bool opt_fullscreen = true; - static bool opt_padding = false; + static bool opt_fullscreen = true; + static bool opt_padding = false; static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None; // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, @@ -8658,8 +7769,7 @@ void ShowExampleAppDockSpace(bool* p_open) ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); - window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | - ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } else @@ -8708,28 +7818,11 @@ void ShowExampleAppDockSpace(bool* p_open) ImGui::MenuItem("Padding", NULL, &opt_padding); ImGui::Separator(); - if (ImGui::MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0)) - { - dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; - } - if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) - { - dockspace_flags ^= ImGuiDockNodeFlags_NoResize; - } - if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", - (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) - { - dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; - } - if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) - { - dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; - } - if (ImGui::MenuItem("Flag: PassthruCentralNode", "", - (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) - { - dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; - } + if (ImGui::MenuItem("Flag: NoSplit", "", (dockspace_flags & ImGuiDockNodeFlags_NoSplit) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoSplit; } + if (ImGui::MenuItem("Flag: NoResize", "", (dockspace_flags & ImGuiDockNodeFlags_NoResize) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoResize; } + if (ImGui::MenuItem("Flag: NoDockingInCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_NoDockingInCentralNode; } + if (ImGui::MenuItem("Flag: AutoHideTabBar", "", (dockspace_flags & ImGuiDockNodeFlags_AutoHideTabBar) != 0)) { dockspace_flags ^= ImGuiDockNodeFlags_AutoHideTabBar; } + if (ImGui::MenuItem("Flag: PassthruCentralNode", "", (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0, opt_fullscreen)) { dockspace_flags ^= ImGuiDockNodeFlags_PassthruCentralNode; } ImGui::Separator(); if (ImGui::MenuItem("Close", NULL, false, p_open != NULL)) @@ -8737,19 +7830,13 @@ void ShowExampleAppDockSpace(bool* p_open) ImGui::EndMenu(); } HelpMarker( - "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" - "\n" - "- Drag from window title bar or their tab to dock/undock." - "\n" - "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." - "\n" - "- Hold SHIFT to disable docking." - "\n" - "This demo app has nothing to do with it!" - "\n\n" - "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a " - "docking node _within_ another window." - "\n\n" + "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n" + "- Drag from window title bar or their tab to dock/undock." "\n" + "- Drag from window menu button (upper-left button) to undock an entire node (all windows)." "\n" + "- Hold SHIFT to disable docking (if io.ConfigDockingWithShift == false, default)" "\n" + "- Hold SHIFT to enable docking (if io.ConfigDockingWithShift == true)" "\n" + "This demo app has nothing to do with enabling docking!" "\n\n" + "This demo app only demonstrate the use of ImGui::DockSpace() which allows you to manually create a docking node _within_ another window." "\n\n" "Read comments in ShowExampleAppDockSpace() for more details."); ImGui::EndMenuBar(); @@ -8765,29 +7852,25 @@ void ShowExampleAppDockSpace(bool* p_open) // Simplified structure to mimic a Document model struct MyDocument { - const char* Name; // Document title - bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) - bool OpenPrev; // Copy of Open from last update. - bool Dirty; // Set when the document has been modified - bool WantClose; // Set when the document - ImVec4 Color; // An arbitrary variable associated to the document + const char* Name; // Document title + bool Open; // Set when open (we keep an array of all available documents to simplify demo code!) + bool OpenPrev; // Copy of Open from last update. + bool Dirty; // Set when the document has been modified + bool WantClose; // Set when the document + ImVec4 Color; // An arbitrary variable associated to the document MyDocument(const char* name, bool open = true, const ImVec4& color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f)) { Name = name; Open = OpenPrev = open; - Dirty = false; - WantClose = false; - Color = color; - } - void DoOpen() { Open = true; } - void DoQueueClose() { WantClose = true; } - void DoForceClose() - { - Open = false; Dirty = false; + WantClose = false; + Color = color; } - void DoSave() { Dirty = false; } + void DoOpen() { Open = true; } + void DoQueueClose() { WantClose = true; } + void DoForceClose() { Open = false; Dirty = false; } + void DoSave() { Dirty = false; } // Display placeholder contents for the Document static void DisplayContents(MyDocument* doc) @@ -8795,17 +7878,14 @@ struct MyDocument ImGui::PushID(doc); ImGui::Text("Document \"%s\"", doc->Name); ImGui::PushStyleColor(ImGuiCol_Text, doc->Color); - ImGui::TextWrapped( - "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et " - "dolore magna aliqua."); + ImGui::TextWrapped("Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua."); ImGui::PopStyleColor(); if (ImGui::Button("Modify", ImVec2(100, 0))) doc->Dirty = true; ImGui::SameLine(); if (ImGui::Button("Save", ImVec2(100, 0))) doc->DoSave(); - ImGui::ColorEdit3("color", - &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. + ImGui::ColorEdit3("color", &doc->Color.x); // Useful to test drag and drop and hold-dragged-to-open-tab behavior. ImGui::PopID(); } @@ -8831,12 +7911,12 @@ struct ExampleAppDocuments ExampleAppDocuments() { - Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); - Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); - Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); - Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("Lettuce", true, ImVec4(0.4f, 0.8f, 0.4f, 1.0f))); + Documents.push_back(MyDocument("Eggplant", true, ImVec4(0.8f, 0.5f, 1.0f, 1.0f))); + Documents.push_back(MyDocument("Carrot", true, ImVec4(1.0f, 0.8f, 0.5f, 1.0f))); + Documents.push_back(MyDocument("Tomato", false, ImVec4(1.0f, 0.3f, 0.4f, 1.0f))); Documents.push_back(MyDocument("A Rather Long Title", false)); - Documents.push_back(MyDocument("Some Document", false)); + Documents.push_back(MyDocument("Some Document", false)); } }; @@ -8867,16 +7947,16 @@ void ShowExampleAppDocuments(bool* p_open) enum Target { Target_None, - Target_Tab, // Create documents as local tab into a local tab bar - Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace + Target_Tab, // Create documents as local tab into a local tab bar + Target_DockSpaceAndWindow // Create documents as regular windows, and create an embedded dockspace }; - static Target opt_target = Target_Tab; - static bool opt_reorderable = true; + static Target opt_target = Target_Tab; + static bool opt_reorderable = true; static ImGuiTabBarFlags opt_fitting_flags = ImGuiTabBarFlags_FittingPolicyDefault_; - // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. - // "Eggplant") that we emit gets docked into the same spot as the parent window ("Example: Documents"). This would - // create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab + // When (opt_target == Target_DockSpaceAndWindow) there is the possibily that one of our child Document window (e.g. "Eggplant") + // that we emit gets docked into the same spot as the parent window ("Example: Documents"). + // This would create a problematic feedback loop because selecting the "Eggplant" tab would make the "Example: Documents" tab // not visible, which in turn would stop submitting the "Eggplant" window. // We avoid this problem by submitting our documents window even if our parent window is not currently visible. // Another solution may be to make the "Example: Documents" window use the ImGuiWindowFlags_NoDocking. @@ -8911,8 +7991,7 @@ void ShowExampleAppDocuments(bool* p_open) if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) app.Documents[doc_n].DoQueueClose(); - if (ImGui::MenuItem("Exit", "Alt+F4")) - {} + if (ImGui::MenuItem("Exit", "Alt+F4")) {} ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -8934,16 +8013,8 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::Combo("Output", (int*)&opt_target, "None\0TabBar+Tabs\0DockSpace+Window\0"); ImGui::PopItemWidth(); bool redock_all = false; - if (opt_target == Target_Tab) - { - ImGui::SameLine(); - ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); - } - if (opt_target == Target_DockSpaceAndWindow) - { - ImGui::SameLine(); - redock_all = ImGui::Button("Redock all"); - } + if (opt_target == Target_Tab) { ImGui::SameLine(); ImGui::Checkbox("Reorderable Tabs", &opt_reorderable); } + if (opt_target == Target_DockSpaceAndWindow) { ImGui::SameLine(); redock_all = ImGui::Button("Redock all"); } ImGui::Separator(); @@ -8952,10 +8023,10 @@ void ShowExampleAppDocuments(bool* p_open) // - Display a dot next to the title. // - Tab is selected when clicking the X close button. // - Closure is not assumed (will wait for user to stop submitting the tab). - // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab - // bar. We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would - // leave an empty hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. The - // rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. + // Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + // We need to assume closure by default otherwise waiting for "lack of submission" on the next frame would leave an empty + // hole for one-frame, both in the tab-bar and in tab-contents when closing a tab/window. + // The rarely used SetTabItemClosed() function is a way to notify of programmatic closure to avoid the one-frame hole. // Tabs if (opt_target == Target_Tab) @@ -8967,10 +8038,8 @@ void ShowExampleAppDocuments(bool* p_open) NotifyOfDocumentsClosedElsewhere(app); // [DEBUG] Stress tests - // if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide - // a tab. Test various interactions e.g. dragging with this on. if (ImGui::GetIO().KeyCtrl) - // ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful - // as-is anyway.. + //if ((ImGui::GetFrameCount() % 30) == 0) docs[1].Open ^= 1; // [DEBUG] Automatically show/hide a tab. Test various interactions e.g. dragging with this on. + //if (ImGui::GetIO().KeyCtrl) ImGui::SetTabItemSelected(docs[1].Name); // [DEBUG] Test SetTabItemSelected(), probably not very useful as-is anyway.. // Submit Tabs for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) @@ -8980,7 +8049,7 @@ void ShowExampleAppDocuments(bool* p_open) continue; ImGuiTabItemFlags tab_flags = (doc->Dirty ? ImGuiTabItemFlags_UnsavedDocument : 0); - bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); + bool visible = ImGui::BeginTabItem(doc->Name, &doc->Open, tab_flags); // Cancel attempt to close when unsaved add to save queue so we can display a popup. if (!doc->Open && doc->Dirty) @@ -9019,7 +8088,7 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::SetNextWindowDockID(dockspace_id, redock_all ? ImGuiCond_Always : ImGuiCond_FirstUseEver); ImGuiWindowFlags window_flags = (doc->Dirty ? ImGuiWindowFlags_UnsavedDocument : 0); - bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); + bool visible = ImGui::Begin(doc->Name, &doc->Open, window_flags); // Cancel attempt to close when unsaved add to save queue so we can display a popup. if (!doc->Open && doc->Dirty) @@ -9130,13 +8199,13 @@ void ShowExampleAppDocuments(bool* p_open) } // End of Demo code -# else +#else void ImGui::ShowAboutWindow(bool*) {} void ImGui::ShowDemoWindow(bool*) {} void ImGui::ShowUserGuide() {} void ImGui::ShowStyleEditor(ImGuiStyle*) {} -# endif +#endif -#endif // #ifndef IMGUI_DISABLE +#endif // #ifndef IMGUI_DISABLE diff --git a/extensions/ImGuiEXT/imgui/imgui_draw.cpp b/extensions/ImGuiEXT/imgui/imgui_draw.cpp index b251bc25fa..bb01786c01 100644 --- a/extensions/ImGuiEXT/imgui/imgui_draw.cpp +++ b/extensions/ImGuiEXT/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.87 // (drawing and font code) /* @@ -23,94 +23,71 @@ Index of this file: */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) -# define _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE -# ifndef IMGUI_DEFINE_MATH_OPERATORS -# define IMGUI_DEFINE_MATH_OPERATORS -# endif +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif -# include "imgui_internal.h" -# ifdef IMGUI_ENABLE_FREETYPE -# include "misc/freetype/imgui_freetype.h" -# endif +#include "imgui_internal.h" +#ifdef IMGUI_ENABLE_FREETYPE +#include "misc/freetype/imgui_freetype.h" +#endif -# include // vsnprintf, sscanf, printf -# if !defined(alloca) -# if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) -# include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) -# elif defined(_WIN32) -# include // alloca -# if !defined(alloca) -# define alloca _alloca // for clang with MS Codegen -# endif -# else -# include // alloca -# endif -# endif +#include // vsnprintf, sscanf, printf +#if !defined(alloca) +#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) +#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) +#elif defined(_WIN32) +#include // alloca +#if !defined(alloca) +#define alloca _alloca // for clang with MS Codegen +#endif +#else +#include // alloca +#endif +#endif // Visual Studio warnings -# ifdef _MSC_VER -# pragma warning(disable : 4127) // condition expression is constant -# pragma warning(disable : 4505) // unreferenced local function has been removed (stb stuff) -# pragma warning(disable : 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, - // vsnprintf, sscanf, fopen -# pragma warning(disable : 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow - // exception. Consider using _malloca instead. -# pragma warning(disable : 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte - // value and then casting the result to a 8 byte value. Cast the value to the - // wider type before calling operator 'xxx' to avoid overflow(io.2). -# pragma warning(disable : 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over - // 'enum' (Enum.3). [MSVC Static Analyzer) -# endif +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#endif // Clang/GCC warnings with -Weverything -# if defined(__clang__) -# if __has_warning("-Wunknown-warning-option") -# pragma clang diagnostic ignored \ - "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all - // warnings are known by all Clang versions and they tend to be - // rename-happy.. so ignoring warnings triggers new warnings on some - // configuration. Great! -# endif -# if __has_warning("-Walloca") -# pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged -# endif -# pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -# pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more - // terse. -# pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe - // // storing and comparing against same constants ok. -# pragma clang diagnostic ignored \ - "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, - // not sure what the exact difference is. -# pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -# pragma clang diagnostic ignored \ - "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some - // standard header variations use #define NULL 0 -# pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here -# pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier -# pragma clang diagnostic ignored \ - "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to - // function // using printf() is a misery with this as C++ va_arg ellipsis changes - // float to double. -# pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' - // to 'float' may lose precision -# elif defined(__GNUC__) -# pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -# pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used -# pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' - // when passing argument to function -# pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value -# pragma GCC diagnostic ignored \ - "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer -# pragma GCC diagnostic ignored \ - "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' - // with no trivial copy-assignment; use assignment or value-initialization instead -# endif +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#if __has_warning("-Walloca") +#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here +#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used +#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function +#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value +#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif //------------------------------------------------------------------------- // [SECTION] STB libraries implementation @@ -123,105 +100,88 @@ Index of this file: //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION -# ifdef IMGUI_STB_NAMESPACE +#ifdef IMGUI_STB_NAMESPACE namespace IMGUI_STB_NAMESPACE { -# endif +#endif -# ifdef _MSC_VER -# pragma warning(push) -# pragma warning(disable : 4456) // declaration of 'xx' hides previous local declaration -# pragma warning(disable : 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. -# pragma warning(disable : 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is - // '_Old_3`kernel_width' bytes, but '3' bytes may be read. -# pragma warning(disable : 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL - // value as 'cur->next' did. -# endif +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. +#endif -# if defined(__clang__) -# pragma clang diagnostic push -# pragma clang diagnostic ignored "-Wunused-function" -# pragma clang diagnostic ignored "-Wmissing-prototypes" -# pragma clang diagnostic ignored "-Wimplicit-fallthrough" -# pragma clang diagnostic ignored \ - "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier -# endif +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-function" +#pragma clang diagnostic ignored "-Wmissing-prototypes" +#pragma clang diagnostic ignored "-Wimplicit-fallthrough" +#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier +#endif -# if defined(__GNUC__) -# pragma GCC diagnostic push -# pragma GCC diagnostic ignored \ - "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] -# pragma GCC diagnostic ignored \ - "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers -# endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits] +#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers +#endif -# ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation - // unit (e.g. unity builds) -# ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in - // another compilation unit -# define STBRP_STATIC -# define STBRP_ASSERT(x) \ - do \ - { \ - IM_ASSERT(x); \ - } while (0) -# define STBRP_SORT ImQsort -# define STB_RECT_PACK_IMPLEMENTATION -# endif -# ifdef IMGUI_STB_RECT_PACK_FILENAME -# include IMGUI_STB_RECT_PACK_FILENAME -# else -# include "imstb_rectpack.h" -# endif -# endif +#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBRP_STATIC +#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) +#define STBRP_SORT ImQsort +#define STB_RECT_PACK_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_RECT_PACK_FILENAME +#include IMGUI_STB_RECT_PACK_FILENAME +#else +#include "imstb_rectpack.h" +#endif +#endif -# ifdef IMGUI_ENABLE_STB_TRUETYPE -# ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ - // compilation unit (e.g. unity builds) -# ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in - // another compilation unit -# define STBTT_malloc(x, u) ((void)(u), IM_ALLOC(x)) -# define STBTT_free(x, u) ((void)(u), IM_FREE(x)) -# define STBTT_assert(x) \ - do \ - { \ - IM_ASSERT(x); \ - } while (0) -# define STBTT_fmod(x, y) ImFmod(x, y) -# define STBTT_sqrt(x) ImSqrt(x) -# define STBTT_pow(x, y) ImPow(x, y) -# define STBTT_fabs(x) ImFabs(x) -# define STBTT_ifloor(x) ((int)ImFloorSigned(x)) -# define STBTT_iceil(x) ((int)ImCeil(x)) -# define STBTT_STATIC -# define STB_TRUETYPE_IMPLEMENTATION -# else -# define STBTT_DEF extern -# endif -# ifdef IMGUI_STB_TRUETYPE_FILENAME -# include IMGUI_STB_TRUETYPE_FILENAME -# else -# include "imstb_truetype.h" -# endif -# endif -# endif // IMGUI_ENABLE_STB_TRUETYPE +#ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit +#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) +#define STBTT_free(x,u) ((void)(u), IM_FREE(x)) +#define STBTT_assert(x) do { IM_ASSERT(x); } while(0) +#define STBTT_fmod(x,y) ImFmod(x,y) +#define STBTT_sqrt(x) ImSqrt(x) +#define STBTT_pow(x,y) ImPow(x,y) +#define STBTT_fabs(x) ImFabs(x) +#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) +#define STBTT_iceil(x) ((int)ImCeil(x)) +#define STBTT_STATIC +#define STB_TRUETYPE_IMPLEMENTATION +#else +#define STBTT_DEF extern +#endif +#ifdef IMGUI_STB_TRUETYPE_FILENAME +#include IMGUI_STB_TRUETYPE_FILENAME +#else +#include "imstb_truetype.h" +#endif +#endif +#endif // IMGUI_ENABLE_STB_TRUETYPE -# if defined(__GNUC__) -# pragma GCC diagnostic pop -# endif +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif -# if defined(__clang__) -# pragma clang diagnostic pop -# endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif -# if defined(_MSC_VER) -# pragma warning(pop) -# endif +#if defined(_MSC_VER) +#pragma warning (pop) +#endif -# ifdef IMGUI_STB_NAMESPACE -} // namespace ImStb +#ifdef IMGUI_STB_NAMESPACE +} // namespace ImStb using namespace IMGUI_STB_NAMESPACE; -# endif +#endif //----------------------------------------------------------------------------- // [SECTION] Style functions @@ -230,188 +190,188 @@ using namespace IMGUI_STB_NAMESPACE; void ImGui::StyleColorsDark(ImGuiStyle* dst) { ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); - ImVec4* colors = style->Colors; + ImVec4* colors = style->Colors; - colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); - colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); - colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); - colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); - colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); - colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); - colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); - colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); - colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); - colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); - colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); - colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); - colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); - colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); - colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); - colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); - colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); - colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; - colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); - colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); - colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); - colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); - colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); - colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); - colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); - colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); - colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); - colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); - colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); - colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); - colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); - colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); - colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); + colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); + colors[ImGuiCol_Border] = ImVec4(0.43f, 0.43f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.16f, 0.29f, 0.48f, 0.54f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.04f, 0.04f, 0.04f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.16f, 0.29f, 0.48f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.14f, 0.14f, 0.14f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.24f, 0.52f, 0.88f, 1.00f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = colors[ImGuiCol_Border]; + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.40f, 0.75f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.10f, 0.40f, 0.75f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.20f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_HeaderActive] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.20f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.35f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.23f, 0.23f, 0.25f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.06f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); } void ImGui::StyleColorsClassic(ImGuiStyle* dst) { ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); - ImVec4* colors = style->Colors; + ImVec4* colors = style->Colors; - colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); - colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); - colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); - colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); - colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); - colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); - colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); - colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); - colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); - colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); - colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); - colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); - colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); - colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); - colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); - colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); - colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); - colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); - colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); - colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); - colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); - colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); - colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); - colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); - colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); - colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); - colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); - colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); - colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); - colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); - colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); - colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); - colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); - colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); - colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); - colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); - colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); - colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); - colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); - colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); + colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f); + colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f); + colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f); + colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f); + colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); } // Those light colors are better suited with a thicker font than the default one + FrameBorder void ImGui::StyleColorsLight(ImGuiStyle* dst) { ImGuiStyle* style = dst ? dst : &ImGui::GetStyle(); - ImVec4* colors = style->Colors; + ImVec4* colors = style->Colors; - colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); - colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); - colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); - colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); - colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); - colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); - colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); - colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); - colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); - colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); - colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); - colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); - colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); - colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); - colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); - colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); - colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); - colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); - colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); - colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); - colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); - colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); - colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); - colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); - colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); - colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); - colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); - colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); - colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); - colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); - colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); - colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); - colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); - colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); - colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); - colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); - colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); - colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here - colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); - colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); - colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); - colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); - colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; - colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); - colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); - colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); + colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); + colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f); + colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f); + colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f); + colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f); + colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); + colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f); + colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f); + colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f); + colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f); + colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f); + colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f); + colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f); + colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f); + colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f); + colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f); + colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f); + colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f); + colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f); + colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f); + colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); + colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f); + colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f); + colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f); + colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f); + colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f); + colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f); + colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f); + colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f); + colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f); + colors[ImGuiCol_DockingPreview] = colors[ImGuiCol_Header] * ImVec4(1.0f, 1.0f, 1.0f, 0.7f); + colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); + colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f); + colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); + colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); + colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f); + colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f); + colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here + colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); + colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f); + colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f); + colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f); + colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered]; + colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f); + colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f); + colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f); } //----------------------------------------------------------------------------- @@ -439,8 +399,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { const float radius = (float)i; - CircleSegmentCounts[i] = - (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); } ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } @@ -449,11 +408,11 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. - // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with - // GCC) - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); CmdBuffer.resize(0); IdxBuffer.resize(0); @@ -461,8 +420,8 @@ void ImDrawList::_ResetForNewFrame() Flags = _Data->InitialFlags; memset(&_CmdHeader, 0, sizeof(_CmdHeader)); _VtxCurrentIdx = 0; - _VtxWritePtr = NULL; - _IdxWritePtr = NULL; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; _ClipRectStack.resize(0); _TextureIdStack.resize(0); _Path.resize(0); @@ -476,10 +435,10 @@ void ImDrawList::_ClearFreeMemory() CmdBuffer.clear(); IdxBuffer.clear(); VtxBuffer.clear(); - Flags = ImDrawListFlags_None; + Flags = ImDrawListFlags_None; _VtxCurrentIdx = 0; - _VtxWritePtr = NULL; - _IdxWritePtr = NULL; + _VtxWritePtr = NULL; + _IdxWritePtr = NULL; _ClipRectStack.clear(); _TextureIdStack.clear(); _Path.clear(); @@ -489,17 +448,17 @@ void ImDrawList::_ClearFreeMemory() ImDrawList* ImDrawList::CloneOutput() const { ImDrawList* dst = IM_NEW(ImDrawList(_Data)); - dst->CmdBuffer = CmdBuffer; - dst->IdxBuffer = IdxBuffer; - dst->VtxBuffer = VtxBuffer; - dst->Flags = Flags; + dst->CmdBuffer = CmdBuffer; + dst->IdxBuffer = IdxBuffer; + dst->VtxBuffer = VtxBuffer; + dst->Flags = Flags; return dst; } void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; - draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() + draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() draw_cmd.TextureId = _CmdHeader.TextureId; draw_cmd.VtxOffset = _CmdHeader.VtxOffset; draw_cmd.IdxOffset = IdxBuffer.Size; @@ -509,8 +468,7 @@ void ImDrawList::AddDrawCmd() } // Pop trailing draw command (used before merging or presenting to user) -// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > -// 0 && CmdBuffer.back().UserCallback == NULL +// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL void ImDrawList::_PopUnusedDrawCmd() { if (CmdBuffer.Size == 0) @@ -522,6 +480,7 @@ void ImDrawList::_PopUnusedDrawCmd() void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) { + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; IM_ASSERT(curr_cmd->UserCallback == NULL); if (curr_cmd->ElemCount != 0) @@ -529,38 +488,37 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) AddDrawCmd(); curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; } - curr_cmd->UserCallback = callback; + curr_cmd->UserCallback = callback; curr_cmd->UserCallbackData = callback_data; - AddDrawCmd(); // Force a new command after us (see comment below) + AddDrawCmd(); // Force a new command after us (see comment below) } // Compare ClipRect, TextureId and VtxOffset with a single memcmp() -# define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) -# define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) \ - (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset -# define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) \ - (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) // Try to merge two last draw commands void ImDrawList::_TryMergeDrawCmds() { + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* prev_cmd = curr_cmd - 1; - if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && - prev_cmd->UserCallback == NULL) + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) { prev_cmd->ElemCount += curr_cmd->ElemCount; CmdBuffer.pop_back(); } } -// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to -// perform any check so we always have a command ready in the stack. The cost of figuring out if a new command has to be -// added or if we can merge is paid in those Update** functions only. +// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack. +// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only. void ImDrawList::_OnChangedClipRect() { // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0) { @@ -571,8 +529,7 @@ void ImDrawList::_OnChangedClipRect() // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; - if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && - prev_cmd->UserCallback == NULL) + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) { CmdBuffer.pop_back(); return; @@ -584,6 +541,7 @@ void ImDrawList::_OnChangedClipRect() void ImDrawList::_OnChangedTextureID() { // If current command is used with different settings we need to add a new command + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) { @@ -594,8 +552,7 @@ void ImDrawList::_OnChangedTextureID() // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; - if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && - prev_cmd->UserCallback == NULL) + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) { CmdBuffer.pop_back(); return; @@ -606,11 +563,11 @@ void ImDrawList::_OnChangedTextureID() 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; + // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. + _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - // IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 + //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 if (curr_cmd->ElemCount != 0) { AddDrawCmd(); @@ -623,29 +580,24 @@ void ImDrawList::_OnChangedVtxOffset() int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const { // Automatic segment count - const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value else return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); } -// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. -// Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) +// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) { ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); if (intersect_with_current_clip_rect) { ImVec4 current = _CmdHeader.ClipRect; - if (cr.x < current.x) - cr.x = current.x; - if (cr.y < current.y) - cr.y = current.y; - if (cr.z > current.z) - cr.z = current.z; - if (cr.w > current.w) - cr.w = current.w; + if (cr.x < current.x) cr.x = current.x; + if (cr.y < current.y) cr.y = current.y; + if (cr.z > current.z) cr.z = current.z; + if (cr.w > current.w) cr.w = current.w; } cr.z = ImMax(cr.x, cr.z); cr.w = ImMax(cr.y, cr.w); @@ -657,15 +609,13 @@ void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_ void ImDrawList::PushClipRectFullScreen() { - PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), - ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); + PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); } void ImDrawList::PopClipRect() { _ClipRectStack.pop_back(); - _CmdHeader.ClipRect = - (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; + _CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1]; _OnChangedClipRect(); } @@ -679,8 +629,7 @@ void ImDrawList::PushTextureID(ImTextureID texture_id) void ImDrawList::PopTextureID() { _TextureIdStack.pop_back(); - _CmdHeader.TextureId = - (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; + _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; _OnChangedTextureID(); } @@ -694,9 +643,8 @@ void ImDrawList::PrimReserve(int idx_count, int vtx_count) 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. + // 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(); } @@ -728,25 +676,13 @@ void ImDrawList::PrimUnreserve(int idx_count, int vtx_count) void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) { ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel); - ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; - _IdxWritePtr[0] = idx; - _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); - _IdxWritePtr[2] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[3] = idx; - _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[5] = (ImDrawIdx)(idx + 3); - _VtxWritePtr[0].pos = a; - _VtxWritePtr[0].uv = uv; - _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = b; - _VtxWritePtr[1].uv = uv; - _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = c; - _VtxWritePtr[2].uv = uv; - _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = d; - _VtxWritePtr[3].uv = uv; - _VtxWritePtr[3].col = col; + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; _VtxCurrentIdx += 4; _IdxWritePtr += 6; @@ -755,132 +691,68 @@ void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col) void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col) { ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y); - ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; - _IdxWritePtr[0] = idx; - _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); - _IdxWritePtr[2] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[3] = idx; - _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[5] = (ImDrawIdx)(idx + 3); - _VtxWritePtr[0].pos = a; - _VtxWritePtr[0].uv = uv_a; - _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = b; - _VtxWritePtr[1].uv = uv_b; - _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = c; - _VtxWritePtr[2].uv = uv_c; - _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = d; - _VtxWritePtr[3].uv = uv_d; - _VtxWritePtr[3].col = col; + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; _VtxCurrentIdx += 4; _IdxWritePtr += 6; } -void ImDrawList::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) +void ImDrawList::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) { - ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; - _IdxWritePtr[0] = idx; - _IdxWritePtr[1] = (ImDrawIdx)(idx + 1); - _IdxWritePtr[2] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[3] = idx; - _IdxWritePtr[4] = (ImDrawIdx)(idx + 2); - _IdxWritePtr[5] = (ImDrawIdx)(idx + 3); - _VtxWritePtr[0].pos = a; - _VtxWritePtr[0].uv = uv_a; - _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos = b; - _VtxWritePtr[1].uv = uv_b; - _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = c; - _VtxWritePtr[2].uv = uv_c; - _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = d; - _VtxWritePtr[3].uv = uv_d; - _VtxWritePtr[3].col = col; + ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx; + _IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2); + _IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3); + _VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; _VtxCurrentIdx += 4; _IdxWritePtr += 6; } -// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to -// optimize debug/non-inlined builds. +// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. // - Those macros expects l-values and need to be used as their own statement. -// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to -// runtime with debug compilers. -# define IM_NORMALIZE2F_OVER_ZERO(VX, VY) \ - { \ - float d2 = VX * VX + VY * VY; \ - if (d2 > 0.0f) \ - { \ - float inv_len = ImRsqrt(d2); \ - VX *= inv_len; \ - VY *= inv_len; \ - } \ - } \ - (void)0 -# define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) -# define IM_FIXNORMAL2F(VX, VY) \ - { \ - float d2 = VX * VX + VY * VY; \ - if (d2 > 0.000001f) \ - { \ - float inv_len2 = 1.0f / d2; \ - if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) \ - inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; \ - VX *= inv_len2; \ - VY *= inv_len2; \ - } \ - } \ - (void)0 +// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers. +#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0 +#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366) +#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0 // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. -void ImDrawList::AddPolyline(const ImVec2* points, - const int points_count, - ImU32 col, - ImDrawFlags flags, - float thickness) +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) { if (points_count < 2) return; - const bool closed = (flags & ImDrawFlags_Closed) != 0; + const bool closed = (flags & ImDrawFlags_Closed) != 0; const ImVec2 opaque_uv = _Data->TexUvWhitePixel; - const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw - const bool thick_line = (thickness > _FringeScale); + const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw + const bool thick_line = (thickness > _FringeScale); if (Flags & ImDrawListFlags_AntiAliasedLines) { // Anti-aliased stroke - const float AA_SIZE = _FringeScale; + const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; // Thicknesses <1.0 should behave like thickness 1.0 - thickness = ImMax(thickness, 1.0f); - const int integer_thickness = (int)thickness; + 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. + // - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved. // - If AA_SIZE is not 1.0f we cannot use the texture path. - const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && - (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && - (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); + const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f); - // We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless - // ImFontAtlasFlags_NoBakedLines is off + // 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); @@ -888,18 +760,16 @@ void ImDrawList::AddPolyline(const ImVec2* points, PrimReserve(idx_count, vtx_count); // Temporary buffer - // 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 + // 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; - float dx = points[i2].x - points[i1].x; - float dy = points[i2].y - points[i1].y; + float dx = points[i2].x - points[i1].x; + float dy = points[i2].y - points[i1].y; IM_NORMALIZE2F_OVER_ZERO(dx, dy); temp_normals[i1].x = dy; temp_normals[i1].y = -dx; @@ -907,87 +777,65 @@ void ImDrawList::AddPolyline(const ImVec2* points, if (!closed) temp_normals[points_count - 1] = temp_normals[points_count - 2]; - // 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 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. + // 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 + // (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 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] * 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; + 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) + // 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; // Vertex index for start of line segment - for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + 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 + (use_texture ? 2 : 3)); // Vertex index for end of 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 + (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 *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area + dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area dm_y *= half_draw_size; // Add temporary vertexes 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; + 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; 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[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[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; } @@ -1011,12 +859,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, 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[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; } } @@ -1025,54 +869,40 @@ void ImDrawList::AddPolyline(const ImVec2* points, // 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[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 + // [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 line is not closed, the first and last points need to be generated differently as there are no normals to blend if (!closed) { const int points_last = points_count - 1; - temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); - temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); - temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); - temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); - temp_points[points_last * 4 + 0] = - points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); - temp_points[points_last * 4 + 1] = - points[points_last] + temp_normals[points_last] * (half_inner_thickness); - temp_points[points_last * 4 + 2] = - points[points_last] - temp_normals[points_last] * (half_inner_thickness); - temp_points[points_last * 4 + 3] = - points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness); + temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness); + temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE); + temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness); + temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE); } - // Generate the indices to form a number of triangles for each line segment, and the vertices for the line - // edges This takes points n and n+1 and writes into n+1, with the first point in a closed line being - // generated from the final one (as n+1 wraps) + // 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; // Vertex index for start of line segment - for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment + 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 + const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment + const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment // Average normals float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f; @@ -1080,39 +910,27 @@ void ImDrawList::AddPolyline(const ImVec2* points, IM_FIXNORMAL2F(dm_x, dm_y); float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE); float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE); - float dm_in_x = dm_x * half_inner_thickness; - float dm_in_y = dm_y * half_inner_thickness; + float dm_in_x = dm_x * half_inner_thickness; + float dm_in_y = dm_y * half_inner_thickness; // Add temporary vertices ImVec2* out_vtx = &temp_points[i2 * 4]; - out_vtx[0].x = points[i2].x + dm_out_x; - out_vtx[0].y = points[i2].y + dm_out_y; - out_vtx[1].x = points[i2].x + dm_in_x; - out_vtx[1].y = points[i2].y + dm_in_y; - out_vtx[2].x = points[i2].x - dm_in_x; - out_vtx[2].y = points[i2].y - dm_in_y; - out_vtx[3].x = points[i2].x - dm_out_x; - out_vtx[3].y = points[i2].y - dm_out_y; + 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; + out_vtx[1].y = points[i2].y + dm_in_y; + out_vtx[2].x = points[i2].x - dm_in_x; + out_vtx[2].y = points[i2].y - dm_in_y; + out_vtx[3].x = points[i2].x - dm_out_x; + out_vtx[3].y = points[i2].y - dm_out_y; // Add indexes - _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); - _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); - _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); - _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); - _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); - _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); - _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); - _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); - _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); - _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); - _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); - _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); - _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); - _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); - _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); - _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); - _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); - _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); + _IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); + _IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); + _IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); + _IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3); + _IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr += 18; idx1 = idx2; @@ -1121,18 +939,10 @@ void ImDrawList::AddPolyline(const ImVec2* points, // Add vertices for (int i = 0; i < points_count; i++) { - _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; - _VtxWritePtr[0].uv = opaque_uv; - _VtxWritePtr[0].col = col_trans; - _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; - _VtxWritePtr[1].uv = opaque_uv; - _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; - _VtxWritePtr[2].uv = opaque_uv; - _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; - _VtxWritePtr[3].uv = opaque_uv; - _VtxWritePtr[3].col = col_trans; + _VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans; + _VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans; _VtxWritePtr += 4; } } @@ -1142,12 +952,12 @@ void ImDrawList::AddPolyline(const ImVec2* points, { // [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 + 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]; @@ -1157,38 +967,21 @@ void ImDrawList::AddPolyline(const ImVec2* points, dx *= (thickness * 0.5f); dy *= (thickness * 0.5f); - _VtxWritePtr[0].pos.x = p1.x + dy; - _VtxWritePtr[0].pos.y = p1.y - dx; - _VtxWritePtr[0].uv = opaque_uv; - _VtxWritePtr[0].col = col; - _VtxWritePtr[1].pos.x = p2.x + dy; - _VtxWritePtr[1].pos.y = p2.y - dx; - _VtxWritePtr[1].uv = opaque_uv; - _VtxWritePtr[1].col = col; - _VtxWritePtr[2].pos.x = p2.x - dy; - _VtxWritePtr[2].pos.y = p2.y + dx; - _VtxWritePtr[2].uv = opaque_uv; - _VtxWritePtr[2].col = col; - _VtxWritePtr[3].pos.x = p1.x - dy; - _VtxWritePtr[3].pos.y = p1.y + dx; - _VtxWritePtr[3].uv = opaque_uv; - _VtxWritePtr[3].col = col; + _VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; + _VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col; + _VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col; + _VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col; _VtxWritePtr += 4; - _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); - _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); - _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); - _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); - _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); - _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); + _IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2); + _IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3); _IdxWritePtr += 6; _VtxCurrentIdx += 4; } } } -// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined -// builds. +// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) { if (points_count < 3) @@ -1199,10 +992,10 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun if (Flags & ImDrawListFlags_AntiAliasedFill) { // Anti-aliased Fill - const float AA_SIZE = _FringeScale; + const float AA_SIZE = _FringeScale; const ImU32 col_trans = col & ~IM_COL32_A_MASK; - const int idx_count = (points_count - 2) * 3 + points_count * 6; - const int vtx_count = (points_count * 2); + const int idx_count = (points_count - 2)*3 + points_count * 6; + const int vtx_count = (points_count * 2); PrimReserve(idx_count, vtx_count); // Add indexes for fill @@ -1210,20 +1003,18 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun 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 + ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; const ImVec2& p1 = points[i1]; - float dx = p1.x - p0.x; - float dy = p1.y - p0.y; + float dx = p1.x - p0.x; + float dy = p1.y - p0.y; IM_NORMALIZE2F_OVER_ZERO(dx, dy); temp_normals[i0].x = dy; temp_normals[i0].y = -dx; @@ -1234,30 +1025,20 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun // Average normals const ImVec2& n0 = temp_normals[i0]; const ImVec2& n1 = temp_normals[i1]; - float dm_x = (n0.x + n1.x) * 0.5f; - float dm_y = (n0.y + n1.y) * 0.5f; + float dm_x = (n0.x + n1.x) * 0.5f; + float dm_y = (n0.y + n1.y) * 0.5f; IM_FIXNORMAL2F(dm_x, dm_y); dm_x *= AA_SIZE * 0.5f; dm_y *= AA_SIZE * 0.5f; // Add vertices - _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); - _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); - _VtxWritePtr[0].uv = uv; - _VtxWritePtr[0].col = col; // Inner - _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); - _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); - _VtxWritePtr[1].uv = uv; - _VtxWritePtr[1].col = col_trans; // Outer + _VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner + _VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer _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; @@ -1265,21 +1046,17 @@ 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++) { - _VtxWritePtr[0].pos = points[i]; - _VtxWritePtr[0].uv = uv; - _VtxWritePtr[0].col = col; + _VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; _VtxWritePtr++; } 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; @@ -1302,9 +1079,9 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_ a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); const int sample_range = ImAbs(a_max_sample - a_min_sample); - const int a_next_step = a_step; + const int a_next_step = a_step; - int samples = sample_range + 1; + int samples = sample_range + 1; bool extra_max_sample = false; if (a_step > 1) { @@ -1338,14 +1115,13 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_ { for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) { - // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over - // range twice or more + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const ImVec2 s = _Data->ArcFastVtx[sample_index]; - out_ptr->x = center.x + s.x * radius; - out_ptr->y = center.y + s.y * radius; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; out_ptr++; } } @@ -1353,14 +1129,13 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_ { for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) { - // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over - // range twice or more + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more if (sample_index < 0) sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const ImVec2 s = _Data->ArcFastVtx[sample_index]; - out_ptr->x = center.x + s.x * radius; - out_ptr->y = center.y + s.y * radius; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; out_ptr++; } } @@ -1372,8 +1147,8 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_ normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; - out_ptr->x = center.x + s.x * radius; - out_ptr->y = center.y + s.y * radius; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; out_ptr++; } @@ -1406,8 +1181,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_ _Path.push_back(center); return; } - _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, - a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); } void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) @@ -1436,13 +1210,12 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); - const int a_mid_samples = - a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; - const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; + const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; + const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); if (a_emit_start) @@ -1454,17 +1227,16 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } else { - const float arc_length = ImAbs(a_max - a_min); + const float arc_length = ImAbs(a_max - a_min); const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); - const int arc_segment_count = - ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); _PathArcToN(center, radius, a_min, a_max, arc_segment_count); } } ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) { - float u = 1.0f - t; + float u = 1.0f - t; float w1 = u * u * u; float w2 = 3 * u * u * t; float w3 = 3 * u * t * t; @@ -1474,7 +1246,7 @@ ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, c ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t) { - float u = 1.0f - t; + float u = 1.0f - t; float w1 = u * u; float w2 = 2 * u * t; float w3 = t * t; @@ -1482,24 +1254,14 @@ ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p } // Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp -static void PathBezierCubicCurveToCasteljau(ImVector* path, - float x1, - float y1, - float x2, - float y2, - float x3, - float y3, - float x4, - float y4, - float tess_tol, - int level) +static void PathBezierCubicCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level) { float dx = x4 - x1; float dy = y4 - y1; float d2 = (x2 - x4) * dy - (y2 - y4) * dx; float d3 = (x3 - x4) * dy - (y3 - y4) * dx; - d2 = (d2 >= 0) ? d2 : -d2; - d3 = (d3 >= 0) ? d3 : -d3; + d2 = (d2 >= 0) ? d2 : -d2; + d3 = (d3 >= 0) ? d3 : -d3; if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy)) { path->push_back(ImVec2(x4, y4)); @@ -1517,15 +1279,7 @@ static void PathBezierCubicCurveToCasteljau(ImVector* path, } } -static void PathBezierQuadraticCurveToCasteljau(ImVector* path, - float x1, - float y1, - float x2, - float y2, - float x3, - float y3, - float tess_tol, - int level) +static void PathBezierQuadraticCurveToCasteljau(ImVector* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level) { float dx = x3 - x1, dy = y3 - y1; float det = (x2 - x3) * dy - (y2 - y3) * dx; @@ -1548,8 +1302,7 @@ void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, cons ImVec2 p1 = _Path.back(); if (num_segments == 0) { - PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, - _Data->CurveTessellationTol, 0); // Auto-tessellated + PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated } else { @@ -1564,8 +1317,7 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, ImVec2 p1 = _Path.back(); if (num_segments == 0) { - PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, - 0); // Auto-tessellated + PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated } else { @@ -1578,26 +1330,26 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) { -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) // ~0 --> ImDrawFlags_RoundCornersAll or 0 if (flags == ~0) return ImDrawFlags_RoundCornersAll; // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) - // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is - // never valid in this path!) 0x02 --> ImDrawFlags_RoundCornersTopRight 0x03 --> ImDrawFlags_RoundCornersTopLeft | - // ImDrawFlags_RoundCornersTopRight 0x04 --> ImDrawFlags_RoundCornersBotLeft 0x05 --> - // ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft + // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) + // 0x02 --> ImDrawFlags_RoundCornersTopRight + // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight + // 0x04 --> ImDrawFlags_RoundCornersBotLeft + // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft // ... // 0x0F --> ImDrawFlags_RoundCornersAll or 0 // (See all values in ImDrawCornerFlags_) if (flags >= 0x01 && flags <= 0x0F) return (flags << 4); - // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone - // or use 'float rounding = 0.0f' -# endif + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... @@ -1612,20 +1364,8 @@ static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) { flags = FixRectCornerFlags(flags); - rounding = - ImMin(rounding, - ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || - ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) - ? 0.5f - : 1.0f) - - 1.0f); - rounding = - ImMin(rounding, - ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || - ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) - ? 0.5f - : 1.0f) - - 1.0f); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { @@ -1636,10 +1376,10 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr } else { - const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; - const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; - const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); @@ -1658,20 +1398,14 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th // p_min = upper-left, p_max = lower-right // Note we don't render 1 pixels sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& p_min, - const ImVec2& p_max, - ImU32 col, - float rounding, - ImDrawFlags flags, - float thickness) +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); else - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, - flags); // Better looking lower-right corner and rounded non-AA shapes. + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. PathStroke(col, ImDrawFlags_Closed, thickness); } @@ -1692,36 +1426,22 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c } // p_min = upper-left, p_max = lower-right -void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, - const ImVec2& p_max, - ImU32 col_upr_left, - ImU32 col_upr_right, - ImU32 col_bot_right, - ImU32 col_bot_left) +void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left) { if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0) return; const ImVec2 uv = _Data->TexUvWhitePixel; PrimReserve(6, 4); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); - PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); + PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3)); PrimWriteVtx(p_min, uv, col_upr_left); PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right); PrimWriteVtx(p_max, uv, col_bot_right); PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left); } -void ImDrawList::AddQuad(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - ImU32 col, - float thickness) +void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1840,13 +1560,7 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in } // Cubic Bezier takes 4 controls points -void ImDrawList::AddBezierCubic(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - ImU32 col, - float thickness, - int num_segments) +void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1857,12 +1571,7 @@ void ImDrawList::AddBezierCubic(const ImVec2& p1, } // Quadratic Bezier takes 3 controls points -void ImDrawList::AddBezierQuadratic(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - ImU32 col, - float thickness, - int num_segments) +void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1872,14 +1581,7 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, PathStroke(col, 0, thickness); } -void ImDrawList::AddText(const ImFont* font, - float font_size, - const ImVec2& pos, - ImU32 col, - const char* text_begin, - const char* text_end, - float wrap_width, - const ImVec4* cpu_fine_clip_rect) +void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1895,8 +1597,7 @@ void ImDrawList::AddText(const ImFont* font, if (font_size == 0.0f) font_size = _Data->FontSize; - IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level - // ImDrawList::PushTextureId() to change font. + IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. ImVec4 clip_rect = _CmdHeader.ClipRect; if (cpu_fine_clip_rect) @@ -1906,8 +1607,7 @@ void ImDrawList::AddText(const ImFont* font, clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z); clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w); } - font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, - cpu_fine_clip_rect != NULL); + font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL); } void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end) @@ -1915,12 +1615,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c AddText(NULL, 0.0f, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, - const ImVec2& p_min, - const ImVec2& p_max, - const ImVec2& uv_min, - const ImVec2& uv_max, - ImU32 col) +void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1936,16 +1631,7 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, PopTextureID(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, - const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - const ImVec2& uv1, - const ImVec2& uv2, - const ImVec2& uv3, - const ImVec2& uv4, - ImU32 col) +void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1961,14 +1647,7 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, - const ImVec2& p_min, - const ImVec2& p_max, - const ImVec2& uv_min, - const ImVec2& uv_max, - ImU32 col, - float rounding, - ImDrawFlags flags) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1994,11 +1673,11 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, PopTextureID(); } + //----------------------------------------------------------------------------- // [SECTION] ImDrawListSplitter //----------------------------------------------------------------------------- -// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector -// swap.. +// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap.. //----------------------------------------------------------------------------- void ImDrawListSplitter::ClearFreeMemory() @@ -2006,33 +1685,30 @@ void ImDrawListSplitter::ClearFreeMemory() for (int i = 0; i < _Channels.Size; i++) { if (i == _Current) - memset(&_Channels[i], 0, - sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again + memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again _Channels[i]._CmdBuffer.clear(); _Channels[i]._IdxBuffer.clear(); } _Current = 0; - _Count = 1; + _Count = 1; _Channels.clear(); } void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) { IM_UNUSED(draw_list); - IM_ASSERT(_Current == 0 && _Count <= 1 && - "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); + IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter."); int old_channels_count = _Channels.Size; if (old_channels_count < channels_count) { - _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable + _Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable _Channels.resize(channels_count); } _Count = channels_count; // Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer - // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we - // don't strictly need to. When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into - // Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer + // The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to. + // When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer memset(&_Channels[0], 0, sizeof(ImDrawChannel)); for (int i = 1; i < channels_count; i++) { @@ -2050,8 +1726,7 @@ void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count) void ImDrawListSplitter::Merge(ImDrawList* draw_list) { - // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to - // keep all sub-buffers ready for use. + // Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use. if (_Count <= 1) return; @@ -2061,27 +1736,25 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command. int new_cmd_buffer_count = 0; int new_idx_buffer_count = 0; - ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; - int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; + ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL; + int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0; for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; - - // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for - // UserCallback. - if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() ch._CmdBuffer.pop_back(); if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; - if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && - next_cmd->UserCallback == NULL) + if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) { // Merge previous channel last draw command with current channel first draw command if matching. last_cmd->ElemCount += next_cmd->ElemCount; idx_offset += next_cmd->ElemCount; - ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. + ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges. } } if (ch._CmdBuffer.Size > 0) @@ -2103,16 +1776,8 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; - if (int sz = ch._CmdBuffer.Size) - { - memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); - cmd_write += sz; - } - if (int sz = ch._IdxBuffer.Size) - { - memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); - idx_write += sz; - } + if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; } + if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; } } draw_list->_IdxWritePtr = idx_write; @@ -2123,7 +1788,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // If current command is used with different settings we need to add a new command ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); @@ -2145,12 +1810,11 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size; // If current command is used with different settings we need to add a new command - ImDrawCmd* curr_cmd = - (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; + ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; if (curr_cmd == NULL) draw_list->AddDrawCmd(); else if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); } @@ -2159,8 +1823,7 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) // [SECTION] ImDrawData //----------------------------------------------------------------------------- -// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: -// this is slow and most likely a waste of resources. Always prefer indexed rendering! +// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! void ImDrawData::DeIndexAllBuffers() { ImVector new_vtx_buffer; @@ -2190,8 +1853,7 @@ void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; - cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, - cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); + cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); } } } @@ -2201,53 +1863,40 @@ void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) //----------------------------------------------------------------------------- // Generic linear color gradient, write to RGB fields, leave A untouched. -void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, - int vert_start_idx, - int vert_end_idx, - ImVec2 gradient_p0, - ImVec2 gradient_p1, - ImU32 col0, - ImU32 col1) +void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1) { - ImVec2 gradient_extent = gradient_p1 - gradient_p0; + ImVec2 gradient_extent = gradient_p1 - gradient_p0; 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; + 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 = (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); + 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); } } // Distribute UV over (a, b) rectangle -void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, - int vert_start_idx, - int vert_end_idx, - const ImVec2& a, - const ImVec2& b, - const ImVec2& uv_a, - const ImVec2& uv_b, - bool clamp) +void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp) { - const ImVec2 size = b - a; + const ImVec2 size = b - a; const ImVec2 uv_size = uv_b - uv_a; - const ImVec2 scale = - ImVec2(size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); + const ImVec2 scale = ImVec2( + size.x != 0.0f ? (uv_size.x / size.x) : 0.0f, + size.y != 0.0f ? (uv_size.y / size.y) : 0.0f); ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; - ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; if (clamp) { const ImVec2 min = ImMin(uv_a, uv_b); @@ -2270,11 +1919,11 @@ ImFontConfig::ImFontConfig() { memset(this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; - OversampleH = 3; // FIXME: 2 may be a better default? - OversampleV = 1; - GlyphMaxAdvanceX = FLT_MAX; - RasterizerMultiply = 1.0f; - EllipsisChar = (ImWchar)-1; + OversampleH = 3; // FIXME: 2 may be a better default? + OversampleV = 1; + GlyphMaxAdvanceX = FLT_MAX; + RasterizerMultiply = 1.0f; + EllipsisChar = (ImWchar)-1; } //----------------------------------------------------------------------------- @@ -2283,54 +1932,58 @@ ImFontConfig::ImFontConfig() // A work of art lies ahead! (. = white layer, X = black layer, others are blank) // The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. -const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; -static const char - FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = { - "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " - "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " - "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X " - "X - X.X - X.....X - X.....X -X...X - X...X- X..X " - "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X " - "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX " - "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX " - "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX " - "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X " - "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X" - "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X" - "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X" - "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X" - "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X" - "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X" - "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X" - "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X " - "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X " - "X.X X..X - -X.......X- X.......X - XX XX - - X..........X " - "XX X..X - - X.....X - X.....X - X.X X.X - - X........X " - " X..X - X...X - X...X - X..X X..X - - X........X " - " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX " - "------------ - X - X -X.....................X- ------------------" - " ----------------------------------- X...XXXXXXXXXXXXX...X - " - " - X..X X..X - " - " - X.X X.X - " - " - XX XX - "}; +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 - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " +}; -static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = { +static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = +{ // Pos ........ Size ......... Offset ...... - {ImVec2(0, 3), ImVec2(12, 19), ImVec2(0, 0)}, // ImGuiMouseCursor_Arrow - {ImVec2(13, 0), ImVec2(7, 16), ImVec2(1, 8)}, // ImGuiMouseCursor_TextInput - {ImVec2(31, 0), ImVec2(23, 23), ImVec2(11, 11)}, // ImGuiMouseCursor_ResizeAll - {ImVec2(21, 0), ImVec2(9, 23), ImVec2(4, 11)}, // ImGuiMouseCursor_ResizeNS - {ImVec2(55, 18), ImVec2(23, 9), ImVec2(11, 4)}, // ImGuiMouseCursor_ResizeEW - {ImVec2(73, 0), ImVec2(17, 17), ImVec2(8, 8)}, // ImGuiMouseCursor_ResizeNESW - {ImVec2(55, 0), ImVec2(17, 17), ImVec2(8, 8)}, // ImGuiMouseCursor_ResizeNWSE - {ImVec2(91, 0), ImVec2(17, 22), ImVec2(5, 0)}, // ImGuiMouseCursor_Hand + { ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow + { ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput + { ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll + { ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS + { ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW + { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW + { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE + { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; ImFontAtlas::ImFontAtlas() { memset(this, 0, sizeof(*this)); - TexGlyphPadding = 1; + TexGlyphPadding = 1; PackIdMouseCursors = PackIdLines = -1; } @@ -2340,7 +1993,7 @@ ImFontAtlas::~ImFontAtlas() Clear(); } -void ImFontAtlas::ClearInputData() +void ImFontAtlas::ClearInputData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); for (int i = 0; i < ConfigData.Size; i++) @@ -2354,64 +2007,55 @@ void ImFontAtlas::ClearInputData() for (int i = 0; i < Fonts.Size; i++) if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) { - Fonts[i]->ConfigData = NULL; + Fonts[i]->ConfigData = NULL; Fonts[i]->ConfigDataCount = 0; } ConfigData.clear(); CustomRects.clear(); PackIdMouseCursors = PackIdLines = -1; - TexReady = false; + // Important: we leave TexReady untouched } -void ImFontAtlas::ClearTexData() +void ImFontAtlas::ClearTexData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); if (TexPixelsAlpha8) IM_FREE(TexPixelsAlpha8); if (TexPixelsRGBA32) IM_FREE(TexPixelsRGBA32); - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; + TexPixelsAlpha8 = NULL; + TexPixelsRGBA32 = NULL; TexPixelsUseColors = false; // Important: we leave TexReady untouched } -void ImFontAtlas::ClearFonts() +void ImFontAtlas::ClearFonts() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); Fonts.clear_delete(); TexReady = false; } -void ImFontAtlas::Clear() +void ImFontAtlas::Clear() { ClearInputData(); ClearTexData(); ClearFonts(); } -void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, - int* out_width, - int* out_height, - int* out_bytes_per_pixel) +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { // Build atlas on demand if (TexPixelsAlpha8 == NULL) Build(); *out_pixels = TexPixelsAlpha8; - if (out_width) - *out_width = TexWidth; - if (out_height) - *out_height = TexHeight; - if (out_bytes_per_pixel) - *out_bytes_per_pixel = 1; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; } -void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, - int* out_width, - int* out_height, - int* out_bytes_per_pixel) +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) { // Convert to RGBA32 format on demand // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp @@ -2421,21 +2065,18 @@ void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, GetTexDataAsAlpha8(&pixels, NULL, NULL); if (pixels) { - TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); + TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); const unsigned char* src = pixels; - unsigned int* dst = TexPixelsRGBA32; + unsigned int* dst = TexPixelsRGBA32; for (int n = TexWidth * TexHeight; n > 0; n--) *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); } } *out_pixels = (unsigned char*)TexPixelsRGBA32; - if (out_width) - *out_width = TexWidth; - if (out_height) - *out_height = TexHeight; - if (out_bytes_per_pixel) - *out_bytes_per_pixel = 4; + if (out_width) *out_width = TexWidth; + if (out_height) *out_height = TexHeight; + if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; } ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) @@ -2448,11 +2089,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) if (!font_cfg->MergeMode) Fonts.push_back(IM_NEW(ImFont)); else - IM_ASSERT(!Fonts.empty() && - "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already - // been added before. You can use - // ImGui::GetIO().Fonts->AddFontDefault() to add the - // default imgui font. + IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. ConfigData.push_back(*font_cfg); ImFontConfig& new_font_cfg = ConfigData.back(); @@ -2460,7 +2097,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) new_font_cfg.DstFont = Fonts.back(); if (!new_font_cfg.FontDataOwnedByAtlas) { - new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); + new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); new_font_cfg.FontDataOwnedByAtlas = true; memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); } @@ -2474,26 +2111,17 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) return new_font_cfg.DstFont; } -// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for -// encoder) +// 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 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) +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])))); - 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. + 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; } @@ -2506,30 +2134,26 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) if (!font_cfg_template) { font_cfg.OversampleH = font_cfg.OversampleV = 1; - font_cfg.PixelSnapH = true; + font_cfg.PixelSnapH = true; } if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); - font_cfg.EllipsisChar = (ImWchar)0x0085; + font_cfg.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); + 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); return font; } -ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, - float size_pixels, - const ImFontConfig* font_cfg_template, - const ImWchar* glyph_ranges) +ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); size_t data_size = 0; - void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); + void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { IM_ASSERT_USER_ERROR(0, "Could not load font file!"); @@ -2540,59 +2164,44 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, { // Store a short copy of filename into into the font name for convenience const char* p; - for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) - {} + for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); } return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); } -// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned -// TTF buffer will be deleted after Build(). -ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, - int ttf_size, - float size_pixels, - const ImFontConfig* font_cfg_template, - const ImWchar* glyph_ranges) +// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); - font_cfg.FontData = ttf_data; + font_cfg.FontData = ttf_data; font_cfg.FontDataSize = ttf_size; - font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; if (glyph_ranges) font_cfg.GlyphRanges = glyph_ranges; return AddFont(&font_cfg); } -ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, - int compressed_ttf_size, - float size_pixels, - const ImFontConfig* font_cfg_template, - const ImWchar* glyph_ranges) +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(); IM_ASSERT(font_cfg.FontData == NULL); font_cfg.FontDataOwnedByAtlas = true; - return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, - glyph_ranges); + return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges); } -ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, - float size_pixels, - const ImFontConfig* font_cfg, - const ImWchar* glyph_ranges) +ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges) { int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4; - void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); + void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size); Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf); - ImFont* font = - AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); + ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges); IM_FREE(compressed_ttf); return font; } @@ -2602,49 +2211,40 @@ int ImFontAtlas::AddCustomRectRegular(int width, int height) IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; + r.Width = (unsigned short)width; r.Height = (unsigned short)height; CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index + return CustomRects.Size - 1; // Return index } -int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, - ImWchar id, - int width, - int height, - float advance_x, - const ImVec2& offset) +int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) { -# ifdef IMGUI_USE_WCHAR32 +#ifdef IMGUI_USE_WCHAR32 IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); -# endif +#endif IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - r.GlyphID = id; + r.Width = (unsigned short)width; + r.Height = (unsigned short)height; + r.GlyphID = id; r.GlyphAdvanceX = advance_x; - r.GlyphOffset = offset; - r.Font = font; + r.GlyphOffset = offset; + r.Font = font; CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index + return CustomRects.Size - 1; // Return index } void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const { - IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates - IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed + IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates + IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); } -bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, - ImVec2* out_offset, - ImVec2* out_size, - ImVec2 out_uv_border[2], - ImVec2 out_uv_fill[2]) +bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) { if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT) return false; @@ -2653,19 +2253,19 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, 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; + 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 + 1; - out_uv_fill[0] = (pos)*TexUvScale; + out_uv_fill[0] = (pos) * TexUvScale; out_uv_fill[1] = (pos + size) * TexUvScale; return true; } -bool ImFontAtlas::Build() +bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); @@ -2681,35 +2281,29 @@ bool ImFontAtlas::Build() const ImFontBuilderIO* builder_io = FontBuilderIO; if (builder_io == NULL) { -# ifdef IMGUI_ENABLE_FREETYPE +#ifdef IMGUI_ENABLE_FREETYPE builder_io = ImGuiFreeType::GetBuilderForFreeType(); -# elif defined(IMGUI_ENABLE_STB_TRUETYPE) +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) builder_io = ImFontAtlasGetBuilderForStbTruetype(); -# else - IM_ASSERT(0); // Invalid Build function -# endif +#else + IM_ASSERT(0); // Invalid Build function +#endif } // Build return builder_io->FontBuilder_Build(this); } -void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) +void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) { for (unsigned int i = 0; i < 256; i++) { unsigned int value = (unsigned int)(i * in_brighten_factor); - out_table[i] = value > 255 ? 255 : (value & 0xFF); + out_table[i] = value > 255 ? 255 : (value & 0xFF); } } -void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], - unsigned char* pixels, - int x, - int y, - int w, - int h, - int stride) +void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) { unsigned char* data = pixels + x + y * stride; for (int j = h; j > 0; j--, data += stride) @@ -2717,38 +2311,37 @@ void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], data[i] = table[data[i]]; } -# ifdef IMGUI_ENABLE_STB_TRUETYPE +#ifdef IMGUI_ENABLE_STB_TRUETYPE // Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) // (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) struct ImFontBuildSrcData { - stbtt_fontinfo FontInfo; - stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) - stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. - stbtt_packedchar* PackedChars; // Output glyphs - const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) - int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] - int GlyphsHighest; // Highest requested codepoint - int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) - ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) + stbtt_fontinfo FontInfo; + stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) + stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. + stbtt_packedchar* PackedChars; // Output glyphs + const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) + int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] + int GlyphsHighest; // Highest requested codepoint + int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) + ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) }; // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) struct ImFontBuildDstData { - int SrcCount; // Number of source fonts targeting this destination font. - int GlyphsHighest; - int GlyphsCount; - ImBitVector - GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. + int SrcCount; // Number of source fonts targeting this destination font. + int GlyphsHighest; + int GlyphsCount; + ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. }; static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) { IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); const ImU32* it_begin = in->Storage.begin(); - const ImU32* it_end = in->Storage.end(); + const ImU32* it_end = in->Storage.end(); for (const ImU32* it = it_begin; it < it_end; it++) if (ImU32 entries_32 = *it) for (ImU32 bit_n = 0; bit_n < 32; bit_n++) @@ -2763,10 +2356,10 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) ImFontAtlasBuildInit(atlas); // Clear atlas - atlas->TexID = (ImTextureID)NULL; + atlas->TexID = (ImTextureID)NULL; atlas->TexWidth = atlas->TexHeight = 0; - atlas->TexUvScale = ImVec2(0.0f, 0.0f); - atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); + atlas->TexUvScale = ImVec2(0.0f, 0.0f); + atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); atlas->ClearTexData(); // Temporary storage for building @@ -2781,18 +2374,17 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas)); - // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than - // when storing indices) + // Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) src_tmp.DstIndex = -1; for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) if (cfg.DstFont == atlas->Fonts[output_i]) src_tmp.DstIndex = output_i; if (src_tmp.DstIndex == -1) { - IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? + IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array? return false; } // Initialize helper structure for font loading and verify that the TTF/OTF data is correct @@ -2803,15 +2395,14 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // Measure highest codepoints ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); + src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); dst_tmp.SrcCount++; dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); } - // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps - // between source fonts to avoid unused glyphs. + // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. int total_glyphs_count = 0; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { @@ -2824,10 +2415,9 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) { - if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an - // option for MergeMode (e.g. MergeOverwrite==true) + if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) continue; - if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? + if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? continue; // Add to avail set/counters @@ -2839,8 +2429,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) } } - // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ - // available _and_ not overlapping another) + // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; @@ -2863,8 +2452,8 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); // 4. Gather glyphs sizes so we can pack them in our virtual canvas. - int total_surface = 0; - int buf_rects_out_n = 0; + int total_surface = 0; + int buf_rects_out_n = 0; int buf_packedchars_out_n = 0; for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { @@ -2872,33 +2461,30 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) if (src_tmp.GlyphsCount == 0) continue; - src_tmp.Rects = &buf_rects[buf_rects_out_n]; + src_tmp.Rects = &buf_rects[buf_rects_out_n]; src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; buf_rects_out_n += src_tmp.GlyphsCount; buf_packedchars_out_n += src_tmp.GlyphsCount; // Convert our ranges in the format stb_truetype wants - ImFontConfig& cfg = atlas->ConfigData[src_i]; - src_tmp.PackRange.font_size = cfg.SizePixels; + ImFontConfig& cfg = atlas->ConfigData[src_i]; + src_tmp.PackRange.font_size = cfg.SizePixels; src_tmp.PackRange.first_unicode_codepoint_in_range = 0; - src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; - src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; - src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; - src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; - src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; + src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; + src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; + src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; + src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH; + src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; - // Gather the sizes of all rectangles we will need to pack (this loop is based on - // stbtt_PackFontRangesGatherRects) - const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) - : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) + const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) { int x0, y0, x1, y1; const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); IM_ASSERT(glyph_index_in_font != 0); - stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, - scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); + stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1); src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1); src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1); total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; @@ -2906,29 +2492,23 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) } // We need a width for the skyline algorithm, any width! - // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width - // can decrease height. User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a - // simple heuristic to select the width based on expected surface. + // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. + // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; - atlas->TexHeight = 0; + atlas->TexHeight = 0; 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). + // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). const int TEX_HEIGHT_MAX = 1024 * 32; - stbtt_pack_context spc = {}; + stbtt_pack_context spc = {}; stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL); ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); - // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this - // point. + // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; @@ -2938,17 +2518,15 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); // Extend texture height and mark missing glyphs as non-packed so we won't render them. - // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if - // larger than TexWidth?) + // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) if (src_tmp.Rects[glyph_i].was_packed) atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); } // 7. Allocate texture - atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) - : ImUpperPowerOfTwo(atlas->TexHeight); - atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); + atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); + atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); spc.pixels = atlas->TexPixelsAlpha8; @@ -2957,7 +2535,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // 8. Render/rasterize font characters into the texture for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { - ImFontConfig& cfg = atlas->ConfigData[src_i]; + ImFontConfig& cfg = atlas->ConfigData[src_i]; ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; if (src_tmp.GlyphsCount == 0) continue; @@ -2972,8 +2550,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) stbrp_rect* r = &src_tmp.Rects[0]; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) if (r->was_packed) - ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, - atlas->TexWidth * 1); + ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); } src_tmp.Rects = NULL; } @@ -2993,13 +2570,13 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // - 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; + ImFont* dst_font = cfg.DstFont; const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels); int unscaled_ascent, unscaled_descent, unscaled_line_gap; stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; @@ -3008,14 +2585,12 @@ static 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 int codepoint = src_tmp.GlyphsList[glyph_i]; const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; stbtt_aligned_quad q; 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); + 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); } } @@ -3033,19 +2608,19 @@ const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() return &io; } -# endif // IMGUI_ENABLE_STB_TRUETYPE +#endif // IMGUI_ENABLE_STB_TRUETYPE void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) { font->ClearOutputData(); - font->FontSize = font_config->SizePixels; - font->ConfigData = font_config; + font->FontSize = font_config->SizePixels; + font->ConfigData = font_config; font->ConfigDataCount = 0; - font->ContainerAtlas = atlas; - font->Ascent = ascent; - font->Descent = descent; + font->ContainerAtlas = atlas; + font->Ascent = ascent; + font->Descent = descent; } font->ConfigDataCount++; } @@ -3056,8 +2631,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa IM_ASSERT(pack_context != NULL); ImVector& user_rects = atlas->CustomRects; - IM_ASSERT(user_rects.Size >= - 1); // We expect at least the default custom rects to be registered, else something went wrong. + IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. ImVector pack_rects; pack_rects.resize(user_rects.Size); @@ -3078,14 +2652,7 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa } } -void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, - int x, - int y, - int w, - int h, - const char* in_str, - char in_marker_char, - unsigned char in_marker_pixel_value) +void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) { IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); @@ -3095,14 +2662,7 @@ void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; } -void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, - int x, - int y, - int w, - int h, - const char* in_str, - char in_marker_char, - unsigned int in_marker_pixel_value) +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) { IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); @@ -3126,21 +2686,13 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; if (atlas->TexPixelsAlpha8 != NULL) { - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, - FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, - '.', 0xFF); - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, - FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, - 'X', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); } else { - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, - FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, - '.', IM_COL32_WHITE); - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, - FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, - 'X', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); } } else @@ -3150,13 +2702,11 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) const int offset = (int)r->X + (int)r->Y * w; if (atlas->TexPixelsAlpha8 != NULL) { - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = - atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; } else { - atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = - atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; } } atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); @@ -3167,21 +2717,19 @@ 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 + // 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 + 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 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); + 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 + IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels if (atlas->TexPixelsAlpha8 != NULL) { unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; @@ -3210,8 +2758,7 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) // 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 + 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); } } @@ -3223,20 +2770,17 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas) 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); + 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 + // 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); + atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); } } @@ -3259,8 +2803,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) IM_ASSERT(r->Font->ContainerAtlas == atlas); ImVec2 uv0, uv1; 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); + 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 @@ -3272,47 +2815,46 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) } // Retrieve list of range (2 int per range, values are inclusive) -const ImWchar* ImFontAtlas::GetGlyphRangesDefault() +const ImWchar* ImFontAtlas::GetGlyphRangesDefault() { - static const ImWchar ranges[] = { - 0x0020, - 0x00FF, // Basic Latin + Latin Supplement + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0, }; return &ranges[0]; } -const ImWchar* ImFontAtlas::GetGlyphRangesKorean() +const ImWchar* ImFontAtlas::GetGlyphRangesKorean() { - static const ImWchar ranges[] = { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x3131, 0x3163, // Korean alphabets - 0xAC00, 0xD7A3, // Korean characters - 0xFFFD, 0xFFFD, // Invalid + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3131, 0x3163, // Korean alphabets + 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid 0, }; return &ranges[0]; } -const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() +const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() { - static const ImWchar ranges[] = { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x2000, 0x206F, // General Punctuation - 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana - 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF, // Half-width characters - 0xFFFD, 0xFFFD, // Invalid - 0x4e00, 0x9FAF, // CJK Ideograms + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD, // Invalid + 0x4e00, 0x9FAF, // CJK Ideograms 0, }; return &ranges[0]; } -static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, - const short* accumulative_offsets, - int accumulative_offsets_count, - ImWchar* out_ranges) +static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges) { for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2) { @@ -3326,143 +2868,75 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, // [SECTION] ImFontAtlas glyph ranges helpers //------------------------------------------------------------------------- -const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() +const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() { // Store 2500 regularly used characters for Simplified Chinese. - // Sourced from - // https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 + // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 // This table covers 97.97% of all characters used during the month in July, 1987. - // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or - // adding new characters. (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding - // is designed to helps us compact the source code size.) - static const short accumulative_offsets_from_0x4E00[] = { - 0, 1, 2, 4, 1, 1, 1, 1, 2, 1, 3, 2, 1, 2, 2, 1, 1, 1, 1, 1, 5, 2, 1, 2, - 3, 3, 3, 2, 2, 4, 1, 1, 1, 2, 1, 5, 2, 3, 1, 2, 1, 2, 1, 1, 2, 1, 1, 2, - 2, 1, 4, 1, 1, 1, 1, 5, 10, 1, 2, 19, 2, 1, 2, 1, 2, 1, 2, 1, 2, 1, 5, 1, - 6, 3, 2, 1, 2, 2, 1, 1, 1, 4, 8, 5, 1, 1, 4, 1, 1, 3, 1, 2, 1, 5, 1, 2, - 1, 1, 1, 10, 1, 1, 5, 2, 4, 6, 1, 4, 2, 2, 2, 12, 2, 1, 1, 6, 1, 1, 1, 4, - 1, 1, 4, 6, 5, 1, 4, 2, 2, 4, 10, 7, 1, 1, 4, 2, 4, 2, 1, 4, 3, 6, 10, 12, - 5, 7, 2, 14, 2, 9, 1, 1, 6, 7, 10, 4, 7, 13, 1, 5, 4, 8, 4, 1, 1, 2, 28, 5, - 6, 1, 1, 5, 2, 5, 20, 2, 2, 9, 8, 11, 2, 9, 17, 1, 8, 6, 8, 27, 4, 6, 9, 20, - 11, 27, 6, 68, 2, 2, 1, 1, 1, 2, 1, 2, 2, 7, 6, 11, 3, 3, 1, 1, 3, 1, 2, 1, - 1, 1, 1, 1, 3, 1, 1, 8, 3, 4, 1, 5, 7, 2, 1, 4, 4, 8, 4, 2, 1, 2, 1, 1, - 4, 5, 6, 3, 6, 2, 12, 3, 1, 3, 9, 2, 4, 3, 4, 1, 5, 3, 3, 1, 3, 7, 1, 5, - 1, 1, 1, 1, 2, 3, 4, 5, 2, 3, 2, 6, 1, 1, 2, 1, 7, 1, 7, 3, 4, 5, 15, 2, - 2, 1, 5, 3, 22, 19, 2, 1, 1, 1, 1, 2, 5, 1, 1, 1, 6, 1, 1, 12, 8, 2, 9, 18, - 22, 4, 1, 1, 5, 1, 16, 1, 2, 7, 10, 15, 1, 1, 6, 2, 4, 1, 2, 4, 1, 6, 1, 1, - 3, 2, 4, 1, 6, 4, 5, 1, 2, 1, 1, 2, 1, 10, 3, 1, 3, 2, 1, 9, 3, 2, 5, 7, - 2, 19, 4, 3, 6, 1, 1, 1, 1, 1, 4, 3, 2, 1, 1, 1, 2, 5, 3, 1, 1, 1, 2, 2, - 1, 1, 2, 1, 1, 2, 1, 3, 1, 1, 1, 3, 7, 1, 4, 1, 1, 2, 1, 1, 2, 1, 2, 4, - 4, 3, 8, 1, 1, 1, 2, 1, 3, 5, 1, 3, 1, 3, 4, 6, 2, 2, 14, 4, 6, 6, 11, 9, - 1, 15, 3, 1, 28, 5, 2, 5, 5, 3, 1, 3, 4, 5, 4, 6, 14, 3, 2, 3, 5, 21, 2, 7, - 20, 10, 1, 2, 19, 2, 4, 28, 28, 2, 3, 2, 1, 14, 4, 1, 26, 28, 42, 12, 40, 3, 52, 79, - 5, 14, 17, 3, 2, 2, 11, 3, 4, 6, 3, 1, 8, 2, 23, 4, 5, 8, 10, 4, 2, 7, 3, 5, - 1, 1, 6, 3, 1, 2, 2, 2, 5, 28, 1, 1, 7, 7, 20, 5, 3, 29, 3, 17, 26, 1, 8, 4, - 27, 3, 6, 11, 23, 5, 3, 4, 6, 13, 24, 16, 6, 5, 10, 25, 35, 7, 3, 2, 3, 3, 14, 3, - 6, 2, 6, 1, 4, 2, 3, 8, 2, 1, 1, 3, 3, 3, 4, 1, 1, 13, 2, 2, 4, 5, 2, 1, - 14, 14, 1, 2, 2, 1, 4, 5, 2, 3, 1, 14, 3, 12, 3, 17, 2, 16, 5, 1, 2, 1, 8, 9, - 3, 19, 4, 2, 2, 4, 17, 25, 21, 20, 28, 75, 1, 10, 29, 103, 4, 1, 2, 1, 1, 4, 2, 4, - 1, 2, 3, 24, 2, 2, 2, 1, 1, 2, 1, 3, 8, 1, 1, 1, 2, 1, 1, 3, 1, 1, 1, 6, - 1, 5, 3, 1, 1, 1, 3, 4, 1, 1, 5, 2, 1, 5, 6, 13, 9, 16, 1, 1, 1, 1, 3, 2, - 3, 2, 4, 5, 2, 5, 2, 2, 3, 7, 13, 7, 2, 2, 1, 1, 1, 1, 2, 3, 3, 2, 1, 6, - 4, 9, 2, 1, 14, 2, 14, 2, 1, 18, 3, 4, 14, 4, 11, 41, 15, 23, 15, 23, 176, 1, 3, 4, - 1, 1, 1, 1, 5, 3, 1, 2, 3, 7, 3, 1, 1, 2, 1, 2, 4, 4, 6, 2, 4, 1, 9, 7, - 1, 10, 5, 8, 16, 29, 1, 1, 2, 2, 3, 1, 3, 5, 2, 4, 5, 4, 1, 1, 2, 2, 3, 3, - 7, 1, 6, 10, 1, 17, 1, 44, 4, 6, 2, 1, 1, 6, 5, 4, 2, 10, 1, 6, 9, 2, 8, 1, - 24, 1, 2, 13, 7, 8, 8, 2, 1, 4, 1, 3, 1, 3, 3, 5, 2, 5, 10, 9, 4, 9, 12, 2, - 1, 6, 1, 10, 1, 1, 7, 7, 4, 10, 8, 3, 1, 13, 4, 3, 1, 6, 1, 3, 5, 2, 1, 2, - 17, 16, 5, 2, 16, 6, 1, 4, 2, 1, 3, 3, 6, 8, 5, 11, 11, 1, 3, 3, 2, 4, 6, 10, - 9, 5, 7, 4, 7, 4, 7, 1, 1, 4, 2, 1, 3, 6, 8, 7, 1, 6, 11, 5, 5, 3, 24, 9, - 4, 2, 7, 13, 5, 1, 8, 82, 16, 61, 1, 1, 1, 4, 2, 2, 16, 10, 3, 8, 1, 1, 6, 4, - 2, 1, 3, 1, 1, 1, 4, 3, 8, 4, 2, 2, 1, 1, 1, 1, 1, 6, 3, 5, 1, 1, 4, 6, - 9, 2, 1, 1, 1, 2, 1, 7, 2, 1, 6, 1, 5, 4, 4, 3, 1, 8, 1, 3, 3, 1, 3, 2, - 2, 2, 2, 3, 1, 6, 1, 2, 1, 2, 1, 3, 7, 1, 8, 2, 1, 2, 1, 5, 2, 5, 3, 5, - 10, 1, 2, 1, 1, 3, 2, 5, 11, 3, 9, 3, 5, 1, 1, 5, 9, 1, 2, 1, 5, 7, 9, 9, - 8, 1, 3, 3, 3, 6, 8, 2, 3, 2, 1, 1, 32, 6, 1, 2, 15, 9, 3, 7, 13, 1, 3, 10, - 13, 2, 14, 1, 13, 10, 2, 1, 3, 10, 4, 15, 2, 15, 15, 10, 1, 3, 9, 6, 9, 32, 25, 26, - 47, 7, 3, 2, 3, 1, 6, 3, 4, 3, 2, 8, 5, 4, 1, 9, 4, 2, 2, 19, 10, 6, 2, 3, - 8, 1, 2, 2, 4, 2, 1, 9, 4, 4, 4, 6, 4, 8, 9, 2, 3, 1, 1, 1, 1, 3, 5, 5, - 1, 3, 8, 4, 6, 2, 1, 4, 12, 1, 5, 3, 7, 13, 2, 5, 8, 1, 6, 1, 2, 5, 14, 6, - 1, 5, 2, 4, 8, 15, 5, 1, 23, 6, 62, 2, 10, 1, 1, 8, 1, 2, 2, 10, 4, 2, 2, 9, - 2, 1, 1, 3, 2, 3, 1, 5, 3, 3, 2, 1, 3, 8, 1, 1, 1, 11, 3, 1, 1, 4, 3, 7, - 1, 14, 1, 2, 3, 12, 5, 2, 5, 1, 6, 7, 5, 7, 14, 11, 1, 3, 1, 8, 9, 12, 2, 1, - 11, 8, 4, 4, 2, 6, 10, 9, 13, 1, 1, 3, 1, 5, 1, 3, 2, 4, 4, 1, 18, 2, 3, 14, - 11, 4, 29, 4, 2, 7, 1, 3, 13, 9, 2, 2, 5, 3, 5, 20, 7, 16, 8, 5, 72, 34, 6, 4, - 22, 12, 12, 28, 45, 36, 9, 7, 39, 9, 191, 1, 1, 1, 4, 11, 8, 4, 9, 2, 3, 22, 1, 1, - 1, 1, 4, 17, 1, 7, 7, 1, 11, 31, 10, 2, 4, 8, 2, 3, 2, 1, 4, 2, 16, 4, 32, 2, - 3, 19, 13, 4, 9, 1, 5, 2, 14, 8, 1, 1, 3, 6, 19, 6, 5, 1, 16, 6, 2, 10, 8, 5, - 1, 2, 3, 1, 5, 5, 1, 11, 6, 6, 1, 3, 3, 2, 6, 3, 8, 1, 1, 4, 10, 7, 5, 7, - 7, 5, 8, 9, 2, 1, 3, 4, 1, 1, 3, 1, 3, 3, 2, 6, 16, 1, 4, 6, 3, 1, 10, 6, - 1, 3, 15, 2, 9, 2, 10, 25, 13, 9, 16, 6, 2, 2, 10, 11, 4, 3, 9, 1, 2, 6, 6, 5, - 4, 30, 40, 1, 10, 7, 12, 14, 33, 6, 3, 6, 7, 3, 1, 3, 1, 11, 14, 4, 9, 5, 12, 11, - 49, 18, 51, 31, 140, 31, 2, 2, 1, 5, 1, 8, 1, 10, 1, 4, 4, 3, 24, 1, 10, 1, 3, 6, - 6, 16, 3, 4, 5, 2, 1, 4, 2, 57, 10, 6, 22, 2, 22, 3, 7, 22, 6, 10, 11, 36, 18, 16, - 33, 36, 2, 5, 5, 1, 1, 1, 4, 10, 1, 4, 13, 2, 7, 5, 2, 9, 3, 4, 1, 7, 43, 3, - 7, 3, 9, 14, 7, 9, 1, 11, 1, 1, 3, 7, 4, 18, 13, 1, 14, 1, 3, 6, 10, 73, 2, 2, - 30, 6, 1, 11, 18, 19, 13, 22, 3, 46, 42, 37, 89, 7, 3, 16, 34, 2, 2, 3, 9, 1, 7, 1, - 1, 1, 2, 2, 4, 10, 7, 3, 10, 3, 9, 5, 28, 9, 2, 6, 13, 7, 3, 1, 3, 10, 2, 7, - 2, 11, 3, 6, 21, 54, 85, 2, 1, 4, 2, 2, 1, 39, 3, 21, 2, 2, 5, 1, 1, 1, 4, 1, - 1, 3, 4, 15, 1, 3, 2, 4, 4, 2, 3, 8, 2, 20, 1, 8, 7, 13, 4, 1, 26, 6, 2, 9, - 34, 4, 21, 52, 10, 4, 4, 1, 5, 12, 2, 11, 1, 7, 2, 30, 12, 44, 2, 30, 1, 1, 3, 6, - 16, 9, 17, 39, 82, 2, 2, 24, 7, 1, 7, 3, 16, 9, 14, 44, 2, 1, 2, 1, 2, 3, 5, 2, - 4, 1, 6, 7, 5, 3, 2, 6, 1, 11, 5, 11, 2, 1, 18, 19, 8, 1, 3, 24, 29, 2, 1, 3, - 5, 2, 2, 1, 13, 6, 5, 1, 46, 11, 3, 5, 1, 1, 5, 8, 2, 10, 6, 12, 6, 3, 7, 11, - 2, 4, 16, 13, 2, 5, 1, 1, 2, 2, 5, 2, 28, 5, 2, 23, 10, 8, 4, 4, 22, 39, 95, 38, - 8, 14, 9, 5, 1, 13, 5, 4, 3, 13, 12, 11, 1, 9, 1, 27, 37, 2, 5, 4, 4, 63, 211, 95, - 2, 2, 2, 1, 3, 5, 2, 1, 1, 2, 2, 1, 1, 1, 3, 2, 4, 1, 2, 1, 1, 5, 2, 2, - 1, 1, 2, 3, 1, 3, 1, 1, 1, 3, 1, 4, 2, 1, 3, 6, 1, 1, 3, 7, 15, 5, 3, 2, - 5, 3, 9, 11, 4, 2, 22, 1, 6, 3, 8, 7, 1, 4, 28, 4, 16, 3, 3, 25, 4, 4, 27, 27, - 1, 4, 1, 2, 2, 7, 1, 3, 5, 2, 28, 8, 2, 14, 1, 8, 6, 16, 25, 3, 3, 3, 14, 3, - 3, 1, 1, 2, 1, 4, 6, 3, 8, 4, 1, 1, 1, 2, 3, 6, 10, 6, 2, 3, 18, 3, 2, 5, - 5, 4, 3, 1, 5, 2, 5, 4, 23, 7, 6, 12, 6, 4, 17, 11, 9, 5, 1, 1, 10, 5, 12, 1, - 1, 11, 26, 33, 7, 3, 6, 1, 17, 7, 1, 5, 12, 1, 11, 2, 4, 1, 8, 14, 17, 23, 1, 2, - 1, 7, 8, 16, 11, 9, 6, 5, 2, 6, 4, 16, 2, 8, 14, 1, 11, 8, 9, 1, 1, 1, 9, 25, - 4, 11, 19, 7, 2, 15, 2, 12, 8, 52, 7, 5, 19, 2, 16, 4, 36, 8, 1, 16, 8, 24, 26, 4, - 6, 2, 9, 5, 4, 36, 3, 28, 12, 25, 15, 37, 27, 17, 12, 59, 38, 5, 32, 127, 1, 2, 9, 17, - 14, 4, 1, 2, 1, 1, 8, 11, 50, 4, 14, 2, 19, 16, 4, 17, 5, 4, 5, 26, 12, 45, 2, 23, - 45, 104, 30, 12, 8, 3, 10, 2, 2, 3, 3, 1, 4, 20, 7, 2, 9, 6, 15, 2, 20, 1, 3, 16, - 4, 11, 15, 6, 134, 2, 5, 59, 1, 2, 2, 2, 1, 9, 17, 3, 26, 137, 10, 211, 59, 1, 2, 4, - 1, 4, 1, 1, 1, 2, 6, 2, 3, 1, 1, 2, 3, 2, 3, 1, 3, 4, 4, 2, 3, 3, 1, 4, - 3, 1, 7, 2, 2, 3, 1, 2, 1, 3, 3, 3, 2, 2, 3, 2, 1, 3, 14, 6, 1, 3, 2, 9, - 6, 15, 27, 9, 34, 145, 1, 1, 2, 1, 1, 1, 1, 2, 1, 1, 1, 1, 2, 2, 2, 3, 1, 2, - 1, 1, 1, 2, 3, 5, 8, 3, 5, 2, 4, 1, 3, 2, 2, 2, 12, 4, 1, 1, 1, 10, 4, 5, - 1, 20, 4, 16, 1, 15, 9, 5, 12, 2, 9, 2, 5, 4, 2, 26, 19, 7, 1, 26, 4, 30, 12, 15, - 42, 1, 6, 8, 172, 1, 1, 4, 2, 1, 1, 11, 2, 2, 4, 2, 1, 2, 1, 10, 8, 1, 2, 1, - 4, 5, 1, 2, 5, 1, 8, 4, 1, 3, 4, 2, 1, 6, 2, 1, 3, 4, 1, 2, 1, 1, 1, 1, - 12, 5, 7, 2, 4, 3, 1, 1, 1, 3, 3, 6, 1, 2, 2, 3, 3, 3, 2, 1, 2, 12, 14, 11, - 6, 6, 4, 12, 2, 8, 1, 7, 10, 1, 35, 7, 4, 13, 15, 4, 3, 23, 21, 28, 52, 5, 26, 5, - 6, 1, 7, 10, 2, 7, 53, 3, 2, 1, 1, 1, 2, 163, 532, 1, 10, 11, 1, 3, 3, 4, 8, 2, - 8, 6, 2, 2, 23, 22, 4, 2, 2, 4, 2, 1, 3, 1, 3, 3, 5, 9, 8, 2, 1, 2, 8, 1, - 10, 2, 12, 21, 20, 15, 105, 2, 3, 1, 1, 3, 2, 3, 1, 1, 2, 5, 1, 4, 15, 11, 19, 1, - 1, 1, 1, 5, 4, 5, 1, 1, 2, 5, 3, 5, 12, 1, 2, 5, 1, 11, 1, 1, 15, 9, 1, 4, - 5, 3, 26, 8, 2, 1, 3, 1, 1, 15, 19, 2, 12, 1, 2, 5, 2, 7, 2, 19, 2, 20, 6, 26, - 7, 5, 2, 2, 7, 34, 21, 13, 70, 2, 128, 1, 1, 2, 1, 1, 2, 1, 1, 3, 2, 2, 2, 15, - 1, 4, 1, 3, 4, 42, 10, 6, 1, 49, 85, 8, 1, 2, 1, 1, 4, 4, 2, 3, 6, 1, 5, 7, - 4, 3, 211, 4, 1, 2, 1, 2, 5, 1, 2, 4, 2, 2, 6, 5, 6, 10, 3, 4, 48, 100, 6, 2, - 16, 296, 5, 27, 387, 2, 2, 3, 7, 16, 8, 5, 38, 15, 39, 21, 9, 10, 3, 7, 59, 13, 27, 21, - 47, 5, 21, 6}; - static ImWchar base_ranges[] = // not zero-terminated - { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x2000, 0x206F, // General Punctuation - 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana - 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF, // Half-width characters - 0xFFFD, 0xFFFD // Invalid - }; - static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { - 0}; + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2, + 1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4, + 2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1, + 1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2, + 3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6, + 1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1, + 1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3, + 2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4, + 27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12, + 3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1, + 1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23, + 176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6, + 5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6, + 1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1, + 6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5, + 2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15, + 2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6, + 2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4, + 3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5, + 3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2, + 3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16, + 1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31, + 140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7, + 5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2, + 2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13, + 4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3, + 2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4, + 4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1, + 3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3, + 3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11, + 2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9, + 5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2, + 3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3, + 1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12, + 4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8, + 4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5, + 26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1, + 3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5, + 2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6, + 10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6 + }; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x2000, 0x206F, // General Punctuation + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 }; if (!full_ranges[0]) { memcpy(full_ranges, base_ranges, sizeof(base_ranges)); - UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, - IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), - full_ranges + IM_ARRAYSIZE(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); } return &full_ranges[0]; } -const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() +const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() { // 2999 ideograms code points for Japanese // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points @@ -3476,183 +2950,120 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() // - https://github.com/vaiorabbit/everyday_use_kanji // - References: // - List of Joyo Kanji - // - (Official list by the Agency for Cultural Affairs) - // https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html + // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji // - List of Jinmeiyo Kanji // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji - // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see - // https://github.com/ocornut/imgui/pull/3627 for details. You can use ImFontGlyphRangesBuilder to create your own - // ranges derived from this, by merging existing ranges or adding new characters. (Stored as accumulative offsets - // from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) - static const short accumulative_offsets_from_0x4E00[] = { - 0, 1, 2, 4, 1, 1, 1, 1, 2, 1, 3, 3, 2, 2, 1, 5, 3, 5, 7, 5, 6, 1, 2, 1, 7, 2, - 6, 3, 1, 8, 1, 1, 4, 1, 1, 18, 2, 11, 2, 6, 2, 1, 2, 1, 5, 1, 2, 1, 3, 1, 2, 1, - 2, 3, 3, 1, 1, 2, 3, 1, 1, 1, 12, 7, 9, 1, 4, 5, 1, 1, 2, 1, 10, 1, 1, 9, 2, 2, - 4, 5, 6, 9, 3, 1, 1, 1, 1, 9, 3, 18, 5, 2, 2, 2, 2, 1, 6, 3, 7, 1, 1, 1, 1, 2, - 2, 4, 2, 1, 23, 2, 10, 4, 3, 5, 2, 4, 10, 2, 4, 13, 1, 6, 1, 9, 3, 1, 1, 6, 6, 7, - 6, 3, 1, 2, 11, 3, 2, 2, 3, 2, 15, 2, 2, 5, 4, 3, 6, 4, 1, 2, 5, 2, 12, 16, 6, 13, - 9, 13, 2, 1, 1, 7, 16, 4, 7, 1, 19, 1, 5, 1, 2, 2, 7, 7, 8, 2, 6, 5, 4, 9, 18, 7, - 4, 5, 9, 13, 11, 8, 15, 2, 1, 1, 1, 2, 1, 2, 2, 1, 2, 2, 8, 2, 9, 3, 3, 1, 1, 4, - 4, 1, 1, 1, 4, 9, 1, 4, 3, 5, 5, 2, 7, 5, 3, 4, 8, 2, 1, 13, 2, 3, 3, 1, 14, 1, - 1, 4, 5, 1, 3, 6, 1, 5, 2, 1, 1, 3, 3, 3, 3, 1, 1, 2, 7, 6, 6, 7, 1, 4, 7, 6, - 1, 1, 1, 1, 1, 12, 3, 3, 9, 5, 2, 6, 1, 5, 6, 1, 2, 3, 18, 2, 4, 14, 4, 1, 3, 6, - 1, 1, 6, 3, 5, 5, 3, 2, 2, 2, 2, 12, 3, 1, 4, 2, 3, 2, 3, 11, 1, 7, 4, 1, 2, 1, - 3, 17, 1, 9, 1, 24, 1, 1, 4, 2, 2, 4, 1, 2, 7, 1, 1, 1, 3, 1, 2, 2, 4, 15, 1, 1, - 2, 1, 1, 2, 1, 5, 2, 5, 20, 2, 5, 9, 1, 10, 8, 7, 6, 1, 1, 1, 1, 1, 1, 6, 2, 1, - 2, 8, 1, 1, 1, 1, 5, 1, 1, 3, 1, 1, 1, 1, 3, 1, 1, 12, 4, 1, 3, 1, 1, 1, 1, 1, - 10, 3, 1, 7, 5, 13, 1, 2, 3, 4, 6, 1, 1, 30, 2, 9, 9, 1, 15, 38, 11, 3, 1, 8, 24, 7, - 1, 9, 8, 10, 2, 1, 9, 31, 2, 13, 6, 2, 9, 4, 49, 5, 2, 15, 2, 1, 10, 2, 1, 1, 1, 2, - 2, 6, 15, 30, 35, 3, 14, 18, 8, 1, 16, 10, 28, 12, 19, 45, 38, 1, 3, 2, 3, 13, 2, 1, 7, 3, - 6, 5, 3, 4, 3, 1, 5, 7, 8, 1, 5, 3, 18, 5, 3, 6, 1, 21, 4, 24, 9, 24, 40, 3, 14, 3, - 21, 3, 2, 1, 2, 4, 2, 3, 1, 15, 15, 6, 5, 1, 1, 3, 1, 5, 6, 1, 9, 7, 3, 3, 2, 1, - 4, 3, 8, 21, 5, 16, 4, 5, 2, 10, 11, 11, 3, 6, 3, 2, 9, 3, 6, 13, 1, 2, 1, 1, 1, 1, - 11, 12, 6, 6, 1, 4, 2, 6, 5, 2, 1, 1, 3, 3, 6, 13, 3, 1, 1, 5, 1, 2, 3, 3, 14, 2, - 1, 2, 2, 2, 5, 1, 9, 5, 1, 1, 6, 12, 3, 12, 3, 4, 13, 2, 14, 2, 8, 1, 17, 5, 1, 16, - 4, 2, 2, 21, 8, 9, 6, 23, 20, 12, 25, 19, 9, 38, 8, 3, 21, 40, 25, 33, 13, 4, 3, 1, 4, 1, - 2, 4, 1, 2, 5, 26, 2, 1, 1, 2, 1, 3, 6, 2, 1, 1, 1, 1, 1, 1, 2, 3, 1, 1, 1, 9, - 2, 3, 1, 1, 1, 3, 6, 3, 2, 1, 1, 6, 6, 1, 8, 2, 2, 2, 1, 4, 1, 2, 3, 2, 7, 3, - 2, 4, 1, 2, 1, 2, 2, 1, 1, 1, 1, 1, 3, 1, 2, 5, 4, 10, 9, 4, 9, 1, 1, 1, 1, 1, - 1, 5, 3, 2, 1, 6, 4, 9, 6, 1, 10, 2, 31, 17, 8, 3, 7, 5, 40, 1, 7, 7, 1, 6, 5, 2, - 10, 7, 8, 4, 15, 39, 25, 6, 28, 47, 18, 10, 7, 1, 3, 1, 1, 2, 1, 1, 1, 3, 3, 3, 1, 1, - 1, 3, 4, 2, 1, 4, 1, 3, 6, 10, 7, 8, 6, 2, 2, 1, 3, 3, 2, 5, 8, 7, 9, 12, 2, 15, - 1, 1, 4, 1, 2, 1, 1, 1, 3, 2, 1, 3, 3, 5, 6, 2, 3, 2, 10, 1, 4, 2, 8, 1, 1, 1, - 11, 6, 1, 21, 4, 16, 3, 1, 3, 1, 4, 2, 3, 6, 5, 1, 3, 1, 1, 3, 3, 4, 6, 1, 1, 10, - 4, 2, 7, 10, 4, 7, 4, 2, 9, 4, 3, 1, 1, 1, 4, 1, 8, 3, 4, 1, 3, 1, 6, 1, 4, 2, - 1, 4, 7, 2, 1, 8, 1, 4, 5, 1, 1, 2, 2, 4, 6, 2, 7, 1, 10, 1, 1, 3, 4, 11, 10, 8, - 21, 4, 6, 1, 3, 5, 2, 1, 2, 28, 5, 5, 2, 3, 13, 1, 2, 3, 1, 4, 2, 1, 5, 20, 3, 8, - 11, 1, 3, 3, 3, 1, 8, 10, 9, 2, 10, 9, 2, 3, 1, 1, 2, 4, 1, 8, 3, 6, 1, 7, 8, 6, - 11, 1, 4, 29, 8, 4, 3, 1, 2, 7, 13, 1, 4, 1, 6, 2, 6, 12, 12, 2, 20, 3, 2, 3, 6, 4, - 8, 9, 2, 7, 34, 5, 1, 18, 6, 1, 1, 4, 4, 5, 7, 9, 1, 2, 2, 4, 3, 4, 1, 7, 2, 2, - 2, 6, 2, 3, 25, 5, 3, 6, 1, 4, 6, 7, 4, 2, 1, 4, 2, 13, 6, 4, 4, 3, 1, 5, 3, 4, - 4, 3, 2, 1, 1, 4, 1, 2, 1, 1, 3, 1, 11, 1, 6, 3, 1, 7, 3, 6, 2, 8, 8, 6, 9, 3, - 4, 11, 3, 2, 10, 12, 2, 5, 11, 1, 6, 4, 5, 3, 1, 8, 5, 4, 6, 6, 3, 5, 1, 1, 3, 2, - 1, 2, 2, 6, 17, 12, 1, 10, 1, 6, 12, 1, 6, 6, 19, 9, 6, 16, 1, 13, 4, 4, 15, 7, 17, 6, - 11, 9, 15, 12, 6, 7, 2, 1, 2, 2, 15, 9, 3, 21, 4, 6, 49, 18, 7, 3, 2, 3, 1, 6, 8, 2, - 2, 6, 2, 9, 1, 3, 6, 4, 4, 1, 2, 16, 2, 5, 2, 1, 6, 2, 3, 5, 3, 1, 2, 5, 1, 2, - 1, 9, 3, 1, 8, 6, 4, 8, 11, 3, 1, 1, 1, 1, 3, 1, 13, 8, 4, 1, 3, 2, 2, 1, 4, 1, - 11, 1, 5, 2, 1, 5, 2, 5, 8, 6, 1, 1, 7, 4, 3, 8, 3, 2, 7, 2, 1, 5, 1, 5, 2, 4, - 7, 6, 2, 8, 5, 1, 11, 4, 5, 3, 6, 18, 1, 2, 13, 3, 3, 1, 21, 1, 1, 4, 1, 4, 1, 1, - 1, 8, 1, 2, 2, 7, 1, 2, 4, 2, 2, 9, 2, 1, 1, 1, 4, 3, 6, 3, 12, 5, 1, 1, 1, 5, - 6, 3, 2, 4, 8, 2, 2, 4, 2, 7, 1, 8, 9, 5, 2, 3, 2, 1, 3, 2, 13, 7, 14, 6, 5, 1, - 1, 2, 1, 4, 2, 23, 2, 1, 1, 6, 3, 1, 4, 1, 15, 3, 1, 7, 3, 9, 14, 1, 3, 1, 4, 1, - 1, 5, 8, 1, 3, 8, 3, 8, 15, 11, 4, 14, 4, 4, 2, 5, 5, 1, 7, 1, 6, 14, 7, 7, 8, 5, - 15, 4, 8, 6, 5, 6, 2, 1, 13, 1, 20, 15, 11, 9, 2, 5, 6, 2, 11, 2, 6, 2, 5, 1, 5, 8, - 4, 13, 19, 25, 4, 1, 1, 11, 1, 34, 2, 5, 9, 14, 6, 2, 2, 6, 1, 1, 14, 1, 3, 14, 13, 1, - 6, 12, 21, 14, 14, 6, 32, 17, 8, 32, 9, 28, 1, 2, 4, 11, 8, 3, 1, 14, 2, 5, 15, 1, 1, 1, - 1, 3, 6, 4, 1, 3, 4, 11, 3, 1, 1, 11, 30, 1, 5, 1, 4, 1, 5, 8, 1, 1, 3, 2, 4, 3, - 17, 35, 2, 6, 12, 17, 3, 1, 6, 2, 1, 1, 12, 2, 7, 3, 3, 2, 1, 16, 2, 8, 3, 6, 5, 4, - 7, 3, 3, 8, 1, 9, 8, 5, 1, 2, 1, 3, 2, 8, 1, 2, 9, 12, 1, 1, 2, 3, 8, 3, 24, 12, - 4, 3, 7, 5, 8, 3, 3, 3, 3, 3, 3, 1, 23, 10, 3, 1, 2, 2, 6, 3, 1, 16, 1, 16, 22, 3, - 10, 4, 11, 6, 9, 7, 7, 3, 6, 2, 2, 2, 4, 10, 2, 1, 1, 2, 8, 7, 1, 6, 4, 1, 3, 3, - 3, 5, 10, 12, 12, 2, 3, 12, 8, 15, 1, 1, 16, 6, 6, 1, 5, 9, 11, 4, 11, 4, 2, 6, 12, 1, - 17, 5, 13, 1, 4, 9, 5, 1, 11, 2, 1, 8, 1, 5, 7, 28, 8, 3, 5, 10, 2, 17, 3, 38, 22, 1, - 2, 18, 12, 10, 4, 38, 18, 1, 4, 44, 19, 4, 1, 8, 4, 1, 12, 1, 4, 31, 12, 1, 14, 7, 75, 7, - 5, 10, 6, 6, 13, 3, 2, 11, 11, 3, 2, 5, 28, 15, 6, 18, 18, 5, 6, 4, 3, 16, 1, 7, 18, 7, - 36, 3, 5, 3, 1, 7, 1, 9, 1, 10, 7, 2, 4, 2, 6, 2, 9, 7, 4, 3, 32, 12, 3, 7, 10, 2, - 23, 16, 3, 1, 12, 3, 31, 4, 11, 1, 3, 8, 9, 5, 1, 30, 15, 6, 12, 3, 2, 2, 11, 19, 9, 14, - 2, 6, 2, 3, 19, 13, 17, 5, 3, 3, 25, 3, 14, 1, 1, 1, 36, 1, 3, 2, 19, 3, 13, 36, 9, 13, - 31, 6, 4, 16, 34, 2, 5, 4, 2, 3, 3, 5, 1, 1, 1, 4, 3, 1, 17, 3, 2, 3, 5, 3, 1, 3, - 2, 3, 5, 6, 3, 12, 11, 1, 3, 1, 2, 26, 7, 12, 7, 2, 14, 3, 3, 7, 7, 11, 25, 25, 28, 16, - 4, 36, 1, 2, 1, 6, 2, 1, 9, 3, 27, 17, 4, 3, 4, 13, 4, 1, 3, 2, 2, 1, 10, 4, 2, 4, - 6, 3, 8, 2, 1, 18, 1, 1, 24, 2, 2, 4, 33, 2, 3, 63, 7, 1, 6, 40, 7, 3, 4, 4, 2, 4, - 15, 18, 1, 16, 1, 1, 11, 2, 41, 14, 1, 3, 18, 13, 3, 2, 4, 16, 2, 17, 7, 15, 24, 7, 18, 13, - 44, 2, 2, 3, 6, 1, 1, 7, 5, 1, 7, 1, 4, 3, 3, 5, 10, 8, 2, 3, 1, 8, 1, 1, 27, 4, - 2, 1, 12, 1, 2, 1, 10, 6, 1, 6, 7, 5, 2, 3, 7, 11, 5, 11, 3, 6, 6, 2, 3, 15, 4, 9, - 1, 1, 2, 1, 2, 11, 2, 8, 12, 8, 5, 4, 2, 3, 1, 5, 2, 2, 1, 14, 1, 12, 11, 4, 1, 11, - 17, 17, 4, 3, 2, 5, 5, 7, 3, 1, 5, 9, 9, 8, 2, 5, 6, 6, 13, 13, 2, 1, 2, 6, 1, 2, - 2, 49, 4, 9, 1, 2, 10, 16, 7, 8, 4, 3, 2, 23, 4, 58, 3, 29, 1, 14, 19, 19, 11, 11, 2, 7, - 5, 1, 3, 4, 6, 2, 18, 5, 12, 12, 17, 17, 3, 3, 2, 4, 1, 6, 2, 3, 4, 3, 1, 1, 1, 1, - 5, 1, 1, 9, 1, 3, 1, 3, 6, 1, 8, 1, 1, 2, 6, 4, 14, 3, 1, 4, 11, 4, 1, 3, 32, 1, - 2, 4, 13, 4, 1, 2, 4, 2, 1, 3, 1, 11, 1, 4, 2, 1, 4, 4, 6, 3, 5, 1, 6, 5, 7, 6, - 3, 23, 3, 5, 3, 5, 3, 3, 13, 3, 9, 10, 1, 12, 10, 2, 3, 18, 13, 7, 160, 52, 4, 2, 2, 3, - 2, 14, 5, 4, 12, 4, 6, 4, 1, 20, 4, 11, 6, 2, 12, 27, 1, 4, 1, 2, 2, 7, 4, 5, 2, 28, - 3, 7, 25, 8, 3, 19, 3, 6, 10, 2, 2, 1, 10, 2, 5, 4, 1, 3, 4, 1, 5, 3, 2, 6, 9, 3, - 6, 2, 16, 3, 3, 16, 4, 5, 5, 3, 2, 1, 2, 16, 15, 8, 2, 6, 21, 2, 4, 1, 22, 5, 8, 1, - 1, 21, 11, 2, 1, 11, 11, 19, 13, 12, 4, 2, 3, 2, 3, 6, 1, 8, 11, 1, 4, 2, 9, 5, 2, 1, - 11, 2, 9, 1, 1, 2, 14, 31, 9, 3, 4, 21, 14, 4, 8, 1, 7, 2, 2, 2, 5, 1, 4, 20, 3, 3, - 4, 10, 1, 11, 9, 8, 2, 1, 4, 5, 14, 12, 14, 2, 17, 9, 6, 31, 4, 14, 1, 20, 13, 26, 5, 2, - 7, 3, 6, 13, 2, 4, 2, 19, 6, 2, 2, 18, 9, 3, 5, 12, 12, 14, 4, 6, 2, 3, 6, 9, 5, 22, - 4, 5, 25, 6, 4, 8, 5, 2, 6, 27, 2, 35, 2, 16, 3, 7, 8, 8, 6, 6, 5, 9, 17, 2, 20, 6, - 19, 2, 13, 3, 1, 1, 1, 4, 17, 12, 2, 14, 7, 1, 4, 18, 12, 38, 33, 2, 10, 1, 1, 2, 13, 14, - 17, 11, 50, 6, 33, 20, 26, 74, 16, 23, 45, 50, 13, 38, 33, 6, 6, 7, 4, 4, 2, 1, 3, 2, 5, 8, - 7, 8, 9, 3, 11, 21, 9, 13, 1, 3, 10, 6, 7, 1, 2, 2, 18, 5, 5, 1, 9, 9, 2, 68, 9, 19, - 13, 2, 5, 1, 4, 4, 7, 4, 13, 3, 9, 10, 21, 17, 3, 26, 2, 1, 5, 2, 4, 5, 4, 1, 7, 4, - 7, 3, 4, 2, 1, 6, 1, 1, 20, 4, 1, 9, 2, 2, 1, 3, 3, 2, 3, 2, 1, 1, 1, 20, 2, 3, - 1, 6, 2, 3, 6, 2, 4, 8, 1, 3, 2, 10, 3, 5, 3, 4, 4, 3, 4, 16, 1, 6, 1, 10, 2, 4, - 2, 1, 1, 2, 10, 11, 2, 2, 3, 1, 24, 31, 4, 10, 10, 2, 5, 12, 16, 164, 15, 4, 16, 7, 9, 15, - 19, 17, 1, 2, 1, 1, 5, 1, 1, 1, 1, 1, 3, 1, 4, 3, 1, 3, 1, 3, 1, 2, 1, 1, 3, 3, - 7, 2, 8, 1, 2, 2, 2, 1, 3, 4, 3, 7, 8, 12, 92, 2, 10, 3, 1, 3, 14, 5, 25, 16, 42, 4, - 7, 7, 4, 2, 21, 5, 27, 26, 27, 21, 25, 30, 31, 2, 1, 5, 13, 3, 22, 5, 6, 6, 11, 9, 12, 1, - 5, 9, 7, 5, 5, 22, 60, 3, 5, 13, 1, 1, 8, 1, 1, 3, 3, 2, 1, 9, 3, 3, 18, 4, 1, 2, - 3, 7, 6, 3, 1, 2, 3, 9, 1, 3, 1, 3, 2, 1, 3, 1, 1, 1, 2, 1, 11, 3, 1, 6, 9, 1, - 3, 2, 3, 1, 2, 1, 5, 1, 1, 4, 3, 4, 1, 2, 2, 4, 4, 1, 7, 2, 1, 2, 2, 3, 5, 13, - 18, 3, 4, 14, 9, 9, 4, 16, 3, 7, 5, 8, 2, 6, 48, 28, 3, 1, 1, 4, 2, 14, 8, 2, 9, 2, - 1, 15, 2, 4, 3, 2, 10, 16, 12, 8, 7, 1, 1, 3, 1, 1, 1, 2, 7, 4, 1, 6, 4, 38, 39, 16, - 23, 7, 15, 15, 3, 2, 12, 7, 21, 37, 27, 6, 5, 4, 8, 2, 10, 8, 8, 6, 5, 1, 2, 1, 3, 24, - 1, 16, 17, 9, 23, 10, 17, 6, 1, 51, 55, 44, 13, 294, 9, 3, 6, 2, 4, 2, 2, 15, 1, 1, 1, 13, - 21, 17, 68, 14, 8, 9, 4, 1, 4, 9, 3, 11, 7, 1, 1, 1, 5, 6, 3, 2, 1, 1, 1, 2, 3, 8, - 1, 2, 2, 4, 1, 5, 5, 2, 1, 4, 3, 7, 13, 4, 1, 4, 1, 3, 1, 1, 1, 5, 5, 10, 1, 6, - 1, 5, 2, 1, 5, 2, 4, 1, 4, 5, 7, 3, 18, 2, 9, 11, 32, 4, 3, 3, 2, 4, 7, 11, 16, 9, - 11, 8, 13, 38, 32, 8, 4, 2, 1, 1, 2, 1, 2, 4, 4, 1, 1, 1, 4, 1, 21, 3, 11, 1, 16, 1, - 1, 6, 1, 3, 2, 4, 9, 8, 57, 7, 44, 1, 3, 3, 13, 3, 10, 1, 1, 7, 5, 2, 7, 21, 47, 63, - 3, 15, 4, 7, 1, 16, 1, 1, 2, 8, 2, 3, 42, 15, 4, 1, 29, 7, 22, 10, 3, 78, 16, 12, 20, 18, - 4, 67, 11, 5, 1, 3, 15, 6, 21, 31, 32, 27, 18, 13, 71, 35, 5, 142, 4, 10, 1, 2, 50, 19, 33, 16, - 35, 37, 16, 19, 27, 7, 1, 133, 19, 1, 4, 8, 7, 20, 1, 4, 4, 1, 10, 3, 1, 6, 1, 2, 51, 5, - 40, 15, 24, 43, 22928, 11, 1, 13, 154, 70, 3, 1, 1, 7, 4, 10, 1, 2, 1, 1, 2, 1, 2, 1, 2, 2, - 1, 1, 2, 1, 1, 1, 1, 1, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 1, 1, 1, - 3, 2, 1, 1, 1, 1, 2, 1, 1, + // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) + static const short accumulative_offsets_from_0x4E00[] = + { + 0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1, + 1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3, + 2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8, + 2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5, + 2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1, + 1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30, + 2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3, + 13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4, + 5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14, + 2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1, + 1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1, + 7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1, + 1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1, + 6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2, + 10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7, + 2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5, + 3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1, + 6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7, + 4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2, + 4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5, + 1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6, + 12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2, + 1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16, + 22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11, + 2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18, + 18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9, + 14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3, + 1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6, + 40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1, + 12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8, + 2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1, + 1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10, + 1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5, + 3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2, + 14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5, + 12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1, + 2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5, + 1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4, + 3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7, + 2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5, + 13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13, + 18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21, + 37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1, + 5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38, + 32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4, + 1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4, + 4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1, + 3,2,1,1,1,1,2,1,1, }; - static ImWchar base_ranges[] = // not zero-terminated - { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana - 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF, // Half-width characters - 0xFFFD, 0xFFFD // Invalid - }; - static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { - 0}; + static ImWchar base_ranges[] = // not zero-terminated + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana + 0x31F0, 0x31FF, // Katakana Phonetic Extensions + 0xFF00, 0xFFEF, // Half-width characters + 0xFFFD, 0xFFFD // Invalid + }; + static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 }; if (!full_ranges[0]) { memcpy(full_ranges, base_ranges, sizeof(base_ranges)); - UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, - IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), - full_ranges + IM_ARRAYSIZE(base_ranges)); + UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges)); } return &full_ranges[0]; } -const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() +const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic() { - static const ImWchar ranges[] = { - 0x0020, 0x00FF, // Basic Latin + Latin Supplement - 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement - 0x2DE0, 0x2DFF, // Cyrillic Extended-A - 0xA640, 0xA69F, // Cyrillic Extended-B + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0400, 0x052F, // Cyrillic + Cyrillic Supplement + 0x2DE0, 0x2DFF, // Cyrillic Extended-A + 0xA640, 0xA69F, // Cyrillic Extended-B 0, }; return &ranges[0]; } -const ImWchar* ImFontAtlas::GetGlyphRangesThai() +const ImWchar* ImFontAtlas::GetGlyphRangesThai() { - static const ImWchar ranges[] = { - 0x0020, 0x00FF, // Basic Latin - 0x2010, 0x205E, // Punctuations - 0x0E00, 0x0E7F, // Thai + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x2010, 0x205E, // Punctuations + 0x0E00, 0x0E7F, // Thai 0, }; return &ranges[0]; } -const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() +const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() { - static const ImWchar ranges[] = { - 0x0020, 0x00FF, // Basic Latin - 0x0102, 0x0103, 0x0110, 0x0111, 0x0128, 0x0129, 0x0168, 0x0169, - 0x01A0, 0x01A1, 0x01AF, 0x01B0, 0x1EA0, 0x1EF9, 0, + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + 0x0102, 0x0103, + 0x0110, 0x0111, + 0x0128, 0x0129, + 0x0168, 0x0169, + 0x01A0, 0x01A1, + 0x01AF, 0x01B0, + 0x1EA0, 0x1EF9, + 0, }; return &ranges[0]; } @@ -3666,7 +3077,7 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) while (text_end ? (text < text_end) : *text) { unsigned int c = 0; - int c_len = ImTextCharFromUtf8(&c, text, text_end); + int c_len = ImTextCharFromUtf8(&c, text, text_end); text += c_len; if (c_len == 0) break; @@ -3677,8 +3088,8 @@ void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) { for (; ranges[0]; ranges += 2) - for (ImWchar c = ranges[0]; c <= ranges[1]; c++) - AddChar(c); + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + AddChar((ImWchar)c); } void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) @@ -3701,18 +3112,18 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) ImFont::ImFont() { - FontSize = 0.0f; - FallbackAdvanceX = 0.0f; - FallbackChar = (ImWchar)-1; - EllipsisChar = (ImWchar)-1; - DotChar = (ImWchar)-1; - FallbackGlyph = NULL; - ContainerAtlas = NULL; - ConfigData = NULL; - ConfigDataCount = 0; + FontSize = 0.0f; + FallbackAdvanceX = 0.0f; + FallbackChar = (ImWchar)-1; + EllipsisChar = (ImWchar)-1; + DotChar = (ImWchar)-1; + FallbackGlyph = NULL; + ContainerAtlas = NULL; + ConfigData = NULL; + ConfigDataCount = 0; DirtyLookupTables = false; - Scale = 1.0f; - Ascent = Descent = 0.0f; + Scale = 1.0f; + Ascent = Descent = 0.0f; MetricsTotalSurface = 0; memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap)); } @@ -3722,17 +3133,17 @@ ImFont::~ImFont() ClearOutputData(); } -void ImFont::ClearOutputData() +void ImFont::ClearOutputData() { - FontSize = 0.0f; + FontSize = 0.0f; FallbackAdvanceX = 0.0f; Glyphs.clear(); IndexAdvanceX.clear(); IndexLookup.clear(); - FallbackGlyph = NULL; - ContainerAtlas = NULL; + FallbackGlyph = NULL; + ContainerAtlas = NULL; DirtyLookupTables = true; - Ascent = Descent = 0.0f; + Ascent = Descent = 0.0f; MetricsTotalSurface = 0; } @@ -3751,7 +3162,7 @@ void ImFont::BuildLookupTable() max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); // Build lookup table - IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved + IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IndexAdvanceX.clear(); IndexLookup.clear(); DirtyLookupTables = false; @@ -3759,9 +3170,9 @@ void ImFont::BuildLookupTable() GrowIndex(max_codepoint + 1); for (int i = 0; i < Glyphs.Size; i++) { - int codepoint = (int)Glyphs[i].Codepoint; + int codepoint = (int)Glyphs[i].Codepoint; IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; - IndexLookup[codepoint] = (ImWchar)i; + IndexLookup[codepoint] = (ImWchar)i; // Mark 4K page as used const int page_n = codepoint / 4096; @@ -3769,47 +3180,44 @@ void ImFont::BuildLookupTable() } // Create a glyph to handle TAB - // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string - // starts at "column 0" ?) + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) if (FindGlyph((ImWchar)' ')) { - if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) + if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& tab_glyph = Glyphs.back(); - tab_glyph = *FindGlyph((ImWchar)' '); - tab_glyph.Codepoint = '\t'; + tab_glyph = *FindGlyph((ImWchar)' '); + tab_glyph.Codepoint = '\t'; tab_glyph.AdvanceX *= IM_TABSIZE; IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); + IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1); } - // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size - // polygons) + // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) SetGlyphVisible((ImWchar)' ', false); SetGlyphVisible((ImWchar)'\t', false); // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three - // individual dots. - const ImWchar ellipsis_chars[] = {(ImWchar)0x2026, (ImWchar)0x0085}; - const ImWchar dots_chars[] = {(ImWchar)'.', (ImWchar)0xFF0E}; + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; if (EllipsisChar == (ImWchar)-1) EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); if (DotChar == (ImWchar)-1) DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); // Setup fallback character - const ImWchar fallback_chars[] = {(ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' '}; - FallbackGlyph = FindGlyphNoFallback(FallbackChar); + const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + FallbackGlyph = FindGlyphNoFallback(FallbackChar); if (FallbackGlyph == NULL) { - FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); FallbackGlyph = FindGlyphNoFallback(FallbackChar); if (FallbackGlyph == NULL) { FallbackGlyph = &Glyphs.back(); - FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; } } @@ -3824,7 +3232,7 @@ void ImFont::BuildLookupTable() bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) { unsigned int page_begin = (c_begin / 4096); - unsigned int page_last = (c_last / 4096); + unsigned int page_last = (c_last / 4096); for (unsigned int page_n = page_begin; page_n <= page_last; page_n++) if ((page_n >> 3) < sizeof(Used4kPagesMap)) if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7))) @@ -3847,31 +3255,19 @@ void ImFont::GrowIndex(int new_size) IndexLookup.resize(new_size, (ImWchar)-1); } -// 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). '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) +// 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). +// '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); + 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; + 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; } @@ -3886,40 +3282,38 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, Glyphs.resize(Glyphs.Size + 1); ImFontGlyph& glyph = Glyphs.back(); - glyph.Codepoint = (unsigned int)codepoint; - glyph.Visible = (x0 != x1) && (y0 != y1); - glyph.Colored = false; - glyph.X0 = x0; - glyph.Y0 = y0; - glyph.X1 = x1; - glyph.Y1 = y1; - glyph.U0 = u0; - glyph.V0 = v0; - glyph.U1 = u1; - glyph.V1 = v1; - glyph.AdvanceX = advance_x; + glyph.Codepoint = (unsigned int)codepoint; + glyph.Visible = (x0 != x1) && (y0 != y1); + glyph.Colored = false; + glyph.X0 = x0; + glyph.Y0 = y0; + glyph.X1 = x1; + glyph.Y1 = y1; + glyph.U0 = u0; + glyph.V0 = v0; + glyph.U1 = u1; + glyph.V1 = v1; + 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; + float pad = ContainerAtlas->TexGlyphPadding + 0.99f; DirtyLookupTables = true; - MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * - (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); + MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); } void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst) { - IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after - // calling ImFontAtlas::GetTexDataAs*() function. + IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. unsigned int index_size = (unsigned int)IndexLookup.Size; - if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists + if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists return; - if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op + if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op return; GrowIndex(dst + 1); - IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; + IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1; IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f; } @@ -3946,8 +3340,7 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const { // Simple word-wrapping for English, not full-featured. Please submit failing cases! - // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more - // sensible support for punctuations, support for Unicode punctuations, etc.) + // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) // For references, possible wrap point marked with ^ // "aaa bbb, ccc,ddd. eee fff. ggg!" @@ -3961,14 +3354,14 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c // Cut words that cannot possibly fit within one line. // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" - float line_width = 0.0f; - float word_width = 0.0f; + float line_width = 0.0f; + float word_width = 0.0f; float blank_width = 0.0f; - wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters + wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters - const char* word_end = text; + const char* word_end = text; const char* prev_word_end = NULL; - bool inside_word = true; + bool inside_word = true; const char* s = text; while (s < text_end) @@ -3987,8 +3380,8 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c if (c == '\n') { line_width = word_width = blank_width = 0.0f; - inside_word = true; - s = next_s; + inside_word = true; + s = next_s; continue; } if (c == '\r') @@ -4005,7 +3398,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c { line_width += blank_width; blank_width = 0.0f; - word_end = s; + word_end = s; } blank_width += char_width; inside_word = false; @@ -4043,39 +3436,31 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c return s; } -ImVec2 ImFont::CalcTextSizeA(float size, - float max_width, - float wrap_width, - const char* text_begin, - const char* text_end, - const char** remaining) const +ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const { if (!text_end) - text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. + text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this. const float line_height = size; - const float scale = size / FontSize; + const float scale = size / FontSize; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; const bool word_wrap_enabled = (wrap_width > 0.0f); - const char* word_wrap_eol = NULL; + const char* word_wrap_eol = NULL; const char* s = text_begin; while (s < text_end) { if (word_wrap_enabled) { - // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not - // intrusive for what's essentially an uncommon feature. + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) { word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); - if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to - // minimize the height discontinuity. - word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= - // word_wrap_eol below + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below } if (s >= word_wrap_eol) @@ -4083,26 +3468,14 @@ ImVec2 ImFont::CalcTextSizeA(float size, if (text_size.x < line_width) text_size.x = line_width; text_size.y += line_height; - line_width = 0.0f; + line_width = 0.0f; word_wrap_eol = NULL; // Wrapping skips upcoming blanks while (s < text_end) { const char c = *s; - if (ImCharIsBlankA(c)) - { - s++; - } - else if (c == '\n') - { - s++; - break; - } - else - { - break; - } + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } } continue; } @@ -4110,7 +3483,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, // Decode and advance source const char* prev_s = s; - unsigned int c = (unsigned int)*s; + unsigned int c = (unsigned int)*s; if (c < 0x80) { s += 1; @@ -4118,7 +3491,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, else { s += ImTextCharFromUtf8(&c, s, text_end); - if (c == 0) // Malformed UTF-8? + if (c == 0) // Malformed UTF-8? break; } @@ -4166,41 +3539,30 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (glyph->Colored) col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); + 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); + draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderText(ImDrawList* draw_list, - float size, - ImVec2 pos, - ImU32 col, - const ImVec4& clip_rect, - const char* text_begin, - const char* text_end, - float wrap_width, - bool cpu_fine_clip) const +void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) - text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, - // so this is merely to handle direct calls. + text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.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) return; - const float scale = size / FontSize; - const float line_height = FontSize * scale; + const float scale = size / FontSize; + const float line_height = FontSize * scale; const bool word_wrap_enabled = (wrap_width > 0.0f); - const char* word_wrap_eol = NULL; + const char* word_wrap_eol = NULL; // Fast-forward to first visible line const char* s = text_begin; @@ -4213,12 +3575,11 @@ void ImFont::RenderText(ImDrawList* draw_list, } // For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve() - // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer - // without a newline will likely crash atm) + // Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm) if (text_end - s > 10000 && !word_wrap_enabled) { const char* s_end = s; - float y_end = y; + float y_end = y; while (y_end < clip_rect.w && s_end < text_end) { s_end = (const char*)memchr(s_end, '\n', text_end - s_end); @@ -4231,13 +3592,13 @@ void ImFont::RenderText(ImDrawList* draw_list, return; // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) - const int vtx_count_max = (int)(text_end - s) * 4; - const int idx_count_max = (int)(text_end - s) * 6; + const int vtx_count_max = (int)(text_end - s) * 4; + const int idx_count_max = (int)(text_end - s) * 6; const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; draw_list->PrimReserve(idx_count_max, vtx_count_max); - ImDrawVert* vtx_write = draw_list->_VtxWritePtr; - ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; const ImU32 col_untinted = col | ~IM_COL32_A_MASK; @@ -4246,15 +3607,12 @@ void ImFont::RenderText(ImDrawList* draw_list, { if (word_wrap_enabled) { - // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not - // intrusive for what's essentially an uncommon feature. + // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) { word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); - if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to - // minimize the height discontinuity. - word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= - // word_wrap_eol below + if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below } if (s >= word_wrap_eol) @@ -4267,19 +3625,7 @@ void ImFont::RenderText(ImDrawList* draw_list, while (s < text_end) { const char c = *s; - if (ImCharIsBlankA(c)) - { - s++; - } - else if (c == '\n') - { - s++; - break; - } - else - { - break; - } + if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } } continue; } @@ -4294,7 +3640,7 @@ void ImFont::RenderText(ImDrawList* draw_list, else { s += ImTextCharFromUtf8(&c, s, text_end); - if (c == 0) // Malformed UTF-8? + if (c == 0) // Malformed UTF-8? break; } @@ -4305,7 +3651,7 @@ void ImFont::RenderText(ImDrawList* draw_list, x = pos.x; y += line_height; if (y > clip_rect.w) - break; // break out of main loop + break; // break out of main loop continue; } if (c == '\r') @@ -4319,8 +3665,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float char_width = glyph->AdvanceX * scale; if (glyph->Visible) { - // We don't do a second finer clipping test on the Y axis as we've already skipped anything before - // clip_rect.y and exit once we pass clip_rect.w + // We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w float x1 = x + glyph->X0 * scale; float x2 = x + glyph->X1 * scale; float y1 = y + glyph->Y0 * scale; @@ -4333,8 +3678,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float u2 = glyph->U1; float v2 = glyph->V1; - // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for - // axis aligned quads. + // CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads. if (cpu_fine_clip) { if (x1 < clip_rect.x) @@ -4367,35 +3711,14 @@ void ImFont::RenderText(ImDrawList* draw_list, // Support for untinted glyphs ImU32 glyph_col = glyph->Colored ? col_untinted : col; - // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. - // Inlined here: + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: { - idx_write[0] = (ImDrawIdx)(vtx_current_idx); - idx_write[1] = (ImDrawIdx)(vtx_current_idx + 1); - idx_write[2] = (ImDrawIdx)(vtx_current_idx + 2); - idx_write[3] = (ImDrawIdx)(vtx_current_idx); - idx_write[4] = (ImDrawIdx)(vtx_current_idx + 2); - idx_write[5] = (ImDrawIdx)(vtx_current_idx + 3); - vtx_write[0].pos.x = x1; - vtx_write[0].pos.y = y1; - vtx_write[0].col = glyph_col; - vtx_write[0].uv.x = u1; - vtx_write[0].uv.y = v1; - vtx_write[1].pos.x = x2; - vtx_write[1].pos.y = y1; - vtx_write[1].col = glyph_col; - vtx_write[1].uv.x = u2; - vtx_write[1].uv.y = v1; - vtx_write[2].pos.x = x2; - vtx_write[2].pos.y = y2; - vtx_write[2].col = glyph_col; - vtx_write[2].uv.x = u2; - vtx_write[2].uv.y = v2; - vtx_write[3].pos.x = x1; - vtx_write[3].pos.y = y2; - vtx_write[3].col = glyph_col; - vtx_write[3].uv.x = u1; - vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); + idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); + vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; + vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; + vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; + vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; vtx_write += 4; vtx_current_idx += 4; idx_write += 6; @@ -4406,11 +3729,11 @@ void ImFont::RenderText(ImDrawList* draw_list, } // 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->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); - draw_list->_VtxWritePtr = vtx_write; - draw_list->_IdxWritePtr = idx_write; + draw_list->_VtxWritePtr = vtx_write; + draw_list->_IdxWritePtr = idx_write; draw_list->_VtxCurrentIdx = vtx_current_idx; } @@ -4431,12 +3754,11 @@ void ImFont::RenderText(ImDrawList* draw_list, // - RenderColorRectWithAlphaCheckerboard() //----------------------------------------------------------------------------- -// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To -// e.g. denote expanded/collapsed state +// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale) { const float h = draw_list->_Data->FontSize * 1.00f; - float r = h * 0.40f * scale; + float r = h * 0.40f * scale; ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale); ImVec2 a, b, c; @@ -4444,16 +3766,14 @@ void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir d { case ImGuiDir_Up: case ImGuiDir_Down: - if (dir == ImGuiDir_Up) - r = -r; + if (dir == ImGuiDir_Up) r = -r; a = ImVec2(+0.000f, +0.750f) * r; b = ImVec2(-0.866f, -0.750f) * r; c = ImVec2(+0.866f, -0.750f) * r; break; case ImGuiDir_Left: case ImGuiDir_Right: - if (dir == ImGuiDir_Left) - r = -r; + if (dir == ImGuiDir_Left) r = -r; a = ImVec2(+0.750f, +0.000f) * r; b = ImVec2(-0.750f, +0.866f) * r; c = ImVec2(-0.750f, -0.866f) * r; @@ -4478,21 +3798,15 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float pos += ImVec2(thickness * 0.25f, thickness * 0.25f); float third = sz / 3.0f; - float bx = pos.x + third; - float by = pos.y + sz - third * 0.5f; + float bx = pos.x + third; + float by = pos.y + sz - third * 0.5f; draw_list->PathLineTo(ImVec2(bx - third, by - third)); draw_list->PathLineTo(ImVec2(bx, by)); draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f)); draw_list->PathStroke(col, 0, thickness); } -void ImGui::RenderMouseCursor(ImDrawList* draw_list, - ImVec2 pos, - float scale, - ImGuiMouseCursor mouse_cursor, - ImU32 col_fill, - ImU32 col_border, - ImU32 col_shadow) +void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) { if (mouse_cursor == ImGuiMouseCursor_None) return; @@ -4505,72 +3819,45 @@ void ImGui::RenderMouseCursor(ImDrawList* draw_list, pos -= offset; ImTextureID tex_id = font_atlas->TexID; draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], - col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], - col_shadow); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); draw_list->PopTextureID(); } } -// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on -// each side. +// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side. void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col) { switch (direction) { - case ImGuiDir_Left: - draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), - ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); - return; - case ImGuiDir_Right: - draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), - ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); - return; - case ImGuiDir_Up: - draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), - ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); - return; - case ImGuiDir_Down: - draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), - ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); - return; - case ImGuiDir_None: - case ImGuiDir_COUNT: - break; // Fix warnings + case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return; + case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return; + case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings } } -// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change -// of functionality, and because the saved space means that the left-most tab label can stay at exactly the same -// position as the label of a loose window. +// This is less wide than RenderArrow() and we use in dock nodes instead of the regular RenderArrow() to denote a change of functionality, +// and because the saved space means that the left-most tab label can stay at exactly the same position as the label of a loose window. void ImGui::RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col) { draw_list->AddRectFilled(p_min + ImVec2(sz * 0.20f, sz * 0.15f), p_min + ImVec2(sz * 0.80f, sz * 0.30f), col); - RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), - ImGuiDir_Down, col); + RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.50f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, col); } static inline float ImAcos01(float x) { - if (x <= 0.0f) - return IM_PI * 0.5f; - if (x >= 1.0f) - return 0.0f; + if (x <= 0.0f) return IM_PI * 0.5f; + if (x >= 1.0f) return 0.0f; return ImAcos(x); - // return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, - // may be enough for what we do. + //return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do. } // FIXME: Cleanup and move code to ImDrawList. -void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, - const ImRect& rect, - ImU32 col, - float x_start_norm, - float x_end_norm, - float rounding) +void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding) { if (x_end_norm == x_start_norm) return; @@ -4585,13 +3872,11 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, return; } - rounding = - ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); + rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding); const float inv_rounding = 1.0f / rounding; - const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); - const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); - const float half_pi = - IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. + const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding); + const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding); + const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return. const float x0 = ImMax(p0.x, rect.Min.x + rounding); if (arc0_b == arc0_e) { @@ -4600,19 +3885,19 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, } else if (arc0_b == 0.0f && arc0_e == half_pi) { - draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL - draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR + draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL + draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR } else { - draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL - draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR + draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL + draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR } if (p1.x > rect.Min.x + rounding) { const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding); const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding); - const float x1 = ImMin(p1.x, rect.Max.x - rounding); + const float x1 = ImMin(p1.x, rect.Max.x - rounding); if (arc1_b == arc1_e) { draw_list->PathLineTo(ImVec2(x1, p0.y)); @@ -4620,13 +3905,13 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, } else if (arc1_b == 0.0f && arc1_e == half_pi) { - draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR - draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR + draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR + draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR } else { - draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR - draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR + draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR + draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR } } draw_list->PathFillConvex(col); @@ -4638,50 +3923,32 @@ void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect const bool fill_R = (inner.Max.x < outer.Max.x); const bool fill_U = (inner.Min.y > outer.Min.y); const bool fill_D = (inner.Max.y < outer.Max.y); - if (fill_L) - draw_list->AddRectFilled( - ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, - (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); - if (fill_R) - draw_list->AddRectFilled( - ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, - (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); - if (fill_U) - draw_list->AddRectFilled( - ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, - (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); - if (fill_D) - draw_list->AddRectFilled( - ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, - (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); - if (fill_L && fill_U) - draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, - ImDrawFlags_RoundCornersTopLeft); - if (fill_R && fill_U) - draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, - ImDrawFlags_RoundCornersTopRight); - if (fill_L && fill_D) - draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, - ImDrawFlags_RoundCornersBottomLeft); - if (fill_R && fill_D) - draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, - ImDrawFlags_RoundCornersBottomRight); + if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft)); + if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight)); + if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight)); + if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft); + if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight); + if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft); + if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight); +} + +ImDrawFlags ImGui::CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold) +{ + bool round_l = r_in.Min.x <= r_outer.Min.x + threshold; + bool round_r = r_in.Max.x >= r_outer.Max.x - threshold; + bool round_t = r_in.Min.y <= r_outer.Min.y + threshold; + bool round_b = r_in.Max.y >= r_outer.Max.y - threshold; + return ImDrawFlags_RoundCornersNone + | ((round_t && round_l) ? ImDrawFlags_RoundCornersTopLeft : 0) | ((round_t && round_r) ? ImDrawFlags_RoundCornersTopRight : 0) + | ((round_b && round_l) ? ImDrawFlags_RoundCornersBottomLeft : 0) | ((round_b && round_r) ? ImDrawFlags_RoundCornersBottomRight : 0); } // 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. +// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that. +// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether. // FIXME: uses ImGui::GetColorU32 -void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, - ImVec2 p_min, - ImVec2 p_max, - ImU32 col, - float grid_step, - ImVec2 grid_off, - float rounding, - ImDrawFlags flags) +void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags) { if ((flags & ImDrawFlags_RoundCornersMask_) == 0) flags = ImDrawFlags_RoundCornersDefault_; @@ -4703,25 +3970,11 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, if (x2 <= x1) continue; ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; - if (y1 <= p_min.y) - { - if (x1 <= p_min.x) - cell_flags |= ImDrawFlags_RoundCornersTopLeft; - if (x2 >= p_max.x) - cell_flags |= ImDrawFlags_RoundCornersTopRight; - } - if (y2 >= p_max.y) - { - if (x1 <= p_min.x) - cell_flags |= ImDrawFlags_RoundCornersBottomLeft; - if (x2 >= p_max.x) - cell_flags |= ImDrawFlags_RoundCornersBottomRight; - } + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } // Combine flags - cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) - ? ImDrawFlags_RoundCornersNone - : (cell_flags & flags); + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); } } @@ -4741,93 +3994,62 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, // Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h //----------------------------------------------------------------------------- -static unsigned int stb_decompress_length(const unsigned char* input) +static unsigned int stb_decompress_length(const unsigned char *input) { return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11]; } static unsigned char *stb__barrier_out_e, *stb__barrier_out_b; -static const unsigned char* stb__barrier_in_b; -static unsigned char* stb__dout; -static void stb__match(const unsigned char* data, unsigned int length) +static const unsigned char *stb__barrier_in_b; +static unsigned char *stb__dout; +static void stb__match(const unsigned char *data, unsigned int length) { // INVERSE of memmove... write each byte before copying the next... IM_ASSERT(stb__dout + length <= stb__barrier_out_e); - if (stb__dout + length > stb__barrier_out_e) - { - stb__dout += length; - return; - } - if (data < stb__barrier_out_b) - { - stb__dout = stb__barrier_out_e + 1; - return; - } - while (length--) - *stb__dout++ = *data++; + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; } + while (length--) *stb__dout++ = *data++; } -static void stb__lit(const unsigned char* data, unsigned int length) +static void stb__lit(const unsigned char *data, unsigned int length) { IM_ASSERT(stb__dout + length <= stb__barrier_out_e); - if (stb__dout + length > stb__barrier_out_e) - { - stb__dout += length; - return; - } - if (data < stb__barrier_in_b) - { - stb__dout = stb__barrier_out_e + 1; - return; - } + if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; } + if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; } memcpy(stb__dout, data, length); stb__dout += length; } -# define stb__in2(x) ((i[x] << 8) + i[(x) + 1]) -# define stb__in3(x) ((i[x] << 16) + stb__in2((x) + 1)) -# define stb__in4(x) ((i[x] << 24) + stb__in3((x) + 1)) +#define stb__in2(x) ((i[x] << 8) + i[(x)+1]) +#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1)) +#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1)) -static const unsigned char* stb_decompress_token(const unsigned char* i) +static const unsigned char *stb_decompress_token(const unsigned char *i) { - if (*i >= 0x20) - { // use fewer if's for cases that expand small - if (*i >= 0x80) - stb__match(stb__dout - i[1] - 1, i[0] - 0x80 + 1), i += 2; - else if (*i >= 0x40) - stb__match(stb__dout - (stb__in2(0) - 0x4000 + 1), i[2] + 1), i += 3; - else /* *i >= 0x20 */ - stb__lit(i + 1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); - } - else - { // more ifs for cases that expand large, since overhead is amortized - if (*i >= 0x18) - stb__match(stb__dout - (stb__in3(0) - 0x180000 + 1), i[3] + 1), i += 4; - else if (*i >= 0x10) - stb__match(stb__dout - (stb__in3(0) - 0x100000 + 1), stb__in2(3) + 1), i += 5; - else if (*i >= 0x08) - stb__lit(i + 2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); - else if (*i == 0x07) - stb__lit(i + 3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); - else if (*i == 0x06) - stb__match(stb__dout - (stb__in3(1) + 1), i[4] + 1), i += 5; - else if (*i == 0x04) - stb__match(stb__dout - (stb__in3(1) + 1), stb__in2(4) + 1), i += 6; + if (*i >= 0x20) { // use fewer if's for cases that expand small + if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2; + else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3; + else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1); + } else { // more ifs for cases that expand large, since overhead is amortized + if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4; + else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5; + else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1); + else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1); + else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5; + else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6; } return i; } -static unsigned int stb_adler32(unsigned int adler32, unsigned char* buffer, unsigned int buflen) +static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen) { const unsigned long ADLER_MOD = 65521; unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16; unsigned long blocklen = buflen % 5552; unsigned long i; - while (buflen) - { - for (i = 0; i + 7 < blocklen; i += 8) - { + while (buflen) { + for (i=0; i + 7 < blocklen; i += 8) { s1 += buffer[0], s2 += s1; s1 += buffer[1], s2 += s1; s1 += buffer[2], s2 += s1; @@ -4850,36 +4072,28 @@ static unsigned int stb_adler32(unsigned int adler32, unsigned char* buffer, uns return (unsigned int)(s2 << 16) + (unsigned int)s1; } -static unsigned int stb_decompress(unsigned char* output, const unsigned char* i, unsigned int /*length*/) +static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/) { - if (stb__in4(0) != 0x57bC0000) - return 0; - if (stb__in4(4) != 0) - return 0; // error! stream is > 4GB + if (stb__in4(0) != 0x57bC0000) return 0; + if (stb__in4(4) != 0) return 0; // error! stream is > 4GB const unsigned int olen = stb_decompress_length(i); - stb__barrier_in_b = i; - stb__barrier_out_e = output + olen; - stb__barrier_out_b = output; + stb__barrier_in_b = i; + stb__barrier_out_e = output + olen; + stb__barrier_out_b = output; i += 16; stb__dout = output; - for (;;) - { - const unsigned char* old_i = i; - i = stb_decompress_token(i); - if (i == old_i) - { - if (*i == 0x05 && i[1] == 0xfa) - { + for (;;) { + const unsigned char *old_i = i; + i = stb_decompress_token(i); + if (i == old_i) { + if (*i == 0x05 && i[1] == 0xfa) { IM_ASSERT(stb__dout == output + olen); - if (stb__dout != output + olen) - return 0; - if (stb_adler32(1, output, olen) != (unsigned int)stb__in4(2)) + if (stb__dout != output + olen) return 0; + if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2)) return 0; return olen; - } - else - { + } else { IM_ASSERT(0); /* NOTREACHED */ return 0; } @@ -4903,181 +4117,91 @@ static unsigned int stb_decompress(unsigned char* output, const unsigned char* i // 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] = - "7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/" - 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"w$)F./^n3+rlo+DB;5sIYGNk+i1t-69Jg--0pao7Sm#K)pdHW&;LuDNH@H>#/X-TI(;P>#,Gc>#0Su>#4`1?#8lC?#xL$#B.`$#F:r$#JF.%#NR@%#R_R%#Vke%#Zww%#_-4^Rh%Sflr-k'MS.o?.5/sWel/wpEM0%3'/1)K^f1-d>G21&v(35>V`39V7A4=onx4" + "A1OY5EI0;6Ibgr6M$HS7Q<)58C5w,;WoA*#[%T*#`1g*#d=#+#hI5+#lUG+#pbY+#tnl+#x$),#&1;,#*=M,#.I`,#2Ur,#6b.-#;w[H#iQtA#m^0B#qjBB#uvTB##-hB#'9$C#+E6C#" + "/QHC#3^ZC#7jmC#;v)D#?,)4kMYD4lVu`4m`:&5niUA5@(A5BA1]PBB:xlBCC=2CDLXMCEUtiCf&0g2'tN?PGT4CPGT4CPGT4CPGT4CPGT4CPGT4CPGT4CP" + "GT4CPGT4CPGT4CPGT4CPGT4CPGT4CP-qekC`.9kEg^+F$kwViFJTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5KTB&5o,^<-28ZI'O?;xp" "O?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xpO?;xp;7q-#lLYI:xvD=#"; static const char* GetDefaultCompressedFontDataTTFBase85() @@ -5085,4 +4209,4 @@ static const char* GetDefaultCompressedFontDataTTFBase85() return proggy_clean_ttf_compressed_data_base85; } -#endif // #ifndef IMGUI_DISABLE +#endif // #ifndef IMGUI_DISABLE diff --git a/extensions/ImGuiEXT/imgui/imgui_internal.h b/extensions/ImGuiEXT/imgui/imgui_internal.h index 4b26823938..b24e190e19 100644 --- a/extensions/ImGuiEXT/imgui/imgui_internal.h +++ b/extensions/ImGuiEXT/imgui/imgui_internal.h @@ -1,11 +1,10 @@ -// dear imgui, v1.84 +// dear imgui, v1.87 // (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! Set: +// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! +// Set: // #define IMGUI_DEFINE_MATH_OPERATORS -// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with -// your own math types+operators) +// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) /* @@ -19,12 +18,15 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support // [SECTION] Columns support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support -// [SECTION] Metrics, Debug +// [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) // [SECTION] ImGuiWindowTempData, ImGuiWindow @@ -43,142 +45,124 @@ Index of this file: // [SECTION] Header mess //----------------------------------------------------------------------------- -# ifndef IMGUI_VERSION -# include "imgui.h" -# endif +#ifndef IMGUI_VERSION +#include "imgui.h" +#endif -# include // FILE*, sscanf -# include // NULL, malloc, free, qsort, atoi, atof -# include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf -# include // INT_MIN, INT_MAX +#include // FILE*, sscanf +#include // NULL, malloc, free, qsort, atoi, atof +#include // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf +#include // INT_MIN, INT_MAX // Enable SSE intrinsics if available -# if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) -# define IMGUI_ENABLE_SSE -# include -# endif +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) +#define IMGUI_ENABLE_SSE +#include +#endif // Visual Studio warnings -# ifdef _MSC_VER -# pragma warning(push) -# pragma warning(disable : 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct - // 'xxx' // when IMGUI_API is set to__declspec(dllexport) -# pragma warning(disable : 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). - // [MSVC Static Analyzer) -# pragma warning(disable : 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a - // member variable (type.6). -# if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later -# pragma warning(disable : 5054) // operator '|': deprecated between enumerations of different types -# endif -# endif +#ifdef _MSC_VER +#pragma warning (push) +#pragma warning (disable: 4251) // class 'xxx' needs to have dll-interface to be used by clients of struct 'xxx' // when IMGUI_API is set to__declspec(dllexport) +#pragma warning (disable: 26812) // The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#endif // Clang/GCC warnings with -Weverything -# if defined(__clang__) -# pragma clang diagnostic push -# if __has_warning("-Wunknown-warning-option") -# pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' -# endif -# pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -# pragma clang diagnostic ignored \ - "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing - // against same constants ok, for ImFloorSigned() -# pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h -# pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h -# pragma clang diagnostic ignored "-Wold-style-cast" -# pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" -# pragma clang diagnostic ignored "-Wdouble-promotion" -# pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' - // to 'float' may lose precision -# elif defined(__GNUC__) -# pragma GCC diagnostic push -# pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -# pragma GCC diagnostic ignored \ - "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' - // with no trivial copy-assignment; use assignment or value-initialization instead -# endif - -// Helper macros -# if defined(__clang__) -# define IM_NORETURN __attribute__((noreturn)) -# else -# define IM_NORETURN -# endif +#if defined(__clang__) +#pragma clang diagnostic push +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() +#pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h +#pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wdouble-promotion" +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wmissing-noreturn" // warning: function 'xxx' could be declared with attribute 'noreturn' +#elif defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif // Legacy defines -# ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 -# error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS -# endif -# ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 -# error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS -# endif +#ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#endif +#ifdef IMGUI_DISABLE_MATH_FUNCTIONS // Renamed in 1.74 +#error Use IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#endif // Enable stb_truetype by default unless FreeType is enabled. // You can compile with both by defining both IMGUI_ENABLE_FREETYPE and IMGUI_ENABLE_STB_TRUETYPE together. -# ifndef IMGUI_ENABLE_FREETYPE -# define IMGUI_ENABLE_STB_TRUETYPE -# endif +#ifndef IMGUI_ENABLE_FREETYPE +#define IMGUI_ENABLE_STB_TRUETYPE +#endif //----------------------------------------------------------------------------- // [SECTION] Forward declarations //----------------------------------------------------------------------------- -struct ImBitVector; // Store 1-bit per value -struct ImRect; // An axis-aligned rectangle (2 points) -struct ImDrawDataBuilder; // Helper to build a ImDrawData instance -struct ImDrawListSharedData; // Data shared between all ImDrawList instances -struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it -struct ImGuiContext; // Main Dear ImGui context -struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine -struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum -struct ImGuiDockContext; // Docking system context -struct ImGuiDockRequest; // Docking system dock/undock queued request -struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) -struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock - // node isn't active during the session) -struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() -struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box -struct ImGuiLastItemData; // Status storage for last submitted items -struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result -struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions -struct ImGuiNextWindowData; // Storage for SetNextWindow** functions -struct ImGuiNextItemData; // Storage for SetNextItem** functions -struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api -struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api -struct ImGuiPopupData; // Storage for current popup stack -struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file -struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting -struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it -struct ImGuiTabBar; // Storage for a tab bar -struct ImGuiTabItem; // Storage for a tab item (within a tab bar) -struct ImGuiTable; // Storage for a table -struct ImGuiTableColumn; // Storage for one column of a table -struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. -struct ImGuiTableSettings; // Storage for a table .ini settings -struct ImGuiTableColumnsSettings; // Storage for a column .ini settings -struct ImGuiWindow; // Storage for one window -struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the - // end of the frame, in practice we currently keep it for each window) -struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window - // wasn't instanced during this session) +struct ImBitVector; // Store 1-bit per value +struct ImRect; // An axis-aligned rectangle (2 points) +struct ImDrawDataBuilder; // Helper to build a ImDrawData instance +struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it +struct ImGuiContext; // Main Dear ImGui context +struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum +struct ImGuiDockContext; // Docking system context +struct ImGuiDockRequest; // Docking system dock/undock queued request +struct ImGuiDockNode; // Docking system node (hold a list of Windows OR two child dock nodes) +struct ImGuiDockNodeSettings; // Storage for a dock node in .ini file (we preserve those even if the associated dock node isn't active during the session) +struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() +struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only +struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions +struct ImGuiNextWindowData; // Storage for SetNextWindow** functions +struct ImGuiNextItemData; // Storage for SetNextItem** functions +struct ImGuiOldColumnData; // Storage data for a single column for legacy Columns() api +struct ImGuiOldColumns; // Storage data for a columns set for legacy Columns() api +struct ImGuiPopupData; // Storage for current popup stack +struct ImGuiSettingsHandler; // Storage for one type registered in the .ini file +struct ImGuiStackSizes; // Storage of stack sizes for debugging/asserting +struct ImGuiStyleMod; // Stacked style modifier, backup of modified data so we can restore it +struct ImGuiTabBar; // Storage for a tab bar +struct ImGuiTabItem; // Storage for a tab item (within a tab bar) +struct ImGuiTable; // Storage for a table +struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. +struct ImGuiTableSettings; // Storage for a table .ini settings +struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiWindow; // Storage for one window +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) +struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) -// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum -// lists. -typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock - // node vs window) of a field -typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemAddFlags; // -> enum ImGuiItemAddFlags_ // Flags: for ItemAdd() -typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags -typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() -typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() -typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests -typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions -typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions -typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() -typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() -typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +// Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +typedef int ImGuiDataAuthority; // -> enum ImGuiDataAuthority_ // Enum: for storing the source authority (dock node vs window) of a field +typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() +typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() +typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() +typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests +typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions +typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests +typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() +typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() +typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); @@ -187,9 +171,9 @@ typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); // See implementation of this variable in imgui.cpp for comments and details. //----------------------------------------------------------------------------- -# ifndef GImGui +#ifndef GImGui extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer -# endif +#endif //------------------------------------------------------------------------- // [SECTION] STB libraries includes @@ -198,110 +182,105 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer namespace ImStb { -# undef STB_TEXTEDIT_STRING -# undef STB_TEXTEDIT_CHARTYPE -# define STB_TEXTEDIT_STRING ImGuiInputTextState -# define STB_TEXTEDIT_CHARTYPE ImWchar -# define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) -# define STB_TEXTEDIT_UNDOSTATECOUNT 99 -# define STB_TEXTEDIT_UNDOCHARCOUNT 999 -# include "imstb_textedit.h" +#undef STB_TEXTEDIT_STRING +#undef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_STRING ImGuiInputTextState +#define STB_TEXTEDIT_CHARTYPE ImWchar +#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#include "imstb_textedit.h" -} // namespace ImStb +} // namespace ImStb //----------------------------------------------------------------------------- // [SECTION] Macros //----------------------------------------------------------------------------- // Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. -# define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* +#define IMGUI_PAYLOAD_TYPE_WINDOW "_IMWINDOW" // Payload == ImGuiWindow* // Debug Logging -# ifndef IMGUI_DEBUG_LOG -# define IMGUI_DEBUG_LOG(_FMT, ...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) -# endif +#ifndef IMGUI_DEBUG_LOG +#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_IO IMGUI_DEBUG_LOG // Enable log //#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log //#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log -# define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log -# define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log -# define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log -# define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_IO(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log +#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log // Static Asserts -# if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) -# define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") -# else -# define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND) ? 1 : -1] -# endif +#define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") -// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the -// code too much. We currently don't have many of those so the effect is currently negligible, but onward intent to add -// more aggressive ones in the code. +// "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. +// We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. //#define IMGUI_DEBUG_PARANOID -# ifdef IMGUI_DEBUG_PARANOID -# define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) -# else -# define IM_ASSERT_PARANOID(_EXPR) -# endif +#ifdef IMGUI_DEBUG_PARANOID +#define IM_ASSERT_PARANOID(_EXPR) IM_ASSERT(_EXPR) +#else +#define IM_ASSERT_PARANOID(_EXPR) +#endif // Error handling -// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and -// recover from more faults. -# ifndef IM_ASSERT_USER_ERROR -# define IM_ASSERT_USER_ERROR(_EXP, _MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error -# endif +// Down the line in some frameworks/languages we would like to have a way to redirect those to the programmer and recover from more faults. +#ifndef IM_ASSERT_USER_ERROR +#define IM_ASSERT_USER_ERROR(_EXP,_MSG) IM_ASSERT((_EXP) && _MSG) // Recoverable User Error +#endif // Misc Macros -# define IM_PI 3.14159265358979323846f -# ifdef _WIN32 -# define IM_NEWLINE \ - "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support - // Unix-style carriage returns!) -# else -# define IM_NEWLINE "\n" -# endif -# define IM_TABSIZE (4) -# define IM_MEMALIGN(_OFF, _ALIGN) \ - (((_OFF) + (_ALIGN - 1)) & \ - ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 -# define IM_F32_TO_INT8_UNBOUND(_VAL) \ - ((int)((_VAL)*255.0f + ((_VAL) >= 0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose -# define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 -# define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds -# define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_PI 3.14159265358979323846f +#ifdef _WIN32 +#define IM_NEWLINE "\r\n" // Play it nice with Windows users (Update: since 2018-05, Notepad finally appears to support Unix-style carriage returns!) +#else +#define IM_NEWLINE "\n" +#endif +#define IM_TABSIZE (4) +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose +#define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 +#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // -// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed -// the default to e.g. __vectorcall -# ifdef _MSC_VER -# define IMGUI_CDECL __cdecl -# else -# define IMGUI_CDECL -# endif +// Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall +#ifdef _MSC_VER +#define IMGUI_CDECL __cdecl +#else +#define IMGUI_CDECL +#endif // Warnings -# if defined(_MSC_VER) && !defined(__clang__) -# define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress : XXXX)) -# else -# define IM_MSVC_WARNING_SUPPRESS(XXXX) -# endif +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif // Debug Tools -// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. -# ifndef IM_DEBUG_BREAK -# if defined(__clang__) -# define IM_DEBUG_BREAK() __builtin_debugtrap() -# elif defined(_MSC_VER) -# define IM_DEBUG_BREAK() __debugbreak() -# else -# define IM_DEBUG_BREAK() \ - IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely - // in a debugger! -# endif -# endif // #ifndef IM_DEBUG_BREAK +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. +#ifndef IM_DEBUG_BREAK +#if defined (_MSC_VER) +#define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); +#else +#define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! +#endif +#endif // #ifndef IM_DEBUG_BREAK //----------------------------------------------------------------------------- // [SECTION] Generic helpers @@ -327,602 +306,244 @@ namespace ImStb //----------------------------------------------------------------------------- // Helpers: Hashing -IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) -{ - return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); -} // [moved to ImHashStr/ImHashData in 1.68] -# endif +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] +#endif // Helpers: Sorting -# define ImQsort qsort +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif // Helpers: Color Blending -IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); +IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); // Helpers: Bit manipulation -static inline bool ImIsPowerOfTwo(int v) -{ - return v != 0 && (v & (v - 1)) == 0; -} -static inline bool ImIsPowerOfTwo(ImU64 v) -{ - return v != 0 && (v & (v - 1)) == 0; -} -static inline int ImUpperPowerOfTwo(int v) -{ - v--; - v |= v >> 1; - v |= v >> 2; - v |= v >> 4; - v |= v >> 8; - v |= v >> 16; - v++; - return v; -} +static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & (v - 1)) == 0; } +static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } +static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } // Helpers: String, Formatting -IMGUI_API int ImStricmp(const char* str1, const char* str2); -IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); -IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); -IMGUI_API char* ImStrdup(const char* str); -IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); -IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); -IMGUI_API int ImStrlenW(const ImWchar* str); -IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line -IMGUI_API const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line -IMGUI_API const char* ImStristr(const char* haystack, - const char* haystack_end, - const char* needle, - const char* needle_end); -IMGUI_API void ImStrTrimBlanks(char* str); -IMGUI_API const char* ImStrSkipBlank(const char* str); -IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); -IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); -IMGUI_API const char* ImParseFormatFindStart(const char* format); -IMGUI_API const char* ImParseFormatFindEnd(const char* format); -IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); -IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); -static inline bool ImCharIsBlankA(char c) -{ - return c == ' ' || c == '\t'; -} -static inline bool ImCharIsBlankW(unsigned int c) -{ - return c == ' ' || c == '\t' || c == 0x3000; -} +IMGUI_API int ImStricmp(const char* str1, const char* str2); +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); +IMGUI_API char* ImStrdup(const char* str); +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); +IMGUI_API int ImStrlenW(const ImWchar* str); +IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); +IMGUI_API void ImStrTrimBlanks(char* str); +IMGUI_API const char* ImStrSkipBlank(const char* str); +IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API const char* ImParseFormatFindStart(const char* format); +IMGUI_API const char* ImParseFormatFindEnd(const char* format); +IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: UTF-8 <> wchar conversions -IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf -IMGUI_API int ImTextStrToUtf8(char* out_buf, - int out_buf_size, - const ImWchar* in_text, - const ImWchar* in_text_end); // return output UTF-8 bytes count -IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, - const char* in_text, - const char* in_text_end); // read one character. return input UTF-8 bytes count -IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, - int out_buf_size, - const char* in_text, - const char* in_text_end, - const char** in_remaining = NULL); // return input UTF-8 bytes count -IMGUI_API int ImTextCountCharsFromUtf8( - const char* in_text, - const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) -IMGUI_API int ImTextCountUtf8BytesFromChar( - const char* in_text, - const char* in_text_end); // return number of bytes to express one char in UTF-8 -IMGUI_API int ImTextCountUtf8BytesFromStr( - const ImWchar* in_text, - const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 +IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf +IMGUI_API int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end); // return output UTF-8 bytes count +IMGUI_API int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end); // read one character. return input UTF-8 bytes count +IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, const char* in_text, const char* in_text_end, const char** in_remaining = NULL); // return input UTF-8 bytes count +IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) +IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 +IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 // Helpers: ImVec2/ImVec4 operators -// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast -// operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) We unfortunately don't have a unary- -// operator for ImVec2 because this would needs to be defined inside the class itself. -# ifdef IMGUI_DEFINE_MATH_OPERATORS +// 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 IM_MSVC_RUNTIME_CHECKS_OFF -static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) -{ - return ImVec2(lhs.x * rhs, lhs.y * rhs); -} -static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) -{ - return ImVec2(lhs.x / rhs, lhs.y / rhs); -} -static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) -{ - return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); -} -static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) -{ - return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); -} -static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) -{ - return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); -} -static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) -{ - return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); -} -static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) -{ - lhs.x *= rhs; - lhs.y *= rhs; - return lhs; -} -static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) -{ - lhs.x /= rhs; - lhs.y /= rhs; - return lhs; -} -static inline 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 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); } IM_MSVC_RUNTIME_CHECKS_RESTORE -# endif +#endif // Helpers: File System -# ifdef IMGUI_DISABLE_FILE_FUNCTIONS -# define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +#ifdef IMGUI_DISABLE_FILE_FUNCTIONS +#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef void* ImFileHandle; -static inline ImFileHandle ImFileOpen(const char*, const char*) -{ - return NULL; -} -static inline bool ImFileClose(ImFileHandle) -{ - return false; -} -static inline ImU64 ImFileGetSize(ImFileHandle) -{ - return (ImU64)-1; -} -static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) -{ - return 0; -} -static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) -{ - return 0; -} -# endif -# ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS +static inline ImFileHandle ImFileOpen(const char*, const char*) { return NULL; } +static inline bool ImFileClose(ImFileHandle) { return false; } +static inline ImU64 ImFileGetSize(ImFileHandle) { return (ImU64)-1; } +static inline ImU64 ImFileRead(void*, ImU64, ImU64, ImFileHandle) { return 0; } +static inline ImU64 ImFileWrite(const void*, ImU64, ImU64, ImFileHandle) { return 0; } +#endif +#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS typedef FILE* ImFileHandle; -IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); -IMGUI_API bool ImFileClose(ImFileHandle file); -IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); -IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); -IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); -# else -# define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions -# endif -IMGUI_API void* ImFileLoadToMemory(const char* filename, - const char* mode, - size_t* out_file_size = NULL, - int padding_bytes = 0); +IMGUI_API ImFileHandle ImFileOpen(const char* filename, const char* mode); +IMGUI_API bool ImFileClose(ImFileHandle file); +IMGUI_API ImU64 ImFileGetSize(ImFileHandle file); +IMGUI_API ImU64 ImFileRead(void* data, ImU64 size, ImU64 count, ImFileHandle file); +IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 count, ImFileHandle file); +#else +#define IMGUI_DISABLE_TTY_FUNCTIONS // Can't use stdout, fflush if we are not using default file functions +#endif +IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); // Helpers: Maths IM_MSVC_RUNTIME_CHECKS_OFF // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) -# ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS -# define ImFabs(X) fabsf(X) -# define ImSqrt(X) sqrtf(X) -# define ImFmod(X, Y) fmodf((X), (Y)) -# define ImCos(X) cosf(X) -# define ImSin(X) sinf(X) -# define ImAcos(X) acosf(X) -# define ImAtan2(Y, X) atan2f((Y), (X)) -# define ImAtof(STR) atof(STR) +#ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS +#define ImFabs(X) fabsf(X) +#define ImSqrt(X) sqrtf(X) +#define ImFmod(X, Y) fmodf((X), (Y)) +#define ImCos(X) cosf(X) +#define ImSin(X) sinf(X) +#define ImAcos(X) acosf(X) +#define ImAtan2(Y, X) atan2f((Y), (X)) +#define ImAtof(STR) atof(STR) //#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() -# define ImCeil(X) ceilf(X) -static inline float ImPow(float x, float y) -{ - return powf(x, y); -} // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision -static inline double ImPow(double x, double y) -{ - return pow(x, y); -} -static inline float ImLog(float x) -{ - return logf(x); -} // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision -static inline double ImLog(double x) -{ - return log(x); -} -static inline int ImAbs(int x) -{ - return x < 0 ? -x : x; -} -static inline float ImAbs(float x) -{ - return fabsf(x); -} -static inline double ImAbs(double x) -{ - return fabs(x); -} -static inline float ImSign(float x) -{ - return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); -} // Sign operator - returns -1, 0 or 1 based on sign of argument -static inline double ImSign(double x) -{ - return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); -} -# ifdef IMGUI_ENABLE_SSE -static inline float ImRsqrt(float x) -{ - return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); -} -# else -static inline float ImRsqrt(float x) -{ - return 1.0f / sqrtf(x); -} -# endif -static inline double ImRsqrt(double x) -{ - return 1.0 / sqrt(x); -} -# endif -// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long -// float/double (Exceptionally using templates here but we could also redefine them for those types) -template -static inline T ImMin(T lhs, T rhs) -{ - return lhs < rhs ? lhs : rhs; -} -template -static inline T ImMax(T lhs, T rhs) -{ - return lhs >= rhs ? lhs : rhs; -} -template -static inline T ImClamp(T v, T mn, T mx) -{ - return (v < mn) ? mn : (v > mx) ? mx : v; -} -template -static inline T ImLerp(T a, T b, float t) -{ - return (T)(a + (b - a) * t); -} -template -static inline void ImSwap(T& a, T& b) -{ - T tmp = a; - a = b; - b = tmp; -} -template -static inline T ImAddClampOverflow(T a, T b, T mn, T mx) -{ - if (b < 0 && (a < mn - b)) - return mn; - if (b > 0 && (a > mx - b)) - return mx; - return a + b; -} -template -static inline T ImSubClampOverflow(T a, T b, T mn, T mx) -{ - if (b > 0 && (a < mn + b)) - return mn; - if (b < 0 && (a > mx + b)) - return mx; - return a - b; -} +#define ImCeil(X) ceilf(X) +static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision +static inline double ImPow(double x, double y) { return pow(x, y); } +static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision +static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } +static inline float ImAbs(float x) { return fabsf(x); } +static inline double ImAbs(double x) { return fabs(x); } +static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : (x > 0.0f) ? 1.0f : 0.0f; } // Sign operator - returns -1, 0 or 1 based on sign of argument +static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : (x > 0.0) ? 1.0 : 0.0; } +#ifdef IMGUI_ENABLE_SSE +static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); } +#else +static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); } +#endif +static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); } +#endif +// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double +// (Exceptionally using templates here but we could also redefine them for those types) +template static inline T ImMin(T lhs, T rhs) { return lhs < rhs ? lhs : rhs; } +template static inline T ImMax(T lhs, T rhs) { return lhs >= rhs ? lhs : rhs; } +template static inline T ImClamp(T v, T mn, T mx) { return (v < mn) ? mn : (v > mx) ? mx : v; } +template static inline T ImLerp(T a, T b, float t) { return (T)(a + (b - a) * t); } +template static inline void ImSwap(T& a, T& b) { T tmp = a; a = b; b = tmp; } +template static inline T ImAddClampOverflow(T a, T b, T mn, T mx) { if (b < 0 && (a < mn - b)) return mn; if (b > 0 && (a > mx - b)) return mx; return a + b; } +template static inline T ImSubClampOverflow(T a, T b, T mn, T mx) { if (b > 0 && (a < mn + b)) return mn; if (b < 0 && (a > mx + b)) return mx; return a - b; } // - Misc maths helpers -static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) -{ - return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); -} -static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) -{ - return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); -} -static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) -{ - return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); -} -static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) -{ - return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * 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 ImRsqrt(d); - return fail_value; -} -static inline float ImFloor(float f) -{ - return (float)(int)(f); -} -static inline float ImFloorSigned(float f) -{ - return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); -} // Decent replacement for floorf() -static inline ImVec2 ImFloor(const ImVec2& v) -{ - return ImVec2((float)(int)(v.x), (float)(int)(v.y)); -} -static inline int ImModPositive(int a, int b) -{ - return (a + b) % b; -} -static inline float ImDot(const ImVec2& a, const ImVec2& b) -{ - return a.x * b.x + a.y * b.y; -} -static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) -{ - return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); -} -static inline float ImLinearSweep(float current, float target, float speed) -{ - if (current < target) - return ImMin(current + speed, target); - if (current > target) - return ImMax(current - speed, target); - return current; -} -static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) -{ - return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); -} +static inline ImVec2 ImMin(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x < rhs.x ? lhs.x : rhs.x, lhs.y < rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImMax(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x >= rhs.x ? lhs.x : rhs.x, lhs.y >= rhs.y ? lhs.y : rhs.y); } +static inline ImVec2 ImClamp(const ImVec2& v, const ImVec2& mn, ImVec2 mx) { return ImVec2((v.x < mn.x) ? mn.x : (v.x > mx.x) ? mx.x : v.x, (v.y < mn.y) ? mn.y : (v.y > mx.y) ? mx.y : v.y); } +static inline ImVec2 ImLerp(const ImVec2& a, const ImVec2& b, float t) { return ImVec2(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * 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 ImRsqrt(d); return fail_value; } +static inline float ImFloor(float f) { return (float)(int)(f); } +static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline ImVec2 ImFloorSigned(const ImVec2& v) { return ImVec2(ImFloorSigned(v.x), ImFloorSigned(v.y)); } +static inline int ImModPositive(int a, int b) { return (a + b) % b; } +static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } +static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } +static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } +static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry -IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); -IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - const ImVec2& p, - int num_segments); // For curves with explicit number of segments -IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau( - const ImVec2& p1, - const ImVec2& p2, - const ImVec2& p3, - const ImVec2& p4, - const ImVec2& p, - float tess_tol); // For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol -IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); -IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); -IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); -IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); -IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, - const ImVec2& b, - const ImVec2& c, - const ImVec2& p, - float& out_u, - float& out_v, - float& out_w); -inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) -{ - return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; -} -IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); +IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); +IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments +IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol +IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); +IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p); +IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); +IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); +inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } +IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // Helper: ImVec1 (1D vector) -// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some -// branches/patches) +// (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { - float x; - ImVec1() { x = 0.0f; } + float x; + ImVec1() { x = 0.0f; } ImVec1(float _x) { x = _x; } }; // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { - short x, y; - ImVec2ih() { x = y = 0; } - ImVec2ih(short _x, short _y) - { - x = _x; - y = _y; - } - explicit ImVec2ih(const ImVec2& rhs) - { - x = (short)rhs.x; - y = (short)rhs.y; - } + short x, y; + ImVec2ih() { x = y = 0; } + ImVec2ih(short _x, short _y) { x = _x; y = _y; } + explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } }; // Helper: ImRect (2D axis aligned bounding-box) // NB: we can't rely on ImVec2 math operators being available here! struct IMGUI_API ImRect { - ImVec2 Min; // Upper-left - ImVec2 Max; // Lower-right + ImVec2 Min; // Upper-left + ImVec2 Max; // Lower-right - ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} - ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} - ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} - ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} - ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } - ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } - float GetWidth() const { return Max.x - Min.x; } - float GetHeight() const { return Max.y - Min.y; } - float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } - ImVec2 GetTL() const { return Min; } // Top-left - ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right - ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left - ImVec2 GetBR() const { return Max; } // Bottom-right - bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } - bool Contains(const ImRect& r) const - { - return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; - } - bool Overlaps(const ImRect& r) const - { - return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; - } - void Add(const ImVec2& p) - { - if (Min.x > p.x) - Min.x = p.x; - if (Min.y > p.y) - Min.y = p.y; - if (Max.x < p.x) - Max.x = p.x; - if (Max.y < p.y) - Max.y = p.y; - } - void Add(const ImRect& r) - { - if (Min.x > r.Min.x) - Min.x = r.Min.x; - if (Min.y > r.Min.y) - Min.y = r.Min.y; - if (Max.x < r.Max.x) - Max.x = r.Max.x; - if (Max.y < r.Max.y) - Max.y = r.Max.y; - } - void Expand(const float amount) - { - Min.x -= amount; - Min.y -= amount; - Max.x += amount; - Max.y += amount; - } - void Expand(const ImVec2& amount) - { - Min.x -= amount.x; - Min.y -= amount.y; - Max.x += amount.x; - Max.y += amount.y; - } - void Translate(const ImVec2& d) - { - Min.x += d.x; - Min.y += d.y; - Max.x += d.x; - Max.y += d.y; - } - void TranslateX(float dx) - { - Min.x += dx; - Max.x += dx; - } - void TranslateY(float dy) - { - Min.y += dy; - Max.y += dy; - } - void ClipWith(const ImRect& r) - { - Min = ImMax(Min, r.Min); - Max = ImMin(Max, r.Max); - } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for - // display. - void ClipWithFull(const ImRect& r) - { - Min = ImClamp(Min, r.Min, r.Max); - Max = ImClamp(Max, r.Min, r.Max); - } // Full version, ensure both points are fully clipped. - void Floor() - { - Min.x = IM_FLOOR(Min.x); - Min.y = IM_FLOOR(Min.y); - Max.x = IM_FLOOR(Max.x); - Max.y = IM_FLOOR(Max.y); - } - bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } - ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } + ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } + ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } + float GetWidth() const { return Max.x - Min.x; } + float GetHeight() const { return Max.y - Min.y; } + float GetArea() const { return (Max.x - Min.x) * (Max.y - Min.y); } + ImVec2 GetTL() const { return Min; } // Top-left + ImVec2 GetTR() const { return ImVec2(Max.x, Min.y); } // Top-right + ImVec2 GetBL() const { return ImVec2(Min.x, Max.y); } // Bottom-left + ImVec2 GetBR() const { return Max; } // Bottom-right + bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } + bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } + void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } + void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } + void Expand(const float amount) { Min.x -= amount; Min.y -= amount; Max.x += amount; Max.y += amount; } + void Expand(const ImVec2& amount) { Min.x -= amount.x; Min.y -= amount.y; Max.x += amount.x; Max.y += amount.y; } + void Translate(const ImVec2& d) { Min.x += d.x; Min.y += d.y; Max.x += d.x; Max.y += d.y; } + void TranslateX(float dx) { Min.x += dx; Max.x += dx; } + void TranslateY(float dy) { Min.y += dy; Max.y += dy; } + void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. + void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. + void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } + bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } + ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } }; IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImBitArray -inline bool ImBitArrayTestBit(const ImU32* arr, int n) -{ - ImU32 mask = (ImU32)1 << (n & 31); - return (arr[n >> 5] & mask) != 0; -} -inline void ImBitArrayClearBit(ImU32* arr, int n) -{ - ImU32 mask = (ImU32)1 << (n & 31); - arr[n >> 5] &= ~mask; -} -inline void ImBitArraySetBit(ImU32* arr, int n) -{ - ImU32 mask = (ImU32)1 << (n & 31); - arr[n >> 5] |= mask; -} -inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) +inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } +inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } +inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) { n2--; while (n <= n2) { - int a_mod = (n & 31); - int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; + int a_mod = (n & 31); + int b_mod = (n2 > (n | 31) ? 31 : (n2 & 31)) + 1; ImU32 mask = (ImU32)(((ImU64)1 << b_mod) - 1) & ~(ImU32)(((ImU64)1 << a_mod) - 1); arr[n >> 5] |= mask; n = (n + 32) & ~31; @@ -931,29 +552,18 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range // Helper: ImBitArray class (wrapper over ImBitArray functions) // Store 1-bit per value. -template -struct IMGUI_API ImBitArray +template +struct ImBitArray { - ImU32 Storage[(BITCOUNT + 31) >> 5]; - ImBitArray() { ClearAllBits(); } - void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } - void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } - bool TestBit(int n) const - { - IM_ASSERT(n < BITCOUNT); - return ImBitArrayTestBit(Storage, n); - } - void SetBit(int n) - { - IM_ASSERT(n < BITCOUNT); - ImBitArraySetBit(Storage, n); - } - void ClearBit(int n) - { - IM_ASSERT(n < BITCOUNT); - ImBitArrayClearBit(Storage, n); - } - void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + ImU32 Storage[(BITCOUNT + 31) >> 5]; + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { IM_ASSERT(n + OFFSET < BITCOUNT); return ImBitArrayTestBit(Storage, n + OFFSET); } + void SetBit(int n) { IM_ASSERT(n + OFFSET < BITCOUNT); ImBitArraySetBit(Storage, n + OFFSET); } + void ClearBit(int n) { IM_ASSERT(n + OFFSET < BITCOUNT); ImBitArrayClearBit(Storage, n + OFFSET); } + void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n + OFFSET, n2 + OFFSET); } // Works on range [n..n2) + bool operator[](int n) const { IM_ASSERT(n + OFFSET < BITCOUNT); return ImBitArrayTestBit(Storage, n + OFFSET); } }; // Helper: ImBitVector @@ -961,227 +571,98 @@ struct IMGUI_API ImBitArray struct IMGUI_API ImBitVector { ImVector Storage; - void Create(int sz) - { - Storage.resize((sz + 31) >> 5); - memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); - } - void Clear() { Storage.clear(); } - bool TestBit(int n) const - { - IM_ASSERT(n < (Storage.Size << 5)); - return ImBitArrayTestBit(Storage.Data, n); - } - void SetBit(int n) - { - IM_ASSERT(n < (Storage.Size << 5)); - ImBitArraySetBit(Storage.Data, n); - } - void ClearBit(int n) - { - IM_ASSERT(n < (Storage.Size << 5)); - ImBitArrayClearBit(Storage.Data, n); - } + void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } + void Clear() { Storage.clear(); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); } + void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } + void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } }; // Helper: ImSpan<> // Pointing to a span of data we don't own. -template +template struct ImSpan { - T* Data; - T* DataEnd; + T* Data; + T* DataEnd; // Constructors, destructor - inline ImSpan() { Data = DataEnd = NULL; } - inline ImSpan(T* data, int size) - { - Data = data; - DataEnd = data + size; - } - inline ImSpan(T* data, T* data_end) - { - Data = data; - DataEnd = data_end; - } + inline ImSpan() { Data = DataEnd = NULL; } + inline ImSpan(T* data, int size) { Data = data; DataEnd = data + size; } + inline ImSpan(T* data, T* data_end) { Data = data; DataEnd = data_end; } - inline void set(T* data, int size) - { - Data = data; - DataEnd = data + size; - } - inline void set(T* data, T* data_end) - { - Data = data; - DataEnd = data_end; - } - inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } - inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } - inline T& operator[](int i) - { - T* p = Data + i; - IM_ASSERT(p >= Data && p < DataEnd); - return *p; - } - inline const T& operator[](int i) const - { - const T* p = Data + i; - IM_ASSERT(p >= Data && p < DataEnd); - return *p; - } + inline void set(T* data, int size) { Data = data; DataEnd = data + size; } + inline void set(T* data, T* data_end) { Data = data; DataEnd = data_end; } + inline int size() const { return (int)(ptrdiff_t)(DataEnd - Data); } + inline int size_in_bytes() const { return (int)(ptrdiff_t)(DataEnd - Data) * (int)sizeof(T); } + inline T& operator[](int i) { T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } + inline const T& operator[](int i) const { const T* p = Data + i; IM_ASSERT(p >= Data && p < DataEnd); return *p; } - inline T* begin() { return Data; } - inline const T* begin() const { return Data; } - inline T* end() { return DataEnd; } - inline const T* end() const { return DataEnd; } + inline T* begin() { return Data; } + inline const T* begin() const { return Data; } + inline T* end() { return DataEnd; } + inline const T* end() const { return DataEnd; } // Utilities - inline int index_from_ptr(const T* it) const - { - IM_ASSERT(it >= Data && it < DataEnd); - const ptrdiff_t off = it - Data; - return (int)off; - } + inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < DataEnd); const ptrdiff_t off = it - Data; return (int)off; } }; // Helper: ImSpanAllocator<> // Facilitate storing multiple chunks into a single large block (the "arena") -// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N -// times to retrieve the aligned ranges. -template +// - Usage: call Reserve() N times, allocate GetArenaSizeInBytes() worth, pass it to SetArenaBasePtr(), call GetSpan() N times to retrieve the aligned ranges. +template struct ImSpanAllocator { - char* BasePtr; - int CurrOff; - int CurrIdx; - int Offsets[CHUNKS]; - int Sizes[CHUNKS]; + char* BasePtr; + int CurrOff; + int CurrIdx; + int Offsets[CHUNKS]; + int Sizes[CHUNKS]; - ImSpanAllocator() { memset(this, 0, sizeof(*this)); } - inline void Reserve(int n, size_t sz, int a = 4) - { - IM_ASSERT(n == CurrIdx && n < CHUNKS); - CurrOff = IM_MEMALIGN(CurrOff, a); - Offsets[n] = CurrOff; - Sizes[n] = (int)sz; - CurrIdx++; - CurrOff += (int)sz; - } - inline int GetArenaSizeInBytes() { return CurrOff; } - inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } - inline void* GetSpanPtrBegin(int n) - { - IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); - return (void*)(BasePtr + Offsets[n]); - } - inline void* GetSpanPtrEnd(int n) - { - IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); - return (void*)(BasePtr + Offsets[n] + Sizes[n]); - } - template - inline void GetSpan(int n, ImSpan* span) - { - span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); - } + ImSpanAllocator() { memset(this, 0, sizeof(*this)); } + inline void Reserve(int n, size_t sz, int a=4) { IM_ASSERT(n == CurrIdx && n < CHUNKS); CurrOff = IM_MEMALIGN(CurrOff, a); Offsets[n] = CurrOff; Sizes[n] = (int)sz; CurrIdx++; CurrOff += (int)sz; } + inline int GetArenaSizeInBytes() { return CurrOff; } + inline void SetArenaBasePtr(void* base_ptr) { BasePtr = (char*)base_ptr; } + inline void* GetSpanPtrBegin(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n]); } + inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrIdx == CHUNKS); return (void*)(BasePtr + Offsets[n] + Sizes[n]); } + template + inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; // Helper: ImPool<> -// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a -// dense/hot buffer, Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as -// the associated object. +// Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, +// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. typedef int ImPoolIdx; -template -struct IMGUI_API ImPool +template +struct ImPool { - ImVector Buf; // Contiguous data - ImGuiStorage Map; // ID->Index - ImPoolIdx FreeIdx; // Next free idx to use - ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) + ImVector Buf; // Contiguous data + ImGuiStorage Map; // ID->Index + ImPoolIdx FreeIdx; // Next free idx to use + ImPoolIdx AliveCount; // Number of active/alive items (for display purpose) - ImPool() { FreeIdx = AliveCount = 0; } - ~ImPool() { Clear(); } - T* GetByKey(ImGuiID key) - { - int idx = Map.GetInt(key, -1); - return (idx != -1) ? &Buf[idx] : NULL; - } - T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } - ImPoolIdx GetIndex(const T* p) const - { - IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); - return (ImPoolIdx)(p - Buf.Data); - } - T* GetOrAddByKey(ImGuiID key) - { - int* p_idx = Map.GetIntRef(key, -1); - if (*p_idx != -1) - return &Buf[*p_idx]; - *p_idx = FreeIdx; - return Add(); - } - bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } - void Clear() - { - for (int n = 0; n < Map.Data.Size; n++) - { - int idx = Map.Data[n].val_i; - if (idx != -1) - Buf[idx].~T(); - } - Map.Clear(); - Buf.clear(); - FreeIdx = AliveCount = 0; - } - T* Add() - { - int idx = FreeIdx; - if (idx == Buf.Size) - { - Buf.resize(Buf.Size + 1); - FreeIdx++; - } - else - { - FreeIdx = *(int*)&Buf[idx]; - } - IM_PLACEMENT_NEW(&Buf[idx]) T(); - AliveCount++; - return &Buf[idx]; - } - void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } - void Remove(ImGuiID key, ImPoolIdx idx) - { - Buf[idx].~T(); - *(int*)&Buf[idx] = FreeIdx; - FreeIdx = idx; - Map.SetInt(key, -1); - AliveCount--; - } - void Reserve(int capacity) - { - Buf.reserve(capacity); - Map.Data.reserve(capacity); - } + ImPool() { FreeIdx = AliveCount = 0; } + ~ImPool() { Clear(); } + T* GetByKey(ImGuiID key) { int idx = Map.GetInt(key, -1); return (idx != -1) ? &Buf[idx] : NULL; } + T* GetByIndex(ImPoolIdx n) { return &Buf[n]; } + ImPoolIdx GetIndex(const T* p) const { IM_ASSERT(p >= Buf.Data && p < Buf.Data + Buf.Size); return (ImPoolIdx)(p - Buf.Data); } + T* GetOrAddByKey(ImGuiID key) { int* p_idx = Map.GetIntRef(key, -1); if (*p_idx != -1) return &Buf[*p_idx]; *p_idx = FreeIdx; return Add(); } + bool Contains(const T* p) const { return (p >= Buf.Data && p < Buf.Data + Buf.Size); } + void Clear() { for (int n = 0; n < Map.Data.Size; n++) { int idx = Map.Data[n].val_i; if (idx != -1) Buf[idx].~T(); } Map.Clear(); Buf.clear(); FreeIdx = AliveCount = 0; } + T* Add() { int idx = FreeIdx; if (idx == Buf.Size) { Buf.resize(Buf.Size + 1); FreeIdx++; } else { FreeIdx = *(int*)&Buf[idx]; } IM_PLACEMENT_NEW(&Buf[idx]) T(); AliveCount++; return &Buf[idx]; } + void Remove(ImGuiID key, const T* p) { Remove(key, GetIndex(p)); } + void Remove(ImGuiID key, ImPoolIdx idx) { Buf[idx].~T(); *(int*)&Buf[idx] = FreeIdx; FreeIdx = idx; Map.SetInt(key, -1); AliveCount--; } + void Reserve(int capacity) { Buf.reserve(capacity); Map.Data.reserve(capacity); } // To iterate a ImPool: for (int n = 0; n < pool.GetMapSize(); n++) if (T* t = pool.TryGetMapData(n)) { ... } // Can be avoided if you know .Remove() has never been called on the pool, or AliveCount == GetMapSize() - int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) - int GetBufSize() const { return Buf.Size; } - int GetMapSize() const - { - return Map.Data.Size; - } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere - T* TryGetMapData(ImPoolIdx n) - { - int idx = Map.Data[n].val_i; - if (idx == -1) - return NULL; - return GetByIndex(idx); - } -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) -# endif + int GetAliveCount() const { return AliveCount; } // Number of active/alive items in the pool (for display purpose) + int GetBufSize() const { return Buf.Size; } + int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere + T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) +#endif }; // Helper: ImChunkStream<> @@ -1189,54 +670,23 @@ struct IMGUI_API ImPool // This is used by Settings to store persistent data while reducing allocation count. // We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. -template -struct IMGUI_API ImChunkStream +template +struct ImChunkStream { - ImVector Buf; + ImVector Buf; + + void clear() { Buf.clear(); } + bool empty() const { return Buf.Size == 0; } + int size() const { return Buf.Size; } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } + T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } + int chunk_size(const T* p) { return ((const int*)p)[-1]; } + T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } + int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } + T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } + void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } - void clear() { Buf.clear(); } - bool empty() const { return Buf.Size == 0; } - int size() const { return Buf.Size; } - T* alloc_chunk(size_t sz) - { - size_t HDR_SZ = 4; - sz = IM_MEMALIGN(HDR_SZ + sz, 4u); - int off = Buf.Size; - Buf.resize(off + (int)sz); - ((int*)(void*)(Buf.Data + off))[0] = (int)sz; - return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); - } - T* begin() - { - size_t HDR_SZ = 4; - if (!Buf.Data) - return NULL; - return (T*)(void*)(Buf.Data + HDR_SZ); - } - T* next_chunk(T* p) - { - size_t HDR_SZ = 4; - IM_ASSERT(p >= begin() && p < end()); - p = (T*)(void*)((char*)(void*)p + chunk_size(p)); - if (p == (T*)(void*)((char*)end() + HDR_SZ)) - return (T*)0; - IM_ASSERT(p < end()); - return p; - } - int chunk_size(const T* p) { return ((const int*)p)[-1]; } - T* end() { return (T*)(void*)(Buf.Data + Buf.Size); } - int offset_from_ptr(const T* p) - { - IM_ASSERT(p >= begin() && p < end()); - const ptrdiff_t off = (const char*)p - Buf.Data; - return (int)off; - } - T* ptr_from_offset(int off) - { - IM_ASSERT(off >= 4 && off < Buf.Size); - return (T*)(void*)(Buf.Data + off); - } - void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } }; //----------------------------------------------------------------------------- @@ -1244,8 +694,8 @@ struct IMGUI_API ImChunkStream //----------------------------------------------------------------------------- // ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. -// Estimation of number of circle segment based on error is derived using method described in -// https://stackoverflow.com/a/2244088/15194693 Number of segments (N) is calculated using equation: +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: // N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r // Our equation is significantly simpler that one in the post thanks for choosing segment that is // perpendicular to X axis. Follow steps in the article from this starting condition and you will @@ -1254,46 +704,38 @@ struct IMGUI_API ImChunkStream // Rendering circles with an odd number of segments, while mathematically correct will produce // asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) // -# define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) -# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 -# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 -# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD, _MAXERROR) \ - ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), \ - IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp(IM_ROUNDUP_TO_EVEN((int)ImCeil(IM_PI / ImAcos(1 - ImMin((_MAXERROR), (_RAD)) / (_RAD)))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) // Raw equation from IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC rewritten for 'r' and 'error'. -# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N, _MAXERROR) \ - ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) -# define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N, _RAD) \ - ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(_N,_MAXERROR) ((_MAXERROR) / (1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI)))) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_ERROR(_N,_RAD) ((1 - ImCos(IM_PI / ImMax((float)(_N), IM_PI))) / (_RAD)) // ImDrawList: Lookup table size for adaptive arc drawing, cover full circle. -# ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE -# define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. -# endif -# define IM_DRAWLIST_ARCFAST_SAMPLE_MAX \ - IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. +#ifndef IM_DRAWLIST_ARCFAST_TABLE_SIZE +#define IM_DRAWLIST_ARCFAST_TABLE_SIZE 48 // Number of samples in lookup table. +#endif +#define IM_DRAWLIST_ARCFAST_SAMPLE_MAX IM_DRAWLIST_ARCFAST_TABLE_SIZE // Sample index _PathArcToFastEx() for 360 angle. // Data shared between all ImDrawList instances -// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that -// case, watch out for future changes to this structure. +// You may want to create your own instance of this if you want to use ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. struct IMGUI_API ImDrawListSharedData { - ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas - ImFont* Font; // Current/default font (optional, for simplified AddText overload) - float FontSize; // Current/default font size (optional, for simplified AddText overload) - float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() - float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc - ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() - ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a - // per-drawlist basis afterwards) + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas + ImFont* Font; // Current/default font (optional, for simplified AddText overload) + float FontSize; // Current/default font size (optional, for simplified AddText overload) + float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() + float CircleSegmentMaxError; // Number of circle segments to use per pixel of radius for AddCircle() etc + ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() + ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) // [Internal] Lookup tables - ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. - float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() - ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to - // avoid calculation overhead) - const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. + float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() + ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas ImDrawListSharedData(); void SetCircleTessellationMaxError(float max_error); @@ -1301,25 +743,11 @@ struct IMGUI_API ImDrawListSharedData struct ImDrawDataBuilder { - ImVector Layers[2]; // Global layers for: regular, tooltip + ImVector Layers[2]; // Global layers for: regular, tooltip - void Clear() - { - for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) - Layers[n].resize(0); - } - void ClearFreeMemory() - { - for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) - Layers[n].clear(); - } - int GetDrawListCount() const - { - int count = 0; - for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) - count += Layers[n].Size; - return count; - } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } + void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } + int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } IMGUI_API void FlattenIntoSingleLayer(); }; @@ -1327,150 +755,102 @@ struct ImDrawDataBuilder // [SECTION] Widgets support: flags, enums, data structures //----------------------------------------------------------------------------- -// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first -// Begin(). This is going to be exposed in imgui.h when stabilized enough. +// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { - ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on - // io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See - // BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = - 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) - ImGuiItemFlags_NoNavDefaultFocus = - 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) - ImGuiItemFlags_SelectableDontClosePopup = - 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window - ImGuiItemFlags_MixedValue = - 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values - // differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = - 1 << 7 // false // [ALPHA] Allow hovering interactions but underlying value is not changed. -}; - -// Flags for ItemAdd() -// FIXME-NAV: _Focusable is _ALMOST_ what you would expect to be called '_TabStop' but because SetKeyboardFocusHere() -// works on items with no TabStop we distinguish Focusable from TabStop. -enum ImGuiItemAddFlags_ -{ - ImGuiItemAddFlags_None = 0, - ImGuiItemAddFlags_Focusable = - 1 << 0 // FIXME-NAV: In current/legacy scheme, Focusable+TabStop support are opt-in by widgets. We will - // transition it toward being opt-out, so this flag is expected to eventually disappear. + ImGuiItemFlags_None = 0, + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) + ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. + ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 + ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) + ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) + ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window + ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) + ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. + ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. }; // Storage for LastItem data enum ImGuiItemStatusFlags_ { - ImGuiItemStatusFlags_None = 0, - ImGuiItemStatusFlags_HoveredRect = - 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can - // be hovered!, this is only one part of the most-common IsItemHovered test) - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // window->DC.LastItemDisplayRect is valid - ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the - // bool return value of most widgets) - ImGuiItemStatusFlags_ToggledSelection = - 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only - // state changes, in order to easily handle clipping with less issues. - ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. - ImGuiItemStatusFlags_HasDeactivated = - 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. - ImGuiItemStatusFlags_HoveredWindow = 1 - << 7, // Override the HoveredWindow test to allow cross-window hover testing. - ImGuiItemStatusFlags_FocusedByCode = 1 << 8, // Set when the Focusable item just got focused from code. - ImGuiItemStatusFlags_FocusedByTabbing = 1 << 9, // Set when the Focusable item just got focused by Tabbing. - ImGuiItemStatusFlags_Focused = ImGuiItemStatusFlags_FocusedByCode | ImGuiItemStatusFlags_FocusedByTabbing + ImGuiItemStatusFlags_None = 0, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // g.LastItemData.DisplayRect is valid + ImGuiItemStatusFlags_Edited = 1 << 2, // Value exposed by item was edited in the current frame (should match the bool return value of most widgets) + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. + ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. + ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) -# ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 20, // - ImGuiItemStatusFlags_Opened = 1 << 21, // - ImGuiItemStatusFlags_Checkable = 1 << 22, // - ImGuiItemStatusFlags_Checked = 1 << 23 // -# endif +#ifdef IMGUI_ENABLE_TEST_ENGINE + , // [imgui_tests only] + ImGuiItemStatusFlags_Openable = 1 << 20, // + ImGuiItemStatusFlags_Opened = 1 << 21, // + ImGuiItemStatusFlags_Checkable = 1 << 22, // + ImGuiItemStatusFlags_Checked = 1 << 23 // +#endif }; // Extend ImGuiInputTextFlags_ enum ImGuiInputTextFlagsPrivate_ { // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = - 1 << 27, // For internal use by functions using InputText() before reformatting data - ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). - // Require bounding-box to strictly match. + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. }; // Extend ImGuiButtonFlags_ enum ImGuiButtonFlagsPrivate_ { - ImGuiButtonFlags_PressedOnClick = 1 << 4, // return true on click (mouse down event) - ImGuiButtonFlags_PressedOnClickRelease = 1 << 5, // [Default] return true on click + release on same item <-- this - // is what the majority of Button are using - ImGuiButtonFlags_PressedOnClickReleaseAnywhere = - 1 << 6, // return true on click + release even if the release event is not done while hovering the item - ImGuiButtonFlags_PressedOnRelease = 1 << 7, // return true on release (default requires click+release) - ImGuiButtonFlags_PressedOnDoubleClick = 1 << 8, // return true on double-click (default requires click+release) - ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping - // another item (used by e.g. tree nodes, collapsing headers) - ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat - ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null - // before being usable, use along with SetItemAllowOverlap() - ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] - // ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or - // ImGuiItemFlags_Disabled - 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 + 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 -> use BeginDisabled() or ImGuiItemFlags_Disabled + ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine + ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held + ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated + ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease }; // Extend ImGuiComboFlags_ enum ImGuiComboFlagsPrivate_ { - ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview() + ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview() }; // Extend ImGuiSliderFlags_ enum ImGuiSliderFlagsPrivate_ { - ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? - ImGuiSliderFlags_ReadOnly = 1 << 21 + ImGuiSliderFlags_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_SelectOnNav = - 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and - // modifiers we will need user to explicitly control focus scope. May be replaced with a - // BeginSelection() API. - ImGuiSelectableFlags_SelectOnClick = - 1 << 22, // Override button behavior to react on Click (default is Click+Release) - ImGuiSelectableFlags_SelectOnRelease = - 1 << 23, // Override button behavior to react on Release (default is Click+Release) - ImGuiSelectableFlags_SpanAvailWidth = - 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove - // this (added in 6251d379, 2bcafc86 for menus) - ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This - // concept could probably be renamed/formalized somehow. - ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) - ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, + ImGuiSelectableFlags_SelectOnNav = 1 << 21, // (WIP) Auto-select when moved into. This is not exposed in public API as to handle multi-select and modifiers we will need user to explicitly control focus scope. May be replaced with a BeginSelection() API. + ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) + ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) + ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) + ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f }; // Extend ImGuiTreeNodeFlags_ @@ -1481,24 +861,22 @@ enum ImGuiTreeNodeFlagsPrivate_ enum ImGuiSeparatorFlags_ { - ImGuiSeparatorFlags_None = 0, - ImGuiSeparatorFlags_Horizontal = - 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1, - ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 }; enum ImGuiTextFlags_ { - ImGuiTextFlags_None = 0, + ImGuiTextFlags_None = 0, ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 }; enum ImGuiTooltipFlags_ { ImGuiTooltipFlags_None = 0, - ImGuiTooltipFlags_OverridePreviousTooltip = - 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) }; // FIXME: this is in development, not exposed/functional as a generic feature yet. @@ -1506,7 +884,7 @@ enum ImGuiTooltipFlags_ enum ImGuiLayoutType_ { ImGuiLayoutType_Horizontal = 0, - ImGuiLayoutType_Vertical = 1 + ImGuiLayoutType_Vertical = 1 }; enum ImGuiLogType @@ -1522,8 +900,8 @@ enum ImGuiLogType enum ImGuiAxis { ImGuiAxis_None = -1, - ImGuiAxis_X = 0, - ImGuiAxis_Y = 1 + ImGuiAxis_X = 0, + ImGuiAxis_Y = 1 }; enum ImGuiPlotType @@ -1532,77 +910,6 @@ enum ImGuiPlotType ImGuiPlotType_Histogram }; -enum ImGuiInputSource -{ - ImGuiInputSource_None = 0, - ImGuiInputSource_Mouse, - ImGuiInputSource_Keyboard, - ImGuiInputSource_Gamepad, - ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only - ImGuiInputSource_Clipboard, // Currently only used by InputText() - ImGuiInputSource_COUNT -}; - -// FIXME-NAV: Clarify/expose various repeat delay/rate -enum ImGuiInputReadMode -{ - ImGuiInputReadMode_Down, - ImGuiInputReadMode_Pressed, - ImGuiInputReadMode_Released, - ImGuiInputReadMode_Repeat, - ImGuiInputReadMode_RepeatSlow, - ImGuiInputReadMode_RepeatFast -}; - -enum ImGuiNavHighlightFlags_ -{ - ImGuiNavHighlightFlags_None = 0, - ImGuiNavHighlightFlags_TypeDefault = 1 << 0, - ImGuiNavHighlightFlags_TypeThin = 1 << 1, - ImGuiNavHighlightFlags_AlwaysDraw = - 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. - ImGuiNavHighlightFlags_NoRounding = 1 << 3 -}; - -enum ImGuiNavDirSourceFlags_ -{ - ImGuiNavDirSourceFlags_None = 0, - ImGuiNavDirSourceFlags_Keyboard = 1 << 0, - ImGuiNavDirSourceFlags_PadDPad = 1 << 1, - ImGuiNavDirSourceFlags_PadLStick = 1 << 2 -}; - -enum ImGuiNavMoveFlags_ -{ - ImGuiNavMoveFlags_None = 0, - ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side - ImGuiNavMoveFlags_LoopY = 1 << 1, - ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when - // NavDir==right) or one line up (when NavDir==left) - ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful for provided for completeness - ImGuiNavMoveFlags_AllowCurrentNavId = - 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the - // move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are - // pressing PageDown from the bottom-most item we need to stay in place) - ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisibleSet that only - // comprise elements that are already fully visible. - ImGuiNavMoveFlags_ScrollToEdge = 1 << 6 -}; - -enum ImGuiNavForward -{ - ImGuiNavForward_None, - ImGuiNavForward_ForwardQueued, - ImGuiNavForward_ForwardActive -}; - -enum ImGuiNavLayer -{ - ImGuiNavLayer_Main = 0, // Main scrolling layer - ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) - ImGuiNavLayer_COUNT -}; - enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, @@ -1612,16 +919,16 @@ enum ImGuiPopupPositionPolicy struct ImGuiDataTypeTempStorage { - ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT }; // Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). struct ImGuiDataTypeInfo { - size_t Size; // Size in 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 + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type }; // Extend ImGuiDataType_ @@ -1635,45 +942,28 @@ enum ImGuiDataTypePrivate_ // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { - ImGuiCol Col; - ImVec4 BackupValue; + ImGuiCol Col; + ImVec4 BackupValue; }; // Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. struct ImGuiStyleMod { - ImGuiStyleVar VarIdx; - union - { - int BackupInt[2]; - float BackupFloat[2]; - }; - ImGuiStyleMod(ImGuiStyleVar idx, int v) - { - VarIdx = idx; - BackupInt[0] = v; - } - ImGuiStyleMod(ImGuiStyleVar idx, float v) - { - VarIdx = idx; - BackupFloat[0] = v; - } - ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) - { - VarIdx = idx; - BackupFloat[0] = v.x; - BackupFloat[1] = v.y; - } + ImGuiStyleVar VarIdx; + union { int BackupInt[2]; float BackupFloat[2]; }; + ImGuiStyleMod(ImGuiStyleVar idx, int v) { VarIdx = idx; BackupInt[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, float v) { VarIdx = idx; BackupFloat[0] = v; } + ImGuiStyleMod(ImGuiStyleVar idx, ImVec2 v) { VarIdx = idx; BackupFloat[0] = v.x; BackupFloat[1] = v.y; } }; // Storage data for BeginComboPreview()/EndComboPreview() struct IMGUI_API ImGuiComboPreviewData { - ImRect PreviewRect; - ImVec2 BackupCursorPos; - ImVec2 BackupCursorMaxPos; - ImVec2 BackupCursorPosPrevLine; - float BackupPrevLineTextBaseOffset; + ImRect PreviewRect; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; + float BackupPrevLineTextBaseOffset; ImGuiLayoutType BackupLayout; ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } @@ -1682,188 +972,130 @@ struct IMGUI_API ImGuiComboPreviewData // Stacked storage data for BeginGroup()/EndGroup() struct IMGUI_API ImGuiGroupData { - ImGuiID WindowID; - ImVec2 BackupCursorPos; - ImVec2 BackupCursorMaxPos; - ImVec1 BackupIndent; - ImVec1 BackupGroupOffset; - ImVec2 BackupCurrLineSize; - float BackupCurrLineTextBaseOffset; - ImGuiID BackupActiveIdIsAlive; - bool BackupActiveIdPreviousFrameIsAlive; - bool BackupHoveredIdIsAlive; - bool EmitItem; + ImGuiID WindowID; + ImVec2 BackupCursorPos; + ImVec2 BackupCursorMaxPos; + ImVec1 BackupIndent; + ImVec1 BackupGroupOffset; + ImVec2 BackupCurrLineSize; + float BackupCurrLineTextBaseOffset; + ImGuiID BackupActiveIdIsAlive; + bool BackupActiveIdPreviousFrameIsAlive; + bool BackupHoveredIdIsAlive; + bool EmitItem; }; -// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a -// generic helper. +// Simple column measurement, currently used for MenuItem() only.. This is very short-sighted/throw-away code and NOT a generic helper. struct IMGUI_API ImGuiMenuColumns { - ImU32 TotalWidth; - ImU32 NextTotalWidth; - ImU16 Spacing; - ImU16 OffsetIcon; // Always zero for now - ImU16 OffsetLabel; // Offsets are locked in Update() - ImU16 OffsetShortcut; - ImU16 OffsetMark; - ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) + ImU32 TotalWidth; + ImU32 NextTotalWidth; + ImU16 Spacing; + ImU16 OffsetIcon; // Always zero for now + ImU16 OffsetLabel; // Offsets are locked in Update() + ImU16 OffsetShortcut; + ImU16 OffsetMark; + ImU16 Widths[4]; // Width of: Icon, Label, Shortcut, Mark (accumulators for current frame) ImGuiMenuColumns() { memset(this, 0, sizeof(*this)); } - void Update(float spacing, bool window_reappearing); - float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); - void CalcNextTotalWidth(bool update_offsets); + void Update(float spacing, bool window_reappearing); + float DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark); + void CalcNextTotalWidth(bool update_offsets); }; // Internal state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { - ImGuiID ID; // widget id owning the text state - int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is - // valid even if TextA is not. - ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the - // user-provided buffer. so we copy into own buffer. - ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every - // code-path! size=capacity. - ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) - bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we - // pull the data from user argument) - int BufCapacityA; // end-user buffer capacity - float ScrollX; // horizontal scrolling/offset - ImStb::STB_TexteditState Stb; // state for stb_textedit.h - float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately - bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) - bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection - bool Edited; // edited this frame - ImGuiInputTextFlags Flags; // copy of InputText() flags - ImGuiInputTextCallback UserCallback; // " - void* UserCallbackData; // " + ImGuiID ID; // widget id owning the text state + int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. + ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. + ImVector TextA; // temporary UTF8 buffer for callbacks and other operations. this is not updated in every code-path! size=capacity. + ImVector InitialTextA; // backup of end-user buffer at the time of focus (in UTF-8, unaltered) + bool TextAIsValid; // temporary UTF8 buffer is not initially valid before we make the widget active (until then we pull the data from user argument) + int BufCapacityA; // end-user buffer capacity + float ScrollX; // horizontal scrolling/offset + ImStb::STB_TexteditState Stb; // state for stb_textedit.h + float CursorAnim; // timer for cursor blink, reset on every user action so the cursor reappears immediately + bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) + bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection + bool Edited; // edited this frame + ImGuiInputTextFlags Flags; // copy of InputText() flags - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } - void ClearText() - { - CurLenW = CurLenA = 0; - TextW[0] = 0; - TextA[0] = 0; - CursorClamp(); - } - void ClearFreeMemory() - { - TextW.clear(); - TextA.clear(); - InitialTextA.clear(); - } - int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } - void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation + ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } + void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } + int GetUndoAvailCount() const { return Stb.undostate.undo_point; } + int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation // Cursor & Selection - void CursorAnimReset() - { - CursorAnim = -0.30f; - } // After a user-input the cursor stays on for a while without blinking - void CursorClamp() - { - Stb.cursor = ImMin(Stb.cursor, CurLenW); - Stb.select_start = ImMin(Stb.select_start, CurLenW); - Stb.select_end = ImMin(Stb.select_end, CurLenW); - } - bool HasSelection() const { return Stb.select_start != Stb.select_end; } - void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } - int GetCursorPos() const { return Stb.cursor; } - int GetSelectionStart() const { return Stb.select_start; } - int GetSelectionEnd() const { return Stb.select_end; } - void SelectAll() - { - Stb.select_start = 0; - Stb.cursor = Stb.select_end = CurLenW; - Stb.has_preferred_x = 0; - } + void CursorAnimReset() { CursorAnim = -0.30f; } // After a user-input the cursor stays on for a while without blinking + void CursorClamp() { Stb.cursor = ImMin(Stb.cursor, CurLenW); Stb.select_start = ImMin(Stb.select_start, CurLenW); Stb.select_end = ImMin(Stb.select_end, CurLenW); } + bool HasSelection() const { return Stb.select_start != Stb.select_end; } + void ClearSelection() { Stb.select_start = Stb.select_end = Stb.cursor; } + int GetCursorPos() const { return Stb.cursor; } + int GetSelectionStart() const { return Stb.select_start; } + int GetSelectionEnd() const { return Stb.select_end; } + void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; // Storage for current popup stack struct ImGuiPopupData { - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup - int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others - // (e.g. inside menu bar vs loose menu items) - ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) - ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - ImGuiPopupData() - { - memset(this, 0, sizeof(*this)); - OpenFrameCount = -1; - } -}; - -struct ImGuiNavItemData -{ - ImGuiWindow* - Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) - ImGuiID ID; // Init,Move // Best candidate item ID - ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID - ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space - float DistBox; // Move // Best candidate box distance to current NavId - float DistCenter; // Move // Best candidate center distance to current NavId - float DistAxial; // Move // Best candidate axial distance to current NavId - - ImGuiNavItemData() { Clear(); } - void Clear() - { - Window = NULL; - ID = FocusScopeId = 0; - RectRel = ImRect(); - DistBox = DistCenter = DistAxial = FLT_MAX; - } + ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } }; enum ImGuiNextWindowDataFlags_ { - ImGuiNextWindowDataFlags_None = 0, - ImGuiNextWindowDataFlags_HasPos = 1 << 0, - ImGuiNextWindowDataFlags_HasSize = 1 << 1, - ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, - ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, - ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, - ImGuiNextWindowDataFlags_HasFocus = 1 << 5, - ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, - ImGuiNextWindowDataFlags_HasScroll = 1 << 7, - ImGuiNextWindowDataFlags_HasViewport = 1 << 8, - ImGuiNextWindowDataFlags_HasDock = 1 << 9, - ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10 + ImGuiNextWindowDataFlags_None = 0, + ImGuiNextWindowDataFlags_HasPos = 1 << 0, + ImGuiNextWindowDataFlags_HasSize = 1 << 1, + ImGuiNextWindowDataFlags_HasContentSize = 1 << 2, + ImGuiNextWindowDataFlags_HasCollapsed = 1 << 3, + ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, + ImGuiNextWindowDataFlags_HasFocus = 1 << 5, + ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasViewport = 1 << 8, + ImGuiNextWindowDataFlags_HasDock = 1 << 9, + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10 }; // Storage for SetNexWindow** functions struct ImGuiNextWindowData { - ImGuiNextWindowDataFlags Flags; - ImGuiCond PosCond; - ImGuiCond SizeCond; - ImGuiCond CollapsedCond; - ImGuiCond DockCond; - ImVec2 PosVal; - ImVec2 PosPivotVal; - ImVec2 SizeVal; - ImVec2 ContentSizeVal; - ImVec2 ScrollVal; - bool PosUndock; - bool CollapsedVal; - ImRect SizeConstraintRect; - ImGuiSizeCallback SizeCallback; - void* SizeCallbackUserData; - float BgAlphaVal; // Override background alpha - ImGuiID ViewportId; - ImGuiID DockId; - ImGuiWindowClass WindowClass; - ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a - // corresponding flag (could we? for consistency?) + ImGuiNextWindowDataFlags Flags; + ImGuiCond PosCond; + ImGuiCond SizeCond; + ImGuiCond CollapsedCond; + ImGuiCond DockCond; + ImVec2 PosVal; + ImVec2 PosPivotVal; + ImVec2 SizeVal; + ImVec2 ContentSizeVal; + ImVec2 ScrollVal; + bool PosUndock; + bool CollapsedVal; + ImRect SizeConstraintRect; + ImGuiSizeCallback SizeCallback; + void* SizeCallbackUserData; + float BgAlphaVal; // Override background alpha + ImGuiID ViewportId; + ImGuiID DockId; + ImGuiWindowClass WindowClass; + ImVec2 MenuBarOffsetMinVal; // (Always on) This is not exposed publicly, so we don't clear it and it doesn't have a corresponding flag (could we? for consistency?) - ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } + ImGuiNextWindowData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; enum ImGuiNextItemDataFlags_ @@ -1875,59 +1107,259 @@ enum ImGuiNextItemDataFlags_ struct ImGuiNextItemData { - ImGuiNextItemDataFlags Flags; - float Width; // Set by SetNextItemWidth() - ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate - // version of HasSelectionData, we don't use Flags for this because they are cleared too - // early. This is mostly used for debugging) - ImGuiCond OpenCond; - bool OpenVal; // Set by SetNextItemOpen() + ImGuiNextItemDataFlags Flags; + float Width; // Set by SetNextItemWidth() + ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) + ImGuiCond OpenCond; + bool OpenVal; // Set by SetNextItemOpen() - ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! }; // Status storage for the last submitted item struct ImGuiLastItemData { - ImGuiID ID; - ImGuiItemFlags InFlags; // See ImGuiItemFlags_ - ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ - ImRect Rect; - ImRect DisplayRect; + ImGuiID ID; + ImGuiItemFlags InFlags; // See ImGuiItemFlags_ + ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ + ImRect Rect; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) - ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +struct IMGUI_API ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToCurrentState(); + void CompareWithCurrentState(); }; // Data saved for each window pushed into the stack struct ImGuiWindowStackData { - ImGuiWindow* Window; - ImGuiLastItemData ParentLastItemDataBackup; + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; struct ImGuiShrinkWidthItem { - int Index; - float Width; + int Index; + float Width; }; struct ImGuiPtrOrIndex { - void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in - // a pool. - int Index; // Usually index in a main pool. + void* Ptr; // Either field can be set, not both. e.g. Dock node tab bars are loose while BeginTabBar() ones are in a pool. + int Index; // Usually index in a main pool. - ImGuiPtrOrIndex(void* ptr) + ImGuiPtrOrIndex(void* ptr) { Ptr = ptr; Index = -1; } + ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +typedef ImBitArray ImBitArrayForNamedKeys; + +enum ImGuiKeyPrivate_ +{ + ImGuiKey_LegacyNativeKey_BEGIN = 0, + ImGuiKey_LegacyNativeKey_END = 512, + ImGuiKey_Gamepad_BEGIN = ImGuiKey_GamepadStart, + ImGuiKey_Gamepad_END = ImGuiKey_GamepadRStickRight + 1 +}; + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Char, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, // Currently only used by InputText() + ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; }; +struct ImGuiInputEventMouseViewport { ImGuiID HoveredViewportID; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + union { - Ptr = ptr; - Index = -1; - } - ImGuiPtrOrIndex(int index) - { - Ptr = NULL; - Index = index; - } + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventMouseViewport MouseViewport; // if Type == ImGuiInputEventType_MouseViewport + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// FIXME-NAV: Clarify/expose various repeat delay/rate +enum ImGuiInputReadMode +{ + ImGuiInputReadMode_Down, + ImGuiInputReadMode_Pressed, + ImGuiInputReadMode_Released, + ImGuiInputReadMode_Repeat, + ImGuiInputReadMode_RepeatSlow, + ImGuiInputReadMode_RepeatFast +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector Ranges; + + ImGuiListClipperData() { memset(this, 0, sizeof(*this)); } + void Reset(ImGuiListClipper* clipper) { ListClipper = clipper; StepNo = ItemsFrozen = 0; Ranges.resize(0); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Navigation support +//----------------------------------------------------------------------------- + +enum ImGuiActivateFlags_ +{ + ImGuiActivateFlags_None = 0, + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. + ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) +}; + +// Early work-in-progress API for ScrollToItem() +enum ImGuiScrollFlags_ +{ + ImGuiScrollFlags_None = 0, + ImGuiScrollFlags_KeepVisibleEdgeX = 1 << 0, // If item is not visible: scroll as little as possible on X axis to bring item back into view [default for X axis] + ImGuiScrollFlags_KeepVisibleEdgeY = 1 << 1, // If item is not visible: scroll as little as possible on Y axis to bring item back into view [default for Y axis for windows that are already visible] + ImGuiScrollFlags_KeepVisibleCenterX = 1 << 2, // If item is not visible: scroll to make the item centered on X axis [rarely used] + ImGuiScrollFlags_KeepVisibleCenterY = 1 << 3, // If item is not visible: scroll to make the item centered on Y axis + ImGuiScrollFlags_AlwaysCenterX = 1 << 4, // Always center the result item on X axis [rarely used] + ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) + ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). + ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY +}; + +enum ImGuiNavHighlightFlags_ +{ + ImGuiNavHighlightFlags_None = 0, + ImGuiNavHighlightFlags_TypeDefault = 1 << 0, + ImGuiNavHighlightFlags_TypeThin = 1 << 1, + ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. + ImGuiNavHighlightFlags_NoRounding = 1 << 3 +}; + +enum ImGuiNavDirSourceFlags_ +{ + ImGuiNavDirSourceFlags_None = 0, + ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys + ImGuiNavDirSourceFlags_Keyboard = 1 << 1, + ImGuiNavDirSourceFlags_PadDPad = 1 << 2, + ImGuiNavDirSourceFlags_PadLStick = 1 << 3 +}; + +enum ImGuiNavMoveFlags_ +{ + ImGuiNavMoveFlags_None = 0, + ImGuiNavMoveFlags_LoopX = 1 << 0, // On failed request, restart from opposite side + ImGuiNavMoveFlags_LoopY = 1 << 1, + ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) + ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) + ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) + ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary + ImGuiNavMoveFlags_Forwarded = 1 << 7, + ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result + ImGuiNavMoveFlags_FocusApi = 1 << 9, + ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_Activate = 1 << 11, + ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight +}; + +enum ImGuiNavLayer +{ + ImGuiNavLayer_Main = 0, // Main scrolling layer + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + ImGuiNavLayer_COUNT +}; + +struct ImGuiNavItemData +{ + ImGuiWindow* Window; // Init,Move // Best candidate window (result->ItemWindow->RootWindowForNav == request->Window) + ImGuiID ID; // Init,Move // Best candidate item ID + ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID + ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space + ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags + float DistBox; // Move // Best candidate box distance to current NavId + float DistCenter; // Move // Best candidate center distance to current NavId + float DistAxial; // Move // Best candidate axial distance to current NavId + + ImGuiNavItemData() { Clear(); } + void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -1937,120 +1369,92 @@ struct ImGuiPtrOrIndex // Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! enum ImGuiOldColumnFlags_ { - ImGuiOldColumnFlags_None = 0, - ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers - ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers - ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns - ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiOldColumnFlags_GrowParentContentsSize = - 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting - // the columns width at all_. Will eventually remove. + ImGuiOldColumnFlags_None = 0, + ImGuiOldColumnFlags_NoBorder = 1 << 0, // Disable column dividers + ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers + ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns + ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. -// Obsolete names (will be removed) -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , - ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, - ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, - ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, - ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, - ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, - ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize -# endif + // Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize +#endif }; struct ImGuiOldColumnData { - float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) - float OffsetNormBeforeResize; - ImGuiOldColumnFlags Flags; // Not exposed - ImRect ClipRect; + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNormBeforeResize; + ImGuiOldColumnFlags Flags; // Not exposed + ImRect ClipRect; ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } }; struct ImGuiOldColumns { - ImGuiID ID; + ImGuiID ID; ImGuiOldColumnFlags Flags; - bool IsFirstFrame; - bool IsBeingResized; - int Current; - int Count; - float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x - float LineMinY, LineMaxY; - float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() - float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() - ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() - ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() - ImRect HostBackupParentWorkRect; // Backup of WorkRect at the time of BeginColumns() + bool IsFirstFrame; + bool IsBeingResized; + int Current; + int Count; + float OffMinX, OffMaxX; // Offsets from HostWorkRect.Min.x + float LineMinY, LineMaxY; + float HostCursorPosY; // Backup of CursorPos at the time of BeginColumns() + float HostCursorMaxPosX; // Backup of CursorMaxPos at the time of BeginColumns() + ImRect HostInitialClipRect; // Backup of ClipRect at the time of BeginColumns() + ImRect HostBackupClipRect; // Backup of ClipRect during PushColumnsBackground()/PopColumnsBackground() + ImRect HostBackupParentWorkRect;//Backup of WorkRect at the time of BeginColumns() ImVector Columns; - ImDrawListSplitter Splitter; + ImDrawListSplitter Splitter; - ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } + ImGuiOldColumns() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Multi-select support //----------------------------------------------------------------------------- -# ifdef IMGUI_HAS_MULTI_SELECT +#ifdef IMGUI_HAS_MULTI_SELECT // -# endif // #ifdef IMGUI_HAS_MULTI_SELECT +#endif // #ifdef IMGUI_HAS_MULTI_SELECT //----------------------------------------------------------------------------- // [SECTION] Docking support //----------------------------------------------------------------------------- -# ifdef IMGUI_HAS_DOCK +#ifdef IMGUI_HAS_DOCK // Extend ImGuiDockNodeFlags_ enum ImGuiDockNodeFlagsPrivate_ { // [Internal] - ImGuiDockNodeFlags_DockSpace = - 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise - // the node is floating and create its own window. - ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible - // when empty, only use "remaining" spaces from its neighbor. - ImGuiDockNodeFlags_NoTabBar = - 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. - ImGuiDockNodeFlags_HiddenTabBar = - 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual - // tab-bar instance may be destroyed as this is only used for single-window tab bar) - ImGuiDockNodeFlags_NoWindowMenuButton = - 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button) - ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved // - ImGuiDockNodeFlags_NoDocking = - 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole - // dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, - // existing docked nodes will be preserved. - ImGuiDockNodeFlags_NoDockingSplitMe = - 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node. - ImGuiDockNodeFlags_NoDockingSplitOther = - 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node. - ImGuiDockNodeFlags_NoDockingOverMe = - 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node. - ImGuiDockNodeFlags_NoDockingOverOther = - 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node. - ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, // [EXPERIMENTAL] Prevent this node to be docked over an empty - // node (e.g. DockSpace with no other windows) - ImGuiDockNodeFlags_NoResizeX = 1 << 22, // [EXPERIMENTAL] - ImGuiDockNodeFlags_NoResizeY = 1 << 23, // [EXPERIMENTAL] - ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, - ImGuiDockNodeFlags_NoResizeFlagsMask_ = - ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, - ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | - ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | - ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | - ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | - ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, - ImGuiDockNodeFlags_LocalFlagsTransferMask_ = - ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to - // the inheriting child, never duplicated - ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | - ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | - ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | - ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking + ImGuiDockNodeFlags_DockSpace = 1 << 10, // Local, Saved // A dockspace is a node that occupy space within an existing user window. Otherwise the node is floating and create its own window. + ImGuiDockNodeFlags_CentralNode = 1 << 11, // Local, Saved // The central node has 2 main properties: stay visible when empty, only use "remaining" spaces from its neighbor. + ImGuiDockNodeFlags_NoTabBar = 1 << 12, // Local, Saved // Tab bar is completely unavailable. No triangle in the corner to enable it back. + ImGuiDockNodeFlags_HiddenTabBar = 1 << 13, // Local, Saved // Tab bar is hidden, with a triangle in the corner to show it again (NB: actual tab-bar instance may be destroyed as this is only used for single-window tab bar) + ImGuiDockNodeFlags_NoWindowMenuButton = 1 << 14, // Local, Saved // Disable window/docking menu (that one that appears instead of the collapse button) + ImGuiDockNodeFlags_NoCloseButton = 1 << 15, // Local, Saved // + ImGuiDockNodeFlags_NoDocking = 1 << 16, // Local, Saved // Disable any form of docking in this dockspace or individual node. (On a whole dockspace, this pretty much defeat the purpose of using a dockspace at all). Note: when turned on, existing docked nodes will be preserved. + ImGuiDockNodeFlags_NoDockingSplitMe = 1 << 17, // [EXPERIMENTAL] Prevent another window/node from splitting this node. + ImGuiDockNodeFlags_NoDockingSplitOther = 1 << 18, // [EXPERIMENTAL] Prevent this node from splitting another window/node. + ImGuiDockNodeFlags_NoDockingOverMe = 1 << 19, // [EXPERIMENTAL] Prevent another window/node to be docked over this node. + ImGuiDockNodeFlags_NoDockingOverOther = 1 << 20, // [EXPERIMENTAL] Prevent this node to be docked over another window or non-empty node. + ImGuiDockNodeFlags_NoDockingOverEmpty = 1 << 21, // [EXPERIMENTAL] Prevent this node to be docked over an empty node (e.g. DockSpace with no other windows) + ImGuiDockNodeFlags_NoResizeX = 1 << 22, // [EXPERIMENTAL] + ImGuiDockNodeFlags_NoResizeY = 1 << 23, // [EXPERIMENTAL] + ImGuiDockNodeFlags_SharedFlagsInheritMask_ = ~0, + ImGuiDockNodeFlags_NoResizeFlagsMask_ = ImGuiDockNodeFlags_NoResize | ImGuiDockNodeFlags_NoResizeX | ImGuiDockNodeFlags_NoResizeY, + ImGuiDockNodeFlags_LocalFlagsMask_ = ImGuiDockNodeFlags_NoSplit | ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_AutoHideTabBar | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking, + ImGuiDockNodeFlags_LocalFlagsTransferMask_ = ImGuiDockNodeFlags_LocalFlagsMask_ & ~ImGuiDockNodeFlags_DockSpace, // When splitting those flags are moved to the inheriting child, never duplicated + ImGuiDockNodeFlags_SavedFlagsMask_ = ImGuiDockNodeFlags_NoResizeFlagsMask_ | ImGuiDockNodeFlags_DockSpace | ImGuiDockNodeFlags_CentralNode | ImGuiDockNodeFlags_NoTabBar | ImGuiDockNodeFlags_HiddenTabBar | ImGuiDockNodeFlags_NoWindowMenuButton | ImGuiDockNodeFlags_NoCloseButton | ImGuiDockNodeFlags_NoDocking }; // Store the source authority (dock node vs window) of a field @@ -2072,85 +1476,70 @@ enum ImGuiDockNodeState // sizeof() 156~192 struct IMGUI_API ImGuiDockNode { - ImGuiID ID; - ImGuiDockNodeFlags - SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) - ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node - ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows - ImGuiDockNodeFlags - MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) - ImGuiDockNodeState State; - ImGuiDockNode* ParentNode; - ImGuiDockNode* - ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. - ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. - ImGuiTabBar* TabBar; - ImVec2 Pos; // Current position - ImVec2 Size; // Current size - ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting - // the node), used to calculate Size. - ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) - ImGuiWindowClass WindowClass; // [Root node only] + ImGuiID ID; + ImGuiDockNodeFlags SharedFlags; // (Write) Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) + ImGuiDockNodeFlags LocalFlags; // (Write) Flags specific to this node + ImGuiDockNodeFlags LocalFlagsInWindows; // (Write) Flags specific to this node, applied from windows + ImGuiDockNodeFlags MergedFlags; // (Read) Effective flags (== SharedFlags | LocalFlagsInNode | LocalFlagsInWindows) + ImGuiDockNodeState State; + ImGuiDockNode* ParentNode; + ImGuiDockNode* ChildNodes[2]; // [Split node only] Child nodes (left/right or top/bottom). Consider switching to an array. + ImVector Windows; // Note: unordered list! Iterate TabBar->Tabs for user-order. + ImGuiTabBar* TabBar; + ImVec2 Pos; // Current position + ImVec2 Size; // Current size + ImVec2 SizeRef; // [Split node only] Last explicitly written-to size (overridden when using a splitter affecting the node), used to calculate Size. + ImGuiAxis SplitAxis; // [Split node only] Split axis (X or Y) + ImGuiWindowClass WindowClass; // [Root node only] + ImU32 LastBgColor; - ImGuiWindow* HostWindow; - ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing - // this can be a different window. - ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. - ImGuiDockNode* - OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. - int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + - // ImGuiDockNodeFlags_KeepAliveOnly - int LastFrameActive; // Last frame number the node was updated. - int LastFrameFocused; // Last frame number the node was focused. - ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was - // last focused. - ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. - ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. - ImGuiDataAuthority AuthorityForPos : 3; - ImGuiDataAuthority AuthorityForSize : 3; - ImGuiDataAuthority AuthorityForViewport : 3; - bool IsVisible : 1; // Set to false when the node is hidden (usually disabled as it has no active window) - bool IsFocused : 1; - bool HasCloseButton : 1; // Provide space for a close button (if any of the docked window has one). Note that - // button may be hidden on window without one. - bool HasWindowMenuButton : 1; - bool WantCloseAll : 1; // Set when closing all tabs at once. - bool WantLockSizeOnce : 1; - bool - WantMouseMove : 1; // After a node extraction we need to transition toward moving the newly created host window - bool WantHiddenTabBarUpdate : 1; - bool WantHiddenTabBarToggle : 1; - bool MarkedForPosSizeWrite : 1; // Update by DockNodeTreeUpdatePosSize() write-filtering + ImGuiWindow* HostWindow; + ImGuiWindow* VisibleWindow; // Generally point to window which is ID is == SelectedTabID, but when CTRL+Tabbing this can be a different window. + ImGuiDockNode* CentralNode; // [Root node only] Pointer to central node. + ImGuiDockNode* OnlyNodeWithWindows; // [Root node only] Set when there is a single visible node within the hierarchy. + int CountNodeWithWindows; // [Root node only] + int LastFrameAlive; // Last frame number the node was updated or kept alive explicitly with DockSpace() + ImGuiDockNodeFlags_KeepAliveOnly + int LastFrameActive; // Last frame number the node was updated. + int LastFrameFocused; // Last frame number the node was focused. + ImGuiID LastFocusedNodeId; // [Root node only] Which of our child docking node (any ancestor in the hierarchy) was last focused. + ImGuiID SelectedTabId; // [Leaf node only] Which of our tab/window is selected. + ImGuiID WantCloseTabId; // [Leaf node only] Set when closing a specific tab/window. + ImGuiDataAuthority AuthorityForPos :3; + ImGuiDataAuthority AuthorityForSize :3; + ImGuiDataAuthority AuthorityForViewport :3; + bool IsVisible :1; // Set to false when the node is hidden (usually disabled as it has no active window) + bool IsFocused :1; + bool IsBgDrawnThisFrame :1; + bool HasCloseButton :1; // Provide space for a close button (if any of the docked window has one). Note that button may be hidden on window without one. + bool HasWindowMenuButton :1; + bool HasCentralNodeChild :1; + bool WantCloseAll :1; // Set when closing all tabs at once. + bool WantLockSizeOnce :1; + bool WantMouseMove :1; // After a node extraction we need to transition toward moving the newly created host window + bool WantHiddenTabBarUpdate :1; + bool WantHiddenTabBarToggle :1; ImGuiDockNode(ImGuiID id); ~ImGuiDockNode(); - bool IsRootNode() const { return ParentNode == NULL; } - bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } - bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } - bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } - bool IsHiddenTabBar() const - { - return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; - } // Hidden tab bar can be shown back by clicking the small triangle - bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar - bool IsSplitNode() const { return ChildNodes[0] != NULL; } - bool IsLeafNode() const { return ChildNodes[0] == NULL; } - bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + bool IsRootNode() const { return ParentNode == NULL; } + bool IsDockSpace() const { return (MergedFlags & ImGuiDockNodeFlags_DockSpace) != 0; } + bool IsFloatingNode() const { return ParentNode == NULL && (MergedFlags & ImGuiDockNodeFlags_DockSpace) == 0; } + bool IsCentralNode() const { return (MergedFlags & ImGuiDockNodeFlags_CentralNode) != 0; } + bool IsHiddenTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle + bool IsNoTabBar() const { return (MergedFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + bool IsSplitNode() const { return ChildNodes[0] != NULL; } + bool IsLeafNode() const { return ChildNodes[0] == NULL; } + bool IsEmpty() const { return ChildNodes[0] == NULL && Windows.Size == 0; } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - void SetLocalFlags(ImGuiDockNodeFlags flags) - { - LocalFlags = flags; - UpdateMergedFlags(); - } - void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } + void SetLocalFlags(ImGuiDockNodeFlags flags) { LocalFlags = flags; UpdateMergedFlags(); } + void UpdateMergedFlags() { MergedFlags = SharedFlags | LocalFlags | LocalFlagsInWindows; } }; // List of colors that are stored at the time of Begin() into Docked Windows. // We currently store the packed colors in a simple array window->DockStyle.Colors[]. -// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in -// ImGuiWindow, but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window -// from last frame. +// A better solution may involve appending into a log of colors in ImGuiContext + store offsets into those arrays in ImGuiWindow, +// but it would be more complex as we'd need to double-buffer both as e.g. drop target may refer to window from last frame. enum ImGuiWindowDockStyleCol { ImGuiWindowDockStyleCol_Text, @@ -2169,14 +1558,14 @@ struct ImGuiWindowDockStyle struct ImGuiDockContext { - ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes - ImVector Requests; + ImGuiStorage Nodes; // Map ID -> ImGuiDockNode*: Active nodes + ImVector Requests; ImVector NodesSettings; - bool WantFullRebuild; - ImGuiDockContext() { memset(this, 0, sizeof(*this)); } + bool WantFullRebuild; + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } }; -# endif // #ifdef IMGUI_HAS_DOCK +#endif // #ifdef IMGUI_HAS_DOCK //----------------------------------------------------------------------------- // [SECTION] Viewport support @@ -2186,78 +1575,41 @@ struct ImGuiDockContext // Every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport { - int Idx; - int LastFrameActive; // Last frame number this viewport was activated by a window - int LastFrontMostStampCount; // Last stamp number from when a window hosted by this viewport was made front-most - // (by comparing this value between two viewport we have an implicit viewport z-order - ImGuiID LastNameHash; - ImVec2 LastPos; - float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) - float LastAlpha; - short PlatformMonitor; - bool PlatformWindowCreated; - ImGuiWindow* - Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) - int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used - ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software - // mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. - ImDrawData DrawDataP; - ImDrawDataBuilder DrawDataBuilder; - ImVec2 LastPlatformPos; - ImVec2 LastPlatformSize; - ImVec2 LastRendererSize; - ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or - // (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so - // WorkArea always fit inside Pos/Size!) - ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or - // (0,-status_bar_height). - ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. - ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. + int Idx; + int LastFrameActive; // Last frame number this viewport was activated by a window + int LastFrontMostStampCount;// Last stamp number from when a window hosted by this viewport was made front-most (by comparing this value between two viewport we have an implicit viewport z-order + ImGuiID LastNameHash; + ImVec2 LastPos; + float Alpha; // Window opacity (when dragging dockable windows/viewports we make them transparent) + float LastAlpha; + short PlatformMonitor; + bool PlatformWindowCreated; + ImGuiWindow* Window; // Set when the viewport is owned by a window (and ImGuiViewportFlags_CanHostOtherWindows is NOT set) + int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + ImDrawData DrawDataP; + ImDrawDataBuilder DrawDataBuilder; + ImVec2 LastPlatformPos; + ImVec2 LastPlatformSize; + ImVec2 LastRendererSize; + ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) + ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). + ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. + ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. - ImGuiViewportP() - { - Idx = -1; - LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; - LastNameHash = 0; - Alpha = LastAlpha = 1.0f; - PlatformMonitor = -1; - PlatformWindowCreated = false; - Window = NULL; - DrawLists[0] = DrawLists[1] = NULL; - LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); - } - ~ImGuiViewportP() - { - if (DrawLists[0]) - IM_DELETE(DrawLists[0]); - if (DrawLists[1]) - IM_DELETE(DrawLists[1]); - } - void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + ImGuiViewportP() { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; PlatformWindowCreated = false; Window = NULL; DrawLists[0] = DrawLists[1] = NULL; LastPlatformPos = LastPlatformSize = LastRendererSize = ImVec2(FLT_MAX, FLT_MAX); } + ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } - // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame - // data, and 1 pair for currently building rect) - ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } - ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const - { - return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); - } - void UpdateWorkRect() - { - WorkPos = CalcWorkRectPos(WorkOffsetMin); - WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); - } // Update public fields + // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) + ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } + ImVec2 CalcWorkRectSize(const ImVec2& off_min, const ImVec2& off_max) const { return ImVec2(ImMax(0.0f, Size.x - off_min.x + off_max.x), ImMax(0.0f, Size.y - off_min.y + off_max.y)); } + void UpdateWorkRect() { WorkPos = CalcWorkRectPos(WorkOffsetMin); WorkSize = CalcWorkRectSize(WorkOffsetMin, WorkOffsetMax); } // Update public fields - // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the - // code asymmetry) - ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } - ImRect GetBuildWorkRect() const - { - ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); - ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); - return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); - } + // Helpers to retrieve ImRect (we don't need to store BuildWorkRect as every access tend to change it, hence the code asymmetry) + ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + ImRect GetWorkRect() const { return ImRect(WorkPos.x, WorkPos.y, WorkPos.x + WorkSize.x, WorkPos.y + WorkSize.y); } + ImRect GetBuildWorkRect() const { ImVec2 pos = CalcWorkRectPos(BuildWorkOffsetMin); ImVec2 size = CalcWorkRectSize(BuildWorkOffsetMin, BuildWorkOffsetMax); return ImRect(pos.x, pos.y, pos.x + size.x, pos.y + size.y); } }; //----------------------------------------------------------------------------- @@ -2269,95 +1621,85 @@ struct ImGuiViewportP : public ImGuiViewport // (this is designed to be stored in a ImChunkStream buffer, with the variable-length Name following our structure) struct ImGuiWindowSettings { - ImGuiID ID; - ImVec2ih - Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. - ImVec2ih Size; - ImVec2ih ViewportPos; - ImGuiID ViewportId; - ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active - // window), or 0 if none. - ImGuiID ClassId; // ID of window class if specified - short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder - // windows that are reappearing on the same frame. Same value between windows that were active and - // windows that were none are possible. - bool Collapsed; - bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running - // context) + ImGuiID ID; + ImVec2ih Pos; // NB: Settings position are stored RELATIVE to the viewport! Whereas runtime ones are absolute positions. + ImVec2ih Size; + ImVec2ih ViewportPos; + ImGuiID ViewportId; + ImGuiID DockId; // ID of last known DockNode (even if the DockNode is invisible because it has only 1 active window), or 0 if none. + ImGuiID ClassId; // ID of window class if specified + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + bool Collapsed; + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) - ImGuiWindowSettings() - { - memset(this, 0, sizeof(*this)); - DockOrder = -1; - } - char* GetName() { return (char*)(this + 1); } + ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); DockOrder = -1; } + char* GetName() { return (char*)(this + 1); } }; struct ImGuiSettingsHandler { - const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' - ImGuiID TypeHash; // == ImHashStr(TypeName) - void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data - void (*ReadInitFn)(ImGuiContext* ctx, - ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) - void* (*ReadOpenFn)(ImGuiContext* ctx, - ImGuiSettingsHandler* handler, - const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" - void (*ReadLineFn)(ImGuiContext* ctx, - ImGuiSettingsHandler* handler, - void* entry, - const char* line); // Read: Called for every line of text within an ini entry - void (*ApplyAllFn)(ImGuiContext* ctx, - ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) - void (*WriteAllFn)(ImGuiContext* ctx, - ImGuiSettingsHandler* handler, - ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' - void* UserData; + const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']' + ImGuiID TypeHash; // == ImHashStr(TypeName) + void (*ClearAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Clear all settings data + void (*ReadInitFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called before reading (in registration order) + void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]" + void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry + void (*ApplyAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler); // Read: Called after reading (in registration order) + void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf' + void* UserData; ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- -// [SECTION] Metrics, Debug +// [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- struct ImGuiMetricsConfig { - bool ShowWindowsRects; - bool ShowWindowsBeginOrder; - bool ShowTablesRects; - bool ShowDrawCmdMesh; - bool ShowDrawCmdBoundingBoxes; - bool ShowDockingNodes; - int ShowWindowsRectsType; - int ShowTablesRectsType; + bool ShowStackTool; + bool ShowWindowsRects; + bool ShowWindowsBeginOrder; + bool ShowTablesRects; + bool ShowDrawCmdMesh; + bool ShowDrawCmdBoundingBoxes; + bool ShowDockingNodes; + int ShowWindowsRectsType; + int ShowTablesRectsType; ImGuiMetricsConfig() { - ShowWindowsRects = false; - ShowWindowsBeginOrder = false; - ShowTablesRects = false; - ShowDrawCmdMesh = true; + ShowStackTool = false; + ShowWindowsRects = false; + ShowWindowsBeginOrder = false; + ShowTablesRects = false; + ShowDrawCmdMesh = true; ShowDrawCmdBoundingBoxes = true; - ShowDockingNodes = false; - ShowWindowsRectsType = -1; - ShowTablesRectsType = -1; + ShowDockingNodes = false; + ShowWindowsRectsType = -1; + ShowTablesRectsType = -1; } }; -struct IMGUI_API ImGuiStackSizes +struct ImGuiStackLevelInfo { - short SizeOfIDStack; - short SizeOfColorStack; - short SizeOfStyleVarStack; - short SizeOfFontStack; - short SizeOfFocusScopeStack; - short SizeOfGroupStack; - short SizeOfBeginPopupStack; + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + char Desc[58]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) - ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } - void SetToCurrentState(); - void CompareWithCurrentState(); + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for Stack tool queries +struct ImGuiStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + + ImGuiStackTool() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -2365,27 +1707,17 @@ struct IMGUI_API ImGuiStackSizes //----------------------------------------------------------------------------- typedef void (*ImGuiContextHookCallback)(ImGuiContext* ctx, ImGuiContextHook* hook); -enum ImGuiContextHookType -{ - ImGuiContextHookType_NewFramePre, - ImGuiContextHookType_NewFramePost, - ImGuiContextHookType_EndFramePre, - ImGuiContextHookType_EndFramePost, - ImGuiContextHookType_RenderPre, - ImGuiContextHookType_RenderPost, - ImGuiContextHookType_Shutdown, - ImGuiContextHookType_PendingRemoval_ -}; +enum ImGuiContextHookType { ImGuiContextHookType_NewFramePre, ImGuiContextHookType_NewFramePost, ImGuiContextHookType_EndFramePre, ImGuiContextHookType_EndFramePost, ImGuiContextHookType_RenderPre, ImGuiContextHookType_RenderPost, ImGuiContextHookType_Shutdown, ImGuiContextHookType_PendingRemoval_ }; struct ImGuiContextHook { - ImGuiID HookId; // A unique ID assigned by AddContextHook() - ImGuiContextHookType Type; - ImGuiID Owner; - ImGuiContextHookCallback Callback; - void* UserData; + ImGuiID HookId; // A unique ID assigned by AddContextHook() + ImGuiContextHookType Type; + ImGuiID Owner; + ImGuiContextHookCallback Callback; + void* UserData; - ImGuiContextHook() { memset(this, 0, sizeof(*this)); } + ImGuiContextHook() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -2394,480 +1726,431 @@ struct ImGuiContextHook struct ImGuiContext { - bool Initialized; - bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. - ImGuiIO IO; - ImGuiPlatformIO PlatformIO; - ImGuiStyle Style; - ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() - ImGuiConfigFlags ConfigFlagsLastFrame; - ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() - float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height - // for current window. - float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. - ImDrawListSharedData DrawListSharedData; - double Time; - int FrameCount; - int FrameCountEnded; - int FrameCountPlatformEnded; - int FrameCountRendered; - bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() - bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window - // has been pushed - bool WithinEndChild; // Set within EndChild() - bool GcCompactAll; // Request full GC - bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), - // ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() - ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() - void* TestEngine; // Test engine user data + bool Initialized; + bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. + ImGuiIO IO; + ImGuiPlatformIO PlatformIO; + ImVector InputEventsQueue; // Input events which will be tricked/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiStyle Style; + ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() + ImGuiConfigFlags ConfigFlagsLastFrame; + ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() + float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. + float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. + ImDrawListSharedData DrawListSharedData; + double Time; + int FrameCount; + int FrameCountEnded; + int FrameCountPlatformEnded; + int FrameCountRendered; + bool WithinFrameScope; // Set by NewFrame(), cleared by EndFrame() + bool WithinFrameScopeWithImplicitWindow; // Set by NewFrame(), cleared by EndFrame() when the implicit debug window has been pushed + bool WithinEndChild; // Set within EndChild() + bool GcCompactAll; // Request full GC + bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() + void* TestEngine; // Test engine user data // Windows state - ImVector Windows; // Windows, sorted in display order, back to front - ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. - ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents - // are kept before their child + ImVector Windows; // Windows, sorted in display order, back to front + ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. + ImVector WindowsTempSortBuffer; // Temporary buffer used in EndFrame() to reorder windows so parents are kept before their child ImVector CurrentWindowStack; - ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* - int WindowsActiveCount; // Number of unique windows submitted by frame - ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window - // == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) - ImGuiWindow* CurrentWindow; // Window being drawn into - ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. - ImGuiWindow* - HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. - ImGuiDockNode* HoveredDockNode; // Hovered dock node. - ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that - // is moved is generally MovingWindow->RootWindowDockTree. - 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; + ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* + int WindowsActiveCount; // Number of unique windows submitted by frame + ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) + ImGuiWindow* CurrentWindow; // Window being drawn into + ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. + ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. + ImGuiDockNode* HoveredDockNode; // [Debug] Hovered dock node. + ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindowDockTree. + 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, filled during the frame - ImGuiID HoveredIdPreviousFrame; - bool HoveredIdAllowOverlap; - bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. - bool HoveredIdPreviousFrameUsingMouseWheel; - bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or - // popup inhibit. May be true even if HoveredId == 0. - float HoveredIdTimer; // Measure contiguous hovering time - float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active - ImGuiID ActiveId; // Active widget - ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change - // within the frame) - float ActiveIdTimer; - bool ActiveIdIsJustActivated; // Set at the time of activation for one frame - bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping - // widgets, but not always) - bool 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; - bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying - // window. - ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a - // button and move away from it) - ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. - ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey - // enum we'll need to either to order the enum to make useful keys come first, - // either redesign this into e.g. a small array. - ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by - // ButtonBehavior) - ImGuiWindow* ActiveIdWindow; - ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) - int ActiveIdMouseButton; - ImGuiID ActiveIdPreviousFrame; - bool ActiveIdPreviousFrameIsAlive; - bool ActiveIdPreviousFrameHasBeenEditedBefore; - ImGuiWindow* ActiveIdPreviousFrameWindow; - ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. - float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for - // animation. + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID HoveredId; // Hovered widget, filled during the frame + ImGuiID HoveredIdPreviousFrame; + bool HoveredIdAllowOverlap; + bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. + bool HoveredIdPreviousFrameUsingMouseWheel; + bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. + float HoveredIdTimer; // Measure contiguous hovering time + float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active + ImGuiID ActiveId; // Active widget + ImGuiID ActiveIdIsAlive; // Active widget has been seen this frame (we can't use a bool as the ActiveId may change within the frame) + float ActiveIdTimer; + bool ActiveIdIsJustActivated; // Set at the time of activation for one frame + bool ActiveIdAllowOverlap; // Active widget allows another widget to steal active id (generally for overlapping widgets, but not always) + bool 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; + bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. + ImBitArrayForNamedKeys ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. + ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) + ImGuiWindow* ActiveIdWindow; + ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) + int ActiveIdMouseButton; + ImGuiID ActiveIdPreviousFrame; + bool ActiveIdPreviousFrameIsAlive; + bool ActiveIdPreviousFrameHasBeenEditedBefore; + ImGuiWindow* ActiveIdPreviousFrameWindow; + ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. + float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. // Next window/item data - ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() - ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions - ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions // Shared stacks - ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() - ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() - ImVector - FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window - ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() - ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() - ImVector OpenPopupStack; // Which popups are open (persistent) - ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window + ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVectorOpenPopupStack; // Which popups are open (persistent) + ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + int BeginMenuCount; // Viewports - ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are - // enabled). Each viewports hold their copy of ImDrawData. - float CurrentDpiScale; // == CurrentViewport->DpiScale - ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call - // Platform_OnChangedViewport() - ImGuiViewportP* MouseViewport; - ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not - // hovering any viewport any more) + honoring the _NoInputs flag. - ImGuiID PlatformLastFocusedViewportId; - ImGuiPlatformMonitor - FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. - int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an - // incrementing counter + ImVector Viewports; // Active viewports (always 1+, and generally 1 unless multi-viewports are enabled). Each viewports hold their copy of ImDrawData. + float CurrentDpiScale; // == CurrentViewport->DpiScale + ImGuiViewportP* CurrentViewport; // We track changes of viewport (happening in Begin) so we can call Platform_OnChangedViewport() + ImGuiViewportP* MouseViewport; + ImGuiViewportP* MouseLastHoveredViewport; // Last known viewport that was hovered by mouse (even if we are not hovering any viewport any more) + honoring the _NoInputs flag. + ImGuiID PlatformLastFocusedViewportId; + ImGuiPlatformMonitor FallbackMonitor; // Virtual monitor used as fallback if backend doesn't provide monitor information. + int ViewportFrontMostStampCount; // Every time the front-most window changes, we stamp its viewport with an incrementing counter // Gamepad/keyboard Navigation - ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' - ImGuiID NavId; // Focused item for navigation - ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when - // landing on an item of the selection set) - ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set - // when calling ActivateItem() - ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 - ImGuiID NavJustTabbedId; // Just tabbed to this id. - ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). - ImGuiID - NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). - ImGuiKeyModFlags NavJustMovedToKeyMods; - ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. - ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. - ImRect 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 ~~ NavRectRel is valid - bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & - // ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) - bool - NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are - // still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) - bool NavDisableMouseHover; // When user starts using gamepad/keyboard, we hide mouse hovering highlight until mouse - // is touched again. - bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest - bool NavInitRequest; // Init request for appearing window to select first item - bool NavInitRequestFromMove; - ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() - // was called) - ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) - bool NavMoveRequest; // Move request for this frame - ImGuiNavMoveFlags NavMoveRequestFlags; - ImGuiNavForward NavMoveRequestForward; // None / ForwardQueued / ForwardActive (this is used to navigate sibling - // parent menus from a child menu) - ImGuiKeyModFlags NavMoveRequestKeyMods; - ImGuiDir NavMoveDir, - NavMoveDirLast; // Direction of the move request (left/right/up/down), direction of the previous move request - ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? - ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavItemData NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly - // visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) - ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when - // using ImGuiWindowFlags_NavFlattened flag) - ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. - ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiID NavId; // Focused item for navigation + ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 + ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. + ImGuiActivateFlags NavActivateFlags; + ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). + ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). + ImGuiKeyModFlags NavJustMovedToKeyMods; + ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. + ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + 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. + + // Navigation: Init & Move Requests + bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() + bool NavInitRequest; // Init request for appearing window to select first item + 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 NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() + bool NavMoveScoringItems; // Move request submitted, still scoring incoming items + bool NavMoveForwardToNextFrame; + ImGuiNavMoveFlags NavMoveFlags; + ImGuiScrollFlags NavMoveScrollFlags; + ImGuiKeyModFlags NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; + ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? + ImRect NavScoringRect; // Rectangle used for scoring, in screen space. Based of window->NavRectRel[], modified for directional navigation scoring. + ImRect NavScoringNoClipRect; // Some nav operations (such as PageUp/PageDown) enforce a region which clipper will attempt to always keep submitted + int NavScoringDebugCount; // Metrics for debugging + int NavTabbingDir; // Generally -1 or +1, 0 when tabbing without a nav id + int NavTabbingCounter; // >0 when counting items for tabbing + ImGuiNavItemData NavMoveResultLocal; // Best move request candidate within NavWindow + ImGuiNavItemData NavMoveResultLocalVisible; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) + ImGuiNavItemData NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) + ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) - ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window - // is temporarily displayed top-most! - ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and - // NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. - ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents - float NavWindowingTimer; - float NavWindowingHighlightAlpha; - bool NavWindowingToggleLayer; - - // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a - // redesign!) - ImGuiWindow* TabFocusRequestCurrWindow; // - ImGuiWindow* TabFocusRequestNextWindow; // - int TabFocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to - // be stable between the frame pressing TAB and the next frame, semi-ouch) - int TabFocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index - int TabFocusRequestNextCounterRegular; // Stored for next frame - int TabFocusRequestNextCounterTabStop; // " - bool TabFocusPressed; // Set in NewFrame() when user pressed Tab + ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! + ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. + ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents + float NavWindowingTimer; + float NavWindowingHighlightAlpha; + bool NavWindowingToggleLayer; // Render - float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) - ImGuiMouseCursor MouseCursor; + float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) + ImGuiMouseCursor MouseCursor; // Drag and Drop - bool DragDropActive; - bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. - bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. - ImGuiDragDropFlags DragDropSourceFlags; - int DragDropSourceFrameCount; - int DragDropMouseButton; - ImGuiPayload DragDropPayload; - ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) - ImGuiID DragDropTargetId; - ImGuiDragDropFlags DragDropAcceptFlags; - float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the - // smaller surface) - ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) - ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping - // drag and drop targets) - int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source - ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. - ImVector - DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size - unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + bool DragDropActive; + bool DragDropWithinSource; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag source. + bool DragDropWithinTarget; // Set when within a BeginDragDropXXX/EndDragDropXXX block for a drag target. + ImGuiDragDropFlags DragDropSourceFlags; + int DragDropSourceFrameCount; + int DragDropMouseButton; + ImGuiPayload DragDropPayload; + ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImGuiID DragDropTargetId; + ImGuiDragDropFlags DragDropAcceptFlags; + float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) + ImGuiID DragDropAcceptIdCurr; // Target item id (set at the time of accepting the payload) + ImGuiID DragDropAcceptIdPrev; // Target item id from previous frame (we need to store this to allow for overlapping drag and drop targets) + int DragDropAcceptFrameCount; // Last time a target expressed a desire to accept the source + ImGuiID DragDropHoldJustPressedId; // Set when holding a payload just made ButtonBehavior() return a press. + ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size + unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads + + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; // Table - ImGuiTable* CurrentTable; - int CurrentTableStackIdx; - ImPool Tables; - ImVector TablesTempDataStack; - ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) - ImVector DrawChannelsTempMergeBuffer; + ImGuiTable* CurrentTable; + int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) + ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) + ImPool Tables; // Persistent table data + ImVector TablesLastTimeActive; // Last used timestamp of each tables (SOA, for efficient GC) + ImVector DrawChannelsTempMergeBuffer; // Tab bars - ImGuiTabBar* CurrentTabBar; - ImPool TabBars; - ImVector CurrentTabBarStack; - ImVector ShrinkWidthBuffer; + ImGuiTabBar* CurrentTabBar; + ImPool TabBars; + ImVector CurrentTabBarStack; + ImVector ShrinkWidthBuffer; // Widget state - ImVec2 LastValidMousePos; - ImGuiInputTextState InputTextState; - ImFont InputTextPasswordFont; - ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. - ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV - // round trips - float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in - // lossy RGB<>HSV round trips - float ColorEditLastColor[3]; - ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. - ImGuiComboPreviewData ComboPreviewData; - float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. - bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? - bool DragCurrentAccumDirty; - float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user - // precision settings - float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio - float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() - float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent - // space. Use storage? - int TooltipOverrideCount; - float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip - // timer+priority work) - ImVector ClipboardHandlerData; // If no custom clipboard handler is defined - ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImVec2 MouseLastValidPos; + ImGuiInputTextState InputTextState; + ImFont InputTextPasswordFont; + ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. + ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets + float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditLastColor; // RGB value with alpha set to 0. + ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. + bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? + bool DragCurrentAccumDirty; + float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings + float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio + float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; + float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) + ImVector ClipboardHandlerData; // If no custom clipboard handler is defined + ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once // Platform support - ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor - ImVec2 PlatformImeLastPos; - ImGuiViewportP* PlatformImePosViewport; - char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn + ImGuiID PlatformImeViewport; + char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point // Extensions // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? - ImGuiDockContext DockContext; + ImGuiDockContext DockContext; // Settings - bool SettingsLoaded; - float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero - ImGuiTextBuffer SettingsIniData; // In memory .ini settings - ImVector SettingsHandlers; // List of .ini settings handlers - ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries - ImChunkStream SettingsTables; // ImGuiTable .ini settings entries - ImVector Hooks; // Hooks for extensions (e.g. test engine) - ImGuiID HookIdNext; // Next available HookId + bool SettingsLoaded; + float SettingsDirtyTimer; // Save .ini Settings to memory when time reaches zero + ImGuiTextBuffer SettingsIniData; // In memory .ini settings + ImVector SettingsHandlers; // List of .ini settings handlers + ImChunkStream SettingsWindows; // ImGuiWindow .ini settings entries + ImChunkStream SettingsTables; // ImGuiTable .ini settings entries + ImVector Hooks; // Hooks for extensions (e.g. test engine) + ImGuiID HookIdNext; // Next available HookId // Capture/Logging - bool LogEnabled; // Currently capturing - ImGuiLogType LogType; // Capture target - ImFileHandle LogFile; // If != NULL log to stdout/ file - ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static - // constructor doesn't call heap allocators. - const char* LogNextPrefix; - const char* LogNextSuffix; - float LogLinePosY; - bool LogLineFirstItem; - int LogDepthRef; - int LogDepthToExpand; - int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function - // call. + bool LogEnabled; // Currently capturing + ImGuiLogType LogType; // Capture target + ImFileHandle LogFile; // If != NULL log to stdout/ file + ImGuiTextBuffer LogBuffer; // Accumulation buffer when log to clipboard. This is pointer so our GImGui static constructor doesn't call heap allocators. + const char* LogNextPrefix; + const char* LogNextSuffix; + float LogLinePosY; + bool LogLineFirstItem; + int LogDepthRef; + int LogDepthToExpand; + int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools - bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) - ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id - ImGuiMetricsConfig DebugMetricsConfig; + bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + ImGuiMetricsConfig DebugMetricsConfig; + ImGuiStackTool DebugStackTool; // Misc - float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. - int FramerateSecPerFrameIdx; - int FramerateSecPerFrameCount; - float FramerateSecPerFrameAccum; - int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those - // flags - int WantCaptureKeyboardNextFrame; - int WantTextInputNextFrame; - char TempBuffer[1024 * 3 + 1]; // Temporary text buffer + float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; + float FramerateSecPerFrameAccum; + int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags + int WantCaptureKeyboardNextFrame; + int WantTextInputNextFrame; + char TempBuffer[1024 * 3 + 1]; // Temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) { - Initialized = false; + Initialized = false; ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; - FontAtlasOwnedByContext = shared_font_atlas ? false : true; - Font = NULL; + FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; FontSize = FontBaseSize = 0.0f; - IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); - Time = 0.0f; - FrameCount = 0; + IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + Time = 0.0f; + FrameCount = 0; FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; - GcCompactAll = false; - TestEngineHookItems = false; - TestEngineHookIdInfo = 0; - TestEngine = NULL; + GcCompactAll = false; + TestEngineHookItems = false; + TestEngine = NULL; - WindowsActiveCount = 0; - CurrentWindow = NULL; - HoveredWindow = NULL; + WindowsActiveCount = 0; + CurrentWindow = NULL; + HoveredWindow = NULL; HoveredWindowUnderMovingWindow = NULL; - HoveredDockNode = NULL; - MovingWindow = NULL; - WheelingWindow = NULL; - WheelingWindowTimer = 0.0f; + HoveredDockNode = NULL; + MovingWindow = NULL; + WheelingWindow = NULL; + WheelingWindowTimer = 0.0f; + DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; - HoveredIdAllowOverlap = false; + HoveredIdAllowOverlap = false; HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; - HoveredIdDisabled = false; + HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; - ActiveId = 0; - ActiveIdIsAlive = 0; - ActiveIdTimer = 0.0f; - ActiveIdIsJustActivated = false; - ActiveIdAllowOverlap = false; - ActiveIdNoClearOnFocusLoss = false; - ActiveIdHasBeenPressedBefore = false; - ActiveIdHasBeenEditedBefore = false; - ActiveIdHasBeenEditedThisFrame = false; - ActiveIdUsingMouseWheel = false; - ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingNavInputMask = 0x00; - ActiveIdUsingKeyInputMask = 0x00; - ActiveIdClickOffset = ImVec2(-1, -1); - ActiveIdWindow = NULL; - ActiveIdSource = ImGuiInputSource_None; - ActiveIdMouseButton = -1; - ActiveIdPreviousFrame = 0; - ActiveIdPreviousFrameIsAlive = false; + ActiveId = 0; + ActiveIdIsAlive = 0; + ActiveIdTimer = 0.0f; + ActiveIdIsJustActivated = false; + ActiveIdAllowOverlap = false; + ActiveIdNoClearOnFocusLoss = false; + ActiveIdHasBeenPressedBefore = false; + ActiveIdHasBeenEditedBefore = false; + ActiveIdHasBeenEditedThisFrame = false; + ActiveIdUsingMouseWheel = false; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingNavInputMask = 0x00; + ActiveIdUsingKeyInputMask.ClearAllBits(); + ActiveIdClickOffset = ImVec2(-1, -1); + ActiveIdWindow = NULL; + ActiveIdSource = ImGuiInputSource_None; + ActiveIdMouseButton = -1; + ActiveIdPreviousFrame = 0; + ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; - ActiveIdPreviousFrameWindow = NULL; - LastActiveId = 0; - LastActiveIdTimer = 0.0f; + ActiveIdPreviousFrameWindow = NULL; + LastActiveId = 0; + LastActiveIdTimer = 0.0f; CurrentItemFlags = ImGuiItemFlags_None; + BeginMenuCount = 0; CurrentDpiScale = 0.0f; CurrentViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL; - PlatformLastFocusedViewportId = 0; - ViewportFrontMostStampCount = 0; + PlatformLastFocusedViewportId = 0; + ViewportFrontMostStampCount = 0; NavWindow = NULL; - NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; - NavJustMovedToKeyMods = ImGuiKeyModFlags_None; - NavInputSource = ImGuiInputSource_None; - NavScoringRect = ImRect(); - NavScoringCount = 0; - NavLayer = ImGuiNavLayer_Main; - NavIdTabCounter = INT_MAX; - NavIdIsAlive = false; - NavMousePosDirty = false; - NavDisableHighlight = true; - NavDisableMouseHover = false; - NavAnyRequest = false; - NavInitRequest = false; - NavInitRequestFromMove = false; - NavInitResultId = 0; - NavMoveRequest = false; - NavMoveRequestFlags = ImGuiNavMoveFlags_None; - NavMoveRequestForward = ImGuiNavForward_None; - NavMoveRequestKeyMods = ImGuiKeyModFlags_None; - NavMoveDir = NavMoveDirLast = NavMoveClipDir = ImGuiDir_None; - NavWrapRequestWindow = NULL; - NavWrapRequestFlags = ImGuiNavMoveFlags_None; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; + NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavJustMovedToKeyMods = ImGuiKeyModFlags_None; + NavInputSource = ImGuiInputSource_None; + NavLayer = ImGuiNavLayer_Main; + NavIdIsAlive = false; + NavMousePosDirty = false; + NavDisableHighlight = true; + NavDisableMouseHover = false; + NavAnyRequest = false; + NavInitRequest = false; + NavInitRequestFromMove = false; + NavInitResultId = 0; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiKeyModFlags_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; - NavWindowingToggleLayer = false; + NavWindowingToggleLayer = false; - TabFocusRequestCurrWindow = TabFocusRequestNextWindow = NULL; - TabFocusRequestCurrCounterRegular = TabFocusRequestCurrCounterTabStop = INT_MAX; - TabFocusRequestNextCounterRegular = TabFocusRequestNextCounterTabStop = INT_MAX; - TabFocusPressed = false; - - DimBgRatio = 0.0f; + DimBgRatio = 0.0f; MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; - DragDropSourceFlags = ImGuiDragDropFlags_None; - DragDropSourceFrameCount = -1; - DragDropMouseButton = -1; - DragDropTargetId = 0; - DragDropAcceptFlags = ImGuiDragDropFlags_None; - DragDropAcceptIdCurrRectSurface = 0.0f; + DragDropSourceFlags = ImGuiDragDropFlags_None; + DragDropSourceFrameCount = -1; + DragDropMouseButton = -1; + DragDropTargetId = 0; + DragDropAcceptFlags = ImGuiDragDropFlags_None; + DragDropAcceptIdCurrRectSurface = 0.0f; DragDropAcceptIdPrev = DragDropAcceptIdCurr = 0; - DragDropAcceptFrameCount = -1; - DragDropHoldJustPressedId = 0; + DragDropAcceptFrameCount = -1; + DragDropHoldJustPressedId = 0; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); - CurrentTable = NULL; - CurrentTableStackIdx = -1; - CurrentTabBar = NULL; + ClipperTempDataStacked = 0; - LastValidMousePos = ImVec2(0.0f, 0.0f); - TempInputId = 0; - ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; + CurrentTable = NULL; + TablesTempDataStacked = 0; + CurrentTabBar = NULL; + + TempInputId = 0; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; 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; - DisabledAlphaBackup = 0.0f; - ScrollbarClickDeltaToGrabCenter = 0.0f; - TooltipOverrideCount = 0; - TooltipSlowDelay = 0.50f; + ColorEditLastColor = 0; + SliderCurrentAccum = 0.0f; + SliderCurrentAccumDirty = false; + DragCurrentAccumDirty = false; + DragCurrentAccum = 0.0f; + DragSpeedDefaultRatio = 1.0f / 100.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; + ScrollbarClickDeltaToGrabCenter = 0.0f; + TooltipOverrideCount = 0; + TooltipSlowDelay = 0.50f; - PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); - PlatformImePosViewport = 0; - PlatformLocaleDecimalPoint = '.'; + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; + PlatformLocaleDecimalPoint = '.'; - SettingsLoaded = false; + SettingsLoaded = false; SettingsDirtyTimer = 0.0f; - HookIdNext = 0; + HookIdNext = 0; - LogEnabled = false; - LogType = ImGuiLogType_None; + LogEnabled = false; + LogType = ImGuiLogType_None; LogNextPrefix = LogNextSuffix = NULL; - LogFile = NULL; - LogLinePosY = FLT_MAX; - LogLineFirstItem = false; - LogDepthRef = 0; + LogFile = NULL; + LogLinePosY = FLT_MAX; + LogLineFirstItem = false; + LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; - DebugItemPickerActive = false; + DebugItemPickerActive = false; DebugItemPickerBreakId = 0; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; - FramerateSecPerFrameAccum = 0.0f; + FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; memset(TempBuffer, 0, sizeof(TempBuffer)); } @@ -2877,265 +2160,194 @@ struct ImGuiContext // [SECTION] ImGuiWindowTempData, ImGuiWindow //----------------------------------------------------------------------------- -// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC -// variable name in ImGuiWindow. (That's theory, in practice the delimitation between ImGuiWindow and -// ImGuiWindowTempData is quite tenuous and could be reconsidered..) (This doesn't need a constructor because we -// zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) +// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow. +// (That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered..) +// (This doesn't need a constructor because we zero-clear it as part of ImGuiWindow and all frame-temporary data are setup on Begin) struct IMGUI_API ImGuiWindowTempData { // Layout - ImVec2 CursorPos; // Current emitting position, in absolute coordinates. - ImVec2 CursorPosPrevLine; - ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. - ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling - // range and auto-resize. Always growing during the frame. - ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for - // auto-resize only. Always growing during the frame. - ImVec2 CurrLineSize; - ImVec2 PrevLineSize; - float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y - // when a framed item has been added). - float PrevLineTextBaseOffset; - ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) - ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be - // a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. - ImVec1 GroupOffset; + ImVec2 CursorPos; // Current emitting position, in absolute coordinates. + ImVec2 CursorPosPrevLine; + ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. + ImVec2 CurrLineSize; + ImVec2 PrevLineSize; + float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). + float PrevLineTextBaseOffset; + ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) + ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. + ImVec1 GroupOffset; + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area. // Keyboard/Gamepad navigation - ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) - short NavLayersActiveMask; // Which layers have been written to (result from previous frame) - short NavLayersActiveMaskNext; // Which layers have been written to (accumulator for current frame) - ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending - bool NavHideHighlightOneFrame; - bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) + ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending + bool NavHideHighlightOneFrame; + bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) // Miscellaneous - bool MenuBarAppending; // FIXME: Remove this - ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we - // switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when - // (SafeAreaPadding.y > FramePadding.y), often used on TVs. - ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement - int TreeDepth; // Current tree depth. - ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a - // ImU64 if necessary. - ImVector ChildWindows; - ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) - ImGuiOldColumns* CurrentColumns; // Current columns set - int CurrentTableIdx; // Current table index (into g.Tables) - ImGuiLayoutType LayoutType; - ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() - int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned - // via FocusableItemRegister() (FIXME-NAV: Needs redesign) - int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. + bool MenuBarAppending; // FIXME: Remove this + ImVec2 MenuBarOffset; // MenuBarOffset.x is sort of equivalent of a per-layer CursorPos.x, saved/restored as we switch to the menu bar. The only situation when MenuBarOffset.y is > 0 if when (SafeAreaPadding.y > FramePadding.y), often used on TVs. + ImGuiMenuColumns MenuColumns; // Simplified columns storage for menu items measurement + int TreeDepth; // Current tree depth. + ImU32 TreeJumpToParentOnPopMask; // Store a copy of !g.NavIdIsAlive for TreeDepth 0..31.. Could be turned into a ImU64 if necessary. + ImVector ChildWindows; + ImGuiStorage* StateStorage; // Current persistent per-window storage (store e.g. tree node open/close state) + ImGuiOldColumns* CurrentColumns; // Current columns set + int CurrentTableIdx; // Current table index (into g.Tables) + ImGuiLayoutType LayoutType; + ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() // Local parameters stacks - // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The - // vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using - // those settings. - float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). - float TextWrapPos; // Current text wrap pos. - ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) - ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting + // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. + float ItemWidth; // Current item width (>0.0: width in pixels, <0.0: align xx pixels to the right of window). + float TextWrapPos; // Current text wrap pos. + ImVector ItemWidthStack; // Store item widths to restore (attention: .back() is not == ItemWidth) + ImVector TextWrapPosStack; // Store text wrap pos to restore (attention: .back() is not == TextWrapPos) }; // Storage for one window struct IMGUI_API ImGuiWindow { - char* Name; // Window name, owned by the window. - ImGuiID ID; // == ImHashStr(Name) - ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ - ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() - ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here - ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the - // window is inactive) - ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the - // window is inactive) - int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between - // NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup - // to enforce clamping to a given monitor - ImVec2 Pos; // Position (always rounded-up to nearest pixel) - ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) - ImVec2 SizeFull; // Size when non collapsed - ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) - // from previous frame. Does not include window decoration or window padding. - ImVec2 ContentSizeIdeal; - ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via - // SetNextWindowContentSize(). - ImVec2 WindowPadding; // Window padding at the time of Begin(). - float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts - // with title bar, menu bar etc. - float WindowBorderSize; // Window border size at the time of Begin(). - int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! - ImGuiID MoveId; // == window->GetID("#MOVE") - ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent - // window) - ImVec2 Scroll; - ImVec2 ScrollMax; - ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the - // highest point is always 0.0f. (FLT_MAX for no change) - ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target - // position is centered - ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold - ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == - // width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. - bool ScrollbarX, ScrollbarY; // Are scrollbars visible? - bool ViewportOwned; - bool Active; // Set to true on Begin(), unless Collapsed - bool WasActive; - bool WriteAccessed; // Set to true when any widget access the current window - bool Collapsed; // Set when collapsing window to become only title-bar - bool WantCollapseToggle; - bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) - bool Appearing; // Set during the frame where the window is appearing (or re-appearing) - bool Hidden; // Do not display (== HiddenFrames*** > 0) - bool IsFallbackWindow; // Set on the "Debug##Default" window. - bool HasCloseButton; // Set when the window has a close button (p_open != NULL) - signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) - short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple - // Begin/End pairs) - short - BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. - short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging - // submission order related issues. - short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. - ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID - // for recycling) - ImS8 AutoFitFramesX, AutoFitFramesY; - ImS8 AutoFitChildAxises; - bool AutoFitOnlyGrows; - ImGuiDir AutoPosLastDirection; - ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames - ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can - // measure their size - ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only - ImS8 DisableInputsFrames; // Disable window interactions for N frames - ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. - ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. - ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. - ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. - ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed - // when we know the window size) - ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left - // corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. + char* Name; // Window name, owned by the window. + ImGuiID ID; // == ImHashStr(Name) + ImGuiWindowFlags Flags, FlagsPreviousFrame; // See enum ImGuiWindowFlags_ + ImGuiWindowClass WindowClass; // Advanced users only. Set with SetNextWindowClass() + ImGuiViewportP* Viewport; // Always set in Begin(), only inactive windows may have a NULL value here + ImGuiID ViewportId; // We backup the viewport id (since the viewport may disappear or never be created if the window is inactive) + ImVec2 ViewportPos; // We backup the viewport position (since the viewport may disappear or never be created if the window is inactive) + int ViewportAllowPlatformMonitorExtend; // Reset to -1 every frame (index is guaranteed to be valid between NewFrame..EndFrame), only used in the Appearing frame of a tooltip/popup to enforce clamping to a given monitor + ImVec2 Pos; // Position (always rounded-up to nearest pixel) + ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) + ImVec2 SizeFull; // Size when non collapsed + ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; + ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). + ImVec2 WindowPadding; // Window padding at the time of Begin(). + float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. + float WindowBorderSize; // Window border size at the time of Begin(). + int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! + ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID TabId; // == window->GetID("#TAB") + ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) + ImVec2 Scroll; + ImVec2 ScrollMax; + ImVec2 ScrollTarget; // target scroll position. stored as cursor position with scrolling canceled out, so the highest point is always 0.0f. (FLT_MAX for no change) + ImVec2 ScrollTargetCenterRatio; // 0.0f = scroll so that target position is at top, 0.5f = scroll so that target position is centered + ImVec2 ScrollTargetEdgeSnapDist; // 0.0f = no snapping, >0.0f snapping threshold + ImVec2 ScrollbarSizes; // Size taken by each scrollbars on their smaller axis. Pay attention! ScrollbarSizes.x == width of the vertical scrollbar, ScrollbarSizes.y = height of the horizontal scrollbar. + bool ScrollbarX, ScrollbarY; // Are scrollbars visible? + bool ViewportOwned; + bool Active; // Set to true on Begin(), unless Collapsed + bool WasActive; + bool WriteAccessed; // Set to true when any widget access the current window + bool Collapsed; // Set when collapsing window to become only title-bar + bool WantCollapseToggle; + bool SkipItems; // Set when items can safely be all clipped (e.g. window not visible or collapsed) + bool Appearing; // Set during the frame where the window is appearing (or re-appearing) + bool Hidden; // Do not display (== HiddenFrames*** > 0) + bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() + bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) + short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. + ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) + ImS8 AutoFitFramesX, AutoFitFramesY; + ImS8 AutoFitChildAxises; + bool AutoFitOnlyGrows; + ImGuiDir AutoPosLastDirection; + ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames + ImS8 HiddenFramesCannotSkipItems; // Hide the window for N frames while allowing items to be submitted so we can measure their size + ImS8 HiddenFramesForRenderOnly; // Hide the window until frame N at Render() time only + ImS8 DisableInputsFrames; // Disable window interactions for N frames + ImGuiCond SetWindowPosAllowFlags : 8; // store acceptable condition flags for SetNextWindowPos() use. + ImGuiCond SetWindowSizeAllowFlags : 8; // store acceptable condition flags for SetNextWindowSize() use. + ImGuiCond SetWindowCollapsedAllowFlags : 8; // store acceptable condition flags for SetNextWindowCollapsed() use. + ImGuiCond SetWindowDockAllowFlags : 8; // store acceptable condition flags for SetNextWindowDock() use. + ImVec2 SetWindowPosVal; // store window position when using a non-zero Pivot (position set needs to be processed when we know the window size) + ImVec2 SetWindowPosPivot; // store window pivot for positioning. ImVec2(0, 0) when positioning from top-left corner; ImVec2(0.5f, 0.5f) for centering; ImVec2(1, 1) for bottom right. - ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory - // this should be in the TempData structure) - ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called - // ImGuiDrawContext, hence the "DC" variable name. + ImVector IDStack; // ID stack. ID are hashes seeded with the value at the top of the stack. (In theory this should be in the TempData structure) + ImGuiWindowTempData DC; // Temporary per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the "DC" variable name. - // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' - // viewer. The main 'OuterRect', omitted as a field, is window->Rect(). - ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. - ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) - ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent - // clip rect. - ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when - // active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect - // over time (from 1.71+ onward). - ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. - // SpanAllColumns functions to easily access. Stacked containers are responsible for - // maintaining this. // FIXME-WORKRECT: Could be a stack? - ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == - // DrawList->clip_rect_stack.back(). - ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not - // handling of scrolling. We currently rely on it as right/bottom aligned sizing - // operation need some size to rely on. - ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. - ImVec2ih HitTestHoleOffset; + // The best way to understand what those rectangles are is to use the 'Metrics->Tools->Show Windows Rectangles' viewer. + // The main 'OuterRect', omitted as a field, is window->Rect(). + ImRect OuterRectClipped; // == Window->Rect() just after setup in Begin(). == window->Rect() for root window. + ImRect InnerRect; // Inner rectangle (omit title bar, menu bar, scroll bar) + ImRect InnerClipRect; // == InnerRect shrunk by WindowPadding*0.5f on each side, clipped within viewport or parent clip rect. + ImRect WorkRect; // Initially covers the whole scrolling region. Reduced by containers e.g columns/tables when active. Shrunk by WindowPadding*1.0f on each side. This is meant to replace ContentRegionRect over time (from 1.71+ onward). + ImRect ParentWorkRect; // Backup of WorkRect before entering a container such as columns/tables. Used by e.g. SpanAllColumns functions to easily access. Stacked containers are responsible for maintaining this. // FIXME-WORKRECT: Could be a stack? + ImRect ClipRect; // Current clipping/scissoring rectangle, evolve as we are using PushClipRect(), etc. == DrawList->clip_rect_stack.back(). + ImRect ContentRegionRect; // FIXME: This is currently confusing/misleading. It is essentially WorkRect but not handling of scrolling. We currently rely on it as right/bottom aligned sizing operation need some size to rely on. + ImVec2ih HitTestHoleSize; // Define an optional rectangular hole where mouse will pass-through the window. + ImVec2ih HitTestHoleOffset; - int LastFrameActive; // Last frame number the window was Active. - int LastFrameJustFocused; // Last frame number the window was made Focused. - float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) - float ItemWidthDefault; - ImGuiStorage StateStorage; + int LastFrameActive; // Last frame number the window was Active. + int LastFrameJustFocused; // Last frame number the window was made Focused. + float LastTimeActive; // Last timestamp the window was Active (using float as we don't need high precision there) + float ItemWidthDefault; + ImGuiStorage StateStorage; ImVector ColumnsStorage; - float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() - float FontDpiScale; - int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the - // back) + float FontWindowScale; // User scale multiplier per-window, via SetWindowFontScale() + float FontDpiScale; + int SettingsOffset; // Offset into SettingsWindows[] (offsets are always valid as we only grow the array from the back) - ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we - // keep this a pointer) - ImDrawList DrawListInst; - ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* - RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through dock nodes. - // We use this so IsWindowFocused() can behave consistently regardless of docking state. - ImGuiWindow* - RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. - 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. + 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 _or_ docked window, this is pointing to our parent. Otherwise NULL. + ImGuiWindow* ParentWindowInBeginStack; + ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window. Doesn't cross through popups/dock nodes. + ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. + ImGuiWindow* RootWindowDockTree; // Point to ourself or first ancestor that is not a child window. Cross through dock nodes. + ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. + ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. - ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This - // could probably be made implicit if we kept g.Windows sorted by last focused - // including child window.) - ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) - ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) + ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) + ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space - int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and - // avoid iterative alloc/copy - int MemoryDrawListVtxCapacity; - bool MemoryCompacted; // Set when window extraneous data have been garbage collected + int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy + int MemoryDrawListVtxCapacity; + bool MemoryCompacted; // Set when window extraneous data have been garbage collected // Docking - bool DockIsActive : 1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to - // be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). - bool DockNodeIsVisible : 1; - bool DockTabIsVisible : 1; // Is our window visible this frame? ~~ is the corresponding tab selected? - bool DockTabWantClose : 1; - short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder - // windows that are reappearing on the same frame. Same value between windows that were active and - // windows that were none are possible. - ImGuiWindowDockStyle DockStyle; - ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as - // this will still be set when the dock node is hidden. - ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) - ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they - // are not bound any more - ImGuiItemStatusFlags DockTabItemStatusFlags; - ImRect DockTabItemRect; + bool DockIsActive :1; // When docking artifacts are actually visible. When this is set, DockNode is guaranteed to be != NULL. ~~ (DockNode != NULL) && (DockNode->Windows.Size > 1). + bool DockNodeIsVisible :1; + bool DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? + bool DockTabWantClose :1; + short DockOrder; // Order of the last time the window was visible within its DockNode. This is used to reorder windows that are reappearing on the same frame. Same value between windows that were active and windows that were none are possible. + ImGuiWindowDockStyle DockStyle; + ImGuiDockNode* DockNode; // Which node are we docked into. Important: Prefer testing DockIsActive in many cases as this will still be set when the dock node is hidden. + ImGuiDockNode* DockNodeAsHost; // Which node are we owning (for parent windows) + ImGuiID DockId; // Backup of last valid DockNode->ID, so single window remember their dock node id even when they are not bound any more + ImGuiItemStatusFlags DockTabItemStatusFlags; + ImRect DockTabItemRect; public: ImGuiWindow(ImGuiContext* context, const char* name); ~ImGuiWindow(); - ImGuiID GetID(const char* str, const char* str_end = NULL); - ImGuiID GetID(const void* ptr); - ImGuiID GetID(int n); - ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); - ImGuiID GetIDNoKeepAlive(const void* ptr); - ImGuiID GetIDNoKeepAlive(int n); - ImGuiID GetIDFromRectangle(const ImRect& r_abs); + ImGuiID GetID(const char* str, const char* str_end = NULL); + ImGuiID GetID(const void* ptr); + ImGuiID GetID(int n); + ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); + ImGuiID GetIDNoKeepAlive(const void* ptr); + ImGuiID GetIDNoKeepAlive(int n); + ImGuiID GetIDFromRectangle(const ImRect& r_abs); // We don't use g.FontSize because the window may be != g.CurrentWidow. - ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - float CalcFontSize() const - { - ImGuiContext& g = *GImGui; - float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; - if (ParentWindow) - scale *= ParentWindow->FontWindowScale; - return scale; - } - float TitleBarHeight() const - { - ImGuiContext& g = *GImGui; - return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; - } - ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const - { - ImGuiContext& g = *GImGui; - return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f - : 0.0f; - } - ImRect MenuBarRect() const - { - float y1 = Pos.y + TitleBarHeight(); - return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); - } + ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } + float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * FontDpiScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } + float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; //----------------------------------------------------------------------------- @@ -3145,90 +2357,78 @@ public: // Extend ImGuiTabBarFlags_ enum ImGuiTabBarFlagsPrivate_ { - ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it - // facilitate branch syncing to keep this around] - ImGuiTabBarFlags_IsFocused = 1 << 21, - ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the - // tab bar to mark settings dirty when reordering tabs + ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] + ImGuiTabBarFlags_IsFocused = 1 << 21, + ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; // Extend ImGuiTabItemFlags_ enum ImGuiTabItemFlagsPrivate_ { - ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, - ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next - // frame to recompute ContentWidth during layout) - ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button - ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on - // the DockOrder of their Window. - ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly - // to compensate for the yet missing tab bar) + ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, + ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Unsorted = 1 << 22, // [Docking] Trailing tabs with the _Unsorted flag will be sorted based on the DockOrder of their Window. + ImGuiTabItemFlags_Preview = 1 << 23 // [Docking] Display tab shape for docking preview (height is adjusted slightly to compensate for the yet missing tab bar) }; // Storage for one active tab item (sizeof() 48 bytes) struct ImGuiTabItem { - ImGuiID ID; - ImGuiTabItemFlags Flags; - ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. - int LastFrameVisible; - int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little - // maintenance - float Offset; // Position relative to beginning of tab - float Width; // Width currently displayed - float ContentWidth; // Width of label, stored during BeginTabItem() call - ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames - ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable - ImS16 IndexDuringLayout; // Index only used during TabBarLayout() - bool WantClose; // Marked as closed by SetTabItemClosed() + ImGuiID ID; + ImGuiTabItemFlags Flags; + ImGuiWindow* Window; // When TabItem is part of a DockNode's TabBar, we hold on to a window. + int LastFrameVisible; + int LastFrameSelected; // This allows us to infer an ordered list of the last activated tabs with little maintenance + float Offset; // Position relative to beginning of tab + float Width; // Width currently displayed + float ContentWidth; // Width of label, stored during BeginTabItem() call + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable + ImS16 IndexDuringLayout; // Index only used during TabBarLayout() + bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() - { - memset(this, 0, sizeof(*this)); - LastFrameVisible = LastFrameSelected = -1; - NameOffset = -1; - BeginOrder = IndexDuringLayout = -1; - } + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; // Storage for a tab bar (sizeof() 152 bytes) struct IMGUI_API ImGuiTabBar { ImVector Tabs; - ImGuiTabBarFlags Flags; - ImGuiID ID; // Zero for tab-bars used by docking - ImGuiID SelectedTabId; // Selected tab/window - ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation - ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) - int CurrFrameVisible; - int PrevFrameVisible; - ImRect BarRect; - float CurrTabsContentsHeight; - float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar - float WidthAllTabs; // Actual width of all tabs (locked during layout) - float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped - float ScrollingAnim; - float ScrollingTarget; - float ScrollingTargetDistToVisibility; - float ScrollingSpeed; - float ScrollingRectMinX; - float ScrollingRectMaxX; - ImGuiID ReorderRequestTabId; - ImS16 ReorderRequestOffset; - ImS8 BeginCount; - bool WantLayout; - bool VisibleTabWasSubmitted; - bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame - ImS16 TabsActiveCount; // Number of tabs submitted this frame. - ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() - float ItemSpacingY; - ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() - ImVec2 BackupCursorPos; - ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. + ImGuiTabBarFlags Flags; + ImGuiID ID; // Zero for tab-bars used by docking + ImGuiID SelectedTabId; // Selected tab/window + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation + ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) + int CurrFrameVisible; + int PrevFrameVisible; + ImRect BarRect; + float CurrTabsContentsHeight; + float PrevTabsContentsHeight; // Record the height of contents submitted below the tab bar + float WidthAllTabs; // Actual width of all tabs (locked during layout) + float WidthAllTabsIdeal; // Ideal width if all tabs were visible and not clipped + float ScrollingAnim; + float ScrollingTarget; + float ScrollingTargetDistToVisibility; + float ScrollingSpeed; + float ScrollingRectMinX; + float ScrollingRectMaxX; + ImGuiID ReorderRequestTabId; + ImS16 ReorderRequestOffset; + ImS8 BeginCount; + bool WantLayout; + bool VisibleTabWasSubmitted; + bool TabsAddedNew; // Set to true when a new tab item or button has been added to the tab bar during last frame + ImS16 TabsActiveCount; // Number of tabs submitted this frame. + ImS16 LastTabItemIdx; // Index of last BeginTabItem() tab for use by EndTabItem() + float ItemSpacingY; + ImVec2 FramePadding; // style.FramePadding locked at the time of BeginTabBar() + ImVec2 BackupCursorPos; + ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. ImGuiTabBar(); - int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } - const char* GetTabName(const ImGuiTabItem* tab) const + int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } + const char* GetTabName(const ImGuiTabItem* tab) const { if (tab->Window) return tab->Window->Name; @@ -3241,10 +2441,9 @@ struct IMGUI_API ImGuiTabBar // [SECTION] Table support //----------------------------------------------------------------------------- -# define IM_COL32_DISABLE IM_COL32(0, 0, 0, 1) // Special sentinel code which cannot be used as a regular color. -# define IMGUI_TABLE_MAX_COLUMNS \ - 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. -# define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() +#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. +#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. +#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() // Our current column maximum is 64 but we may raise that in the future. typedef ImS8 ImGuiTableColumnIdx; @@ -3253,75 +2452,60 @@ typedef ImU8 ImGuiTableDrawChannelIdx; // [Internal] sizeof() ~ 104 // We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. // We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. -// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean -// "not clipped". +// This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". struct ImGuiTableColumn { - ImGuiTableColumnFlags - Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ - float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > - // WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in - // tight space. - float MinX; // Absolute positions - float MaxX; - float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived - // every frame from StretchWeight in TableUpdateLayout() - float WidthAuto; // Automatic width - float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. - float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without - // padding_). - ImRect ClipRect; // Clipping rectangle for the column - ImGuiID UserID; // Optional, value passed to TableSetupColumn() - float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when - // entering column - float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) - float ItemWidth; // Current item width for the column, preserved across rows - float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer - // content width. - float ContentMaxXUnfrozen; - float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() - // automatically softclip itself + report ideal desired size, to avoid creating - // extraneous draw calls - float ContentMaxXHeadersIdeal; - ImS16 NameOffset; // Offset into parent ColumnsNames[] - ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) - ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) - ImGuiTableColumnIdx - PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column - ImGuiTableColumnIdx - NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column - ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for - // single-sort, may be >0 on multi-sort - ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] - ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) - ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows - bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 - bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by - // scrolling). - bool IsUserEnabledNextFrame; - bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). - bool IsVisibleY; - bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to - // output contents or not. - bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). - bool IsPreserveWidthAuto; - ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte - ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit - ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem - ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending - ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) - ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) - ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) + ImGuiTableColumnFlags Flags; // Flags after some patching (not directly same as provided by user). See ImGuiTableColumnFlags_ + float WidthGiven; // Final/actual width visible == (MaxX - MinX), locked in TableUpdateLayout(). May be > WidthRequest to honor minimum width, may be < WidthRequest to honor shrinking columns down in tight space. + float MinX; // Absolute positions + float MaxX; + float WidthRequest; // Master width absolute value when !(Flags & _WidthStretch). When Stretch this is derived every frame from StretchWeight in TableUpdateLayout() + float WidthAuto; // Automatic width + float StretchWeight; // Master width weight when (Flags & _WidthStretch). Often around ~1.0f initially. + float InitStretchWeightOrWidth; // Value passed to TableSetupColumn(). For Width it is a content width (_without padding_). + ImRect ClipRect; // Clipping rectangle for the column + ImGuiID UserID; // Optional, value passed to TableSetupColumn() + float WorkMinX; // Contents region min ~(MinX + CellPaddingX + CellSpacingX1) == cursor start position when entering column + float WorkMaxX; // Contents region max ~(MaxX - CellPaddingX - CellSpacingX2) + float ItemWidth; // Current item width for the column, preserved across rows + float ContentMaxXFrozen; // Contents maximum position for frozen rows (apart from headers), from which we can infer content width. + float ContentMaxXUnfrozen; + float ContentMaxXHeadersUsed; // Contents maximum position for headers rows (regardless of freezing). TableHeader() automatically softclip itself + report ideal desired size, to avoid creating extraneous draw calls + float ContentMaxXHeadersIdeal; + ImS16 NameOffset; // Offset into parent ColumnsNames[] + ImGuiTableColumnIdx DisplayOrder; // Index within Table's IndexToDisplayOrder[] (column may be reordered by users) + ImGuiTableColumnIdx IndexWithinEnabledSet; // Index within enabled/visible set (<= IndexToDisplayOrder) + ImGuiTableColumnIdx PrevEnabledColumn; // Index of prev enabled/visible column within Columns[], -1 if first enabled/visible column + ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column + ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort + ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx DrawChannelFrozen; // Draw channels for frozen rows (often headers) + ImGuiTableDrawChannelIdx DrawChannelUnfrozen; // Draw channels for unfrozen rows + bool IsEnabled; // IsUserEnabled && (Flags & ImGuiTableColumnFlags_Disabled) == 0 + bool IsUserEnabled; // Is the column not marked Hidden by the user? (unrelated to being off view, e.g. clipped by scrolling). + bool IsUserEnabledNextFrame; + bool IsVisibleX; // Is actually in view (e.g. overlapping the host window clipping rectangle, not scrolled). + bool IsVisibleY; + bool IsRequestOutput; // Return value for TableSetColumnIndex() / TableNextColumn(): whether we request user to output contents or not. + bool IsSkipItems; // Do we want item submissions to this column to be completely ignored (no layout will happen). + bool IsPreserveWidthAuto; + ImS8 NavLayerCurrent; // ImGuiNavLayer in 1 byte + ImU8 AutoFitQueue; // Queue of 8 values for the next 8 frames to request auto-fit + ImU8 CannotSkipItemsQueue; // Queue of 8 values for the next 8 frames to disable Clipped/SkipItem + ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) + ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) + ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) ImGuiTableColumn() { memset(this, 0, sizeof(*this)); StretchWeight = WidthRequest = -1.0f; - NameOffset = -1; + NameOffset = -1; DisplayOrder = IndexWithinEnabledSet = -1; PrevEnabledColumn = NextEnabledColumn = -1; - SortOrder = -1; - SortDirection = ImGuiSortDirection_None; + SortOrder = -1; + SortDirection = ImGuiSortDirection_None; DrawChannelCurrent = DrawChannelFrozen = DrawChannelUnfrozen = (ImU8)-1; } }; @@ -3330,218 +2514,180 @@ struct ImGuiTableColumn // sizeof() ~ 6 struct ImGuiTableCellData { - ImU32 BgColor; // Actual color - ImGuiTableColumnIdx Column; // Column number + ImU32 BgColor; // Actual color + ImGuiTableColumnIdx Column; // Column number }; -// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming -// RowData -struct ImGuiTable +// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +struct IMGUI_API ImGuiTable { - ImGuiID ID; - ImGuiTableFlags Flags; - void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] - ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] - ImSpan Columns; // Point within RawData[] - ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when - // not reordered, the values are 0...Count-1) - ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. - ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map - ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for - // iterating column without touching cold data - ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by - // scrolling/cliprect) - ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) - ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered - // we won't save order) - int SettingsOffset; // Offset in g.SettingsTables - int LastFrameActive; - int ColumnsCount; // Number of columns declared in BeginTable() - int CurrentRow; - int CurrentColumn; - ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a - // little bit similar to BeginCount for a window, but multiple table with same ID look are - // multiple tables, they are just synched. - ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with - float RowPosY1; - float RowPosY2; - float RowMinHeight; // Height submitted to TableNextRow() - float RowTextBaseline; - float RowIndentOffsetX; - ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ - ImGuiTableRowFlags LastRowFlags : 16; - int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not - // same as CurrentRow because header rows typically don't increase this. - ImU32 RowBgColor[2]; // Background color override for current row. - ImU32 BorderColorStrong; - ImU32 BorderColorLight; - float BorderX1; - float BorderX2; - float HostIndentX; - float MinColumnWidth; - float OuterPaddingX; - float CellPaddingX; // Padding from each borders - float CellPaddingY; - float CellSpacingX1; // Spacing between non-bordered cells - float CellSpacingX2; - float LastOuterHeight; // Outer height from last frame - float LastFirstRowHeight; // Height of first row from last frame - float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. - float ColumnsGivenWidth; // Sum of current column width - float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and - // content width submission in outer window - float ResizedColumnNextWidth; - float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback - // loops. But we allow growing the table. - float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. - ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a - // height has been specified in BeginTable(). - ImRect - InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is - ImRect WorkRect; - ImRect InnerClipRect; - ImRect BgClipRect; // We use this to cpu-clip cell background color fill - ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == - // OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped - ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, - // because output to BG2 are done by widgets relying on regular ClipRect. - ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current - // draw call of the current window. - ImRect - HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() - ImGuiWindow* OuterWindow; // Parent window for the table - ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) - ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names - ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per - // columns to avoid switching clip rect constantly - ImGuiTableColumnSortSpecs SortSpecsSingle; - ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. - ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() - ImGuiTableColumnIdx SortSpecsCount; - ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) - ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) - ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() - ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == - // ColumnsCount when hovering empty region after the right-most column! - ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). - ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. - ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. - ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. - ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. - ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) - ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 - ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. - ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. - ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. - ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. - ImGuiTableColumnIdx - ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot - ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count - ImGuiTableColumnIdx - FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) - ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count - ImGuiTableColumnIdx - FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) - ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row - ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. - ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after - // the freezing line. Index within DrawSplitter.Channels[] - ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; - bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. - bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). - bool IsInitializing; - bool IsSortSpecsDirty; - bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. - bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, - // InstanceInteracted). - bool IsSettingsRequestLoad; - bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings - // data. - bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) - bool IsResetAllRequest; - bool IsResetDisplayOrderRequest; - bool IsUnfrozenRows; // Set when we got past the frozen row. - bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() - bool MemoryCompacted; - bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite - // InnerWindow->SkipItem on a per-column basis + ImGuiID ID; + ImGuiTableFlags Flags; + void* RawData; // Single allocation to hold Columns[], DisplayOrderToIndex[] and RowCellData[] + ImGuiTableTempData* TempData; // Transient data while table is active. Point within g.CurrentTableStack[] + ImSpan Columns; // Point within RawData[] + ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) + ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. + ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) + ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) + ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) + int SettingsOffset; // Offset in g.SettingsTables + int LastFrameActive; + int ColumnsCount; // Number of columns declared in BeginTable() + int CurrentRow; + int CurrentColumn; + ImS16 InstanceCurrent; // Count of BeginTable() calls with same ID in the same frame (generally 0). This is a little bit similar to BeginCount for a window, but multiple table with same ID look are multiple tables, they are just synched. + ImS16 InstanceInteracted; // Mark which instance (generally 0) of the same ID is being interacted with + float RowPosY1; + float RowPosY2; + float RowMinHeight; // Height submitted to TableNextRow() + float RowTextBaseline; + float RowIndentOffsetX; + ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ + ImGuiTableRowFlags LastRowFlags : 16; + int RowBgColorCounter; // Counter for alternating background colors (can be fast-forwarded by e.g clipper), not same as CurrentRow because header rows typically don't increase this. + ImU32 RowBgColor[2]; // Background color override for current row. + ImU32 BorderColorStrong; + ImU32 BorderColorLight; + float BorderX1; + float BorderX2; + float HostIndentX; + float MinColumnWidth; + float OuterPaddingX; + float CellPaddingX; // Padding from each borders + float CellPaddingY; + float CellSpacingX1; // Spacing between non-bordered cells + float CellSpacingX2; + float LastOuterHeight; // Outer height from last frame + float LastFirstRowHeight; // Height of first row from last frame + float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. + float ColumnsGivenWidth; // Sum of current column width + float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ResizedColumnNextWidth; + float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). + ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is + ImRect WorkRect; + ImRect InnerClipRect; + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries + ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped + ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. + ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. + ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() + ImGuiWindow* OuterWindow; // Parent window for the table + ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) + ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableColumnSortSpecs SortSpecsSingle; + ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. + ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() + ImGuiTableColumnIdx SortSpecsCount; + ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) + ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! + ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. + ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. + ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. + ImGuiTableColumnIdx HeldHeaderColumn; // Index of column header being held. + ImGuiTableColumnIdx ReorderColumn; // Index of column being reordered. (not cleared) + ImGuiTableColumnIdx ReorderColumnDir; // -1 or +1 + ImGuiTableColumnIdx LeftMostEnabledColumn; // Index of left-most non-hidden column. + ImGuiTableColumnIdx RightMostEnabledColumn; // Index of right-most non-hidden column. + ImGuiTableColumnIdx LeftMostStretchedColumn; // Index of left-most stretched column. + ImGuiTableColumnIdx RightMostStretchedColumn; // Index of right-most stretched column. + ImGuiTableColumnIdx ContextPopupColumn; // Column right-clicked on, of -1 if opening context menu from a neutral/empty spot + ImGuiTableColumnIdx FreezeRowsRequest; // Requested frozen rows count + ImGuiTableColumnIdx FreezeRowsCount; // Actual frozen row count (== FreezeRowsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx FreezeColumnsRequest; // Requested frozen columns count + ImGuiTableColumnIdx FreezeColumnsCount; // Actual frozen columns count (== FreezeColumnsRequest, or == 0 when no scrolling offset) + ImGuiTableColumnIdx RowCellDataCurrent; // Index of current RowCellData[] entry in current row + ImGuiTableDrawChannelIdx DummyDrawChannel; // Redirect non-visible columns here. + ImGuiTableDrawChannelIdx Bg2DrawChannelCurrent; // For Selectable() and other widgets drawing across columns after the freezing line. Index within DrawSplitter.Channels[] + ImGuiTableDrawChannelIdx Bg2DrawChannelUnfrozen; + bool IsLayoutLocked; // Set by TableUpdateLayout() which is called when beginning the first row. + bool IsInsideRow; // Set when inside TableBeginRow()/TableEndRow(). + bool IsInitializing; + bool IsSortSpecsDirty; + bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. + bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool IsSettingsRequestLoad; + bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. + bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) + bool IsResetAllRequest; + bool IsResetDisplayOrderRequest; + bool IsUnfrozenRows; // Set when we got past the frozen row. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool MemoryCompacted; + bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis - IMGUI_API ImGuiTable() - { - memset(this, 0, sizeof(*this)); - LastFrameActive = -1; - } - IMGUI_API ~ImGuiTable() { IM_FREE(RawData); } + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } }; -// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of -// stacked table). -// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table -// structure. +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. // - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. -struct ImGuiTableTempData +struct IMGUI_API ImGuiTableTempData { - int TableIndex; // Index in g.Tables.Buf[] pool - float LastTimeActive; // Last timestamp this structure was used + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used - ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() - ImDrawListSplitter DrawSplitter; + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; - ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() - ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() - ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() - ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() - ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() - ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() - float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() - int HostBackupItemWidthStackSize; // Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() + ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() + ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() + ImVec2 HostBackupPrevLineSize; // Backup of InnerWindow->DC.PrevLineSize at the end of BeginTable() + ImVec2 HostBackupCurrLineSize; // Backup of InnerWindow->DC.CurrLineSize at the end of BeginTable() + ImVec2 HostBackupCursorMaxPos; // Backup of InnerWindow->DC.CursorMaxPos at the end of BeginTable() + ImVec1 HostBackupColumnsOffset; // Backup of OuterWindow->DC.ColumnsOffset at the end of BeginTable() + float HostBackupItemWidth; // Backup of OuterWindow->DC.ItemWidth at the end of BeginTable() + int HostBackupItemWidthStackSize;//Backup of OuterWindow->DC.ItemWidthStack.Size at the end of BeginTable() - IMGUI_API ImGuiTableTempData() - { - memset(this, 0, sizeof(*this)); - LastTimeActive = -1.0f; - } + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } }; // sizeof() ~ 12 struct ImGuiTableColumnSettings { - float WidthOrWeight; - ImGuiID UserID; - ImGuiTableColumnIdx Index; - ImGuiTableColumnIdx DisplayOrder; - ImGuiTableColumnIdx SortOrder; - ImU8 SortDirection : 2; - ImU8 IsEnabled : 1; // "Visible" in ini file - ImU8 IsStretch : 1; + float WidthOrWeight; + ImGuiID UserID; + ImGuiTableColumnIdx Index; + ImGuiTableColumnIdx DisplayOrder; + ImGuiTableColumnIdx SortOrder; + ImU8 SortDirection : 2; + ImU8 IsEnabled : 1; // "Visible" in ini file + ImU8 IsStretch : 1; ImGuiTableColumnSettings() { WidthOrWeight = 0.0f; - UserID = 0; - Index = -1; + UserID = 0; + Index = -1; DisplayOrder = SortOrder = -1; - SortDirection = ImGuiSortDirection_None; - IsEnabled = 1; - IsStretch = 0; + SortDirection = ImGuiSortDirection_None; + IsEnabled = 1; + IsStretch = 0; } }; // This is designed to be stored in a single ImChunkStream (1 header followed by N ImGuiTableColumnSettings, etc.) struct ImGuiTableSettings { - ImGuiID ID; // Set to 0 to invalidate/delete the setting - ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags - // (could be using its own flags..) - float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. - ImGuiTableColumnIdx ColumnsCount; - ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle - // a settings instance with lower number of columns but not higher - bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running - // context) + ImGuiID ID; // Set to 0 to invalidate/delete the setting + ImGuiTableFlags SaveFlags; // Indicate data we want to save using the Resizable/Reorderable/Sortable/Hideable flags (could be using its own flags..) + float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + ImGuiTableColumnIdx ColumnsCount; + ImGuiTableColumnIdx ColumnsCountMax; // Maximum number of columns this settings instance can store, we can recycle a settings instance with lower number of columns but not higher + bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) - ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } - ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } + ImGuiTableSettings() { memset(this, 0, sizeof(*this)); } + ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } }; //----------------------------------------------------------------------------- @@ -3551,825 +2697,472 @@ struct ImGuiTableSettings namespace ImGui { -// Windows -// We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) -// If this ever crash because g.CurrentWindow is NULL it means that either -// - ImGui::NewFrame() has never been called, which is illegal. -// - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), -// which is also illegal. -inline ImGuiWindow* GetCurrentWindowRead() -{ - ImGuiContext& g = *GImGui; - return g.CurrentWindow; -} -inline ImGuiWindow* GetCurrentWindow() -{ - ImGuiContext& g = *GImGui; - g.CurrentWindow->WriteAccessed = true; - return g.CurrentWindow; -} -IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); -IMGUI_API ImGuiWindow* FindWindowByName(const char* name); -IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); -IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); -IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); -IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); -IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); -IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); -IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); -IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); -IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + // Windows + // We should always have a CurrentWindow in the stack (there is an implicit "Debug" window) + // If this ever crash because g.CurrentWindow is NULL it means that either + // - ImGui::NewFrame() has never been called, which is illegal. + // - You are calling ImGui functions after ImGui::EndFrame()/ImGui::Render() and before the next ImGui::NewFrame(), which is also illegal. + inline ImGuiWindow* GetCurrentWindowRead() { ImGuiContext& g = *GImGui; return g.CurrentWindow; } + inline ImGuiWindow* GetCurrentWindow() { ImGuiContext& g = *GImGui; g.CurrentWindow->WriteAccessed = true; return g.CurrentWindow; } + IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); + IMGUI_API ImGuiWindow* FindWindowByName(const char* name); + IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); + IMGUI_API ImVec2 CalcWindowNextAutoFitSize(ImGuiWindow* window); + IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy); + IMGUI_API bool IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + IMGUI_API bool IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below); + IMGUI_API bool IsWindowNavFocusable(ImGuiWindow* window); + IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); + IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); + IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); + IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } + inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } -// Windows: Display Order and Focus Order -IMGUI_API void FocusWindow(ImGuiWindow* window); -IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); -IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); -IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); -IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + // Windows: Display Order and Focus Order + IMGUI_API void FocusWindow(ImGuiWindow* window); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); -// Fonts, drawing -IMGUI_API void SetCurrentFont(ImFont* font); -inline ImFont* GetDefaultFont() -{ - ImGuiContext& g = *GImGui; - return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; -} -inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) -{ - return GetForegroundDrawList(window->Viewport); -} + // Fonts, drawing + IMGUI_API void SetCurrentFont(ImFont* font); + inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } -// Init -IMGUI_API void Initialize(ImGuiContext* context); -IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call - // DestroyContext() to destroy the context created by CreateContext(). + // Init + IMGUI_API void Initialize(ImGuiContext* context); + IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). -// NewFrame -IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); -IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); -IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); -IMGUI_API void UpdateMouseMovingWindowNewFrame(); -IMGUI_API void UpdateMouseMovingWindowEndFrame(); + // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); + IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); + IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); + IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); + IMGUI_API void UpdateMouseMovingWindowNewFrame(); + IMGUI_API void UpdateMouseMovingWindowEndFrame(); -// Generic context hooks -IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); -IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); -IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + // Generic context hooks + IMGUI_API ImGuiID AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); + IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); -// Viewports -IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); -IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); -IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); -IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); -IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + // Viewports + IMGUI_API void TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos); + IMGUI_API void ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale); + IMGUI_API void DestroyPlatformWindow(ImGuiViewportP* viewport); + IMGUI_API void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + IMGUI_API const ImGuiPlatformMonitor* GetViewportPlatformMonitor(ImGuiViewport* viewport); + IMGUI_API ImGuiViewportP* FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos); -// Settings -IMGUI_API void MarkIniSettingsDirty(); -IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); -IMGUI_API void ClearIniSettings(); -IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); -IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); -IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); -IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Settings + IMGUI_API void MarkIniSettingsDirty(); + IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); + IMGUI_API void ClearIniSettings(); + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); -// Scrolling -IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is -IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); -IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); -IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); -IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); -IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + // Scrolling + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is + IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); + IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); + IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); + IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); -// Basic Accessors -inline ImGuiID GetItemID() -{ - ImGuiContext& g = *GImGui; - return g.LastItemData.ID; -} // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) -inline ImGuiItemStatusFlags GetItemStatusFlags() -{ - ImGuiContext& g = *GImGui; - return g.LastItemData.StatusFlags; -} -inline ImGuiItemFlags GetItemFlags() -{ - ImGuiContext& g = *GImGui; - return g.LastItemData.InFlags; -} -inline ImGuiID GetActiveID() -{ - ImGuiContext& g = *GImGui; - return g.ActiveId; -} -inline ImGuiID GetFocusID() -{ - ImGuiContext& g = *GImGui; - return g.NavId; -} -IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); -IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); -IMGUI_API void ClearActiveID(); -IMGUI_API ImGuiID GetHoveredID(); -IMGUI_API void SetHoveredID(ImGuiID id); -IMGUI_API void KeepAliveID(ImGuiID id); -IMGUI_API void MarkItemEdited( - ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. -IMGUI_API void PushOverrideID( - ImGuiID id); // Push given value 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); + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif -// Basic Helpers for widget code -IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); -IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); -IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemAddFlags flags = 0); -IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); -IMGUI_API void ItemFocusable(ImGuiWindow* window, ImGuiID id); -IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); -IMGUI_API void SetLastItemData(ImGuiID item_id, - ImGuiItemFlags in_flags, - ImGuiItemStatusFlags status_flags, - const ImRect& item_rect); -IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); -IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); -IMGUI_API void PushMultiItemsWidths(int components, float width_full); -IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. - // We only returns toggle _event_ in order to handle clipping correctly) -IMGUI_API ImVec2 GetContentRegionMaxAbs(); -IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + // Basic Accessors + inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) + inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } + inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } + inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } + inline ImGuiID GetFocusID() { ImGuiContext& g = *GImGui; return g.NavId; } + IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); + IMGUI_API void ClearActiveID(); + IMGUI_API ImGuiID GetHoveredID(); + IMGUI_API void SetHoveredID(ImGuiID id); + IMGUI_API void KeepAliveID(ImGuiID id); + IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. + IMGUI_API void PushOverrideID(ImGuiID id); // Push given value 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); -// Parameter stacks -IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); -IMGUI_API void PopItemFlag(); + // Basic Helpers for widget code + IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); + IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); + IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); + IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); + IMGUI_API float CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x); + IMGUI_API void PushMultiItemsWidths(int components, float width_full); + IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) + IMGUI_API ImVec2 GetContentRegionMaxAbs(); + IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): -// (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool focused = -// FocusableItemRegister(...)' (New) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and -// 'bool focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' -// Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from -// regular widget to TempInputText() -inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) -{ - IM_ASSERT(0); - IM_UNUSED(window); - IM_UNUSED(id); - return false; -} // -> pass ImGuiItemAddFlags_Focusable flag to ItemAdd() -inline IM_NORETURN void FocusableItemUnregister(ImGuiWindow* window) -{ - IM_ASSERT(0); - IM_UNUSED(window); -} // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem -# endif + // Parameter stacks + IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); + IMGUI_API void PopItemFlag(); -// Logging/Capture -IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now - // stay under the radar by using the old name. -IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer -IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); -IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Currently refactoring focus/nav/tabbing system + // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif -// Popups, Modals, Tooltips -IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); -IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); -IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); -IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); -IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); -IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); -IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); -IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); -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); -IMGUI_API bool BeginViewportSideBar(const char* name, - ImGuiViewport* viewport, - ImGuiDir dir, - float size, - ImGuiWindowFlags window_flags); + // Logging/Capture + IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. + IMGUI_API void LogToBuffer(int auto_open_depth = -1); // Start logging/capturing to internal buffer + IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); -// Menus -IMGUI_API bool MenuItemEx(const char* label, - const char* icon, - const char* shortcut = NULL, - bool selected = false, - bool enabled = true); + // Popups, Modals, Tooltips + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); + IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); + IMGUI_API void ClosePopupsExceptModals(); + IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); + IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); + IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); + IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); + IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); -// Combos -IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); -IMGUI_API bool BeginComboPreview(); -IMGUI_API void EndComboPreview(); + // Menus + IMGUI_API bool BeginViewportSideBar(const char* name, ImGuiViewport* viewport, ImGuiDir dir, float size, ImGuiWindowFlags window_flags); + IMGUI_API bool BeginMenuEx(const char* label, const char* icon, bool enabled = true); + IMGUI_API bool MenuItemEx(const char* label, const char* icon, const char* shortcut = NULL, bool selected = false, bool enabled = true); -// Gamepad/Keyboard Navigation -IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); -IMGUI_API bool NavMoveRequestButNoResultYet(); -IMGUI_API void NavMoveRequestCancel(); -IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, - ImGuiDir clip_dir, - const ImRect& bb_rel, - ImGuiNavMoveFlags move_flags); -IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); -IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); -IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, - ImGuiInputReadMode mode, - float slow_factor = 0.0f, - float fast_factor = 0.0f); -IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); -IMGUI_API void ActivateItem( - ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and - // processed on the next frame when the item is encountered again. -IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); -// Focus Scope (WIP) -// This is generally used to identify a selection set (multiple of which may be in the same window), as selection -// patterns generally need to react (e.g. clear selection) when landing on an item of the set. -IMGUI_API void PushFocusScope(ImGuiID id); -IMGUI_API void PopFocusScope(); -inline ImGuiID GetFocusedFocusScope() -{ - ImGuiContext& g = *GImGui; - return g.NavFocusScopeId; -} // Focus scope which is actually active -inline ImGuiID GetFocusScope() -{ - ImGuiContext& g = *GImGui; - return g.CurrentWindow->DC.NavFocusScopeIdCurrent; -} // Focus scope we are outputting into, set by PushFocusScope() + // Gamepad/Keyboard Navigation + IMGUI_API void NavInitWindow(ImGuiWindow* window, bool force_reinit); + IMGUI_API void NavInitRequestApplyResult(); + IMGUI_API bool NavMoveRequestButNoResultYet(); + IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); + IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestCancel(); + IMGUI_API void NavMoveRequestApplyResult(); + IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); + IMGUI_API const char* GetNavInputName(ImGuiNavInput n); + IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); + IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); -// Inputs -// FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. -IMGUI_API void SetItemUsingMouseWheel(); -IMGUI_API void SetActiveIdUsingNavAndKeys(); -inline bool IsActiveIdUsingNavDir(ImGuiDir dir) -{ - ImGuiContext& g = *GImGui; - return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; -} -inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) -{ - ImGuiContext& g = *GImGui; - return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; -} -inline bool IsActiveIdUsingKey(ImGuiKey key) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(key < 64); - return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; -} -IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); -inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) -{ - ImGuiContext& g = *GImGui; - const int key_index = g.IO.KeyMap[key]; - return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; -} -inline bool IsNavInputDown(ImGuiNavInput n) -{ - ImGuiContext& g = *GImGui; - return g.IO.NavInputs[n] > 0.0f; -} -inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) -{ - return (GetNavInputAmount(n, rm) > 0.0f); -} -IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); + // Focus Scope (WIP) + // This is generally used to identify a selection set (multiple of which may be in the same window), as selection + // patterns generally need to react (e.g. clear selection) when landing on an item of the set. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active + inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope() -// Docking -// (some functions are only declared in imgui.cpp, see Docking section) -IMGUI_API void DockContextInitialize(ImGuiContext* ctx); -IMGUI_API void DockContextShutdown(ImGuiContext* ctx); -IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, - ImGuiID root_id, - bool clear_settings_refs); // Use root_id==0 to clear all -IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); -IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); -IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); -IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); -IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, - ImGuiWindow* target, - ImGuiDockNode* target_node, - ImGuiWindow* payload, - ImGuiDir split_dir, - float split_ratio, - bool split_outer); -IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); -IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); -IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, - ImGuiDockNode* target_node, - ImGuiWindow* payload, - ImGuiDir split_dir, - bool split_outer, - ImVec2* out_pos); -IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); -IMGUI_API void DockNodeEndAmendTabBar(); -inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) -{ - while (node->ParentNode) - node = node->ParentNode; - return node; -} -inline int DockNodeGetDepth(const ImGuiDockNode* node) -{ - int depth = 0; - while (node->ParentNode) - { - node = node->ParentNode; - depth++; - } - return depth; -} -inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) -{ - return ImHashStr("#COLLAPSE", 0, node->ID); -} -inline ImGuiDockNode* GetWindowDockNode() -{ - ImGuiContext& g = *GImGui; - return g.CurrentWindow->DockNode; -} -IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); -IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); -IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); -IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); -IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); + // Inputs + // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); + IMGUI_API void SetItemUsingMouseWheel(); + IMGUI_API void SetActiveIdUsingNavAndKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } + inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; return g.ActiveIdUsingKeyInputMask[key]; } + inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); } + IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); + inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } + inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } + IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } +#endif -// Docking - Builder function needs to be generally called before the node is used/submitted. -// - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and -// guarantee stability. -// - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every -// frame. -// - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling -// DockBuilderAddNode(). -// You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. -// - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. -// - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure -// to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. -// - Call DockBuilderFinish() after you are done. -IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); -IMGUI_API ImGuiDockNode* DockBuilderGetNode(ImGuiID node_id); -inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) -{ - ImGuiDockNode* node = DockBuilderGetNode(node_id); - if (!node) - return NULL; - return DockNodeGetRootNode(node)->CentralNode; -} -IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); -IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows -IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); -IMGUI_API void DockBuilderRemoveNodeChildNodes( - ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining - // root node (node_id). -IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); -IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); -IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, - ImGuiDir split_dir, - float size_ratio_for_node_at_dir, - ImGuiID* out_id_at_dir, - ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. -IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, - ImGuiID dst_dockspace_id, - ImVector* in_window_remap_pairs); -IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); -IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); -IMGUI_API void DockBuilderFinish(ImGuiID node_id); + // Docking + // (some functions are only declared in imgui.cpp, see Docking section) + IMGUI_API void DockContextInitialize(ImGuiContext* ctx); + IMGUI_API void DockContextShutdown(ImGuiContext* ctx); + IMGUI_API void DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs); // Use root_id==0 to clear all + IMGUI_API void DockContextRebuildNodes(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateUndocking(ImGuiContext* ctx); + IMGUI_API void DockContextNewFrameUpdateDocking(ImGuiContext* ctx); + IMGUI_API void DockContextEndFrame(ImGuiContext* ctx); + IMGUI_API ImGuiID DockContextGenNodeID(ImGuiContext* ctx); + IMGUI_API void DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer); + IMGUI_API void DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window); + IMGUI_API void DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node); + IMGUI_API bool DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API bool DockNodeBeginAmendTabBar(ImGuiDockNode* node); + IMGUI_API void DockNodeEndAmendTabBar(); + inline ImGuiDockNode* DockNodeGetRootNode(ImGuiDockNode* node) { while (node->ParentNode) node = node->ParentNode; return node; } + inline bool DockNodeIsInHierarchyOf(ImGuiDockNode* node, ImGuiDockNode* parent) { while (node) { if (node == parent) return true; node = node->ParentNode; } return false; } + inline int DockNodeGetDepth(const ImGuiDockNode* node) { int depth = 0; while (node->ParentNode) { node = node->ParentNode; depth++; } return depth; } + inline ImGuiID DockNodeGetWindowMenuButtonId(const ImGuiDockNode* node) { return ImHashStr("#COLLAPSE", 0, node->ID); } + inline ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + IMGUI_API bool GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window); + IMGUI_API void BeginDocked(ImGuiWindow* window, bool* p_open); + IMGUI_API void BeginDockableDragDropSource(ImGuiWindow* window); + IMGUI_API void BeginDockableDragDropTarget(ImGuiWindow* window); + IMGUI_API void SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond); -// Drag and Drop -IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); -IMGUI_API void ClearDragDrop(); -IMGUI_API bool IsDragDropPayloadBeingAccepted(); + // Docking - Builder function needs to be generally called before the node is used/submitted. + // - The DockBuilderXXX functions are designed to _eventually_ become a public API, but it is too early to expose it and guarantee stability. + // - Do not hold on ImGuiDockNode* pointers! They may be invalidated by any split/merge/remove operation and every frame. + // - To create a DockSpace() node, make sure to set the ImGuiDockNodeFlags_DockSpace flag when calling DockBuilderAddNode(). + // You can create dockspace nodes (attached to a window) _or_ floating nodes (carry its own window) with this API. + // - DockBuilderSplitNode() create 2 child nodes within 1 node. The initial node becomes a parent node. + // - If you intend to split the node immediately after creation using DockBuilderSplitNode(), make sure + // to call DockBuilderSetNodeSize() beforehand. If you don't, the resulting split sizes may not be reliable. + // - Call DockBuilderFinish() after you are done. + IMGUI_API void DockBuilderDockWindow(const char* window_name, ImGuiID node_id); + IMGUI_API ImGuiDockNode*DockBuilderGetNode(ImGuiID node_id); + inline ImGuiDockNode* DockBuilderGetCentralNode(ImGuiID node_id) { ImGuiDockNode* node = DockBuilderGetNode(node_id); if (!node) return NULL; return DockNodeGetRootNode(node)->CentralNode; } + IMGUI_API ImGuiID DockBuilderAddNode(ImGuiID node_id = 0, ImGuiDockNodeFlags flags = 0); + IMGUI_API void DockBuilderRemoveNode(ImGuiID node_id); // Remove node and all its child, undock all windows + IMGUI_API void DockBuilderRemoveNodeDockedWindows(ImGuiID node_id, bool clear_settings_refs = true); + IMGUI_API void DockBuilderRemoveNodeChildNodes(ImGuiID node_id); // Remove all split/hierarchy. All remaining docked windows will be re-docked to the remaining root node (node_id). + IMGUI_API void DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos); + IMGUI_API void DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size); + IMGUI_API ImGuiID DockBuilderSplitNode(ImGuiID node_id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir); // Create 2 child nodes in this parent node. + IMGUI_API void DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector* in_window_remap_pairs); + IMGUI_API void DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector* out_node_remap_pairs); + IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); + IMGUI_API void DockBuilderFinish(ImGuiID node_id); -// Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) -IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); -IMGUI_API void BeginColumns( - const char* str_id, - int count, - ImGuiOldColumnFlags flags = - 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). -IMGUI_API void EndColumns(); // close columns -IMGUI_API void PushColumnClipRect(int column_index); -IMGUI_API void PushColumnsBackground(); -IMGUI_API void PopColumnsBackground(); -IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); -IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); -IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); -IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); + // Drag and Drop + IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); + IMGUI_API void ClearDragDrop(); + IMGUI_API bool IsDragDropPayloadBeingAccepted(); -// Tables: Candidates for public API -IMGUI_API void TableOpenContextMenu(int column_n = -1); -IMGUI_API void TableSetColumnWidth(int column_n, float width); -IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); -IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. - // Return hovered column. return -1 when table is not hovered. return - // columns_count if the unused space at the right of visible columns is hovered. -IMGUI_API float TableGetHeaderRowHeight(); -IMGUI_API void TablePushBackgroundChannel(); -IMGUI_API void TablePopBackgroundChannel(); + // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) + IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); + IMGUI_API void BeginColumns(const char* str_id, int count, ImGuiOldColumnFlags flags = 0); // setup number of columns. use an identifier to distinguish multiple column sets. close with EndColumns(). + IMGUI_API void EndColumns(); // close columns + IMGUI_API void PushColumnClipRect(int column_index); + IMGUI_API void PushColumnsBackground(); + IMGUI_API void PopColumnsBackground(); + IMGUI_API ImGuiID GetColumnsID(const char* str_id, int count); + IMGUI_API ImGuiOldColumns* FindOrCreateColumns(ImGuiWindow* window, ImGuiID id); + IMGUI_API float GetColumnOffsetFromNorm(const ImGuiOldColumns* columns, float offset_norm); + IMGUI_API float GetColumnNormFromOffset(const ImGuiOldColumns* columns, float offset); -// Tables: Internals -inline ImGuiTable* GetCurrentTable() -{ - ImGuiContext& g = *GImGui; - return g.CurrentTable; -} -IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); -IMGUI_API bool BeginTableEx(const char* name, - ImGuiID id, - int columns_count, - ImGuiTableFlags flags = 0, - const ImVec2& outer_size = ImVec2(0, 0), - float inner_width = 0.0f); -IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); -IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); -IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); -IMGUI_API void TableUpdateLayout(ImGuiTable* table); -IMGUI_API void TableUpdateBorders(ImGuiTable* table); -IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); -IMGUI_API void TableDrawBorders(ImGuiTable* table); -IMGUI_API void TableDrawContextMenu(ImGuiTable* table); -IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); -IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); -IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); -IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); -IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); -IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); -IMGUI_API void TableBeginRow(ImGuiTable* table); -IMGUI_API void TableEndRow(ImGuiTable* table); -IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); -IMGUI_API void TableEndCell(ImGuiTable* table); -IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); -IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); -IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); -IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); -IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); -IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); -IMGUI_API void TableRemove(ImGuiTable* table); -IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); -IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); -IMGUI_API void TableGcCompactSettings(); + // Tables: Candidates for public API + IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnWidth(int column_n, float width); + IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); + IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. + IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API void TablePushBackgroundChannel(); + IMGUI_API void TablePopBackgroundChannel(); -// Tables: Settings -IMGUI_API void TableLoadSettings(ImGuiTable* table); -IMGUI_API void TableSaveSettings(ImGuiTable* table); -IMGUI_API void TableResetSettings(ImGuiTable* table); -IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); -IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); -IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); -IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); + // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } + IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); + IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); + IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); + IMGUI_API void TableBeginApplyRequests(ImGuiTable* table); + IMGUI_API void TableSetupDrawChannels(ImGuiTable* table); + IMGUI_API void TableUpdateLayout(ImGuiTable* table); + IMGUI_API void TableUpdateBorders(ImGuiTable* table); + IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); + IMGUI_API void TableDrawBorders(ImGuiTable* table); + IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); + IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); + IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); + IMGUI_API void TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API float TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column); + IMGUI_API void TableBeginRow(ImGuiTable* table); + IMGUI_API void TableEndRow(ImGuiTable* table); + IMGUI_API void TableBeginCell(ImGuiTable* table, int column_n); + IMGUI_API void TableEndCell(ImGuiTable* table); + IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); + IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); + IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); + IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); + IMGUI_API void TableRemove(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); + IMGUI_API void TableGcCompactSettings(); -// Tab Bars -IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); -IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); -IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); -IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); -IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); -IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); -IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); -IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); -IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); -IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, - const char* label, - bool* p_open, - ImGuiTabItemFlags flags, - ImGuiWindow* docked_window); -IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); -IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); -IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, - const ImRect& bb, - ImGuiTabItemFlags flags, - ImVec2 frame_padding, - const char* label, - ImGuiID tab_id, - ImGuiID close_button_id, - bool is_contents_visible, - bool* out_just_closed, - bool* out_text_clipped); + // Tables: Settings + IMGUI_API void TableLoadSettings(ImGuiTable* table); + IMGUI_API void TableSaveSettings(ImGuiTable* table); + IMGUI_API void TableResetSettings(ImGuiTable* table); + IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); + IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); + IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); + IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); -// Render helpers -// AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND -// BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. NB: All position are in absolute pixels -// coordinates (we are never using window coordinates internally) -IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); -IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); -IMGUI_API void RenderTextClipped(const ImVec2& pos_min, - const ImVec2& pos_max, - const char* text, - const char* text_end, - const ImVec2* text_size_if_known, - const ImVec2& align = ImVec2(0, 0), - const ImRect* clip_rect = NULL); -IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, - const ImVec2& pos_min, - const ImVec2& pos_max, - const char* text, - const char* text_end, - const ImVec2* text_size_if_known, - const ImVec2& align = ImVec2(0, 0), - const ImRect* clip_rect = NULL); -IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, - const ImVec2& pos_min, - const ImVec2& pos_max, - float clip_max_x, - float ellipsis_max_x, - const char* text, - const char* text_end, - const ImVec2* text_size_if_known); -IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); -IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); -IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, - ImVec2 p_min, - ImVec2 p_max, - ImU32 fill_col, - float grid_step, - ImVec2 grid_off, - float rounding = 0.0f, - ImDrawFlags flags = 0); -IMGUI_API void RenderNavHighlight( - const ImRect& bb, - ImGuiID id, - ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight -IMGUI_API const char* FindRenderedTextEnd( - const char* text, - const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + // Tab Bars + IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node); + IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBar* tab_bar); + IMGUI_API void TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window); + IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); + IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); -// Render helpers (those functions don't access any ImGui state!) -IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); -IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); -IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); -IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, - ImVec2 pos, - float scale, - ImGuiMouseCursor mouse_cursor, - ImU32 col_fill, - ImU32 col_border, - ImU32 col_shadow); -IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); -IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); -IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, - const ImRect& rect, - ImU32 col, - float x_start_norm, - float x_end_norm, - float rounding); -IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); + // Render helpers + // AVOID USING OUTSIDE OF IMGUI.CPP! NOT FOR PUBLIC CONSUMPTION. THOSE FUNCTIONS ARE A MESS. THEIR SIGNATURE AND BEHAVIOR WILL CHANGE, THEY NEED TO BE REFACTORED INTO SOMETHING DECENT. + // NB: All position are in absolute pixels coordinates (we are never using window coordinates internally) + IMGUI_API void RenderText(ImVec2 pos, const char* text, const char* text_end = NULL, bool hide_text_after_hash = true); + IMGUI_API void RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width); + IMGUI_API void RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align = ImVec2(0, 0), const ImRect* clip_rect = NULL); + IMGUI_API void RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end, const ImVec2* text_size_if_known); + IMGUI_API void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f); + IMGUI_API void RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding = 0.0f); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); + IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight + IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short -// while] -inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale = 1.0f) -{ - ImGuiWindow* window = GetCurrentWindow(); - RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); -} -inline void RenderBullet(ImVec2 pos) -{ - ImGuiWindow* window = GetCurrentWindow(); - RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); -} -# endif + // Render helpers (those functions don't access any ImGui state!) + IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); + IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); + IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); + IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); + IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); + IMGUI_API void RenderArrowDockMenu(ImDrawList* draw_list, ImVec2 p_min, float sz, ImU32 col); + IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); + IMGUI_API ImDrawFlags CalcRoundingFlagsForRectInRect(const ImRect& r_in, const ImRect& r_outer, float threshold); -// Widgets -IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); -IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); -IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); -IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); -IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); -IMGUI_API void Scrollbar(ImGuiAxis axis); -IMGUI_API bool ScrollbarEx(const ImRect& bb, - ImGuiID id, - ImGuiAxis axis, - float* p_scroll_v, - float avail_v, - float contents_v, - ImDrawFlags flags); -IMGUI_API bool ImageButtonEx(ImGuiID id, - ImTextureID texture_id, - const ImVec2& size, - const ImVec2& uv0, - const ImVec2& uv1, - const ImVec2& padding, - const ImVec4& bg_col, - const ImVec4& tint_col); -IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); -IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); -IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners -IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); -IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); -IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); -IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] + inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } + inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } +#endif -// Widgets low-level behaviors -IMGUI_API bool ButtonBehavior(const ImRect& bb, - ImGuiID id, - bool* out_hovered, - bool* out_held, - ImGuiButtonFlags flags = 0); -IMGUI_API bool DragBehavior(ImGuiID id, - ImGuiDataType data_type, - void* p_v, - float v_speed, - const void* p_min, - const void* p_max, - const char* format, - ImGuiSliderFlags flags); -IMGUI_API bool SliderBehavior(const ImRect& bb, - ImGuiID id, - ImGuiDataType data_type, - void* p_v, - const void* p_min, - const void* p_max, - const char* format, - ImGuiSliderFlags flags, - ImRect* out_grab_bb); -IMGUI_API bool SplitterBehavior(const ImRect& bb, - ImGuiID id, - ImGuiAxis axis, - float* size1, - float* size2, - float min_size1, - float min_size2, - float hover_extend = 0.0f, - float hover_visibility_delay = 0.0f); -IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); -IMGUI_API bool TreeNodeBehaviorIsOpen( - ImGuiID id, - ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging -IMGUI_API void TreePushOverrideID(ImGuiID id); + // Widgets + IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); + IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API void Scrollbar(ImGuiAxis axis); + IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); + IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); + IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners + IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); -// 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 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); -template -IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); + // Widgets low-level behaviors + IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); + IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); + IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); + IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); + IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging + IMGUI_API void TreePushOverrideID(ImGuiID id); -// Data type helpers -IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); -IMGUI_API int DataTypeFormatString(char* buf, - int buf_size, - ImGuiDataType data_type, - const void* p_data, - const char* format); -IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); -IMGUI_API bool DataTypeApplyOpFromText(const char* buf, - const char* initial_value_buf, - ImGuiDataType data_type, - void* p_data, - const char* format); -IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); -IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); + // 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 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); + template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); -// InputText -IMGUI_API bool InputTextEx(const char* label, - const char* hint, - char* buf, - int buf_size, - const ImVec2& size_arg, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback = NULL, - void* user_data = NULL); -IMGUI_API bool TempInputText(const ImRect& bb, - ImGuiID id, - const char* label, - char* buf, - int buf_size, - ImGuiInputTextFlags flags); -IMGUI_API bool TempInputScalar(const ImRect& bb, - ImGuiID id, - const char* label, - ImGuiDataType data_type, - void* p_data, - const char* format, - const void* p_clamp_min = NULL, - const void* p_clamp_max = NULL); -inline bool TempInputIsActive(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - return (g.ActiveId == id && g.TempInputId == id); -} -inline ImGuiInputTextState* GetInputTextState(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; -} // Get input text state if active + // Data type helpers + IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); + IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); + IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); + IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); -// Color -IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); -IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); -IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); + // InputText + IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); + IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); + inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active -// Plot -IMGUI_API int PlotEx(ImGuiPlotType plot_type, - const char* label, - float (*values_getter)(void* data, int idx), - void* data, - int values_count, - int values_offset, - const char* overlay_text, - float scale_min, - float scale_max, - ImVec2 frame_size); + // Color + IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags); + IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); -// Shade functions (write over already created vertices) -IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, - int vert_start_idx, - int vert_end_idx, - ImVec2 gradient_p0, - ImVec2 gradient_p1, - ImU32 col0, - ImU32 col1); -IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, - int vert_start_idx, - int vert_end_idx, - const ImVec2& a, - const ImVec2& b, - const ImVec2& uv_a, - const ImVec2& uv_b, - bool clamp); + // Plot + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); -// Garbage collection -IMGUI_API void GcCompactTransientMiscBuffers(); -IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); -IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Shade functions (write over already created vertices) + IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); + IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); -// Debug Tools -IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); -inline void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); -} -inline void DebugStartItemPicker() -{ - ImGuiContext& g = *GImGui; - g.DebugItemPickerActive = true; -} + // Garbage collection + IMGUI_API void GcCompactTransientMiscBuffers(); + IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); + IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); -IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); -IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); -IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); -IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, - ImGuiViewportP* viewport, - const ImDrawList* draw_list, - const char* label); -IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, - const ImDrawList* draw_list, - const ImDrawCmd* draw_cmd, - bool show_mesh, - bool show_aabb); -IMGUI_API void DebugNodeFont(ImFont* font); -IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); -IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); -IMGUI_API void DebugNodeTable(ImGuiTable* table); -IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); -IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); -IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); -IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); -IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); -IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + // Debug Tools + IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } + inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } + + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); + IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); + IMGUI_API void DebugNodeDockNode(ImGuiDockNode* node, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); + IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); + IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); + IMGUI_API void DebugNodeTable(ImGuiTable* table); + IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); + IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); + IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); + IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + +} // namespace ImGui -} // namespace ImGui //----------------------------------------------------------------------------- // [SECTION] ImFontAtlas internal API @@ -4378,87 +3171,50 @@ IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewport // This structure is likely to evolve as we add support for incremental atlas updates struct ImFontBuilderIO { - bool (*FontBuilder_Build)(ImFontAtlas* atlas); + bool (*FontBuilder_Build)(ImFontAtlas* atlas); }; // Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); -IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, - ImFont* font, - ImFontConfig* font_config, - float ascent, - float descent); -IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); -IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, - int x, - int y, - int w, - int h, - const char* in_str, - char in_marker_char, - unsigned char in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, - int x, - int y, - int w, - int h, - const char* in_str, - char in_marker_char, - unsigned int in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); -IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], - unsigned char* pixels, - int x, - int y, - int w, - int h, - int stride); +#endif +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); +IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); +IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); //----------------------------------------------------------------------------- // [SECTION] Test Engine specific hooks (imgui_test_engine) //----------------------------------------------------------------------------- -# ifdef IMGUI_ENABLE_TEST_ENGINE -extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); -extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, ImGuiDataType data_type, ImGuiID id, const void* data_id); -extern void ImGuiTestEngineHook_IdInfo(ImGuiContext* ctx, - ImGuiDataType data_type, - ImGuiID id, - const void* data_id, - const void* data_id_end); -extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); -# define IMGUI_TEST_ENGINE_ITEM_ADD(_BB, _ID) \ - if (g.TestEngineHookItems) \ - ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box -# define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) \ - if (g.TestEngineHookItems) \ - ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) -# define IMGUI_TEST_ENGINE_LOG(_FMT, ...) \ - if (g.TestEngineHookItems) \ - ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log -# define IMGUI_TEST_ENGINE_ID_INFO(_ID, _TYPE, _DATA) \ - if (g.TestEngineHookIdInfo == _ID) \ - ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); -# define IMGUI_TEST_ENGINE_ID_INFO2(_ID, _TYPE, _DATA, _DATA2) \ - if (g.TestEngineHookIdInfo == _ID) \ - ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); -# else -# define IMGUI_TEST_ENGINE_ITEM_INFO(_ID, _LABEL, _FLAGS) ((void)0) -# endif +#ifdef IMGUI_ENABLE_TEST_ENGINE +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); +extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); +extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); + +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +#else +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) +#endif //----------------------------------------------------------------------------- -# if defined(__clang__) -# pragma clang diagnostic pop -# elif defined(__GNUC__) -# pragma GCC diagnostic pop -# endif +#if defined(__clang__) +#pragma clang diagnostic pop +#elif defined(__GNUC__) +#pragma GCC diagnostic pop +#endif -# ifdef _MSC_VER -# pragma warning(pop) -# endif +#ifdef _MSC_VER +#pragma warning (pop) +#endif -#endif // #ifndef IMGUI_DISABLE +#endif // #ifndef IMGUI_DISABLE diff --git a/extensions/ImGuiEXT/imgui/imgui_tables.cpp b/extensions/ImGuiEXT/imgui/imgui_tables.cpp index c29b320b6f..27f1d5386d 100644 --- a/extensions/ImGuiEXT/imgui/imgui_tables.cpp +++ b/extensions/ImGuiEXT/imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.87 // (tables and columns code) /* @@ -24,8 +24,7 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 -// ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.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. //----------------------------------------------------------------------------- @@ -41,14 +40,12 @@ Index of this file: // | TableResetSettings() - on settings reset // | TableLoadSettings() - on settings load // | TableBeginApplyRequests() - apply queued resizing/reordering/hiding requests -// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous -// frame) | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their -// respective width +// | - TableSetColumnWidth() - apply resizing width (for mouse resize, often requested by previous frame) +// | - TableUpdateColumnsWeightFromWidth()- recompute columns weights (of stretch columns) from their respective width // - TableSetupColumn() user submit columns details (optional) // - TableSetupScrollFreeze() user submit scroll freeze information (optional) //----------------------------------------------------------------------------- -// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, -// clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). +// - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). // | TableSetupDrawChannels() - setup ImDrawList channels // | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission // | TableDrawContextMenu() - draw right-click context menu @@ -56,10 +53,8 @@ Index of this file: // - TableHeadersRow() or TableHeader() user submit a headers row (optional) // | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction // | TableOpenContextMenu() - when right-clicked: trigger opening of the default context menu -// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting -// headers) -// - TableNextRow() user begin into a new row (also automatically called by -// TableHeadersRow()) +// - TableGetSortSpecs() user queries updated sort specs (optional, generally after submitting headers) +// - TableNextRow() user begin into a new row (also automatically called by TableHeadersRow()) // | TableEndRow() - finish existing row // | TableBeginRow() - add a new row // - TableSetColumnIndex() / TableNextColumn() user begin into a cell @@ -82,40 +77,31 @@ Index of this file: // Its meaning needs to differ slightly depending on if we are using ScrollX/ScrollY flags. // Default value is ImVec2(0.0f, 0.0f). // X -// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align -// exactly on right-most edge. +// - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. // - outer_size.x > 0.0f -> Set Fixed width. // Y with ScrollX/ScrollY disabled: we output table directly in current window -// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is -// parent window can vertically scroll. +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll. // - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) // - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set) // Y with ScrollX/ScrollY enabled: using a child window for scrolling // - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll. -// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item -// in parent window. +// - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. // - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. //----------------------------------------------------------------------------- // Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. // Important to that note how the two flags have slightly different behaviors! -// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only -// available when ScrollX/ScrollY are disabled and Stretch columns are not used. -// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table -// past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not -// visible. -// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f -// would use exact height. This would be consistent but perhaps less useful and more confusing (as vertically clipped -// items are not easily noticeable) +// - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. +// - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. +// In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) //----------------------------------------------------------------------------- // About 'inner_width': // With ScrollX disabled: // - inner_width -> *ignored* // With ScrollX enabled: // - inner_width < 0.0f -> *illegal* fit in known width (right align from outer_size.x) <-- weird -// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise -// shrink down), Stretch columns becomes Fixed columns. -// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take -// space they need (if avail, otherwise shrink down), Stretch columns share remaining space! +// - inner_width = 0.0f -> fit in outer_width: Fixed size columns will take space they need (if avail, otherwise shrink down), Stretch columns becomes Fixed columns. +// - inner_width > 0.0f -> override scrolling width, generally to be larger than outer_size.x. Fixed column take space they need (if avail, otherwise shrink down), Stretch columns share remaining space! //----------------------------------------------------------------------------- // Details: // - If you want to use Stretch columns with ScrollX, you generally need to specify 'inner_width' otherwise the concept @@ -133,30 +119,22 @@ Index of this file: // - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom // - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f // - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom -// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + -// Padding * 2.0f) and you can fit a 100.0f wide item in it without clipping and with full padding. +// Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) +// and you can fit a 100.0f wide item in it without clipping and with full padding. //----------------------------------------------------------------------------- // About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) -// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is -// ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width -// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is -// ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width -// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is -// ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f -// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is -// ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents +// - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width +// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is max of all contents width +// - with Table policy ImGuiTableFlags_SizingStretchSame --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is 1.0f +// - with Table policy ImGuiTableFlags_SizingStretchWeight --> default Column policy is ImGuiTableColumnFlags_WidthStretch, default Weight is proportional to contents // Default Width and default Weight can be overridden when calling TableSetupColumn(). //----------------------------------------------------------------------------- // About mixing Fixed/Auto and Stretch columns together: -// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two -// TRAILING Stretch columns. -// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make -// much sense in the first place! +// - the typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! // that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. -// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their -// widths to the width of the maximum contents. -// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their -// weight/widths. +// - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. //----------------------------------------------------------------------------- // About using column width: // If a column is manual resizable or has a width specified with TableSetupColumn(): @@ -165,10 +143,10 @@ Index of this file: // If the column is not resizable and has no width specified with TableSetupColumn(): // - its width will be automatic and be set to the max of items submitted. // - therefore you generally cannot have ALL items of the columns use e.g. SetNextItemWidth(-FLT_MIN). -// - but if the column has one or more items of known/fixed size, this will become the reference width used by -// SetNextItemWidth(-FLT_MIN). +// - but if the column has one or more items of known/fixed size, this will become the reference width used by SetNextItemWidth(-FLT_MIN). //----------------------------------------------------------------------------- + //----------------------------------------------------------------------------- // TABLES CLIPPING/CULLING //----------------------------------------------------------------------------- @@ -178,8 +156,7 @@ Index of this file: // See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. // - Note that auto-resizing columns don't play well with using the clipper. // By default a table with _ScrollX but without _Resizable will have column auto-resize. -// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly -// with _WidthFixed. +// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns width explicitly with _WidthFixed. //----------------------------------------------------------------------------- // About clipping/culling of Columns in Tables: // - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing @@ -187,25 +164,17 @@ Index of this file: // it is not going to contribute to row height. // In many situations, you may skip submitting contents for every column but one (e.g. the first one). // - Case A: column is not hidden by user, and at least partially in sight (most common case). -// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false -// as a hint but we still allow layout output. +// - Case B: column is clipped / out of sight (because of scrolling or parent ClipRect): TableNextColumn() return false as a hint but we still allow layout output. // - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). // // [A] [B] [C] -// TableNextColumn(): true false false -> [userland] when TableNextColumn() / -// TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row -// height. -// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will -// early out if submitted, resulting is no layout output. -// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will -// return false and most widgets will early out mid-way. -// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList -// submissions (if any) will be wasted (because cliprect is zero-width anyway). +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. +// SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. +// ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. +// ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). // -// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should -// still contribute their height to the row. -// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells -// are known by the programmer. +// - We need to distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// However, in the majority of cases, the contribution to row height is the same for all columns, or the tallest cells are known by the programmer. //----------------------------------------------------------------------------- // About clipping/culling of whole Tables: // - Scrolling tables with a known outer size can be clipped earlier as BeginTable() will return false. @@ -216,81 +185,55 @@ Index of this file: //----------------------------------------------------------------------------- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) -# define _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE -# ifndef IMGUI_DEFINE_MATH_OPERATORS -# define IMGUI_DEFINE_MATH_OPERATORS -# endif -# include "imgui_internal.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" // System includes -# if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -# include // intptr_t -# else -# include // intptr_t -# endif +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif // Visual Studio warnings -# ifdef _MSC_VER -# pragma warning(disable : 4127) // condition expression is constant -# pragma warning(disable : 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, - // vsnprintf, sscanf, fopen -# if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later -# pragma warning(disable : 5054) // operator '|': deprecated between enumerations of different types -# endif -# pragma warning(disable : 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte - // value and then casting the result to a 8 byte value. Cast the value to the - // wider type before calling operator 'xxx' to avoid overflow(io.2). -# pragma warning(disable : 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over - // 'enum' (Enum.3). -# endif +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif // Clang/GCC warnings with -Weverything -# if defined(__clang__) -# if __has_warning("-Wunknown-warning-option") -# pragma clang diagnostic ignored \ - "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all - // warnings are known by all Clang versions and they tend to be - // rename-happy.. so ignoring warnings triggers new warnings on some - // configuration. Great! -# endif -# pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -# pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more - // terse. -# pragma clang diagnostic ignored \ - "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing - // against same constants (typically 0.0f) is ok. -# pragma clang diagnostic ignored \ - "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal - // to vsnformat(). yes, user passing incorrect format strings can crash the code. -# pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -# pragma clang diagnostic ignored \ - "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some - // standard header variations use #define NULL 0 -# pragma clang diagnostic ignored \ - "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to - // function // using printf() is a misery with this as C++ va_arg ellipsis changes - // float to double. -# pragma clang diagnostic ignored \ - "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and - // 'XXXFlagsPrivate_') -# pragma clang diagnostic ignored \ - "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types - // ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated -# pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' - // to 'float' may lose precision -# elif defined(__GNUC__) -# pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -# pragma GCC diagnostic ignored \ - "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -# pragma GCC diagnostic ignored \ - "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' - // with no trivial copy-assignment; use assignment or value-initialization instead -# endif +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#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 //----------------------------------------------------------------------------- // [SECTION] Tables: Main code @@ -310,25 +253,19 @@ Index of this file: //----------------------------------------------------------------------------- // Configuration -static const int TABLE_DRAW_CHANNEL_BG0 = 0; +static const int TABLE_DRAW_CHANNEL_BG0 = 0; static const int TABLE_DRAW_CHANNEL_BG2_FROZEN = 1; -static const int TABLE_DRAW_CHANNEL_NOCLIP = - 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) -static const float TABLE_BORDER_SIZE = - 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. -static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. -static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = - 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be - // more cramped. +static const int TABLE_DRAW_CHANNEL_NOCLIP = 2; // When using ImGuiTableFlags_NoClip (this becomes the last visible channel) +static const float TABLE_BORDER_SIZE = 1.0f; // FIXME-TABLE: Currently hard-coded because of clipping assumptions with outer borders rendering. +static const float TABLE_RESIZE_SEPARATOR_HALF_THICKNESS = 4.0f; // Extend outside inner borders. +static const float TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER = 0.06f; // Delay/timer before making the hover feedback (color+cursor) visible because tables/columns tends to be more cramped. // Helper inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_window) { // Adjust flags: set default sizing policy if ((flags & ImGuiTableFlags_SizingMask_) == 0) - flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) - ? ImGuiTableFlags_SizingFixedFit - : ImGuiTableFlags_SizingStretchSame; + flags |= ((flags & ImGuiTableFlags_ScrollX) || (outer_window->Flags & ImGuiWindowFlags_AlwaysAutoResize)) ? ImGuiTableFlags_SizingFixedFit : ImGuiTableFlags_SizingStretchSame; // Adjust flags: enable NoKeepColumnsVisible when using ImGuiTableFlags_SizingFixedSame if ((flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) @@ -347,8 +284,7 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w flags &= ~ImGuiTableFlags_NoBordersInBody; // Adjust flags: disable saved settings if there's nothing to save - if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | - ImGuiTableFlags_Sortable)) == 0) + if ((flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Sortable)) == 0) flags |= ImGuiTableFlags_NoSavedSettings; // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) @@ -365,27 +301,17 @@ ImGuiTable* ImGui::TableFindByID(ImGuiID id) } // Read about "TABLE SIZING" at the top of this file. -bool ImGui::BeginTable(const char* str_id, - int columns_count, - ImGuiTableFlags flags, - const ImVec2& outer_size, - float inner_width) +bool ImGui::BeginTable(const char* str_id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) { ImGuiID id = GetID(str_id); return BeginTableEx(str_id, id, columns_count, flags, outer_size, inner_width); } -bool ImGui::BeginTableEx(const char* name, - ImGuiID id, - int columns_count, - ImGuiTableFlags flags, - const ImVec2& outer_size, - float inner_width) +bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags, const ImVec2& outer_size, float inner_width) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* outer_window = GetCurrentWindow(); - if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling - // EndTable() will be more visible. + if (outer_window->SkipItems) // Consistent with other tables + beneficial side effect that assert on miscalling EndTable() will be more visible. return false; // Sanity checks @@ -393,52 +319,48 @@ bool ImGui::BeginTableEx(const char* name, if (flags & ImGuiTableFlags_ScrollX) IM_ASSERT(inner_width >= 0.0f); - // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may - // evolve. + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; - const ImVec2 avail_size = GetContentRegionAvail(); - ImVec2 actual_outer_size = - CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + const ImVec2 avail_size = GetContentRegionAvail(); + ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); - if (use_child_window && IsClippedEx(outer_rect, 0, false)) + if (use_child_window && IsClippedEx(outer_rect, 0)) { ItemSize(outer_rect); return false; } // Acquire storage for the table - ImGuiTable* table = g.Tables.GetOrAddByKey(id); - const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; - const ImGuiID instance_id = id + instance_no; + ImGuiTable* table = g.Tables.GetOrAddByKey(id); + const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; + const ImGuiID instance_id = id + instance_no; const ImGuiTableFlags table_last_flags = table->Flags; if (instance_no > 0) - IM_ASSERT(table->ColumnsCount == columns_count && - "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); // Acquire temporary buffers const int table_idx = g.Tables.GetIndex(table); - g.CurrentTableStackIdx++; - if (g.CurrentTableStackIdx + 1 > g.TablesTempDataStack.Size) - g.TablesTempDataStack.resize(g.CurrentTableStackIdx + 1, ImGuiTableTempData()); - ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempDataStack[g.CurrentTableStackIdx]; - temp_data->TableIndex = table_idx; - table->DrawSplitter = &table->TempData->DrawSplitter; + if (++g.TablesTempDataStacked > g.TablesTempData.Size) + g.TablesTempData.resize(g.TablesTempDataStacked, ImGuiTableTempData()); + ImGuiTableTempData* temp_data = table->TempData = &g.TablesTempData[g.TablesTempDataStacked - 1]; + temp_data->TableIndex = table_idx; + table->DrawSplitter = &table->TempData->DrawSplitter; table->DrawSplitter->Clear(); // Fix flags table->IsDefaultSizingPolicy = (flags & ImGuiTableFlags_SizingMask_) == 0; - flags = TableFixFlags(flags, outer_window); + flags = TableFixFlags(flags, outer_window); // Initialize - table->ID = id; - table->Flags = flags; + table->ID = id; + table->Flags = flags; table->InstanceCurrent = (ImS16)instance_no; table->LastFrameActive = g.FrameCount; table->OuterWindow = table->InnerWindow = outer_window; - table->ColumnsCount = columns_count; - table->IsLayoutLocked = false; - table->InnerWidth = inner_width; - temp_data->UserOuterSize = outer_size; + table->ColumnsCount = columns_count; + table->IsLayoutLocked = false; + table->InnerWidth = inner_width; + temp_data->UserOuterSize = outer_size; // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) @@ -457,29 +379,25 @@ bool ImGui::BeginTableEx(const char* name, override_content_size.x = inner_width; if (override_content_size.x != FLT_MAX || override_content_size.y != FLT_MAX) - SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, - override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); + SetNextWindowContentSize(ImVec2(override_content_size.x != FLT_MAX ? override_content_size.x : 0.0f, override_content_size.y != FLT_MAX ? override_content_size.y : 0.0f)); // Reset scroll if we are reactivating it if ((table_last_flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) == 0) SetNextWindowScroll(ImVec2(0.0f, 0.0f)); // Create scrolling region (without border and zero window padding) - ImGuiWindowFlags child_flags = - (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; + ImGuiWindowFlags child_flags = (flags & ImGuiTableFlags_ScrollX) ? ImGuiWindowFlags_HorizontalScrollbar : ImGuiWindowFlags_None; BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); table->InnerWindow = g.CurrentWindow; - table->WorkRect = table->InnerWindow->WorkRect; - table->OuterRect = table->InnerWindow->Rect(); - table->InnerRect = table->InnerWindow->InnerRect; - IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && - table->InnerWindow->WindowBorderSize == 0.0f); + table->WorkRect = table->InnerWindow->WorkRect; + table->OuterRect = table->InnerWindow->Rect(); + table->InnerRect = table->InnerWindow->InnerRect; + IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); } else { // For non-scrolling tables, WorkRect == OuterRect == InnerRect. - // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). - // It will only be updated in EndTable(). + // But at this point we do NOT have a correct value for .Max.y (unless a height has been explicitly passed in). It will only be updated in EndTable(). table->WorkRect = table->OuterRect = table->InnerRect = outer_rect; } @@ -487,17 +405,17 @@ bool ImGui::BeginTableEx(const char* name, PushOverrideID(instance_id); // Backup a copy of host window members we will modify - ImGuiWindow* inner_window = table->InnerWindow; - table->HostIndentX = inner_window->DC.Indent.x; - table->HostClipRect = inner_window->ClipRect; - table->HostSkipItems = inner_window->SkipItems; - temp_data->HostBackupWorkRect = inner_window->WorkRect; - temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; - temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; - temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; - temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; - temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; - temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; + ImGuiWindow* inner_window = table->InnerWindow; + table->HostIndentX = inner_window->DC.Indent.x; + table->HostClipRect = inner_window->ClipRect; + table->HostSkipItems = inner_window->SkipItems; + temp_data->HostBackupWorkRect = inner_window->WorkRect; + temp_data->HostBackupParentWorkRect = inner_window->ParentWorkRect; + temp_data->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; + temp_data->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; + temp_data->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; + temp_data->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; + temp_data->HostBackupItemWidth = outer_window->DC.ItemWidth; temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); @@ -506,50 +424,44 @@ bool ImGui::BeginTableEx(const char* name, // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | // - PadInner ........Content.. Pad | Pad ..Content........ // - PadOuter+PadInner | Pad ..Content.. Pad | Pad ..Content.. Pad | - const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false - : (flags & ImGuiTableFlags_PadOuterX) ? true - : (flags & ImGuiTableFlags_BordersOuterV) != 0; - const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; + const bool pad_outer_x = (flags & ImGuiTableFlags_NoPadOuterX) ? false : (flags & ImGuiTableFlags_PadOuterX) ? true : (flags & ImGuiTableFlags_BordersOuterV) != 0; + const bool pad_inner_x = (flags & ImGuiTableFlags_NoPadInnerX) ? false : true; const float inner_spacing_for_border = (flags & ImGuiTableFlags_BordersInnerV) ? TABLE_BORDER_SIZE : 0.0f; - const float inner_spacing_explicit = - (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; - const float inner_padding_explicit = - (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_spacing_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) == 0) ? g.Style.CellPadding.x : 0.0f; + const float inner_padding_explicit = (pad_inner_x && (flags & ImGuiTableFlags_BordersInnerV) != 0) ? g.Style.CellPadding.x : 0.0f; table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; table->CellSpacingX2 = inner_spacing_explicit; - table->CellPaddingX = inner_padding_explicit; - table->CellPaddingY = g.Style.CellPadding.y; + table->CellPaddingX = inner_padding_explicit; + table->CellPaddingY = g.Style.CellPadding.y; const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; - const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; - table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; + const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; + table->OuterPaddingX = (outer_padding_for_border + outer_padding_explicit) - table->CellPaddingX; - table->CurrentColumn = -1; - table->CurrentRow = -1; + table->CurrentColumn = -1; + table->CurrentRow = -1; table->RowBgColorCounter = 0; - table->LastRowFlags = ImGuiTableRowFlags_None; - table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; - table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width + table->LastRowFlags = ImGuiTableRowFlags_None; + table->InnerClipRect = (inner_window == outer_window) ? table->WorkRect : inner_window->ClipRect; + table->InnerClipRect.ClipWith(table->WorkRect); // We need this to honor inner_width table->InnerClipRect.ClipWithFull(table->HostClipRect); - table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) - ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) - : inner_window->ClipRect.Max.y; + table->InnerClipRect.Max.y = (flags & ImGuiTableFlags_NoHostExtendY) ? ImMin(table->InnerClipRect.Max.y, inner_window->WorkRect.Max.y) : inner_window->ClipRect.Max.y; - table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow - table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() - table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any + table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow + table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; - table->IsUnfrozenRows = true; - table->DeclColumnsCount = 0; + table->IsUnfrozenRows = true; + table->DeclColumnsCount = 0; // Using opaque colors facilitate overlapping elements of the grid table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); - table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); + table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); // Make table current - g.CurrentTable = table; + g.CurrentTable = table; outer_window->DC.CurrentTableIdx = table_idx; - if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. + if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. inner_window->DC.CurrentTableIdx = table_idx; if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) @@ -559,19 +471,19 @@ bool ImGui::BeginTableEx(const char* name, if (table_idx >= g.TablesLastTimeActive.Size) g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); g.TablesLastTimeActive[table_idx] = (float)g.Time; - temp_data->LastTimeActive = (float)g.Time; - table->MemoryCompacted = false; + temp_data->LastTimeActive = (float)g.Time; + table->MemoryCompacted = false; // Setup memory buffer (clear data if columns count changed) ImGuiTableColumn* old_columns_to_preserve = NULL; - void* old_columns_raw_data = NULL; - const int old_columns_count = table->Columns.size(); + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); if (old_columns_count != 0 && old_columns_count != columns_count) { // Attempt to preserve width on column count change (#4046) old_columns_to_preserve = table->Columns.Data; - old_columns_raw_data = table->RawData; - table->RawData = NULL; + old_columns_raw_data = table->RawData; + table->RawData = NULL; } if (table->RawData == NULL) { @@ -583,12 +495,12 @@ bool ImGui::BeginTableEx(const char* name, if (table->IsInitializing) { // Initialize - table->SettingsOffset = -1; - table->IsSortSpecsDirty = true; + table->SettingsOffset = -1; + table->IsSortSpecsDirty = true; table->InstanceInteracted = -1; table->ContextPopupColumn = -1; table->ReorderColumn = table->ResizedColumn = table->LastResizedColumn = -1; - table->AutoFitSingleColumn = -1; + table->AutoFitSingleColumn = -1; table->HoveredColumnBody = table->HoveredColumnBorder = -1; for (int n = 0; n < columns_count; n++) { @@ -600,11 +512,10 @@ bool ImGui::BeginTableEx(const char* name, } else { - float width_auto = column->WidthAuto; - *column = ImGuiTableColumn(); - column->WidthAuto = width_auto; - column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not - // technically necessary but remove a visible flicker + float width_auto = column->WidthAuto; + *column = ImGuiTableColumn(); + column->WidthAuto = width_auto; + column->IsPreserveWidthAuto = true; // Preserve WidthAuto when reinitializing a live table: not technically necessary but remove a visible flicker column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; } column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; @@ -618,18 +529,15 @@ bool ImGui::BeginTableEx(const char* name, TableLoadSettings(table); // Handle DPI/font resize - // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as - // well. It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a - // decent transition. - // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self - // explanatory. This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly - // tested path. - const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? + // This is designed to facilitate DPI changes with the assumption that e.g. style.CellPadding has been scaled as well. + // It will also react to changing fonts with mixed results. It doesn't need to be perfect but merely provide a decent transition. + // FIXME-DPI: Provide consistent standards for reference size. Perhaps using g.CurrentDpiScale would be more self explanatory. + // This is will lead us to non-rounded WidthRequest in columns, which should work but is a poorly tested path. + const float new_ref_scale_unit = g.FontSize; // g.Font->GetCharAdvance('A') ? if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) { const float scale_factor = new_ref_scale_unit / table->RefScale; - // IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, - // table->RefScaleUnit, new_ref_scale_unit, scale_factor); + //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); for (int n = 0; n < columns_count; n++) table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; } @@ -641,8 +549,7 @@ bool ImGui::BeginTableEx(const char* name, inner_window->SkipItems = true; // Clear names - // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call - // to TableSetupColumn() + // At this point the ->NameOffset field of each column will be invalid until TableUpdateLayout() or the first call to TableSetupColumn() if (table->ColumnsNames.Buf.Size > 0) table->ColumnsNames.Buf.resize(0); @@ -656,10 +563,11 @@ bool ImGui::BeginTableEx(const char* name, // + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used) +// Shared allocations per number of nested tables // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) -// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() -// for details. Unused channels don't perform their +2 allocations. +// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. +// Unused channels don't perform their +2 allocations. void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) { // Allocate single buffer for our arrays @@ -685,14 +593,12 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table) { if (table->ResizedColumn != -1 && table->ResizedColumnNextWidth != FLT_MAX) TableSetColumnWidth(table->ResizedColumn, table->ResizedColumnNextWidth); - table->LastResizedColumn = table->ResizedColumn; + table->LastResizedColumn = table->ResizedColumn; table->ResizedColumnNextWidth = FLT_MAX; - table->ResizedColumn = -1; + table->ResizedColumn = -1; - // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with - // FixedSame policy. - // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of - // giving it all to siblings. + // Process auto-fit for single column, which is a special case for stretch columns and fixed columns with FixedSame policy. + // FIXME-TABLE: Would be nice to redistribute available stretch space accordingly to other weights, instead of giving it all to siblings. if (table->AutoFitSingleColumn != -1) { TableSetColumnWidth(table->AutoFitSingleColumn, table->Columns[table->AutoFitSingleColumn].WidthAuto); @@ -717,11 +623,10 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table) IM_ASSERT(reorder_dir == -1 || reorder_dir == +1); IM_ASSERT(table->Flags & ImGuiTableFlags_Reorderable); ImGuiTableColumn* src_column = &table->Columns[table->ReorderColumn]; - ImGuiTableColumn* dst_column = - &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; + ImGuiTableColumn* dst_column = &table->Columns[(reorder_dir == -1) ? src_column->PrevEnabledColumn : src_column->NextEnabledColumn]; IM_UNUSED(dst_column); - const int src_order = src_column->DisplayOrder; - const int dst_order = dst_column->DisplayOrder; + const int src_order = src_column->DisplayOrder; + const int dst_order = dst_column->DisplayOrder; src_column->DisplayOrder = (ImGuiTableColumnIdx)dst_order; for (int order_n = src_order + reorder_dir; order_n != dst_order + reorder_dir; order_n += reorder_dir) table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; @@ -732,7 +637,7 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; table->ReorderColumnDir = 0; - table->IsSettingsDirty = true; + table->IsSettingsDirty = true; } } @@ -742,7 +647,7 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table) for (int n = 0; n < table->ColumnsCount; n++) table->DisplayOrderToIndex[n] = table->Columns[n].DisplayOrder = (ImGuiTableColumnIdx)n; table->IsResetDisplayOrderRequest = false; - table->IsSettingsDirty = true; + table->IsSettingsDirty = true; } } @@ -755,15 +660,14 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) { const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); - if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || - table_sizing_policy == ImGuiTableFlags_SizingFixedSame) + if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableColumnFlags_WidthFixed; else flags |= ImGuiTableColumnFlags_WidthStretch; } else { - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. } // Resize @@ -776,13 +680,12 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I // Indentation if ((flags & ImGuiTableColumnFlags_IndentMask_) == 0) - flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable - : ImGuiTableColumnFlags_IndentDisable; + flags |= (table->Columns.index_from_ptr(column) == 0) ? ImGuiTableColumnFlags_IndentEnable : ImGuiTableColumnFlags_IndentDisable; // Alignment - // if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) + //if ((flags & ImGuiTableColumnFlags_AlignMask_) == 0) // flags |= ImGuiTableColumnFlags_AlignCenter; - // IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. + //IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_AlignMask_)); // Check that only 1 of each set is used. // Preserve status flags column->Flags = flags | (column->Flags & ImGuiTableColumnFlags_StatusMask_); @@ -792,41 +695,13 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I if (table->Flags & ImGuiTableFlags_Sortable) { int count = 0, mask = 0, list = 0; - if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && - (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) - { - mask |= 1 << ImGuiSortDirection_Ascending; - list |= ImGuiSortDirection_Ascending << (count << 1); - count++; - } - if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && - (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) - { - mask |= 1 << ImGuiSortDirection_Descending; - list |= ImGuiSortDirection_Descending << (count << 1); - count++; - } - if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && - (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) - { - mask |= 1 << ImGuiSortDirection_Ascending; - list |= ImGuiSortDirection_Ascending << (count << 1); - count++; - } - if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && - (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) - { - mask |= 1 << ImGuiSortDirection_Descending; - list |= ImGuiSortDirection_Descending << (count << 1); - count++; - } - if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) - { - mask |= 1 << ImGuiSortDirection_None; - count++; - } - column->SortDirectionsAvailList = (ImU8)list; - column->SortDirectionsAvailMask = (ImU8)mask; + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) != 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) != 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortAscending) == 0 && (flags & ImGuiTableColumnFlags_NoSortAscending) == 0) { mask |= 1 << ImGuiSortDirection_Ascending; list |= ImGuiSortDirection_Ascending << (count << 1); count++; } + if ((flags & ImGuiTableColumnFlags_PreferSortDescending) == 0 && (flags & ImGuiTableColumnFlags_NoSortDescending) == 0) { mask |= 1 << ImGuiSortDirection_Descending; list |= ImGuiSortDirection_Descending << (count << 1); count++; } + if ((table->Flags & ImGuiTableFlags_SortTristate) || count == 0) { mask |= 1 << ImGuiSortDirection_None; count++; } + column->SortDirectionsAvailList = (ImU8)list; + column->SortDirectionsAvailMask = (ImU8)mask; column->SortDirectionsAvailCount = (ImU8)count; ImGui::TableFixColumnSortDirection(table, column); } @@ -835,30 +710,29 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I // Layout columns for the frame. This is in essence the followup to BeginTable(). // Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. -// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for -// _WidthAuto columns? +// Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? void ImGui::TableUpdateLayout(ImGuiTable* table) { ImGuiContext& g = *GImGui; IM_ASSERT(table->IsLayoutLocked == false); const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); - table->IsDefaultDisplayOrder = true; - table->ColumnsEnabledCount = 0; - table->EnabledMaskByIndex = 0x00; - table->EnabledMaskByDisplayOrder = 0x00; - table->LeftMostEnabledColumn = -1; - table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE + table->IsDefaultDisplayOrder = true; + table->ColumnsEnabledCount = 0; + table->EnabledMaskByIndex = 0x00; + table->EnabledMaskByDisplayOrder = 0x00; + table->LeftMostEnabledColumn = -1; + table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE - // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch - // columns. Process columns in their visible orders as we are building the Prev/Next indices. - int count_fixed = 0; // Number of columns that have fixed sizing policies - int count_stretch = 0; // Number of columns that have stretch sizing policies - int prev_visible_column_idx = -1; - bool has_auto_fit_request = false; - bool has_resizable = false; + // [Part 1] Apply/lock Enabled and Order states. Calculate auto/ideal width for columns. Count fixed/stretch columns. + // Process columns in their visible orders as we are building the Prev/Next indices. + int count_fixed = 0; // Number of columns that have fixed sizing policies + int count_stretch = 0; // Number of columns that have stretch sizing policies + int prev_visible_column_idx = -1; + bool has_auto_fit_request = false; + bool has_resizable = false; float stretch_sum_width_auto = 0.0f; - float fixed_max_width_auto = 0.0f; + float fixed_max_width_auto = 0.0f; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { const int column_n = table->DisplayOrderToIndex[order_n]; @@ -866,15 +740,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->IsDefaultDisplayOrder = false; ImGuiTableColumn* column = &table->Columns[column_n]; - // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every - // frame. It would easily work without but we're not ready to guarantee it since e.g. names need resubmission - // anyway. We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy - // values, it should yield the same effect. + // Clear column setup if not submitted by user. Currently we make it mandatory to call TableSetupColumn() every frame. + // It would easily work without but we're not ready to guarantee it since e.g. names need resubmission anyway. + // We take a slight shortcut but in theory we could be calling TableSetupColumn() here with dummy values, it should yield the same effect. if (table->DeclColumnsCount <= column_n) { TableSetupColumnFlags(table, column, ImGuiTableColumnFlags_None); - column->NameOffset = -1; - column->UserID = 0; + column->NameOffset = -1; + column->UserID = 0; column->InitStretchWeightOrWidth = -1.0f; } @@ -883,7 +756,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->IsUserEnabledNextFrame = true; if (column->IsUserEnabled != column->IsUserEnabledNextFrame) { - column->IsUserEnabled = column->IsUserEnabledNextFrame; + column->IsUserEnabled = column->IsUserEnabledNextFrame; table->IsSettingsDirty = true; } column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; @@ -894,10 +767,9 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->IsSortSpecsDirty = true; // Auto-fit unsized columns - const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) - : (column->StretchWeight < 0.0f); + const bool start_auto_fit = (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? (column->WidthRequest < 0.0f) : (column->StretchWeight < 0.0f); if (start_auto_fit) - column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames + column->AutoFitQueue = column->CannotSkipItemsQueue = (1 << 3) - 1; // Fit for three frames if (!column->IsEnabled) { @@ -927,8 +799,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; if (column_is_resizable) has_resizable = true; - if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && - !column_is_resizable) + if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && column->InitStretchWeightOrWidth > 0.0f && !column_is_resizable) column->WidthAuto = column->InitStretchWeightOrWidth; if (column->AutoFitQueue != 0x00) @@ -944,15 +815,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) count_fixed++; } } - if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && - !(table->Flags & ImGuiTableFlags_SortTristate)) + if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) table->IsSortSpecsDirty = true; table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); - // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it - // possible to avoid the column fitting having to wait until the first visible frame of the child container (may or - // not be a good thing). + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible + // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) table->InnerWindow->SkipItems = false; @@ -960,9 +829,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->IsSettingsDirty = true; // [Part 3] Fix column flags and record a few extra information. - float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed - // by Stretch columns but including spacing/padding. - float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { @@ -975,16 +843,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) { // Apply same widths policy float width_auto = column->WidthAuto; - if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && - (column->AutoFitQueue != 0x00 || !column_is_resizable)) + if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) width_auto = fixed_max_width_auto; // Apply automatic width // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) if (column->AutoFitQueue != 0x00) column->WidthRequest = width_auto; - else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && - (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) column->WidthRequest = width_auto; // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets @@ -994,8 +860,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // FIXME: Move this to ->WidthGiven to avoid temporary lossyless? // FIXME: This break IsPreserveWidthAuto from not flickering if the stored WidthAuto was smaller. if (column->AutoFitQueue > 0x01 && table->IsInitializing && !column->IsPreserveWidthAuto) - column->WidthRequest = - ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? + column->WidthRequest = ImMax(column->WidthRequest, table->MinColumnWidth * 4.0f); // FIXME-TABLE: Another constant/scale? sum_width_requests += column->WidthRequest; } else @@ -1012,11 +877,9 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } stretch_sum_weights += column->StretchWeight; - if (table->LeftMostStretchedColumn == -1 || - table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) + if (table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder > column->DisplayOrder) table->LeftMostStretchedColumn = (ImGuiTableColumnIdx)column_n; - if (table->RightMostStretchedColumn == -1 || - table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) + if (table->RightMostStretchedColumn == -1 || table->Columns[table->RightMostStretchedColumn].DisplayOrder < column->DisplayOrder) table->RightMostStretchedColumn = (ImGuiTableColumnIdx)column_n; } column->IsPreserveWidthAuto = false; @@ -1025,14 +888,11 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; // [Part 4] Apply final widths based on requested widths - const ImRect work_rect = table->WorkRect; - const float width_spacings = (table->OuterPaddingX * 2.0f) + - (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) - ? table->InnerClipRect.GetWidth() - : work_rect.GetWidth(); + const ImRect work_rect = table->WorkRect; + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; - float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; + float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { @@ -1044,8 +904,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (column->Flags & ImGuiTableColumnFlags_WidthStretch) { float weight_ratio = column->StretchWeight / stretch_sum_weights; - column->WidthRequest = - IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); width_remaining_for_stretched_columns -= column->WidthRequest; } @@ -1059,11 +918,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->ColumnsGivenWidth += column->WidthGiven; } - // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch - // column). Using right-to-left distribution (more likely to match resizing cursor). + // [Part 5] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // Using right-to-left distribution (more likely to match resizing cursor). if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) - for (int order_n = table->ColumnsCount - 1; - stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) + for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) { if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; @@ -1075,31 +933,26 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) width_remaining_for_stretched_columns -= 1.0f; } - table->HoveredColumnBody = -1; + table->HoveredColumnBody = -1; table->HoveredColumnBorder = -1; - const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, - ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column - // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while - // looping. - int visible_n = 0; + // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. + int visible_n = 0; bool offset_x_frozen = (table->FreezeColumnsCount > 0); - float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + - table->OuterPaddingX - table->CellSpacingX1; + float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; ImRect host_clip_rect = table->InnerClipRect; - // host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; - table->VisibleMaskByIndex = 0x00; + //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; + table->VisibleMaskByIndex = 0x00; table->RequestOutputMaskByIndex = 0x00; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { - const int column_n = table->DisplayOrderToIndex[order_n]; + const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = - (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu - : ImGuiNavLayer_Main); + column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); if (offset_x_frozen && table->FreezeColumnsCount == visible_n) { @@ -1115,13 +968,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // Hidden column: clear a few fields and we are done with it for the remainder of the function. // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. column->MinX = column->MaxX = column->WorkMinX = column->ClipRect.Min.x = column->ClipRect.Max.x = offset_x; - column->WidthGiven = 0.0f; + column->WidthGiven = 0.0f; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.y = FLT_MAX; column->ClipRect.ClipWithFull(host_clip_rect); column->IsVisibleX = column->IsVisibleY = column->IsRequestOutput = false; - column->IsSkipItems = true; - column->ItemWidth = 1.0f; + column->IsSkipItems = true; + column->ItemWidth = 1.0f; continue; } @@ -1133,49 +986,39 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->MinX = offset_x; // Lock width based on start position and minimum/maximum width for this position - float max_width = TableGetMaxColumnWidth(table, column_n); + float max_width = TableGetMaxColumnWidth(table, column_n); column->WidthGiven = ImMin(column->WidthGiven, max_width); column->WidthGiven = ImMax(column->WidthGiven, ImMin(column->WidthRequest, table->MinColumnWidth)); - column->MaxX = - offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; + column->MaxX = offset_x + column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; // Lock other positions - // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match - // left bounds to be consistent regardless of merging. - // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when - // resizing down, tho slightly detrimental to visibility in very-small column. - // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and - // display sorting arrow. - // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means - // ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. - column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; - column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max - column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); + // - ClipRect.Min.x: Because merging draw commands doesn't compare min boundaries, we make ClipRect.Min.x match left bounds to be consistent regardless of merging. + // - ClipRect.Max.x: using WorkMaxX instead of MaxX (aka including padding) makes things more consistent when resizing down, tho slightly detrimental to visibility in very-small column. + // - ClipRect.Max.x: using MaxX makes it easier for header to receive hover highlight with no discontinuity and display sorting arrow. + // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. + column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; + column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max + column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); column->ClipRect.Min.x = column->MinX; column->ClipRect.Min.y = work_rect.Min.y; - column->ClipRect.Max.x = column->MaxX; // column->WorkMaxX; + column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; column->ClipRect.Max.y = FLT_MAX; column->ClipRect.ClipWithFull(host_clip_rect); // Mark column as Clipped (not in sight) - // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so - // IsVisibleY really only applies to non-scrolling tables. - // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark - // columns _Above_ the scroll line as not IsVisibleY. Taking advantage of LastOuterHeight would yield good - // results there... - // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width - // which is fed to outer_window->DC.CursorMaxPos.x, and this may be used (e.g. typically by outer_window using - // AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). Possible solution to - // preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y - // clipping and window is resized small. - column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); - column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); - const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; + // Note that scrolling tables (where inner_window != outer_window) handle Y clipped earlier in BeginTable() so IsVisibleY really only applies to non-scrolling tables. + // FIXME-TABLE: Because InnerClipRect.Max.y is conservatively ==outer_window->ClipRect.Max.y, we never can mark columns _Above_ the scroll line as not IsVisibleY. + // Taking advantage of LastOuterHeight would yield good results there... + // FIXME-TABLE: Y clipping is disabled because it effectively means not submitting will reduce contents width which is fed to outer_window->DC.CursorMaxPos.x, + // and this may be used (e.g. typically by outer_window using AlwaysAutoResize or outer_window's horizontal scrollbar, but could be something else). + // Possible solution to preserve last known content width for clipped column. Test 'table_reported_size' fails when enabling Y clipping and window is resized small. + column->IsVisibleX = (column->ClipRect.Max.x > column->ClipRect.Min.x); + column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); + const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; if (is_visible) table->VisibleMaskByIndex |= ((ImU64)1 << column_n); - // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all - // times and therefore always request output. + // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; if (column->IsRequestOutput) table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); @@ -1198,11 +1041,10 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // FIXME-TABLE: This align based on the whole column width, not per-cell, and therefore isn't useful in // many cases (to be able to honor this we might be able to store a log of cells width, per row, for // visible rows, but nav/programmatic scroll would have visible artifacts.) - // if (column->Flags & ImGuiTableColumnFlags_AlignRight) + //if (column->Flags & ImGuiTableColumnFlags_AlignRight) // column->WorkMinX = ImMax(column->WorkMinX, column->MaxX - column->ContentWidthRowsUnfrozen); - // else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) - // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - - // column->ContentWidthRowsUnfrozen), 0.5f); + //else if (column->Flags & ImGuiTableColumnFlags_AlignCenter) + // column->WorkMinX = ImLerp(column->WorkMinX, ImMax(column->StartX, column->MaxX - column->ContentWidthRowsUnfrozen), 0.5f); // Reset content width variables column->ContentMaxXFrozen = column->ContentMaxXUnfrozen = column->WorkMinX; @@ -1216,17 +1058,15 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } if (visible_n < table->FreezeColumnsCount) - host_clip_rect.Min.x = - ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); + host_clip_rect.Min.x = ImClamp(column->MaxX + TABLE_BORDER_SIZE, host_clip_rect.Min.x, host_clip_rect.Max.x); offset_x += column->WidthGiven + table->CellSpacingX1 + table->CellSpacingX2 + table->CellPaddingX * 2.0f; visible_n++; } - // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus - // can react on it) Clear Resizable flag if none of our column are actually resizable (either via an explicit - // _NoResize flag, either because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the - // context menu. + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either + // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); if (is_hovering_table && table->HoveredColumnBody == -1) { @@ -1244,11 +1084,11 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (table->Flags & ImGuiTableFlags_NoHostExtendX) { table->OuterRect.Max.x = table->WorkRect.Max.x = unused_x1; - table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); + table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); } table->InnerWindow->ParentWorkRect = table->WorkRect; - table->BorderX1 = table->InnerClipRect.Min.x; // +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); - table->BorderX2 = table->InnerClipRect.Max.x; // +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); + table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); + table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); // [Part 9] Allocate draw channels and setup background cliprect TableSetupDrawChannels(table); @@ -1257,15 +1097,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (table->Flags & ImGuiTableFlags_Resizable) TableUpdateBorders(table); table->LastFirstRowHeight = 0.0f; - table->IsLayoutLocked = true; - table->IsUsingHeaders = false; + table->IsLayoutLocked = true; + table->IsUsingHeaders = false; // [Part 11] Context menu if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) { const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); - if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | - ImGuiWindowFlags_NoSavedSettings)) + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) { TableDrawContextMenu(table); EndPopup(); @@ -1300,19 +1139,19 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) // At this point OuterRect height may be zero or under actual final height, so we rely on temporal coherency and // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not - // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame - // height). Actual columns highlight/render will be performed in EndTable() and not be affected. + // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). + // Actual columns highlight/render will be performed in EndTable() and not be affected. const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; - const float hit_y1 = table->OuterRect.Min.y; - const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); - const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; + const float hit_y1 = table->OuterRect.Min.y; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); + const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; - const int column_n = table->DisplayOrderToIndex[order_n]; + const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; if (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) continue; @@ -1327,13 +1166,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); - // GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); + //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); KeepAliveID(column_id); bool hovered = false, held = false; - bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, - ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | - ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); if (pressed && IsMouseDoubleClicked(0)) { TableSetColumnWidthAutoSingle(table, column_n); @@ -1343,9 +1180,8 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) if (held) { if (table->LastResizedColumn == -1) - table->ResizeLockMinContentsX2 = - table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; - table->ResizedColumn = (ImGuiTableColumnIdx)column_n; + table->ResizeLockMinContentsX2 = table->RightMostEnabledColumn != -1 ? table->Columns[table->RightMostEnabledColumn].MaxX : -FLT_MAX; + table->ResizedColumn = (ImGuiTableColumnIdx)column_n; table->InstanceInteracted = table->InstanceCurrent; } if ((hovered && g.HoveredIdTimer > TABLE_RESIZE_SEPARATOR_FEEDBACK_TIMER) || held) @@ -1356,24 +1192,24 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) } } -void ImGui::EndTable() +void ImGui::EndTable() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Only call EndTable() if BeginTable() returns true!"); // This assert would be very useful to catch a common error... unfortunately it would probably trigger in some // cases, and for consistency user may sometimes output empty tables (and still benefit from e.g. outer border) - // IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); + //IM_ASSERT(table->IsLayoutLocked && "Table unused: never called TableNextRow(), is that the intent?"); // If the user never got to call TableNextRow() or TableNextColumn(), we call layout ourselves to ensure all our // code paths are consistent (instead of just hoping that TableBegin/TableEnd will work), get borders drawn, etc. if (!table->IsLayoutLocked) TableUpdateLayout(table); - const ImGuiTableFlags flags = table->Flags; - ImGuiWindow* inner_window = table->InnerWindow; - ImGuiWindow* outer_window = table->OuterWindow; + const ImGuiTableFlags flags = table->Flags; + ImGuiWindow* inner_window = table->InnerWindow; + ImGuiWindow* outer_window = table->OuterWindow; ImGuiTableTempData* temp_data = table->TempData; IM_ASSERT(inner_window == g.CurrentWindow); IM_ASSERT(outer_window == inner_window || outer_window == inner_window->ParentWindow); @@ -1387,31 +1223,27 @@ void ImGui::EndTable() TableOpenContextMenu((int)table->HoveredColumnBody); // Finalize table height - inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; - inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; - inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; const float inner_content_max_y = table->RowPosY2; IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); if (inner_window != outer_window) inner_window->DC.CursorMaxPos.y = inner_content_max_y; else if (!(flags & ImGuiTableFlags_NoHostExtendY)) - table->OuterRect.Max.y = table->InnerRect.Max.y = - ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height - table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height + table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); table->LastOuterHeight = table->OuterRect.GetHeight(); // Setup inner scrolling range - // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to - // inner_window->DC.CursorMaxPos.y, but since the later is likely to be impossible to do we'd rather update both - // axises together. + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // but since the later is likely to be impossible to do we'd rather update both axises together. if (table->Flags & ImGuiTableFlags_ScrollX) { - const float outer_padding_for_border = - (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; + const float outer_padding_for_border = (table->Flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; float max_pos_x = table->InnerWindow->DC.CursorMaxPos.x; if (table->RightMostEnabledColumn != -1) - max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + - table->OuterPaddingX - outer_padding_for_border); + max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); if (table->ResizedColumn != -1) max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; @@ -1426,7 +1258,7 @@ void ImGui::EndTable() if ((flags & ImGuiTableFlags_Borders) != 0) TableDrawBorders(table); -# if 0 +#if 0 // Strip out dummy channel draw calls // We have no way to prevent user submitting direct ImDrawList calls into a hidden column (but ImGui:: calls will be clipped out) // Pros: remove draw calls which will have no effect. since they'll have zero-size cliprect they may be early out anyway. @@ -1437,7 +1269,7 @@ void ImGui::EndTable() dummy_channel->_CmdBuffer.resize(0); dummy_channel->_IdxBuffer.resize(0); } -# endif +#endif // Flatten channels and merge draw calls ImDrawListSplitter* splitter = table->DrawSplitter; @@ -1446,10 +1278,8 @@ void ImGui::EndTable() TableMergeDrawChannels(table); splitter->Merge(inner_window->DrawList); - // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next - // BeginTable() - const float width_spacings = (table->OuterPaddingX * 2.0f) + - (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) @@ -1466,12 +1296,11 @@ void ImGui::EndTable() { inner_window->Scroll.x = 0.0f; } - else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && - table->InstanceInteracted == table->InstanceCurrent) + else if (table->LastResizedColumn != -1 && table->ResizedColumn == -1 && inner_window->ScrollbarX && table->InstanceInteracted == table->InstanceCurrent) { // When releasing a column being resized, scroll to keep the resulting column in sight const float neighbor_width_to_keep_visible = table->MinColumnWidth + table->CellPaddingX * 2.0f; - ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; + ImGuiTableColumn* column = &table->Columns[table->LastResizedColumn]; if (column->MaxX < table->InnerClipRect.Min.x) SetScrollFromPosX(inner_window, column->MaxX - inner_window->Pos.x - neighbor_width_to_keep_visible, 1.0f); else if (column->MaxX > table->InnerClipRect.Max.x) @@ -1482,32 +1311,29 @@ void ImGui::EndTable() if (table->ResizedColumn != -1 && table->InstanceCurrent == table->InstanceInteracted) { ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; - const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); - const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); + const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); table->ResizedColumnNextWidth = new_width; } // Pop from id stack - IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, - "Mismatching PushID/PopID!"); - IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, - "Too many PopItemWidth!"); + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); PopID(); // Restore window data that we modified - const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; - inner_window->WorkRect = temp_data->HostBackupWorkRect; - inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; - inner_window->SkipItems = table->HostSkipItems; - outer_window->DC.CursorPos = table->OuterRect.Min; - outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + const ImVec2 backup_outer_max_pos = outer_window->DC.CursorMaxPos; + inner_window->WorkRect = temp_data->HostBackupWorkRect; + inner_window->ParentWorkRect = temp_data->HostBackupParentWorkRect; + inner_window->SkipItems = table->HostSkipItems; + outer_window->DC.CursorPos = table->OuterRect.Min; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; - outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; + outer_window->DC.ColumnsOffset = temp_data->HostBackupColumnsOffset; // Layout in outer window - // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by - // overriding CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same - // problem e.g. #3414) + // (FIXME: To allow auto-fit and allow desirable effect of SameLine() we dissociate 'used' vs 'ideal' size by overriding + // CursorPosPrevLine and CursorMaxPos manually. That should be a more general layout feature, see same problem e.g. #3414) if (inner_window != outer_window) { EndChild(); @@ -1524,17 +1350,13 @@ void ImGui::EndTable() // FIXME-TABLE: Could we remove this section? // ColumnsAutoFitWidth may be one frame ahead here since for Fixed+NoResize is calculated from latest contents IM_ASSERT((table->Flags & ImGuiTableFlags_ScrollX) == 0); - outer_window->DC.CursorMaxPos.x = - ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth); } else if (temp_data->UserOuterSize.x <= 0.0f) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; - outer_window->DC.IdealMaxPos.x = - ImMax(outer_window->DC.IdealMaxPos.x, - table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); - outer_window->DC.CursorMaxPos.x = ImMax( - backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); + outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } else { @@ -1543,15 +1365,12 @@ void ImGui::EndTable() if (temp_data->UserOuterSize.y <= 0.0f) { const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollY) ? inner_window->ScrollbarSizes.y : 0.0f; - outer_window->DC.IdealMaxPos.y = - ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); - outer_window->DC.CursorMaxPos.y = - ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); + outer_window->DC.IdealMaxPos.y = ImMax(outer_window->DC.IdealMaxPos.y, inner_content_max_y + decoration_size - temp_data->UserOuterSize.y); + outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, ImMin(table->OuterRect.Max.y, inner_content_max_y)); } else { - // OuterRect.Max.y may already have been pushed downward from the initial value (unless - // ImGuiTableFlags_NoHostExtendY is set) + // OuterRect.Max.y may already have been pushed downward from the initial value (unless ImGuiTableFlags_NoHostExtendY is set) outer_window->DC.CursorMaxPos.y = ImMax(backup_outer_max_pos.y, table->OuterRect.Max.y); } @@ -1562,13 +1381,12 @@ void ImGui::EndTable() // Clear or restore current table, if any IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); - IM_ASSERT(g.CurrentTableStackIdx >= 0); - g.CurrentTableStackIdx--; - temp_data = g.CurrentTableStackIdx >= 0 ? &g.TablesTempDataStack[g.CurrentTableStackIdx] : NULL; + IM_ASSERT(g.TablesTempDataStacked > 0); + temp_data = (--g.TablesTempDataStacked > 0) ? &g.TablesTempData[g.TablesTempDataStacked - 1] : NULL; g.CurrentTable = temp_data ? g.Tables.GetByIndex(temp_data->TableIndex) : NULL; if (g.CurrentTable) { - g.CurrentTable->TempData = temp_data; + g.CurrentTable->TempData = temp_data; g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; } outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; @@ -1576,44 +1394,36 @@ void ImGui::EndTable() // See "COLUMN SIZING POLICIES" comments at the top of this file // If (init_width_or_weight <= 0.0f) it is ignored -void ImGui::TableSetupColumn(const char* label, - ImGuiTableColumnFlags flags, - float init_width_or_weight, - ImGuiID user_id) +void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); IM_ASSERT(table->IsLayoutLocked == false && "Need to call call TableSetupColumn() before first row!"); - IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && - "Illegal to pass StatusMask values to TableSetupColumn()"); + IM_ASSERT((flags & ImGuiTableColumnFlags_StatusMask_) == 0 && "Illegal to pass StatusMask values to TableSetupColumn()"); if (table->DeclColumnsCount >= table->ColumnsCount) { - IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, - "Called TableSetupColumn() too many times!"); + IM_ASSERT_USER_ERROR(table->DeclColumnsCount < table->ColumnsCount, "Called TableSetupColumn() too many times!"); return; } ImGuiTableColumn* column = &table->Columns[table->DeclColumnsCount]; table->DeclColumnsCount++; - // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight - // and vice-versa. Give a grace to users of ImGuiTableFlags_ScrollX. - if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && - (flags & ImGuiTableFlags_ScrollX) == 0) - IM_ASSERT(init_width_or_weight <= 0.0f && - "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); + // Assert when passing a width or weight if policy is entirely left to default, to avoid storing width into weight and vice-versa. + // Give a grace to users of ImGuiTableFlags_ScrollX. + if (table->IsDefaultSizingPolicy && (flags & ImGuiTableColumnFlags_WidthMask_) == 0 && (flags & ImGuiTableFlags_ScrollX) == 0) + IM_ASSERT(init_width_or_weight <= 0.0f && "Can only specify width/weight if sizing policy is set explicitly in either Table or Column."); // When passing a width automatically enforce WidthFixed policy // (whereas TableSetupColumnFlags would default to WidthAuto if table is not Resizable) if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) - if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || - (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) + if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableColumnFlags_WidthFixed; TableSetupColumnFlags(table, column, flags); column->UserID = user_id; - flags = column->Flags; + flags = column->Flags; // Initialize defaults column->InitStretchWeightOrWidth = init_width_or_weight; @@ -1637,11 +1447,8 @@ void ImGui::TableSetupColumn(const char* label, column->IsUserEnabled = column->IsUserEnabledNextFrame = false; if (flags & ImGuiTableColumnFlags_DefaultSort && (table->SettingsLoadedFlags & ImGuiTableFlags_Sortable) == 0) { - column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values - // when building the sort specs. - column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) - ? (ImS8)ImGuiSortDirection_Descending - : (ImU8)(ImGuiSortDirection_Ascending); + column->SortOrder = 0; // Multiple columns using _DefaultSort will be reassigned unique SortOrder values when building the sort specs. + column->SortDirection = (column->Flags & ImGuiTableColumnFlags_PreferSortDescending) ? (ImS8)ImGuiSortDirection_Descending : (ImU8)(ImGuiSortDirection_Ascending); } } @@ -1657,30 +1464,27 @@ void ImGui::TableSetupColumn(const char* label, // [Public] void ImGui::TableSetupScrollFreeze(int columns, int rows) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableSetupColumn() after BeginTable()!"); IM_ASSERT(table->IsLayoutLocked == false && "Need to call TableSetupColumn() before first row!"); IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); - IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit + IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit - table->FreezeColumnsRequest = - (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; + table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)ImMin(columns, table->ColumnsCount) : 0; table->FreezeColumnsCount = (table->InnerWindow->Scroll.x != 0.0f) ? table->FreezeColumnsRequest : 0; - table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; - table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; - table->IsUnfrozenRows = - (table->FreezeRowsCount == - 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b + table->FreezeRowsRequest = (table->Flags & ImGuiTableFlags_ScrollY) ? (ImGuiTableColumnIdx)rows : 0; + table->FreezeRowsCount = (table->InnerWindow->Scroll.y != 0.0f) ? table->FreezeRowsRequest : 0; + table->IsUnfrozenRows = (table->FreezeRowsCount == 0); // Make sure this is set before TableUpdateLayout() so ImGuiListClipper can benefit from it.b // Ensure frozen columns are ordered in their section. We still allow multiple frozen columns to be reordered. + // FIXME-TABLE: This work for preserving 2143 into 21|43. How about 4321 turning into 21|43? (preserve relative order in each section) for (int column_n = 0; column_n < table->FreezeColumnsRequest; column_n++) { int order_n = table->DisplayOrderToIndex[column_n]; if (order_n != column_n && order_n >= table->FreezeColumnsRequest) { - ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, - table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); + ImSwap(table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder, table->Columns[table->DisplayOrderToIndex[column_n]].DisplayOrder); ImSwap(table->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); } } @@ -1702,14 +1506,14 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) int ImGui::TableGetColumnCount() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; return table ? table->ColumnsCount : 0; } const char* ImGui::TableGetColumnName(int column_n) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return NULL; @@ -1721,40 +1525,38 @@ const char* ImGui::TableGetColumnName(int column_n) const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) { if (table->IsLayoutLocked == false && column_n >= table->DeclColumnsCount) - return ""; // NameOffset is invalid at this point + return ""; // NameOffset is invalid at this point const ImGuiTableColumn* column = &table->Columns[column_n]; if (column->NameOffset == -1) return ""; return &table->ColumnsNames.Buf[column->NameOffset]; } -// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of -// view) Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click -// in columns body with ImGuiTableFlags_ContextMenuInBody) +// Change user accessible enabled/disabled state of a column (often perceived as "showing/hiding" from users point of view) +// Note that end-user can use the context menu to change this themselves (right-click in headers, or right-click in columns body with ImGuiTableFlags_ContextMenuInBody) // - Require table to have the ImGuiTableFlags_Hideable flag because we are manipulating user accessible state. // - Request will be applied during next layout, which happens on the first call to TableNextRow() after BeginTable(). // - For the getter you can test (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) != 0. -// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the -// column from context menu. +// - Alternative: the ImGuiTableColumnFlags_Disabled is an overriding/master disable flag which will also hide the column from context menu. void ImGui::TableSetColumnEnabled(int column_n, bool enabled) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL); if (!table) return; - IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above + IM_ASSERT(table->Flags & ImGuiTableFlags_Hideable); // See comments above if (column_n < 0) column_n = table->CurrentColumn; IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); - ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; column->IsUserEnabledNextFrame = enabled; } // We allow querying for an extra column in order to poll the IsHovered state of the right-most section ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return ImGuiTableColumnFlags_None; @@ -1766,21 +1568,22 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) } // Return the cell rectangle based on currently known height. -// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many -// situations. -// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. -// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and -// right +// - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. +// - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right // columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; - float x1 = column->MinX; - float x2 = column->MaxX; - if (column->PrevEnabledColumn == -1) - x1 -= table->CellSpacingX1; - if (column->NextEnabledColumn == -1) - x2 += table->CellSpacingX2; + float x1 = column->MinX; + float x2 = column->MaxX; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); } @@ -1792,11 +1595,10 @@ ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int return id; } -// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is -// hovered. +// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. int ImGui::TableGetHoveredColumn() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return -1; @@ -1805,20 +1607,19 @@ int ImGui::TableGetHoveredColumn() void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(target != ImGuiTableBgTarget_None); if (color == IM_COL32_DISABLE) color = 0; - // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in - // time. + // We cannot draw neither the cell or row background immediately as we don't know the row height at this point in time. switch (target) { case ImGuiTableBgTarget_CellBg: { - if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard return; if (column_n == -1) column_n = table->CurrentColumn; @@ -1827,17 +1628,17 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) table->RowCellDataCurrent++; ImGuiTableCellData* cell_data = &table->RowCellData[table->RowCellDataCurrent]; - cell_data->BgColor = color; - cell_data->Column = (ImGuiTableColumnIdx)column_n; + cell_data->BgColor = color; + cell_data->Column = (ImGuiTableColumnIdx)column_n; break; } case ImGuiTableBgTarget_RowBg0: case ImGuiTableBgTarget_RowBg1: { - if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard + if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard return; IM_ASSERT(column_n == -1); - int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; table->RowBgColor[bg_idx] = color; break; } @@ -1858,7 +1659,7 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n // [Public] Note: for row coloring we use ->RowBgColorCounter which is the same value without counting header rows int ImGui::TableGetRowIndex() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return 0; @@ -1868,7 +1669,7 @@ int ImGui::TableGetRowIndex() // [Public] Starts into the first cell of a new row void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table->IsLayoutLocked) @@ -1877,7 +1678,7 @@ void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) TableEndRow(table); table->LastRowFlags = table->RowFlags; - table->RowFlags = row_flags; + table->RowFlags = row_flags; table->RowMinHeight = row_min_height; TableBeginRow(table); @@ -1900,8 +1701,8 @@ void ImGui::TableBeginRow(ImGuiTable* table) table->CurrentRow++; table->CurrentColumn = -1; table->RowBgColor[0] = table->RowBgColor[1] = IM_COL32_DISABLE; - table->RowCellDataCurrent = -1; - table->IsInsideRow = true; + table->RowCellDataCurrent = -1; + table->IsInsideRow = true; // Begin frozen rows float next_y1 = table->RowPosY2; @@ -1909,13 +1710,12 @@ void ImGui::TableBeginRow(ImGuiTable* table) next_y1 = window->DC.CursorPos.y = table->OuterRect.Min.y; table->RowPosY1 = table->RowPosY2 = next_y1; - table->RowTextBaseline = 0.0f; - table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + table->RowTextBaseline = 0.0f; + table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent window->DC.PrevLineTextBaseOffset = 0.0f; - window->DC.CursorMaxPos.y = next_y1; + window->DC.CursorMaxPos.y = next_y1; - // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth - // dragging. + // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. if (table->RowFlags & ImGuiTableRowFlags_Headers) { TableSetBgColor(ImGuiTableBgTarget_RowBg0, GetColorU32(ImGuiCol_TableHeaderBg)); @@ -1927,7 +1727,7 @@ void ImGui::TableBeginRow(ImGuiTable* table) // [Internal] Called by TableNextRow() void ImGui::TableEndRow(ImGuiTable* table) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(window == table->InnerWindow); IM_ASSERT(table->IsInsideRow); @@ -1944,9 +1744,9 @@ void ImGui::TableEndRow(ImGuiTable* table) window->DC.CursorPos.y = table->RowPosY2; // Row background fill - const float bg_y1 = table->RowPosY1; - const float bg_y2 = table->RowPosY2; - const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); + const float bg_y1 = table->RowPosY1; + const float bg_y2 = table->RowPosY2; + const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); if (table->CurrentRow == 0) table->LastFirstRowHeight = bg_y2 - bg_y1; @@ -1965,14 +1765,13 @@ void ImGui::TableEndRow(ImGuiTable* table) bg_col1 = table->RowBgColor[1]; // Decide of top border color - ImU32 border_col = 0; + ImU32 border_col = 0; const float border_size = TABLE_BORDER_SIZE; if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) if (table->Flags & ImGuiTableFlags_BordersInnerH) - border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong - : table->BorderColorLight; + border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; - const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; + const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; const bool draw_strong_bottom_border = unfreeze_rows_actual; if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) { @@ -2001,11 +1800,12 @@ void ImGui::TableEndRow(ImGuiTable* table) ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; - ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); + ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); cell_bg_rect.ClipWith(table->BgClipRect); - cell_bg_rect.Min.x = ImMax( - cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); } @@ -2013,13 +1813,11 @@ void ImGui::TableEndRow(ImGuiTable* table) // Draw top border if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) - window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, - border_size); + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); // Draw bottom border at the row unfreezing mark (always strong) if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) - window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), - table->BorderColorStrong, border_size); + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y2), ImVec2(table->BorderX2, bg_y2), table->BorderColorStrong, border_size); } // End frozen rows (when we are past the last frozen row line, teleport cursor and alter clipping rectangle) @@ -2029,8 +1827,7 @@ void ImGui::TableEndRow(ImGuiTable* table) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = - (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); } if (unfreeze_rows_actual) { @@ -2038,20 +1835,20 @@ void ImGui::TableEndRow(ImGuiTable* table) table->IsUnfrozenRows = true; // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect - float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); + float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; - table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; + table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; IM_ASSERT(table->Bg2ClipRectForDrawCmd.Min.y <= table->Bg2ClipRectForDrawCmd.Max.y); float row_height = table->RowPosY2 - table->RowPosY1; table->RowPosY2 = window->DC.CursorPos.y = table->WorkRect.Min.y + table->RowPosY2 - table->OuterRect.Min.y; - table->RowPosY1 = table->RowPosY2 - row_height; + table->RowPosY1 = table->RowPosY2 - row_height; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { - ImGuiTableColumn* column = &table->Columns[column_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; column->DrawChannelCurrent = column->DrawChannelUnfrozen; - column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; + column->ClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y; } // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y @@ -2076,7 +1873,7 @@ void ImGui::TableEndRow(ImGuiTable* table) int ImGui::TableGetColumnIndex() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return 0; @@ -2086,7 +1883,7 @@ int ImGui::TableGetColumnIndex() // [Public] Append into a specific column bool ImGui::TableSetColumnIndex(int column_n) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; @@ -2107,7 +1904,7 @@ bool ImGui::TableSetColumnIndex(int column_n) // [Public] Append into the next column, wrap and create a new row when already on last column bool ImGui::TableNextColumn() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!table) return false; @@ -2130,32 +1927,32 @@ bool ImGui::TableNextColumn() return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; } + // [Internal] Called by TableSetColumnIndex()/TableNextColumn() // This is called very frequently, so we need to be mindful of unnecessary overhead. // FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. void ImGui::TableBeginCell(ImGuiTable* table, int column_n) { ImGuiTableColumn* column = &table->Columns[column_n]; - ImGuiWindow* window = table->InnerWindow; - table->CurrentColumn = column_n; + ImGuiWindow* window = table->InnerWindow; + table->CurrentColumn = column_n; // Start position is roughly ~~ CellRect.Min + CellPadding + Indent float start_x = column->WorkMinX; if (column->Flags & ImGuiTableColumnFlags_IndentEnable) - start_x += - table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. + start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. - window->DC.CursorPos.x = start_x; - window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; - window->DC.CursorMaxPos.x = window->DC.CursorPos.x; - window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPos.x = start_x; + window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; + window->DC.CursorMaxPos.x = window->DC.CursorPos.x; + window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; - window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; window->WorkRect.Min.y = window->DC.CursorPos.y; window->WorkRect.Min.x = column->WorkMinX; window->WorkRect.Max.x = column->WorkMaxX; - window->DC.ItemWidth = column->ItemWidth; + window->DC.ItemWidth = column->ItemWidth; // To allow ImGuiListClipper to function we propagate our row height if (!column->IsEnabled) @@ -2164,17 +1961,16 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) window->SkipItems = column->IsSkipItems; if (column->IsSkipItems) { - ImGuiContext& g = *GImGui; - g.LastItemData.ID = 0; + ImGuiContext& g = *GImGui; + g.LastItemData.ID = 0; g.LastItemData.StatusFlags = 0; } if (table->Flags & ImGuiTableFlags_NoClip) { - // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't - // changed. + // FIXME: if we end up drawing all borders/bg in EndTable, could remove this and just assert that channel hasn't changed. table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); - // IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); + //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); } else { @@ -2196,17 +1992,16 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) void ImGui::TableEndCell(ImGuiTable* table) { ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; - ImGuiWindow* window = table->InnerWindow; + ImGuiWindow* window = table->InnerWindow; // Report maximum position so we can infer content size per column. float* p_max_pos_x; if (table->RowFlags & ImGuiTableRowFlags_Headers) - p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not - // a TableHeader() call + p_max_pos_x = &column->ContentMaxXHeadersUsed; // Useful in case user submit contents in header row that is not a TableHeader() call else p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; - *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); - table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); + *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); column->ItemWidth = window->DC.ItemWidth; // Propagate text baseline for the entire row @@ -2229,18 +2024,15 @@ void ImGui::TableEndCell(ImGuiTable* table) float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; - float max_width = FLT_MAX; - const float min_column_distance = - table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; + float max_width = FLT_MAX; + const float min_column_distance = table->MinColumnWidth + table->CellPaddingX * 2.0f + table->CellSpacingX1 + table->CellSpacingX2; if (table->Flags & ImGuiTableFlags_ScrollX) { // Frozen columns can't reach beyond visible width else scrolling will naturally break. // (we use DisplayOrder as within a set of multiple frozen column reordering is possible) if (column->DisplayOrder < table->FreezeColumnsRequest) { - max_width = (table->InnerClipRect.Max.x - - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - - column->MinX; + max_width = (table->InnerClipRect.Max.x - (table->FreezeColumnsRequest - column->DisplayOrder) * min_column_distance) - column->MinX; max_width = max_width - table->OuterPaddingX - table->CellPaddingX - table->CellSpacingX2; } } @@ -2249,12 +2041,10 @@ float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) // If horizontal scrolling if disabled, we apply a final lossless shrinking of columns in order to make // sure they are all visible. Because of this we also know that all of the columns will always fit in // table->WorkRect and therefore in table->InnerRect (because ScrollX is off) - // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect - // width to match. See "table_width_distrib" and "table_width_keep_visible" tests - max_width = table->WorkRect.Max.x - - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - - column->MinX; - // max_width -= table->CellSpacingX1; + // FIXME-TABLE: This is solved incorrectly but also quite a difficult problem to fix as we also want ClipRect width to match. + // See "table_width_distrib" and "table_width_keep_visible" tests + max_width = table->WorkRect.Max.x - (table->ColumnsEnabledCount - column->IndexWithinEnabledSet - 1) * min_column_distance - column->MinX; + //max_width -= table->CellSpacingX1; max_width -= table->CellSpacingX2; max_width -= table->CellPaddingX * 2.0f; max_width -= table->OuterPaddingX; @@ -2267,7 +2057,7 @@ float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column { const float content_width_body = ImMax(column->ContentMaxXFrozen, column->ContentMaxXUnfrozen) - column->WorkMinX; const float content_width_headers = column->ContentMaxXHeadersIdeal - column->WorkMinX; - float width_auto = content_width_body; + float width_auto = content_width_body; if (!(column->Flags & ImGuiTableColumnFlags_NoHeaderWidth)) width_auto = ImMax(width_auto, content_width_headers); @@ -2282,26 +2072,24 @@ float ImGui::TableGetColumnWidthAuto(ImGuiTable* table, ImGuiTableColumn* column // 'width' = inner column width, without padding void ImGui::TableSetColumnWidth(int column_n, float width) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && table->IsLayoutLocked == false); IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); ImGuiTableColumn* column_0 = &table->Columns[column_n]; - float column_0_width = width; + float column_0_width = width; // Apply constraints early - // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum - // size, bounded) + // Compare both requested and actual given width to avoid overwriting requested width when column is stuck (minimum size, bounded) IM_ASSERT(table->MinColumnWidth > 0.0f); const float min_width = table->MinColumnWidth; const float max_width = ImMax(min_width, TableGetMaxColumnWidth(table, column_n)); - column_0_width = ImClamp(column_0_width, min_width, max_width); + column_0_width = ImClamp(column_0_width, min_width, max_width); if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) return; - // IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); - ImGuiTableColumn* column_1 = - (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; + //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. // - All fixed: easy. @@ -2313,12 +2101,9 @@ void ImGui::TableSetColumnWidth(int column_n, float width) // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. // Scenarios: - // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be - // offset. - // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent - // can be altered. - // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent - // can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. + // - F1 F2 F3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. Subsequent columns will be offset. + // - F1 F2 F3 resize from F3| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered. + // - F1 F2 W3 resize from F1| or F2| --> ok: alter ->WidthRequested of Fixed column. If active, ScrollX extent can be altered, but it doesn't make much sense as the Stretch column will always be minimal size. // - F1 F2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) // - W1 W2 W3 resize from W1| or W2| --> ok // - W1 W2 W3 resize from W3| --> ok: no-op (disabled by Resize Rule 1) @@ -2333,27 +2118,22 @@ void ImGui::TableSetColumnWidth(int column_n, float width) // All resizes from a Wx columns are locking other columns. // Possible improvements: - // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to - // fix. Would be most beneficial to simplify resize of all-weighted columns. - // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, - // which would be lossy or ambiguous. Seems hard to fix. + // - W1 W2 W3 resize W1| --> to not be stuck, both W2 and W3 would stretch down. Seems possible to fix. Would be most beneficial to simplify resize of all-weighted columns. + // - W3 F1 F2 resize W3| --> to not be stuck past F1|, both F1 and F2 would need to stretch down, which would be lossy or ambiguous. Seems hard to fix. - // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented - // in TableUpdateLayout(). + // [Resize Rule 1] Can't resize from right of right-most visible column if there is any Stretch column. Implemented in TableUpdateLayout(). - // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an - // offsetting resize. This is the preferred resize path + // If we have all Fixed columns OR resizing a Fixed column that doesn't come after a Stretch one, we can do an offsetting resize. + // This is the preferred resize path if (column_0->Flags & ImGuiTableColumnFlags_WidthFixed) - if (!column_1 || table->LeftMostStretchedColumn == -1 || - table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) + if (!column_1 || table->LeftMostStretchedColumn == -1 || table->Columns[table->LeftMostStretchedColumn].DisplayOrder >= column_0->DisplayOrder) { column_0->WidthRequest = column_0_width; table->IsSettingsDirty = true; return; } - // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most - // stretch column) + // We can also use previous column if there's no next one (this is used when doing an auto-fit on the right-most stretch column) if (column_1 == NULL) column_1 = (column_0->PrevEnabledColumn != -1) ? &table->Columns[column_0->PrevEnabledColumn] : NULL; if (column_1 == NULL) @@ -2362,7 +2142,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width) // Resizing from right-side of a Stretch column before a Fixed column forward sizing to left-side of fixed column. // (old_a + old_b == new_a + new_b) --> (new_a == old_a + old_b - new_b) float column_1_width = ImMax(column_1->WidthRequest - (column_0_width - column_0->WidthRequest), min_width); - column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; + column_0_width = column_0->WidthRequest + column_1->WidthRequest - column_1_width; IM_ASSERT(column_0_width > 0.0f && column_1_width > 0.0f); column_0->WidthRequest = column_0_width; column_1->WidthRequest = column_1_width; @@ -2380,7 +2160,7 @@ void ImGui::TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n) if (!column->IsEnabled) return; column->CannotSkipItemsQueue = (1 << 0); - table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; + table->AutoFitSingleColumn = (ImGuiTableColumnIdx)column_n; } void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) @@ -2388,11 +2168,10 @@ void ImGui::TableSetColumnWidthAutoAll(ImGuiTable* table) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; - if (!column->IsEnabled && - !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column + if (!column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_WidthStretch)) // Cannot reset weight of hidden stretch column continue; column->CannotSkipItemsQueue = (1 << 0); - column->AutoFitQueue = (1 << 1); + column->AutoFitQueue = (1 << 1); } } @@ -2402,7 +2181,7 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) // Measure existing quantity float visible_weight = 0.0f; - float visible_width = 0.0f; + float visible_width = 0.0f; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { ImGuiTableColumn* column = &table->Columns[column_n]; @@ -2436,13 +2215,12 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) //------------------------------------------------------------------------- // Bg2 is used by Selectable (and possibly other widgets) to render to the background. -// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, -// the Bg2 channel being widgets-facing will rely on regular ClipRect. +// Unlike our Bg0/1 channel which we uses for RowBg/CellBg/Borders and where we guarantee all shapes to be CPU-clipped, the Bg2 channel being widgets-facing will rely on regular ClipRect. void ImGui::TablePushBackgroundChannel() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiTable* table = g.CurrentTable; + ImGuiTable* table = g.CurrentTable; // Optimization: avoid SetCurrentChannel() + PushClipRect() table->HostBackupInnerClipRect = window->ClipRect; @@ -2452,9 +2230,9 @@ void ImGui::TablePushBackgroundChannel() void ImGui::TablePopBackgroundChannel() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiTable* table = g.CurrentTable; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiTable* table = g.CurrentTable; ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; // Optimization: avoid PopClipRect() + SetCurrentChannel() @@ -2481,18 +2259,14 @@ void ImGui::TablePopBackgroundChannel() void ImGui::TableSetupDrawChannels(ImGuiTable* table) { const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; - const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; - const int channels_for_bg = 1 + 1 * freeze_row_multiplier; - const int channels_for_dummy = - (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) - ? +1 - : 0; + const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; + const int channels_for_bg = 1 + 1 * freeze_row_multiplier; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); - table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); + table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); table->Bg2DrawChannelCurrent = TABLE_DRAW_CHANNEL_BG2_FROZEN; - table->Bg2DrawChannelUnfrozen = - (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); + table->Bg2DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)((table->FreezeRowsCount > 0) ? 2 + channels_for_row : TABLE_DRAW_CHANNEL_BG2_FROZEN); int draw_channel_current = 2; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) @@ -2501,9 +2275,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) if (column->IsVisibleX && column->IsVisibleY) { column->DrawChannelFrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current); - column->DrawChannelUnfrozen = - (ImGuiTableDrawChannelIdx)(draw_channel_current + - (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); + column->DrawChannelUnfrozen = (ImGuiTableDrawChannelIdx)(draw_channel_current + (table->FreezeRowsCount > 0 ? channels_for_row + 1 : 0)); if (!(table->Flags & ImGuiTableFlags_NoClip)) draw_channel_current++; } @@ -2514,19 +2286,18 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) column->DrawChannelCurrent = column->DrawChannelFrozen; } - // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by - // default. All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to - // fit scrolling rect. (This technically isn't part of setting up draw channels, but is reasonably related to be - // done here) - table->BgClipRect = table->InnerClipRect; + // Initial draw cmd starts with a BgClipRect that matches the one of its host, to facilitate merge draw commands by default. + // All our cell highlight are manually clipped with BgClipRect. When unfreezing it will be made smaller to fit scrolling rect. + // (This technically isn't part of setting up draw channels, but is reasonably related to be done here) + table->BgClipRect = table->InnerClipRect; table->Bg0ClipRectForDrawCmd = table->OuterWindow->ClipRect; table->Bg2ClipRectForDrawCmd = table->HostClipRect; IM_ASSERT(table->BgClipRect.Min.y <= table->BgClipRect.Max.y); } -// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by -// EndTable(). For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite -// ClipRect, actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). +// This function reorder draw channels based on matching clip rectangle, to facilitate merging them. Called by EndTable(). +// For simplicity we call it TableMergeDrawChannels() but in fact it only reorder channels + overwrite ClipRect, +// actual merging is done by table->DrawSplitter.Merge() which is called right after TableMergeDrawChannels(). // // Columns where the contents didn't stray off their local clip rectangle can be merged. To achieve // this we merge their clip rect and make them contiguous in the channel list, so they can be merged @@ -2555,17 +2326,17 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) // This function is particularly tricky to understand.. take a breath. void ImGui::TableMergeDrawChannels(ImGuiTable* table) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImDrawListSplitter* splitter = table->DrawSplitter; - const bool has_freeze_v = (table->FreezeRowsCount > 0); - const bool has_freeze_h = (table->FreezeColumnsCount > 0); + const bool has_freeze_v = (table->FreezeRowsCount > 0); + const bool has_freeze_h = (table->FreezeColumnsCount > 0); IM_ASSERT(splitter->_Current == 0); // Track which groups we are going to attempt to merge, and which channels goes into each group. struct MergeGroup { - ImRect ClipRect; - int ChannelsCount; + ImRect ClipRect; + int ChannelsCount; ImBitArray ChannelsMask; MergeGroup() { ChannelsCount = 0; } @@ -2587,31 +2358,27 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) // Don't attempt to merge if there are multiple draw calls within the column ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; - if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback != NULL) // Equivalent of PopUnusedDrawCmd() src_channel->_CmdBuffer.pop_back(); if (src_channel->_CmdBuffer.Size != 1) continue; // Find out the width of this merge group and check if it will fit in our column - // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to - // detect it) + // (note that we assume that rendering didn't stray on the left direction. we should need a CursorMinPos to detect it) if (!(column->Flags & ImGuiTableColumnFlags_NoClip)) { float content_max_x; if (!has_freeze_v) - content_max_x = - ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze + content_max_x = ImMax(column->ContentMaxXUnfrozen, column->ContentMaxXHeadersUsed); // No row freeze else if (merge_group_sub_n == 0) - content_max_x = ImMax(column->ContentMaxXFrozen, - column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze + content_max_x = ImMax(column->ContentMaxXFrozen, column->ContentMaxXHeadersUsed); // Row freeze: use width before freeze else - content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze + content_max_x = column->ContentMaxXUnfrozen; // Row freeze: use width after freeze if (content_max_x > column->ClipRect.Max.x) continue; } - const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + - (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); + const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); MergeGroup* merge_group = &merge_groups[merge_group_n]; if (merge_group->ChannelsCount == 0) @@ -2623,13 +2390,12 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) } // Invalidate current draw channel - // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of - // data) + // (we don't clear DrawChannelFrozen/DrawChannelUnfrozen solely to facilitate debugging/later inspection of data) column->DrawChannelCurrent = (ImGuiTableDrawChannelIdx)-1; } // [DEBUG] Display merge groups -# if 0 +#if 0 if (g.IO.KeyShift) for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) { @@ -2644,41 +2410,36 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) GetForegroundDrawList()->AddText(text_pos, IM_COL32(255, 255, 0, 255), buf, NULL); GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 255, 0, 255)); } -# endif +#endif // 2. Rewrite channel list in our preferred order if (merge_group_mask != 0) { - // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels - // allocation in TableSetupDrawChannels(). + // We skip channel 0 (Bg0/Bg1) and 1 (Bg2 frozen) from the shuffling since they won't move - see channels allocation in TableSetupDrawChannels(). const int LEADING_DRAW_CHANNELS = 2; - g.DrawChannelsTempMergeBuffer.resize( - splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized + g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; - ImBitArray remaining_mask; // We need 132-bit of storage + ImBitArray remaining_mask; // We need 132-bit of storage remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); - // ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; + //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; ImRect host_rect = table->HostClipRect; for (int merge_group_n = 0; merge_group_n < IM_ARRAYSIZE(merge_groups); merge_group_n++) { if (int merge_channels_count = merge_groups[merge_group_n].ChannelsCount) { MergeGroup* merge_group = &merge_groups[merge_group_n]; - ImRect merge_clip_rect = merge_group->ClipRect; + ImRect merge_clip_rect = merge_group->ClipRect; // Extend outer-most clip limits to match those of host, so draw calls can be merged even if // outer-most columns have some outer padding offsetting them from their parent ClipRect. // The principal cases this is dealing with are: - // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend - // and match host ClipRect -> will merge - // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from - // host ClipRect -> will extend and match host ClipRect -> will merge - // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column - // doesn't fit within host clip rect, solely because of the half-padding difference between - // window->WorkRect and window->InnerClipRect. + // - On a same-window table (not scrolling = single group), all fitting columns ClipRect -> will extend and match host ClipRect -> will merge + // - Columns can use padding and have left-most ClipRect.Min.x and right-most ClipRect.Max.x != from host ClipRect -> will extend and match host ClipRect -> will merge + // FIXME-TABLE FIXME-WORKRECT: We are wasting a merge opportunity on tables without scrolling if column doesn't fit + // within host clip rect, solely because of the half-padding difference between window->WorkRect and window->InnerClipRect. if ((merge_group_n & 1) == 0 || !has_freeze_h) merge_clip_rect.Min.x = ImMin(merge_clip_rect.Min.x, host_rect.Min.x); if ((merge_group_n & 2) == 0 || !has_freeze_v) @@ -2687,11 +2448,11 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); -# if 0 +#if 0 GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); -# endif +#endif remaining_count -= merge_group->ChannelsCount; for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; @@ -2704,15 +2465,13 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) merge_channels_count--; ImDrawChannel* channel = &splitter->_Channels[n]; - IM_ASSERT(channel->_CmdBuffer.Size == 1 && - merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); + IM_ASSERT(channel->_CmdBuffer.Size == 1 && merge_clip_rect.Contains(ImRect(channel->_CmdBuffer[0].ClipRect))); channel->_CmdBuffer[0].ClipRect = merge_clip_rect.ToVec4(); memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); } } - // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are - // fixed to 0 and 1) + // Make sure Bg2DrawChannelUnfrozen appears in the middle of our groups (whereas Bg0/Bg1 and Bg2 frozen are fixed to 0 and 1) if (merge_group_n == 1 && has_freeze_v) memcpy(dst_tmp++, &splitter->_Channels[table->Bg2DrawChannelUnfrozen], sizeof(ImDrawChannel)); } @@ -2727,8 +2486,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) remaining_count--; } IM_ASSERT(dst_tmp == g.DrawChannelsTempMergeBuffer.Data + g.DrawChannelsTempMergeBuffer.Size); - memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, - (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); + memcpy(splitter->_Channels.Data + LEADING_DRAW_CHANNELS, g.DrawChannelsTempMergeBuffer.Data, (splitter->_Count - LEADING_DRAW_CHANNELS) * sizeof(ImDrawChannel)); } } @@ -2744,14 +2502,10 @@ void ImGui::TableDrawBorders(ImGuiTable* table) inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); // Draw inner border and resizing feedback - const float border_size = TABLE_BORDER_SIZE; - const float draw_y1 = table->InnerRect.Min.y; + const float border_size = TABLE_BORDER_SIZE; + const float draw_y1 = table->InnerRect.Min.y; const float draw_y2_body = table->InnerRect.Max.y; - const float draw_y2_head = - table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, - (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + - table->LastFirstRowHeight) - : draw_y1; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; if (table->Flags & ImGuiTableFlags_BordersInnerV) { for (int order_n = 0; order_n < table->ColumnsCount; order_n++) @@ -2759,47 +2513,35 @@ void ImGui::TableDrawBorders(ImGuiTable* table) if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) continue; - const int column_n = table->DisplayOrderToIndex[order_n]; + const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; - const bool is_hovered = (table->HoveredColumnBorder == column_n); - const bool is_resized = - (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); - const bool is_resizable = - (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_resizable = (column->Flags & (ImGuiTableColumnFlags_NoResize | ImGuiTableColumnFlags_NoDirectResize_)) == 0; const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); if (column->MaxX > table->InnerClipRect.Max.x && !is_resized) continue; // Decide whether right-most column is visible if (column->NextEnabledColumn == -1 && !is_resizable) - if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || - (table->Flags & ImGuiTableFlags_NoHostExtendX)) + if ((table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame || (table->Flags & ImGuiTableFlags_NoHostExtendX)) continue; - if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is - // problematic if we want to increase the border size.. + if (column->MaxX <= column->ClipRect.Min.x) // FIXME-TABLE FIXME-STYLE: Assume BorderSize==1, this is problematic if we want to increase the border size.. continue; // Draw in outer window so right-most column won't be clipped - // Always draw full height border when being resized/hovered, or on the delimitation of frozen column - // scrolling. + // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. ImU32 col; float draw_y2; if (is_hovered || is_resized || is_frozen_separator) { draw_y2 = draw_y2_body; - col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) - : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) - : table->BorderColorStrong; + col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; } else { - draw_y2 = - (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) - ? draw_y2_head - : draw_y2_body; - col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) - ? table->BorderColorStrong - : table->BorderColorLight; + draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; + col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; } if (draw_y2 > draw_y1) @@ -2817,24 +2559,20 @@ void ImGui::TableDrawBorders(ImGuiTable* table) // of it in inner window, and the part that's over scrollbars in the outer window..) // Either solution currently won't allow us to use a larger border size: the border would clipped. const ImRect outer_border = table->OuterRect; - const ImU32 outer_col = table->BorderColorStrong; + const ImU32 outer_col = table->BorderColorStrong; if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) { inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterV) { - inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, - border_size); - inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, - border_size); + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Min.x, outer_border.Max.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Max.x, outer_border.Min.y), outer_border.Max, outer_col, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterH) { - inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, - border_size); - inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, - border_size); + inner_drawlist->AddLine(outer_border.Min, ImVec2(outer_border.Max.x, outer_border.Min.y), outer_col, border_size); + inner_drawlist->AddLine(ImVec2(outer_border.Min.x, outer_border.Max.y), outer_border.Max, outer_col, border_size); } } if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) @@ -2842,8 +2580,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) // Draw bottom-most row border const float border_y = table->RowPosY2; if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) - inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), - table->BorderColorLight, border_size); + inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); } inner_drawlist->PopClipRect(); @@ -2866,7 +2603,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL); @@ -2888,21 +2625,19 @@ static inline ImGuiSortDirection TableGetColumnAvailSortDirection(ImGuiTableColu return (column->SortDirectionsAvailList >> (n << 1)) & 0x03; } -// Fix sort direction if currently set on a value which is unavailable (e.g. activating -// NoSortAscending/NoSortDescending) +// Fix sort direction if currently set on a value which is unavailable (e.g. activating NoSortAscending/NoSortDescending) void ImGui::TableFixColumnSortDirection(ImGuiTable* table, ImGuiTableColumn* column) { if (column->SortOrder == -1 || (column->SortDirectionsAvailMask & (1 << column->SortDirection)) != 0) return; - column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); + column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); table->IsSortSpecsDirty = true; } // Calculate next sort direction that would be set after clicking the column // - If the PreferSortDescending flag is set, we will default to a Descending direction on the first click. // - Note that the PreferSortAscending flag is never checked, it is essentially the default and therefore a no-op. -IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && - ImGuiSortDirection_Descending == 2); +IM_STATIC_ASSERT(ImGuiSortDirection_None == 0 && ImGuiSortDirection_Ascending == 1 && ImGuiSortDirection_Descending == 2); ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* column) { IM_ASSERT(column->SortDirectionsAvailCount > 0); @@ -2915,12 +2650,11 @@ ImGuiSortDirection ImGui::TableGetColumnNextSortDirection(ImGuiTableColumn* colu return ImGuiSortDirection_None; } -// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may -// change/revert the value of SortDirection. We could technically also do it here but it would be unnecessary and -// duplicate code. +// Note that the NoSortAscending/NoSortDescending flags are processed in TableSortSpecsSanitize(), and they may change/revert +// the value of SortDirection. We could technically also do it here but it would be unnecessary and duplicate code. void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; if (!(table->Flags & ImGuiTableFlags_SortMulti)) @@ -2934,7 +2668,7 @@ void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_di sort_order_max = ImMax(sort_order_max, table->Columns[other_column_n].SortOrder); ImGuiTableColumn* column = &table->Columns[column_n]; - column->SortDirection = (ImU8)sort_direction; + column->SortDirection = (ImU8)sort_direction; if (column->SortDirection == ImGuiSortDirection_None) column->SortOrder = -1; else if (column->SortOrder == -1 || !append_to_sort_specs) @@ -2947,7 +2681,7 @@ void ImGui::TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_di other_column->SortOrder = -1; TableFixColumnSortDirection(table, other_column); } - table->IsSettingsDirty = true; + table->IsSettingsDirty = true; table->IsSortSpecsDirty = true; } @@ -2956,7 +2690,7 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table) IM_ASSERT(table->Flags & ImGuiTableFlags_Sortable); // Clear SortOrder from hidden column and verify that there's no gap or duplicate. - int sort_order_count = 0; + int sort_order_count = 0; ImU64 sort_order_mask = 0x00; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { @@ -2970,7 +2704,7 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table) IM_ASSERT(sort_order_count < (int)sizeof(sort_order_mask) * 8); } - const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); + const bool need_fix_linearize = ((ImU64)1 << sort_order_count) != (sort_order_mask + 1); const bool need_fix_single_sort_order = (sort_order_count > 1) && !(table->Flags & ImGuiTableFlags_SortMulti); if (need_fix_linearize || need_fix_single_sort_order) { @@ -2982,8 +2716,7 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table) int column_with_smallest_sort_order = -1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if ((fixed_mask & ((ImU64)1 << (ImU64)column_n)) == 0 && table->Columns[column_n].SortOrder != -1) - if (column_with_smallest_sort_order == -1 || - table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) + if (column_with_smallest_sort_order == -1 || table->Columns[column_n].SortOrder < table->Columns[column_with_smallest_sort_order].SortOrder) column_with_smallest_sort_order = column_n; IM_ASSERT(column_with_smallest_sort_order != -1); fixed_mask |= ((ImU64)1 << column_with_smallest_sort_order); @@ -3008,8 +2741,8 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table) ImGuiTableColumn* column = &table->Columns[column_n]; if (column->IsEnabled && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { - sort_order_count = 1; - column->SortOrder = 0; + sort_order_count = 1; + column->SortOrder = 0; column->SortDirection = (ImU8)TableGetColumnAvailSortDirection(column, 0); break; } @@ -3025,14 +2758,12 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) { TableSortSpecsSanitize(table); table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); - table->SortSpecs.SpecsDirty = true; // Mark as dirty for user - table->IsSortSpecsDirty = false; // Mark as not dirty for us + table->SortSpecs.SpecsDirty = true; // Mark as dirty for user + table->IsSortSpecsDirty = false; // Mark as not dirty for us } // Write output - ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL - : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle - : table->SortSpecsMulti.Data; + ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; if (dirty && sort_specs != NULL) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { @@ -3041,13 +2772,13 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) continue; IM_ASSERT(column->SortOrder < table->SortSpecsCount); ImGuiTableColumnSortSpecs* sort_spec = &sort_specs[column->SortOrder]; - sort_spec->ColumnUserID = column->UserID; - sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; - sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; - sort_spec->SortDirection = column->SortDirection; + sort_spec->ColumnUserID = column->UserID; + sort_spec->ColumnIndex = (ImGuiTableColumnIdx)column_n; + sort_spec->SortOrder = (ImGuiTableColumnIdx)column->SortOrder; + sort_spec->SortDirection = column->SortDirection; } - table->SortSpecs.Specs = sort_specs; + table->SortSpecs.Specs = sort_specs; table->SortSpecs.SpecsCount = table->SortSpecsCount; } @@ -3063,10 +2794,9 @@ float ImGui::TableGetHeaderRowHeight() { // Caring for a minor edge case: // Calculate row height, for the unlikely case that some labels may be taller than others. - // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch - // input for all height. In your custom header row you may omit this all together and just call TableNextRow() - // without a height... - float row_height = GetTextLineHeight(); + // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. + // In your custom header row you may omit this all together and just call TableNextRow() without a height... + float row_height = GetTextLineHeight(); int columns_count = TableGetColumnCount(); for (int column_n = 0; column_n < columns_count; column_n++) { @@ -3086,20 +2816,19 @@ float ImGui::TableGetHeaderRowHeight() // FIXME-TABLE: TableOpenContextMenu() and TableGetHeaderRowHeight() are not public. void ImGui::TableHeadersRow() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); - // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate - // stepping in debugger as it is frequent to step in TableUpdateLayout) + // Layout if not already done (this is automatically done by TableNextRow, we do it here solely to facilitate stepping in debugger as it is frequent to step in TableUpdateLayout) if (!table->IsLayoutLocked) TableUpdateLayout(table); // Open row - const float row_y1 = GetCursorScreenPos().y; + const float row_y1 = GetCursorScreenPos().y; const float row_height = TableGetHeaderRowHeight(); TableNextRow(ImGuiTableRowFlags_Headers, row_height); - if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. + if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. return; const int columns_count = TableGetColumnCount(); @@ -3111,8 +2840,7 @@ void ImGui::TableHeadersRow() // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. - const char* name = - (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); PushID(table->InstanceCurrent * table->ColumnsCount + column_n); TableHeader(name); PopID(); @@ -3122,16 +2850,15 @@ void ImGui::TableHeadersRow() ImVec2 mouse_pos = ImGui::GetMousePos(); if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) - TableOpenContextMenu(-1); // Will open a non-column-specific popup. + TableOpenContextMenu(-1); // Will open a non-column-specific popup. } // Emit a column header (text + optional sort order) // We cpu-clip text here so that all columns headers can be merged into a same draw call. -// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a -// TableHeader() +// Note that because of how we cpu-clip and display sorting indicators, you _cannot_ use SameLine() after a TableHeader() void ImGui::TableHeader(const char* label) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; @@ -3139,25 +2866,25 @@ void ImGui::TableHeader(const char* label) ImGuiTable* table = g.CurrentTable; IM_ASSERT(table != NULL && "Need to call TableHeader() after BeginTable()!"); IM_ASSERT(table->CurrentColumn != -1); - const int column_n = table->CurrentColumn; + const int column_n = table->CurrentColumn; ImGuiTableColumn* column = &table->Columns[column_n]; // Label if (label == NULL) label = ""; const char* label_end = FindRenderedTextEnd(label); - ImVec2 label_size = CalcTextSize(label, label_end, true); - ImVec2 label_pos = window->DC.CursorPos; + ImVec2 label_size = CalcTextSize(label, label_end, true); + ImVec2 label_pos = window->DC.CursorPos; // If we already got a row height, there's use that. // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? - ImRect cell_r = TableGetCellBgRect(table, column_n); + ImRect cell_r = TableGetCellBgRect(table, column_n); float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); // Calculate ideal size for sort order arrow - float w_arrow = 0.0f; - float w_sort_text = 0.0f; - char sort_order_suf[4] = ""; + float w_arrow = 0.0f; + float w_sort_text = 0.0f; + char sort_order_suf[4] = ""; const float ARROW_SCALE = 0.65f; if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { @@ -3169,37 +2896,31 @@ void ImGui::TableHeader(const char* label) } } - // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering - // for merging. - float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; - column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. + float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); // Keep header highlighted when context menu is open. - const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && - table->InstanceInteracted == table->InstanceCurrent); - ImGuiID id = window->GetID(label); - ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, - ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); - ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal + const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); + ImGuiID id = window->GetID(label); + ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); + ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal if (!ItemAdd(bb, id)) return; - // GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] - // GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] + //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] - // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent - // items. + // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); if (g.ActiveId != id) SetItemAllowOverlap(); if (held || hovered || selected) { - const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive - : hovered ? ImGuiCol_HeaderHovered - : ImGuiCol_Header); - // RenderFrame(bb.Min, bb.Max, col, false, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); + //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); TableSetBgColor(ImGuiTableBgTarget_CellBg, col, table->CurrentColumn); } else @@ -3218,24 +2939,19 @@ void ImGui::TableHeader(const char* label) if (held && (table->Flags & ImGuiTableFlags_Reorderable) && IsMouseDragging(0) && !g.DragDropActive) { // While moving a column it will jump on the other side of the mouse, so we also test for MouseDelta.x - table->ReorderColumn = (ImGuiTableColumnIdx)column_n; + table->ReorderColumn = (ImGuiTableColumnIdx)column_n; table->InstanceInteracted = table->InstanceCurrent; - // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with - // ImGuiTableColumnFlags_NoReorder. + // We don't reorder: through the frozen<>unfrozen line, or through a column that is marked with ImGuiTableColumnFlags_NoReorder. if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < cell_r.Min.x) - if (ImGuiTableColumn* prev_column = - (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) + if (ImGuiTableColumn* prev_column = (column->PrevEnabledColumn != -1) ? &table->Columns[column->PrevEnabledColumn] : NULL) if (!((column->Flags | prev_column->Flags) & ImGuiTableColumnFlags_NoReorder)) - if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == - (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (prev_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) table->ReorderColumnDir = -1; if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > cell_r.Max.x) - if (ImGuiTableColumn* next_column = - (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) + if (ImGuiTableColumn* next_column = (column->NextEnabledColumn != -1) ? &table->Columns[column->NextEnabledColumn] : NULL) if (!((column->Flags | next_column->Flags) & ImGuiTableColumnFlags_NoReorder)) - if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == - (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) + if ((column->IndexWithinEnabledSet < table->FreezeColumnsRequest) == (next_column->IndexWithinEnabledSet < table->FreezeColumnsRequest)) table->ReorderColumnDir = +1; } @@ -3254,9 +2970,7 @@ void ImGui::TableHeader(const char* label) PopStyleColor(); x += w_sort_text; } - RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), - column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, - ARROW_SCALE); + RenderArrow(window->DrawList, ImVec2(x, y), GetColorU32(ImGuiCol_Text), column->SortDirection == ImGuiSortDirection_Ascending ? ImGuiDir_Up : ImGuiDir_Down, ARROW_SCALE); } // Handle clicking on column header to adjust Sort Order @@ -3269,10 +2983,8 @@ void ImGui::TableHeader(const char* label) // Render clipped label. Clipping here ensure that in the majority of situations, all our header cells will // be merged into a single draw call. - // window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); - RenderTextEllipsis(window->DrawList, label_pos, - ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, - ellipsis_max, label, label_end, &label_size); + //window->DrawList->AddCircleFilled(ImVec2(ellipsis_max, label_pos.y), 40, IM_COL32_WHITE); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) @@ -3293,19 +3005,18 @@ void ImGui::TableHeader(const char* label) // Use -1 to open menu not specific to a given column. void ImGui::TableOpenContextMenu(int column_n) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - if (column_n == -1 && - table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) + if (column_n == -1 && table->CurrentColumn != -1) // When called within a column automatically use this one (for consistency) column_n = table->CurrentColumn; - if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() + if (column_n == table->ColumnsCount) // To facilitate using with TableGetHoveredColumn() column_n = -1; IM_ASSERT(column_n >= -1 && column_n < table->ColumnsCount); if (table->Flags & (ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable)) { - table->IsContextPopupOpen = true; - table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; - table->InstanceInteracted = table->InstanceCurrent; + table->IsContextPopupOpen = true; + table->ContextPopupColumn = (ImGuiTableColumnIdx)column_n; + table->InstanceInteracted = table->InstanceCurrent; const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); OpenPopupEx(context_menu_id, ImGuiPopupFlags_None); } @@ -3315,15 +3026,13 @@ void ImGui::TableOpenContextMenu(int column_n) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? void ImGui::TableDrawContextMenu(ImGuiTable* table) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; - bool want_separator = false; - const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) - ? table->ContextPopupColumn - : -1; + bool want_separator = false; + const int column_n = (table->ContextPopupColumn >= 0 && table->ContextPopupColumn < table->ColumnsCount) ? table->ContextPopupColumn : -1; ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; // Sizing @@ -3337,11 +3046,10 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) } const char* size_all_desc; - if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && - (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) - size_all_desc = "Size all columns to fit###SizeAll"; // All fixed + if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) + size_all_desc = "Size all columns to fit###SizeAll"; // All fixed else - size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed + size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed if (MenuItem(size_all_desc, NULL)) TableSetColumnWidthAutoAll(table); want_separator = true; @@ -3356,12 +3064,12 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) } // Reset all (should work but seems unnecessary/noisy to expose?) - // if (MenuItem("Reset all")) + //if (MenuItem("Reset all")) // table->IsResetAllRequest = true; // Sorting // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) -# if 0 +#if 0 if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) { if (want_separator) @@ -3374,7 +3082,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) if (MenuItem("Sort in Descending Order", NULL, column->SortOrder != -1 && column->SortDirection == ImGuiSortDirection_Descending, (column->Flags & ImGuiTableColumnFlags_NoSortDescending) == 0)) TableSetColumnSortDirection(table, column_n, ImGuiSortDirection_Descending, append_to_sort_specs); } -# endif +#endif // Hiding / Visibility if (table->Flags & ImGuiTableFlags_Hideable) @@ -3426,10 +3134,9 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) // - TableSettingsInstallHandler() [Internal] //------------------------------------------------------------------------- // [Init] 1: TableSettingsHandler_ReadXXXX() Load and parse .ini file into TableSettings. -// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize -// TableSettings data into Table. [Main] 3: TableSaveSettings() When table properties are modified, -// serialize Table data into bound or new TableSettings, mark .ini as dirty. [Main] 4: TableSettingsHandler_WriteAll() -// When .ini file is dirty (which can come from other source), save TableSettings into .ini file. +// [Main] 2: TableLoadSettings() When table is created, bind Table to TableSettings, serialize TableSettings data into Table. +// [Main] 3: TableSaveSettings() When table properties are modified, serialize Table data into bound or new TableSettings, mark .ini as dirty. +// [Main] 4: TableSettingsHandler_WriteAll() When .ini file is dirty (which can come from other source), save TableSettings into .ini file. //------------------------------------------------------------------------- // Clear and initialize empty settings instance @@ -3439,10 +3146,10 @@ static void TableSettingsInit(ImGuiTableSettings* settings, ImGuiID id, int colu ImGuiTableColumnSettings* settings_column = settings->GetColumnSettings(); for (int n = 0; n < columns_count_max; n++, settings_column++) IM_PLACEMENT_NEW(settings_column) ImGuiTableColumnSettings(); - settings->ID = id; - settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; + settings->ID = id; + settings->ColumnsCount = (ImGuiTableColumnIdx)columns_count; settings->ColumnsCountMax = (ImGuiTableColumnIdx)columns_count_max; - settings->WantApply = true; + settings->WantApply = true; } static size_t TableSettingsCalcChunkSize(int columns_count) @@ -3452,7 +3159,7 @@ static size_t TableSettingsCalcChunkSize(int columns_count) ImGuiTableSettings* ImGui::TableSettingsCreate(ImGuiID id, int columns_count) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = g.SettingsTables.alloc_chunk(TableSettingsCalcChunkSize(columns_count)); TableSettingsInit(settings, id, columns_count, columns_count); return settings; @@ -3463,8 +3170,7 @@ ImGuiTableSettings* ImGui::TableSettingsFindByID(ImGuiID id) { // FIXME-OPT: Might want to store a lookup map for this? ImGuiContext& g = *GImGui; - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; - settings = g.SettingsTables.next_chunk(settings)) + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID == id) return settings; return NULL; @@ -3475,12 +3181,12 @@ ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) { if (table->SettingsOffset != -1) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = g.SettingsTables.ptr_from_offset(table->SettingsOffset); IM_ASSERT(settings->ID == table->ID); if (settings->ColumnsCountMax >= table->ColumnsCount) - return settings; // OK - settings->ID = 0; // Invalidate storage, we won't fit because of a count change + return settings; // OK + settings->ID = 0; // Invalidate storage, we won't fit because of a count change } return NULL; } @@ -3489,10 +3195,9 @@ ImGuiTableSettings* ImGui::TableGetBoundSettings(ImGuiTable* table) void ImGui::TableResetSettings(ImGuiTable* table) { table->IsInitializing = table->IsSettingsDirty = true; - table->IsResetAllRequest = false; - table->IsSettingsRequestLoad = false; // Don't reload from ini - table->SettingsLoadedFlags = - ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative + table->IsResetAllRequest = false; + table->IsSettingsRequestLoad = false; // Don't reload from ini + table->SettingsLoadedFlags = ImGuiTableFlags_None; // Mark as nothing loaded so our initialized data becomes authoritative } void ImGui::TableSaveSettings(ImGuiTable* table) @@ -3502,11 +3207,11 @@ void ImGui::TableSaveSettings(ImGuiTable* table) return; // Bind or create settings data - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiTableSettings* settings = TableGetBoundSettings(table); if (settings == NULL) { - settings = TableSettingsCreate(table->ID, table->ColumnsCount); + settings = TableSettingsCreate(table->ID, table->ColumnsCount); table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); } settings->ColumnsCount = (ImGuiTableColumnIdx)table->ColumnsCount; @@ -3514,30 +3219,27 @@ void ImGui::TableSaveSettings(ImGuiTable* table) // Serialize ImGuiTable/ImGuiTableColumn into ImGuiTableSettings/ImGuiTableColumnSettings IM_ASSERT(settings->ID == table->ID); IM_ASSERT(settings->ColumnsCount == table->ColumnsCount && settings->ColumnsCountMax >= settings->ColumnsCount); - ImGuiTableColumn* column = table->Columns.Data; + ImGuiTableColumn* column = table->Columns.Data; ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); bool save_ref_scale = false; settings->SaveFlags = ImGuiTableFlags_None; for (int n = 0; n < table->ColumnsCount; n++, column++, column_settings++) { - const float width_or_weight = - (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; + const float width_or_weight = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? column->StretchWeight : column->WidthRequest; column_settings->WidthOrWeight = width_or_weight; - column_settings->Index = (ImGuiTableColumnIdx)n; - column_settings->DisplayOrder = column->DisplayOrder; - column_settings->SortOrder = column->SortOrder; + column_settings->Index = (ImGuiTableColumnIdx)n; + column_settings->DisplayOrder = column->DisplayOrder; + column_settings->SortOrder = column->SortOrder; column_settings->SortDirection = column->SortDirection; - column_settings->IsEnabled = column->IsUserEnabled; - column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; + column_settings->IsEnabled = column->IsUserEnabled; + column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) save_ref_scale = true; // We skip saving some data in the .ini file when they are unnecessary to restore our state. - // Note that fixed width where initial width was derived from auto-fit will always be saved as - // InitStretchWeightOrWidth will be 0.0f. - // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved - // when present. + // Note that fixed width where initial width was derived from auto-fit will always be saved as InitStretchWeightOrWidth will be 0.0f. + // FIXME-TABLE: We don't have logic to easily compare SortOrder to DefaultSortOrder yet so it's always saved when present. if (width_or_weight != column->InitStretchWeightOrWidth) settings->SaveFlags |= ImGuiTableFlags_Resizable; if (column->DisplayOrder != n) @@ -3555,7 +3257,7 @@ void ImGui::TableSaveSettings(ImGuiTable* table) void ImGui::TableLoadSettings(ImGuiTable* table) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; table->IsSettingsRequestLoad = false; if (table->Flags & ImGuiTableFlags_NoSavedSettings) return; @@ -3567,8 +3269,7 @@ void ImGui::TableLoadSettings(ImGuiTable* table) settings = TableSettingsFindByID(table->ID); if (settings == NULL) return; - if (settings->ColumnsCount != - table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... + if (settings->ColumnsCount != table->ColumnsCount) // Allow settings if columns count changed. We could otherwise decide to return... table->IsSettingsDirty = true; table->SettingsOffset = g.SettingsTables.offset_from_ptr(settings); } @@ -3578,11 +3279,11 @@ void ImGui::TableLoadSettings(ImGuiTable* table) } table->SettingsLoadedFlags = settings->SaveFlags; - table->RefScale = settings->RefScale; + table->RefScale = settings->RefScale; // Serialize ImGuiTableSettings/ImGuiTableColumnSettings into ImGuiTable/ImGuiTableColumn ImGuiTableColumnSettings* column_settings = settings->GetColumnSettings(); - ImU64 display_order_mask = 0; + ImU64 display_order_mask = 0; for (int data_n = 0; data_n < settings->ColumnsCount; data_n++, column_settings++) { int column_n = column_settings->Index; @@ -3604,13 +3305,12 @@ void ImGui::TableLoadSettings(ImGuiTable* table) column->DisplayOrder = (ImGuiTableColumnIdx)column_n; display_order_mask |= (ImU64)1 << column->DisplayOrder; column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; - column->SortOrder = column_settings->SortOrder; - column->SortDirection = column_settings->SortDirection; + column->SortOrder = column_settings->SortOrder; + column->SortDirection = column_settings->SortDirection; } // Validate and fix invalid display order data - const ImU64 expected_display_order_mask = - (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; + const ImU64 expected_display_order_mask = (settings->ColumnsCount == 64) ? ~0 : ((ImU64)1 << settings->ColumnsCount) - 1; if (display_order_mask != expected_display_order_mask) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->Columns[column_n].DisplayOrder = (ImGuiTableColumnIdx)column_n; @@ -3637,13 +3337,13 @@ static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandle if (ImGuiTable* table = g.Tables.TryGetMapData(i)) { table->IsSettingsRequestLoad = true; - table->SettingsOffset = -1; + table->SettingsOffset = -1; } } static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - ImGuiID id = 0; + ImGuiID id = 0; int columns_count = 0; if (sscanf(name, "0x%08X,%d", &id, &columns_count) < 2) return NULL; @@ -3652,10 +3352,10 @@ static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, { if (settings->ColumnsCountMax >= columns_count) { - TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle + TableSettingsInit(settings, id, columns_count, settings->ColumnsCountMax); // Recycle return settings; } - settings->ID = 0; // Invalidate storage, we won't fit because of a count change + settings->ID = 0; // Invalidate storage, we won't fit because of a count change } return ImGui::TableSettingsCreate(id, columns_count); } @@ -3664,71 +3364,34 @@ static void TableSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, { // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" ImGuiTableSettings* settings = (ImGuiTableSettings*)entry; - float f = 0.0f; + float f = 0.0f; int column_n = 0, r = 0, n = 0; - if (sscanf(line, "RefScale=%f", &f) == 1) - { - settings->RefScale = f; - return; - } + if (sscanf(line, "RefScale=%f", &f) == 1) { settings->RefScale = f; return; } if (sscanf(line, "Column %d%n", &column_n, &r) == 1) { if (column_n < 0 || column_n >= settings->ColumnsCount) return; - line = ImStrSkipBlank(line + r); - char c = 0; + line = ImStrSkipBlank(line + r); + char c = 0; ImGuiTableColumnSettings* column = settings->GetColumnSettings() + column_n; - column->Index = (ImGuiTableColumnIdx)column_n; - if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r) == 1) - { - line = ImStrSkipBlank(line + r); - column->UserID = (ImGuiID)n; - } - if (sscanf(line, "Width=%d%n", &n, &r) == 1) - { - line = ImStrSkipBlank(line + r); - column->WidthOrWeight = (float)n; - column->IsStretch = 0; - settings->SaveFlags |= ImGuiTableFlags_Resizable; - } - if (sscanf(line, "Weight=%f%n", &f, &r) == 1) - { - line = ImStrSkipBlank(line + r); - column->WidthOrWeight = f; - column->IsStretch = 1; - settings->SaveFlags |= ImGuiTableFlags_Resizable; - } - if (sscanf(line, "Visible=%d%n", &n, &r) == 1) - { - line = ImStrSkipBlank(line + r); - column->IsEnabled = (ImU8)n; - settings->SaveFlags |= ImGuiTableFlags_Hideable; - } - if (sscanf(line, "Order=%d%n", &n, &r) == 1) - { - line = ImStrSkipBlank(line + r); - column->DisplayOrder = (ImGuiTableColumnIdx)n; - settings->SaveFlags |= ImGuiTableFlags_Reorderable; - } - if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) - { - line = ImStrSkipBlank(line + r); - column->SortOrder = (ImGuiTableColumnIdx)n; - column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; - settings->SaveFlags |= ImGuiTableFlags_Sortable; - } + column->Index = (ImGuiTableColumnIdx)column_n; + if (sscanf(line, "UserID=0x%08X%n", (ImU32*)&n, &r)==1) { line = ImStrSkipBlank(line + r); column->UserID = (ImGuiID)n; } + if (sscanf(line, "Width=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = (float)n; column->IsStretch = 0; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Weight=%f%n", &f, &r) == 1) { line = ImStrSkipBlank(line + r); column->WidthOrWeight = f; column->IsStretch = 1; settings->SaveFlags |= ImGuiTableFlags_Resizable; } + if (sscanf(line, "Visible=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->IsEnabled = (ImU8)n; settings->SaveFlags |= ImGuiTableFlags_Hideable; } + if (sscanf(line, "Order=%d%n", &n, &r) == 1) { line = ImStrSkipBlank(line + r); column->DisplayOrder = (ImGuiTableColumnIdx)n; settings->SaveFlags |= ImGuiTableFlags_Reorderable; } + if (sscanf(line, "Sort=%d%c%n", &n, &c, &r) == 2) { line = ImStrSkipBlank(line + r); column->SortOrder = (ImGuiTableColumnIdx)n; column->SortDirection = (c == '^') ? ImGuiSortDirection_Descending : ImGuiSortDirection_Ascending; settings->SaveFlags |= ImGuiTableFlags_Sortable; } } } static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf) { ImGuiContext& g = *ctx; - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; - settings = g.SettingsTables.next_chunk(settings)) + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) { - if (settings->ID == 0) // Skip ditched settings + if (settings->ID == 0) // Skip ditched settings continue; // TableSaveSettings() may clear some of those flags when we establish that the data can be stripped @@ -3740,7 +3403,7 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle if (!save_size && !save_visible && !save_order && !save_sort) continue; - buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve + buf->reserve(buf->size() + 30 + settings->ColumnsCount * 50); // ballpark reserve buf->appendf("[%s][0x%08X,%d]\n", handler->TypeName, settings->ID, settings->ColumnsCount); if (settings->RefScale != 0.0f) buf->appendf("RefScale=%g\n", settings->RefScale); @@ -3748,24 +3411,16 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle for (int column_n = 0; column_n < settings->ColumnsCount; column_n++, column++) { // "Column 0 UserID=0x42AD2D21 Width=100 Visible=1 Order=0 Sort=0v" - bool save_column = column->UserID != 0 || save_size || save_visible || save_order || - (save_sort && column->SortOrder != -1); + bool save_column = column->UserID != 0 || save_size || save_visible || save_order || (save_sort && column->SortOrder != -1); if (!save_column) continue; buf->appendf("Column %-2d", column_n); - if (column->UserID != 0) - buf->appendf(" UserID=%08X", column->UserID); - if (save_size && column->IsStretch) - buf->appendf(" Weight=%.4f", column->WidthOrWeight); - if (save_size && !column->IsStretch) - buf->appendf(" Width=%d", (int)column->WidthOrWeight); - if (save_visible) - buf->appendf(" Visible=%d", column->IsEnabled); - if (save_order) - buf->appendf(" Order=%d", column->DisplayOrder); - if (save_sort && column->SortOrder != -1) - buf->appendf(" Sort=%d%c", column->SortOrder, - (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); + if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); + if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); + if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight); + if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled); + if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); + if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); buf->append("\n"); } buf->append("\n"); @@ -3776,8 +3431,8 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) { ImGuiContext& g = *context; ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Table"; - ini_handler.TypeHash = ImHashStr("Table"); + ini_handler.TypeName = "Table"; + ini_handler.TypeHash = ImHashStr("Table"); ini_handler.ClearAllFn = TableSettingsHandler_ClearAll; ini_handler.ReadOpenFn = TableSettingsHandler_ReadOpen; ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; @@ -3797,11 +3452,11 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) // Remove Table (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { - // IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); + //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; - int table_idx = g.Tables.GetIndex(table); - // memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); - // memset(table, 0, sizeof(ImGuiTable)); + int table_idx = g.Tables.GetIndex(table); + //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); + //memset(table, 0, sizeof(ImGuiTable)); g.Tables.Remove(table->ID, table); g.TablesLastTimeActive[table_idx] = -1.0f; } @@ -3809,12 +3464,12 @@ void ImGui::TableRemove(ImGuiTable* table) // Free up/compact internal Table buffers for when it gets unused void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) { - // IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; IM_ASSERT(table->MemoryCompacted == false); table->SortSpecs.Specs = NULL; table->SortSpecsMulti.clear(); - table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort + table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort table->ColumnsNames.clear(); table->MemoryCompacted = true; for (int n = 0; n < table->ColumnsCount; n++) @@ -3831,73 +3486,50 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) // Compact and remove unused settings data (currently only used by TestEngine) void ImGui::TableGcCompactSettings() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; int required_memory = 0; - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; - settings = g.SettingsTables.next_chunk(settings)) + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID != 0) required_memory += (int)TableSettingsCalcChunkSize(settings->ColumnsCount); if (required_memory == g.SettingsTables.Buf.Size) return; ImChunkStream new_chunk_stream; new_chunk_stream.Buf.reserve(required_memory); - for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; - settings = g.SettingsTables.next_chunk(settings)) + for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) if (settings->ID != 0) - memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, - TableSettingsCalcChunkSize(settings->ColumnsCount)); + memcpy(new_chunk_stream.alloc_chunk(TableSettingsCalcChunkSize(settings->ColumnsCount)), settings, TableSettingsCalcChunkSize(settings->ColumnsCount)); g.SettingsTables.swap(new_chunk_stream); } + //------------------------------------------------------------------------- // [SECTION] Tables: Debugging //------------------------------------------------------------------------- // - DebugNodeTable() [Internal] //------------------------------------------------------------------------- -# ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_METRICS_WINDOW static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) { sizing_policy &= ImGuiTableFlags_SizingMask_; - if (sizing_policy == ImGuiTableFlags_SizingFixedFit) - { - return "FixedFit"; - } - if (sizing_policy == ImGuiTableFlags_SizingFixedSame) - { - return "FixedSame"; - } - if (sizing_policy == ImGuiTableFlags_SizingStretchProp) - { - return "StretchProp"; - } - if (sizing_policy == ImGuiTableFlags_SizingStretchSame) - { - return "StretchSame"; - } + if (sizing_policy == ImGuiTableFlags_SizingFixedFit) { return "FixedFit"; } + if (sizing_policy == ImGuiTableFlags_SizingFixedSame) { return "FixedSame"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchProp) { return "StretchProp"; } + if (sizing_policy == ImGuiTableFlags_SizingStretchSame) { return "StretchSame"; } return "N/A"; } void ImGui::DebugNodeTable(ImGuiTable* table) { char buf[512]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); - const bool is_active = (table->LastFrameActive >= - ImGui::GetFrameCount() - - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. - ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, - table->OuterWindow->Name, is_active ? "" : " *Inactive*"); - if (!is_active) - { - PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); - } + char* p = buf; + const char* buf_end = buf + IM_ARRAYSIZE(buf); + const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. + ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open = TreeNode(table, "%s", buf); - if (!is_active) - { - PopStyleColor(); - } + if (!is_active) { PopStyleColor(); } if (IsItemHovered()) GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); if (IsItemVisible() && table->HoveredColumnBody != -1) @@ -3905,17 +3537,12 @@ void ImGui::DebugNodeTable(ImGuiTable* table) if (!open) return; bool clear_settings = SmallButton("Clear settings"); - BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, - table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), - DebugNodeTableGetSizingPolicyDesc(table->Flags)); - BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, - table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); - BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, - table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); + BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); + BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); + BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); - BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, - table->HeldHeaderColumn); - // BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); + BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); float sum_weights = 0.0f; for (int n = 0; n < table->ColumnsCount; n++) if (table->Columns[n].Flags & ImGuiTableColumnFlags_WidthStretch) @@ -3923,28 +3550,21 @@ void ImGui::DebugNodeTable(ImGuiTable* table) for (int n = 0; n < table->ColumnsCount; n++) { ImGuiTableColumn* column = &table->Columns[n]; - const char* name = TableGetColumnName(table, n); - ImFormatString( - buf, IM_ARRAYSIZE(buf), + const char* name = TableGetColumnName(table, n); + ImFormatString(buf, IM_ARRAYSIZE(buf), "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" "WidthGiven: %.1f, Request/Auto: %.1f/%.1f, StretchWeight: %.3f (%.1f%%)\n" "MinX: %.1f, MaxX: %.1f (%+.1f), ClipRect: %.1f to %.1f (+%.1f)\n" "ContentWidth: %.1f,%.1f, HeadersUsed/Ideal %.1f/%.1f\n" "Sort: %d%s, UserID: 0x%08X, Flags: 0x%04X: %s%s%s..", - n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, - (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", column->IsEnabled, column->IsVisibleX, - column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, - column->DrawChannelUnfrozen, column->WidthGiven, column->WidthRequest, column->WidthAuto, - column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, - column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, - column->ClipRect.Max.x - column->ClipRect.Min.x, column->ContentMaxXFrozen - column->WorkMinX, - column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, - column->ContentMaxXHeadersIdeal - column->WorkMinX, column->SortOrder, - (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" - : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" - : "", - column->UserID, column->Flags, (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", + n, column->DisplayOrder, name, column->MinX - table->WorkRect.Min.x, column->MaxX - table->WorkRect.Min.x, (n < table->FreezeColumnsRequest) ? " (Frozen)" : "", + column->IsEnabled, column->IsVisibleX, column->IsVisibleY, column->IsRequestOutput, column->IsSkipItems, column->DrawChannelFrozen, column->DrawChannelUnfrozen, + column->WidthGiven, column->WidthRequest, column->WidthAuto, column->StretchWeight, column->StretchWeight > 0.0f ? (column->StretchWeight / sum_weights) * 100.0f : 0.0f, + column->MinX, column->MaxX, column->MaxX - column->MinX, column->ClipRect.Min.x, column->ClipRect.Max.x, column->ClipRect.Max.x - column->ClipRect.Min.x, + column->ContentMaxXFrozen - column->WorkMinX, column->ContentMaxXUnfrozen - column->WorkMinX, column->ContentMaxXHeadersUsed - column->WorkMinX, column->ContentMaxXHeadersIdeal - column->WorkMinX, + column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? " (Asc)" : (column->SortDirection == ImGuiSortDirection_Descending) ? " (Des)" : "", column->UserID, column->Flags, + (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? "WidthStretch " : "", (column->Flags & ImGuiTableColumnFlags_WidthFixed) ? "WidthFixed " : "", (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); Bullet(); @@ -3971,26 +3591,22 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) for (int n = 0; n < settings->ColumnsCount; n++) { ImGuiTableColumnSettings* column_settings = &settings->GetColumnSettings()[n]; - ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) - ? (ImGuiSortDirection)column_settings->SortDirection - : ImGuiSortDirection_None; - BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", n, column_settings->DisplayOrder, - column_settings->SortOrder, - (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" - : (sort_dir == ImGuiSortDirection_Descending) ? "Des" - : "---", - column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", - column_settings->WidthOrWeight, column_settings->UserID); + ImGuiSortDirection sort_dir = (column_settings->SortOrder != -1) ? (ImGuiSortDirection)column_settings->SortDirection : ImGuiSortDirection_None; + BulletText("Column %d Order %d SortOrder %d %s Vis %d %s %7.3f UserID 0x%08X", + n, column_settings->DisplayOrder, column_settings->SortOrder, + (sort_dir == ImGuiSortDirection_Ascending) ? "Asc" : (sort_dir == ImGuiSortDirection_Descending) ? "Des" : "---", + column_settings->IsEnabled, column_settings->IsStretch ? "Weight" : "Width ", column_settings->WidthOrWeight, column_settings->UserID); } TreePop(); } -# else // #ifndef IMGUI_DISABLE_METRICS_WINDOW +#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW void ImGui::DebugNodeTable(ImGuiTable*) {} void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} -# endif +#endif + //------------------------------------------------------------------------- // [SECTION] Columns, BeginColumns, EndColumns, etc. @@ -4022,9 +3638,9 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} // the subsequent single call to SetCurrentChannel() does it things once. void ImGui::SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect) { - ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); - window->ClipRect = clip_rect; - window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; + ImVec4 clip_rect_vec4 = clip_rect.ToVec4(); + window->ClipRect = clip_rect; + window->DrawList->_CmdHeader.ClipRect = clip_rect_vec4; window->DrawList->_ClipRectStack.Data[window->DrawList->_ClipRectStack.Size - 1] = clip_rect_vec4; } @@ -4054,16 +3670,15 @@ static const float COLUMNS_HIT_RECT_HALF_WIDTH = 4.0f; static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) { - // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge - // of an auto-resizing window creates a feedback loop because we store normalized positions. So while dragging we - // enforce absolute positioning. - ImGuiContext& g = *GImGui; + // Active (dragged) column always follow mouse. The reason we need this is that dragging a column to the right edge of an auto-resizing + // window creates a feedback loop because we store normalized positions. So while dragging we enforce absolute positioning. + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. + IM_ASSERT(column_index > 0); // We are not supposed to drag column 0. IM_ASSERT(g.ActiveId == columns->ID + ImGuiID(column_index)); float x = g.IO.MousePos.x - g.ActiveIdClickOffset.x + COLUMNS_HIT_RECT_HALF_WIDTH - window->Pos.x; - x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); + x = ImMax(x, ImGui::GetColumnOffset(column_index - 1) + g.Style.ColumnsMinSpacing); if ((columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths)) x = ImMin(x, ImGui::GetColumnOffset(column_index + 1) - g.Style.ColumnsMinSpacing); @@ -4072,7 +3687,7 @@ static float GetDraggedColumnOffset(ImGuiOldColumns* columns, int column_index) float ImGui::GetColumnOffset(int column_index) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns == NULL) return 0.0f; @@ -4081,7 +3696,7 @@ float ImGui::GetColumnOffset(int column_index) column_index = columns->Current; IM_ASSERT(column_index < columns->Columns.Size); - const float t = columns->Columns[column_index].OffsetNorm; + const float t = columns->Columns[column_index].OffsetNorm; const float x_offset = ImLerp(columns->OffMinX, columns->OffMaxX, t); return x_offset; } @@ -4093,8 +3708,7 @@ static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool b float offset_norm; if (before_resize) - offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - - columns->Columns[column_index].OffsetNormBeforeResize; + offset_norm = columns->Columns[column_index + 1].OffsetNormBeforeResize - columns->Columns[column_index].OffsetNormBeforeResize; else offset_norm = columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm; return ImGui::GetColumnOffsetFromNorm(columns, offset_norm); @@ -4102,22 +3716,21 @@ static float GetColumnWidthEx(ImGuiOldColumns* columns, int column_index, bool b float ImGui::GetColumnWidth(int column_index) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns == NULL) return GetContentRegionAvail().x; if (column_index < 0) column_index = columns->Current; - return GetColumnOffsetFromNorm( - columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); + return GetColumnOffsetFromNorm(columns, columns->Columns[column_index + 1].OffsetNorm - columns->Columns[column_index].OffsetNorm); } void ImGui::SetColumnOffset(int column_index, float offset) { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImGuiOldColumns* columns = window->DC.CurrentColumns; IM_ASSERT(columns != NULL); @@ -4125,8 +3738,7 @@ 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 & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); + const bool preserve_width = !(columns->Flags & ImGuiOldColumnFlags_NoPreserveWidths) && (column_index < columns->Count - 1); const float width = preserve_width ? GetColumnWidthEx(columns, column_index, columns->IsBeingResized) : 0.0f; if (!(columns->Flags & ImGuiOldColumnFlags_NoForceWithinWindow)) @@ -4139,7 +3751,7 @@ void ImGui::SetColumnOffset(int column_index, float offset) void ImGui::SetColumnWidth(int column_index, float width) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; IM_ASSERT(columns != NULL); @@ -4150,7 +3762,7 @@ void ImGui::SetColumnWidth(int column_index, float width) void ImGui::PushColumnClipRect(int column_index) { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; if (column_index < 0) column_index = columns->Current; @@ -4159,11 +3771,10 @@ void ImGui::PushColumnClipRect(int column_index) PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); } -// Get into the columns background draw command (which is generally the same draw command as before we called -// BeginColumns) +// Get into the columns background draw command (which is generally the same draw command as before we called BeginColumns) void ImGui::PushColumnsBackground() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; @@ -4176,7 +3787,7 @@ void ImGui::PushColumnsBackground() void ImGui::PopColumnsBackground() { - ImGuiWindow* window = GetCurrentWindowRead(); + ImGuiWindow* window = GetCurrentWindowRead(); ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) return; @@ -4195,7 +3806,7 @@ ImGuiOldColumns* ImGui::FindOrCreateColumns(ImGuiWindow* window, ImGuiID id) window->ColumnsStorage.push_back(ImGuiOldColumns()); ImGuiOldColumns* columns = &window->ColumnsStorage.back(); - columns->ID = id; + columns->ID = id; return columns; } @@ -4203,9 +3814,8 @@ ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) { ImGuiWindow* window = GetCurrentWindow(); - // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another - // widget. In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to - // make it uniquer. + // Differentiate column ID with an arbitrary prefix for cases where users name their columns set the same as another widget. + // In addition, when an identifier isn't explicitly provided we include the number of columns in the hash to make it uniquer. PushID(0x11223347 + (str_id ? 0 : columns_count)); ImGuiID id = window->GetID(str_id ? str_id : "columns"); PopID(); @@ -4215,36 +3825,35 @@ ImGuiID ImGui::GetColumnsID(const char* str_id, int columns_count) void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); IM_ASSERT(columns_count >= 1); - IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported + IM_ASSERT(window->DC.CurrentColumns == NULL); // Nested columns are currently not supported // Acquire storage for the columns set - ImGuiID id = GetColumnsID(str_id, columns_count); + ImGuiID id = GetColumnsID(str_id, columns_count); ImGuiOldColumns* columns = FindOrCreateColumns(window, id); IM_ASSERT(columns->ID == id); - columns->Current = 0; - columns->Count = columns_count; - columns->Flags = flags; + columns->Current = 0; + columns->Count = columns_count; + columns->Flags = flags; window->DC.CurrentColumns = columns; - columns->HostCursorPosY = window->DC.CursorPos.y; - columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; - columns->HostInitialClipRect = window->ClipRect; + columns->HostCursorPosY = window->DC.CursorPos.y; + columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; + columns->HostInitialClipRect = window->ClipRect; columns->HostBackupParentWorkRect = window->ParentWorkRect; - window->ParentWorkRect = window->WorkRect; + window->ParentWorkRect = window->WorkRect; // Set state for first column - // We aim so that the right-most column will have the same clipping width as other after being clipped by parent - // ClipRect - const float column_padding = g.Style.ItemSpacing.x; + // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect + const float column_padding = g.Style.ItemSpacing.x; const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; - columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); + columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); + columns->OffMaxX = ImMax(ImMin(max_1, max_2) - window->Pos.x, columns->OffMinX + 1.0f); columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y; // Clear data if columns count changed @@ -4268,9 +3877,9 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl { // Compute clipping rectangle ImGuiOldColumnData* column = &columns->Columns[n]; - float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); - float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); - column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); + float clip_x1 = IM_ROUND(window->Pos.x + GetColumnOffset(n)); + float clip_x2 = IM_ROUND(window->Pos.x + GetColumnOffset(n + 1) - 1.0f); + column->ClipRect = ImRect(clip_x1, -FLT_MAX, clip_x2, +FLT_MAX); column->ClipRect.ClipWithFull(window->ClipRect); } @@ -4284,11 +3893,11 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl // We don't generally store Indent.x inside ColumnsOffset because it may be manipulated by the user. float offset_0 = GetColumnOffset(columns->Current); float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; + float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } void ImGui::NextColumn() @@ -4297,7 +3906,7 @@ void ImGui::NextColumn() if (window->SkipItems || window->DC.CurrentColumns == NULL) return; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns->Count == 1) @@ -4320,7 +3929,7 @@ void ImGui::NextColumn() columns->Splitter.SetCurrentChannel(window->DrawList, columns->Current + 1); const float column_padding = g.Style.ItemSpacing.x; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); if (columns->Current > 0) { // Columns 1+ ignore IndentX (by canceling it out) @@ -4331,25 +3940,25 @@ void ImGui::NextColumn() { // New row/line: column 0 honor IndentX. window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - columns->LineMinY = columns->LineMaxY; + columns->LineMinY = columns->LineMaxY; } - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); - window->DC.CursorPos.y = columns->LineMinY; - window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.y = columns->LineMinY; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = 0.0f; // FIXME-COLUMNS: Share code with BeginColumns() - move code on columns setup. float offset_0 = GetColumnOffset(columns->Current); float offset_1 = GetColumnOffset(columns->Current + 1); - float width = offset_1 - offset_0; + float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; } void ImGui::EndColumns() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = GetCurrentWindow(); ImGuiOldColumns* columns = window->DC.CurrentColumns; IM_ASSERT(columns != NULL); @@ -4361,8 +3970,8 @@ void ImGui::EndColumns() } const ImGuiOldColumnFlags flags = columns->Flags; - columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); - window->DC.CursorPos.y = columns->LineMaxY; + columns->LineMaxY = ImMax(columns->LineMaxY, window->DC.CursorPos.y); + window->DC.CursorPos.y = columns->LineMaxY; if (!(flags & ImGuiOldColumnFlags_GrowParentContentsSize)) window->DC.CursorMaxPos.x = columns->HostCursorMaxPosX; // Restore cursor max pos, as columns don't grow parent @@ -4372,18 +3981,18 @@ void ImGui::EndColumns() if (!(flags & ImGuiOldColumnFlags_NoBorder) && !window->SkipItems) { // We clip Y boundaries CPU side because very long triangles are mishandled by some GPU drivers. - const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); - const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); + const float y1 = ImMax(columns->HostCursorPosY, window->ClipRect.Min.y); + const float y2 = ImMin(window->DC.CursorPos.y, window->ClipRect.Max.y); int dragging_column = -1; for (int n = 1; n < columns->Count; n++) { ImGuiOldColumnData* column = &columns->Columns[n]; - float x = window->Pos.x + GetColumnOffset(n); - const ImGuiID column_id = columns->ID + ImGuiID(n); - const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; + float x = window->Pos.x + GetColumnOffset(n); + const ImGuiID column_id = columns->ID + ImGuiID(n); + const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id, false)) + if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test continue; bool hovered = false, held = false; @@ -4397,32 +4006,29 @@ void ImGui::EndColumns() } // Draw column - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive - : hovered ? ImGuiCol_SeparatorHovered - : ImGuiCol_Separator); - const float xi = IM_FLOOR(x); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); + const float xi = IM_FLOOR(x); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); } - // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were - // displayed during the frame. + // Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame. if (dragging_column != -1) { if (!columns->IsBeingResized) for (int n = 0; n < columns->Count + 1; n++) columns->Columns[n].OffsetNormBeforeResize = columns->Columns[n].OffsetNorm; columns->IsBeingResized = is_being_resized = true; - float x = GetDraggedColumnOffset(columns, dragging_column); + float x = GetDraggedColumnOffset(columns, dragging_column); SetColumnOffset(dragging_column, x); } } columns->IsBeingResized = is_being_resized; - window->WorkRect = window->ParentWorkRect; - window->ParentWorkRect = columns->HostBackupParentWorkRect; - window->DC.CurrentColumns = NULL; + window->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); + window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); } void ImGui::Columns(int columns_count, const char* id, bool border) @@ -4431,7 +4037,7 @@ void ImGui::Columns(int columns_count, const char* id, bool border) IM_ASSERT(columns_count >= 1); ImGuiOldColumnFlags flags = (border ? 0 : ImGuiOldColumnFlags_NoBorder); - // flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior + //flags |= ImGuiOldColumnFlags_NoPreserveWidths; // NB: Legacy behavior ImGuiOldColumns* columns = window->DC.CurrentColumns; if (columns != NULL && columns->Count == columns_count && columns->Flags == flags) return; @@ -4445,4 +4051,4 @@ void ImGui::Columns(int columns_count, const char* id, bool border) //------------------------------------------------------------------------- -#endif // #ifndef IMGUI_DISABLE +#endif // #ifndef IMGUI_DISABLE diff --git a/extensions/ImGuiEXT/imgui/imgui_widgets.cpp b/extensions/ImGuiEXT/imgui/imgui_widgets.cpp index 02be448625..8e42100027 100644 --- a/extensions/ImGuiEXT/imgui/imgui_widgets.cpp +++ b/extensions/ImGuiEXT/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.84 +// dear imgui, v1.87 // (widgets code) /* @@ -29,140 +29,104 @@ Index of this file: */ #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) -# define _CRT_SECURE_NO_WARNINGS +#define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #ifndef IMGUI_DISABLE -# ifndef IMGUI_DEFINE_MATH_OPERATORS -# define IMGUI_DEFINE_MATH_OPERATORS -# endif -# include "imgui_internal.h" +#ifndef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS +#endif +#include "imgui_internal.h" // System includes -# include // toupper -# if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -# include // intptr_t -# else -# include // intptr_t -# endif +#include // toupper +#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier +#include // intptr_t +#else +#include // intptr_t +#endif //------------------------------------------------------------------------- // Warnings //------------------------------------------------------------------------- // Visual Studio warnings -# ifdef _MSC_VER -# pragma warning(disable : 4127) // condition expression is constant -# pragma warning(disable : 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, - // vsnprintf, sscanf, fopen -# if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later -# pragma warning(disable : 5054) // operator '|': deprecated between enumerations of different types -# endif -# pragma warning(disable : 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte - // value and then casting the result to a 8 byte value. Cast the value to the - // wider type before calling operator 'xxx' to avoid overflow(io.2). -# pragma warning(disable : 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over - // 'enum' (Enum.3). -# endif +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen +#if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later +#pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types +#endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). +#endif // Clang/GCC warnings with -Weverything -# if defined(__clang__) -# if __has_warning("-Wunknown-warning-option") -# pragma clang diagnostic ignored \ - "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all - // warnings are known by all Clang versions and they tend to be - // rename-happy.. so ignoring warnings triggers new warnings on some - // configuration. Great! -# endif -# pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -# pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more - // terse. -# pragma clang diagnostic ignored \ - "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing - // against same constants (typically 0.0f) is ok. -# pragma clang diagnostic ignored \ - "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal - // to vsnformat(). yes, user passing incorrect format strings can crash the code. -# pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness -# pragma clang diagnostic ignored \ - "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some - // standard header variations use #define NULL 0 -# pragma clang diagnostic ignored \ - "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to - // function // using printf() is a misery with this as C++ va_arg ellipsis changes - // float to double. -# pragma clang diagnostic ignored \ - "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and - // 'XXXFlagsPrivate_') -# pragma clang diagnostic ignored \ - "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types - // ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated -# pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' - // to 'float' may lose precision -# elif defined(__GNUC__) -# pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind -# pragma GCC diagnostic ignored \ - "-Wformat-nonliteral" // warning: format not a string literal, format string not checked -# pragma GCC diagnostic ignored \ - "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' - // with no trivial copy-assignment; use assignment or value-initialization instead -# endif +#if defined(__clang__) +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! +#endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok. +#pragma clang diagnostic ignored "-Wformat-nonliteral" // warning: format string is not a string literal // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0 +#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. +#pragma clang diagnostic ignored "-Wenum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') +#pragma clang diagnostic ignored "-Wdeprecated-enum-enum-conversion"// warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked +#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#endif //------------------------------------------------------------------------- // Data //------------------------------------------------------------------------- // Widgets -static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the - // ImGuiButtonFlags_PressedOnDragDropHold button behavior. -static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to - // make DragFloat/DragInt react faster to mouse drags. +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. // Those MIN/MAX values are not define because we need to point to them -static const signed char IM_S8_MIN = -128; -static const signed char IM_S8_MAX = 127; -static const unsigned char IM_U8_MIN = 0; -static const unsigned char IM_U8_MAX = 0xFF; -static const signed short IM_S16_MIN = -32768; -static const signed short IM_S16_MAX = 32767; +static const signed char IM_S8_MIN = -128; +static const signed char IM_S8_MAX = 127; +static const unsigned char IM_U8_MIN = 0; +static const unsigned char IM_U8_MAX = 0xFF; +static const signed short IM_S16_MIN = -32768; +static const signed short IM_S16_MAX = 32767; static const unsigned short IM_U16_MIN = 0; static const unsigned short IM_U16_MAX = 0xFFFF; -static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); -static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) -static const ImU32 IM_U32_MIN = 0; -static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) -# ifdef LLONG_MIN -static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); -static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); -# else -static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; -static const ImS64 IM_S64_MAX = 9223372036854775807LL; -# endif -static const ImU64 IM_U64_MIN = 0; -# ifdef ULLONG_MAX -static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); -# else -static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); -# endif +static const ImS32 IM_S32_MIN = INT_MIN; // (-2147483647 - 1), (0x80000000); +static const ImS32 IM_S32_MAX = INT_MAX; // (2147483647), (0x7FFFFFFF) +static const ImU32 IM_U32_MIN = 0; +static const ImU32 IM_U32_MAX = UINT_MAX; // (0xFFFFFFFF) +#ifdef LLONG_MIN +static const ImS64 IM_S64_MIN = LLONG_MIN; // (-9223372036854775807ll - 1ll); +static const ImS64 IM_S64_MAX = LLONG_MAX; // (9223372036854775807ll); +#else +static const ImS64 IM_S64_MIN = -9223372036854775807LL - 1; +static const ImS64 IM_S64_MAX = 9223372036854775807LL; +#endif +static const ImU64 IM_U64_MIN = 0; +#ifdef ULLONG_MAX +static const ImU64 IM_U64_MAX = ULLONG_MAX; // (0xFFFFFFFFFFFFFFFFull); +#else +static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); +#endif //------------------------------------------------------------------------- // [SECTION] Forward Declarations //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(unsigned int* p_char, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* user_data, - ImGuiInputSource input_source); -static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, - const ImWchar* text_end, - const ImWchar** remaining = NULL, - ImVec2* out_offset = NULL, - bool stop_on_new_line = false); +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); +static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. @@ -188,27 +152,28 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - IM_ASSERT(text != NULL); + + // Accept null ranges + if (text == text_end) + text = text_end = ""; + + // Calculate length const char* text_begin = text; if (text_end == NULL) - text_end = text + strlen(text); // FIXME-OPT + text_end = text + strlen(text); // FIXME-OPT const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - const float wrap_pos_x = window->DC.TextWrapPos; + const float wrap_pos_x = window->DC.TextWrapPos; const bool wrap_enabled = (wrap_pos_x >= 0.0f); if (text_end - text > 2000 && !wrap_enabled) { // Long text! // Perform manual coarse clipping to optimize for long multi-line text - // - From this point we will only compute the width of lines that are visible. Optimization only available when - // word-wrapping is disabled. - // - We also don't vertically center the text within the line full height, which is unlikely to matter because - // we are likely the biggest and only item on the line. - // - 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; + // - From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled. + // - We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line. + // - 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); @@ -240,7 +205,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); while (line < text_end) { - if (IsClippedEx(line_rect, 0, false)) + if (IsClippedEx(line_rect, 0)) break; const char* line_end = (const char*)memchr(line, '\n', text_end - line); @@ -308,7 +273,8 @@ void ImGui::TextV(const char* fmt, va_list args) if (window->SkipItems) return; - ImGuiContext& g = *GImGui; + // FIXME-OPT: Handle the %s shortcut? + ImGuiContext& g = *GImGui; const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } @@ -325,7 +291,7 @@ void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) { PushStyleColor(ImGuiCol_Text, col); if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else TextV(fmt, args); PopStyleColor(); @@ -344,7 +310,7 @@ void ImGui::TextDisabledV(const char* fmt, va_list 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 + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else TextV(fmt, args); PopStyleColor(); @@ -360,12 +326,12 @@ void ImGui::TextWrapped(const char* fmt, ...) void ImGui::TextWrappedV(const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; + 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); if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting + TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting else TextV(fmt, args); if (need_backup) @@ -387,27 +353,24 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) if (window->SkipItems) return; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float w = CalcItemWidth(); + const float w = CalcItemWidth(); const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = - value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImVec2 pos = window->DC.CursorPos; const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); - const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), - ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; // Render - RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, - ImVec2(0.0f, 0.0f)); + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } @@ -427,15 +390,13 @@ void ImGui::BulletTextV(const char* fmt, va_list args) if (window->SkipItems) return; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const char* text_begin = g.TempBuffer; - const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const char* text_begin = g.TempBuffer; + const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); - const ImVec2 total_size = - ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), - label_size.y); // Empty text doesn't add padding + const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding ImVec2 pos = window->DC.CursorPos; pos.y += window->DC.CurrLineTextBaseOffset; ItemSize(total_size, 0.0f); @@ -445,8 +406,7 @@ 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); } @@ -475,57 +435,51 @@ void ImGui::BulletTextV(const char* fmt, va_list args) //------------------------------------------------------------------------- // The ButtonBehavior() function is key to many interactions and used by many/most widgets. -// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via -// ImGuiButtonFlags_), this code is a little complex. By far the most common path is interacting with the Mouse using -// the default ImGuiButtonFlags_PressedOnClickRelease button behavior. See the series of events below and the -// corresponding state reported by dear imgui: +// Because we handle so many cases (keyboard/gamepad navigation, drag and drop) and many specific behavior (via ImGuiButtonFlags_), +// this code is a little complex. +// By far the most common path is interacting with the Mouse using the default ImGuiButtonFlags_PressedOnClickRelease button behavior. +// See the series of events below and the corresponding state reported by dear imgui: //------------------------------------------------------------------------------------------------------------------------------------------------ -// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() -// IsItemDeactivated() IsItemClicked() -// Frame N+0 (mouse is outside bb) - - - - - - Frame -// N+1 (mouse moves inside bb) - true - - - - Frame N+2 -// (mouse button is down) - true true true - true Frame N+3 -// (mouse button is down) - true true - - - Frame N+4 (mouse -// moves outside bb) - - true - - - -// Frame N+5 (mouse moves inside bb) - true true - - - Frame -// N+6 (mouse button is released) true true - - true - Frame N+7 -// (mouse button is released) - true - - - - Frame N+8 (mouse -// moves outside bb) - - - - - - +// with PressedOnClickRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse is outside bb) - - - - - - +// Frame N+1 (mouse moves inside bb) - true - - - - +// Frame N+2 (mouse button is down) - true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+4 (mouse moves outside bb) - - true - - - +// Frame N+5 (mouse moves inside bb) - true true - - - +// Frame N+6 (mouse button is released) true true - - true - +// Frame N+7 (mouse button is released) - true - - - - +// Frame N+8 (mouse moves outside bb) - - - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ -// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() -// IsItemDeactivated() IsItemClicked() -// Frame N+2 (mouse button is down) true true true true - true -// Frame N+3 (mouse button is down) - true true - - - Frame -// N+6 (mouse button is released) - true - - true - Frame N+7 -// (mouse button is released) - true - - - - +// with PressedOnClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) true true true true - true +// Frame N+3 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ -// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() -// IsItemDeactivated() IsItemClicked() -// Frame N+2 (mouse button is down) - true - - - true -// Frame N+3 (mouse button is down) - true - - - - Frame -// N+6 (mouse button is released) true true - - - - Frame N+7 -// (mouse button is released) - true - - - - +// with PressedOnRelease: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+2 (mouse button is down) - true - - - true +// Frame N+3 (mouse button is down) - true - - - - +// Frame N+6 (mouse button is released) true true - - - - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ -// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() -// IsItemDeactivated() IsItemClicked() -// Frame N+0 (mouse button is down) - true - - - true -// Frame N+1 (mouse button is down) - true - - - - Frame -// N+2 (mouse button is released) - true - - - - Frame N+3 -// (mouse button is released) - true - - - - Frame N+4 (mouse -// button is down) true true true true - true -// Frame N+5 (mouse button is down) - true true - - - Frame -// N+6 (mouse button is released) - true - - true - Frame N+7 -// (mouse button is released) - true - - - - +// with PressedOnDoubleClick: return-value IsItemHovered() IsItemActive() IsItemActivated() IsItemDeactivated() IsItemClicked() +// Frame N+0 (mouse button is down) - true - - - true +// Frame N+1 (mouse button is down) - true - - - - +// Frame N+2 (mouse button is released) - true - - - - +// Frame N+3 (mouse button is released) - true - - - - +// Frame N+4 (mouse button is down) true true true true - true +// Frame N+5 (mouse button is down) - true true - - - +// Frame N+6 (mouse button is released) - true - - true - +// Frame N+7 (mouse button is released) - true - - - - //------------------------------------------------------------------------------------------------------------------------------------------------ // Note that some combinations are supported, // - PressedOnDragDropHold can generally be associated with any flag. -// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release -// event won't be reported. +// - PressedOnDoubleClick can be associated by PressedOnClickRelease/PressedOnRelease, in which case the second release event won't be reported. //------------------------------------------------------------------------------------------------------------------------------------------------ // The behavior of the return-value changes when ImGuiButtonFlags_Repeat is set: // Repeat+ Repeat+ Repeat+ Repeat+ -// PressedOnClickRelease PressedOnClick PressedOnRelease -// PressedOnDoubleClick +// PressedOnClickRelease PressedOnClick PressedOnRelease PressedOnDoubleClick //------------------------------------------------------------------------------------------------------------------------------------------------- // Frame N+0 (mouse button is down) - true - true // ... - - - - @@ -536,7 +490,7 @@ void ImGui::BulletTextV(const char* fmt, va_list args) bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); // Default only reacts to left mouse button @@ -547,37 +501,32 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) flags |= ImGuiButtonFlags_PressedOnDefault_; - ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && - g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; + ImGuiWindow* backup_hovered_window = g.HoveredWindow; + const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindowDockTree == window->RootWindowDockTree; if (flatten_hovered_children) g.HoveredWindow = window; -# ifdef IMGUI_ENABLE_TEST_ENGINE +#ifdef IMGUI_ENABLE_TEST_ENGINE if (id != 0 && g.LastItemData.ID != id) IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); -# endif +#endif bool pressed = false; bool hovered = ItemHoverable(bb, id); // Drag source doesn't report as hovered - if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && - !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) hovered = false; - // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers - // the button - if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && - !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) + // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button + if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { hovered = true; SetHoveredID(id); - if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && - g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) { - pressed = true; + pressed = true; g.DragDropHoldJustPressedId = id; FocusWindow(window); } @@ -586,10 +535,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; - // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using - // patterns where a later submitted widget overlaps a previous one. - if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && - (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) + // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. + if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) hovered = false; // Mouse handling @@ -598,32 +545,14 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { // Poll buttons - int mouse_button_clicked = -1; + int mouse_button_clicked = -1; int mouse_button_released = -1; - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) - { - mouse_button_clicked = 0; - } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) - { - mouse_button_clicked = 1; - } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) - { - mouse_button_clicked = 2; - } - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) - { - mouse_button_released = 0; - } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) - { - mouse_button_released = 1; - } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) - { - mouse_button_released = 2; - } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } + if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } + else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } + else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } if (mouse_button_clicked != -1 && g.ActiveId != id) { @@ -635,14 +564,15 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetFocusID(id, window); FocusWindow(window); } - if ((flags & ImGuiButtonFlags_PressedOnClick) || - ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked])) + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) { pressed = true; if (flags & ImGuiButtonFlags_NoHoldingActiveId) ClearActiveID(); else - SetActiveID(id, window); // Hold on ID + SetActiveID(id, window); // Hold on ID + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; FocusWindow(window); } @@ -650,17 +580,16 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) { // Repeat mode trumps on release behavior - const bool has_repeated_at_least_once = - (flags & ImGuiButtonFlags_Repeat) && - g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; if (!has_repeated_at_least_once) pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); ClearActiveID(); } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). - // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer - // RepeatDelay/RepeatRate settings. + // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) pressed = true; @@ -672,24 +601,20 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool // Gamepad/Keyboard navigation // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse. - if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && - (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId)) if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) hovered = true; if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = - IsNavInputTest(ImGuiNavInput_Activate, - (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); if (nav_activated_by_code || nav_activated_by_inputs) - pressed = true; - if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) { // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - g.NavActivateId = id; // This is so SetActiveId assign a Nav source + pressed = true; SetActiveID(id, window); - if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + g.ActiveIdSource = ImGuiInputSource_Nav; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); } } @@ -711,16 +636,13 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool } else { - bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; + bool release_in = hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease) != 0; bool release_anywhere = (flags & ImGuiButtonFlags_PressedOnClickReleaseAnywhere) != 0; if ((release_in || release_anywhere) && !g.DragDropActive) { // Report as pressed when releasing the mouse (this is the most common path) - bool is_double_click_release = - (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; - bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && - g.IO.MouseDownDurationPrev[mouse_button] >= - g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; + bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps if (!is_double_click_release && !is_repeating_already) pressed = true; } @@ -739,10 +661,8 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.ActiveIdHasBeenPressedBefore = true; } - if (out_hovered) - *out_hovered = hovered; - if (out_held) - *out_held = held; + if (out_hovered) *out_hovered = hovered; + if (out_held) *out_held = held; return pressed; } @@ -753,19 +673,15 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); + const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 pos = window->DC.CursorPos; - if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && - style.FramePadding.y < - window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so - // that text baseline matches (bit hacky, since it shouldn't be a flag) + if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag) pos.y += window->DC.CurrLineTextBaseOffset - style.FramePadding.y; - ImVec2 size = - CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); + ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f); const ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); @@ -779,19 +695,16 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive - : hovered ? ImGuiCol_ButtonHovered - : ImGuiCol_Button); + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); if (g.LogEnabled) LogSetNextTextDecoration("[", "]"); - RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, - style.ButtonTextAlign, &bb); + RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); // Automatically close popups - // if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) + //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) // CloseCurrentPopup(); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); @@ -806,19 +719,19 @@ bool ImGui::Button(const char* label, const ImVec2& size_arg) // Small buttons fits within text without additional vertical spacing. bool ImGui::SmallButton(const char* label) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; float backup_padding_y = g.Style.FramePadding.y; g.Style.FramePadding.y = 0.0f; - bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); + bool pressed = ButtonEx(label, ImVec2(0, 0), ImGuiButtonFlags_AlignTextBaseLine); g.Style.FramePadding.y = backup_padding_y; return pressed; } // 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) +// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; @@ -827,7 +740,7 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiBut IM_ASSERT(size_arg.x != 0.0f && size_arg.y != 0.0f); const ImGuiID id = window->GetID(str_id); - ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); + ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(size); if (!ItemAdd(bb, id)) @@ -836,16 +749,17 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiBut bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); @@ -860,16 +774,13 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive - : hovered ? ImGuiCol_ButtonHovered - : ImGuiCol_Button); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); const ImU32 text_col = GetColorU32(ImGuiCol_Text); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); - RenderArrow(window->DrawList, - bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), - text_col, dir); + RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } @@ -882,21 +793,19 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) // Button to close a window bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in - // order to facilitate moving the window away. (#3825) This may better be applied as a general hit-rect reduction - // mechanism for all widgets to ensure the area to move window is always accessible? + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - ImRect bb_interact = bb; + ImRect bb_interact = bb; const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); if (area_to_visible_ratio < 1.5f) bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); - // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can - // always close a window. (this isn't the regular behavior of buttons, but it doesn't affect the user much because - // navigation tends to keep items visible). + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). bool is_clipped = !ItemAdd(bb_interact, id); bool hovered, held; @@ -906,18 +815,16 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) // Render // FIXME: Clarify this mess - ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); + ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; - ImU32 cross_col = GetColorU32(ImGuiCol_Text); + 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; } @@ -925,7 +832,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) // The Collapse button also functions as a Dock Menu button. bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); @@ -934,20 +841,17 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); // Render - // bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); - ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive - : hovered ? ImGuiCol_ButtonHovered - : ImGuiCol_Button); + //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); + ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImVec2 center = bb.GetCenter(); + ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(center + ImVec2(0, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); + window->DrawList->AddCircleFilled(center + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); if (dock_node) RenderArrowDockMenu(window->DrawList, bb.Min + g.Style.FramePadding, g.FontSize, text_col); else - RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, - window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) @@ -964,30 +868,27 @@ ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) { - const ImRect outer_rect = window->Rect(); - const ImRect inner_rect = window->InnerRect; - const float border_size = window->WindowBorderSize; - const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; - // ScrollbarSizes.y = height of X scrollbar) + const ImRect outer_rect = window->Rect(); + const ImRect inner_rect = window->InnerRect; + const float border_size = window->WindowBorderSize; + const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) IM_ASSERT(scrollbar_size > 0.0f); if (axis == ImGuiAxis_X) - return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), - inner_rect.Max.x, outer_rect.Max.y); + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); else - return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, - outer_rect.Max.x, inner_rect.Max.y); + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); } void ImGui::Scrollbar(ImGuiAxis axis) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = GetWindowScrollbarID(window, axis); KeepAliveID(id); // Calculate scrollbar bounding box - ImRect bb = GetWindowScrollbarRect(window, axis); + ImRect bb = GetWindowScrollbarRect(window, axis); ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; if (axis == ImGuiAxis_X) { @@ -1002,77 +903,66 @@ void ImGui::Scrollbar(ImGuiAxis axis) if (!window->ScrollbarX) rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } - float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; + float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; - ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners); + ImS64 scroll = (ImS64)window->Scroll[axis]; + ScrollbarEx(bb, id, axis, &scroll, (ImS64)size_avail, (ImS64)size_contents, rounding_corners); + window->Scroll[axis] = (float)scroll; } // Vertical/Horizontal scrollbar // The entire piece of code below is rather confusing because: -// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when -// clicking inside the grab) -// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on -// a scrollbar +// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab) +// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, - ImGuiID id, - ImGuiAxis axis, - float* p_scroll_v, - float size_avail_v, - float size_contents_v, - ImDrawFlags flags) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - const float bb_frame_width = bb_frame.GetWidth(); + const float bb_frame_width = bb_frame.GetWidth(); const float bb_frame_height = bb_frame.GetHeight(); if (bb_frame_width <= 0.0f || bb_frame_height <= 0.0f) return false; - // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and - // facilitate using the window resize grab) + // When we are too small, start hiding and disabling the grab (this reduce visual noise on very small window and facilitate using the window resize grab) float alpha = 1.0f; if ((axis == ImGuiAxis_Y) && bb_frame_height < g.FontSize + g.Style.FramePadding.y * 2.0f) alpha = ImSaturate((bb_frame_height - g.FontSize) / (g.Style.FramePadding.y * 2.0f)); if (alpha <= 0.0f) return false; - const ImGuiStyle& style = g.Style; + const ImGuiStyle& style = g.Style; const bool allow_interaction = (alpha >= 1.0f); ImRect bb = bb_frame; - bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), - -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); - // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable - // amount) But we maintain a minimum size in pixel to allow for the user to still aim inside. - IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is - // still needed. PLEASE CONTACT ME if this triggers. - const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); - const float grab_h_pixels = - ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) + // But we maintain a minimum size in pixel to allow for the user to still aim inside. + IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). - bool held = false; + bool held = false; bool hovered = false; ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); - float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); - float grab_v_norm = - scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space if (held && allow_interaction && grab_h_norm < 1.0f) { - float scrollbar_pos_v = bb.Min[axis]; - float mouse_pos_v = g.IO.MousePos[axis]; + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); @@ -1090,15 +980,13 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, } // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) - // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize - // and before setting up our starting position - const float scroll_v_norm = ImSaturate( - (clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max); //(win_size_contents_v - win_size_v)); + // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position + const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); // Update values for rendering - scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); - grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); + grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seeked and saturated if (seek_absolute) @@ -1106,30 +994,20 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, } // Render - const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); - const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive - : hovered ? ImGuiCol_ScrollbarGrabHovered - : ImGuiCol_ScrollbarGrab, - alpha); + const ImU32 bg_col = GetColorU32(ImGuiCol_ScrollbarBg); + const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab, alpha); window->DrawList->AddRectFilled(bb_frame.Min, bb_frame.Max, bg_col, window->WindowRounding, flags); ImRect grab_rect; if (axis == ImGuiAxis_X) - grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, - ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); + grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y); else - grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, - ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); + grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels); window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding); return held; } -void ImGui::Image(ImTextureID user_texture_id, - const ImVec2& size, - const ImVec2& uv0, - const ImVec2& uv1, - const ImVec4& tint_col, - const ImVec4& border_col) +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -1145,8 +1023,7 @@ void ImGui::Image(ImTextureID user_texture_id, if (border_col.w > 0.0f) { window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); - window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, - GetColorU32(tint_col)); + window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); } else { @@ -1155,18 +1032,10 @@ void ImGui::Image(ImTextureID user_texture_id, } // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) -// We provide this internal helper to write your own variant while we figure out how to redesign the public -// ImageButton() API. -bool ImGui::ImageButtonEx(ImGuiID id, - ImTextureID texture_id, - const ImVec2& size, - const ImVec2& uv0, - const ImVec2& uv1, - const ImVec2& padding, - const ImVec4& bg_col, - const ImVec4& tint_col) +// We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; @@ -1180,9 +1049,7 @@ bool ImGui::ImageButtonEx(ImGuiID id, bool pressed = ButtonBehavior(bb, id, &hovered, &held); // Render - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive - : hovered ? ImGuiCol_ButtonHovered - : ImGuiCol_Button); + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); if (bg_col.w > 0.0f) @@ -1195,15 +1062,9 @@ bool ImGui::ImageButtonEx(ImGuiID id, // frame_padding < 0: uses FramePadding from style (default) // frame_padding = 0: no framing // frame_padding > 0: set framing size -bool ImGui::ImageButton(ImTextureID user_texture_id, - const ImVec2& size, - const ImVec2& uv0, - const ImVec2& uv1, - int frame_padding, - const ImVec4& bg_col, - const ImVec4& tint_col) +bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; @@ -1213,8 +1074,7 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImGuiID id = window->GetID("#image"); PopID(); - const ImVec2 padding = - (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; + const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); } @@ -1224,22 +1084,18 @@ bool ImGui::Checkbox(const char* label, bool* v) if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); + const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); const float square_sz = GetFrameHeight(); - const ImVec2 pos = window->DC.CursorPos; - const ImRect total_bb( - pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), - label_size.y + style.FramePadding.y * 2.0f)); + const ImVec2 pos = window->DC.CursorPos; + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) { - IMGUI_TEST_ENGINE_ITEM_INFO( - id, label, - g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return false; } @@ -1253,18 +1109,13 @@ bool ImGui::Checkbox(const char* label, bool* v) const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); RenderNavHighlight(total_bb, id); - RenderFrame(check_bb.Min, check_bb.Max, - GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive - : hovered ? ImGuiCol_FrameBgHovered - : ImGuiCol_FrameBg), - true, style.FrameRounding); - ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); + 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); bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) - // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all - // widgets (not just checkbox) + // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); } @@ -1280,13 +1131,11 @@ bool ImGui::Checkbox(const char* label, bool* v) if (label_size.x > 0.0f) RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO( - id, label, - g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } -template +template bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) { bool all_on = (*flags & flags_value) == flags_value; @@ -1294,15 +1143,16 @@ bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) bool pressed; if (!all_on && any_on) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; - pressed = Checkbox(label, &all_on); + pressed = Checkbox(label, &all_on); g.CurrentItemFlags = backup_item_flags; } else { pressed = Checkbox(label, &all_on); + } if (pressed) { @@ -1340,24 +1190,22 @@ bool ImGui::RadioButton(const char* label, bool active) if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); + const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); const float square_sz = GetFrameHeight(); - const ImVec2 pos = window->DC.CursorPos; + const ImVec2 pos = window->DC.CursorPos; const ImRect check_bb(pos, pos + ImVec2(square_sz, square_sz)); - const ImRect total_bb( - pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), - label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(pos, pos + ImVec2(square_sz + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), label_size.y + style.FramePadding.y * 2.0f)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) return false; - ImVec2 center = check_bb.GetCenter(); - center.x = IM_ROUND(center.x); - center.y = IM_ROUND(center.y); + ImVec2 center = check_bb.GetCenter(); + center.x = IM_ROUND(center.x); + center.y = IM_ROUND(center.y); const float radius = (square_sz - 1.0f) * 0.5f; bool hovered, held; @@ -1366,11 +1214,7 @@ bool ImGui::RadioButton(const char* label, bool active) MarkItemEdited(id); RenderNavHighlight(total_bb, id); - window->DrawList->AddCircleFilled(center, radius, - GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive - : hovered ? ImGuiCol_FrameBgHovered - : ImGuiCol_FrameBg), - 16); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); if (active) { const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); @@ -1379,8 +1223,7 @@ 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); } @@ -1394,8 +1237,7 @@ bool ImGui::RadioButton(const char* label, bool active) return pressed; } -// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T -// v_button)', but I'm not sure how we would expose it.. +// FIXME: This would work nicely if it was a public template, e.g. 'template RadioButton(const char* label, T* v, T v_button)', but I'm not sure how we would expose it.. bool ImGui::RadioButton(const char* label, int* v, int v_button) { const bool pressed = RadioButton(label, *v == v_button); @@ -1411,10 +1253,10 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over if (window->SkipItems) return; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - ImVec2 pos = window->DC.CursorPos; + ImVec2 pos = window->DC.CursorPos; ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y * 2.0f); ImRect bb(pos, pos + size); ItemSize(size, style.FramePadding.y); @@ -1426,8 +1268,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize)); const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y); - RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, - style.FrameRounding); + RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding); // Default displaying the fraction as percentage string, but user can override it char overlay_buf[32]; @@ -1439,10 +1280,7 @@ void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* over 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() @@ -1451,10 +1289,9 @@ void ImGui::Bullet() if (window->SkipItems) return; - ImGuiContext& g = *GImGui; + 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)) @@ -1465,8 +1302,7 @@ void ImGui::Bullet() // 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); } @@ -1508,11 +1344,10 @@ void ImGui::NewLine() if (window->SkipItems) return; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; - window->DC.LayoutType = ImGuiLayoutType_Vertical; - if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that - // FontSize high, we will preserve its height. + window->DC.LayoutType = ImGuiLayoutType_Vertical; + if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0, 0)); else ItemSize(ImVec2(0.0f, g.FontSize)); @@ -1525,8 +1360,8 @@ void ImGui::AlignTextToFramePadding() if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); + ImGuiContext& g = *GImGui; + window->DC.CurrLineSize.y = ImMax(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2); window->DC.CurrLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, g.Style.FramePadding.y); } @@ -1538,15 +1373,13 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) return; ImGuiContext& g = *GImGui; - IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | - ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected - float thickness_draw = 1.0f; + float thickness_draw = 1.0f; float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { - // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it - // doesn't have an effect on regular layout. + // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. float y1 = window->DC.CursorPos.y; float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); @@ -1555,8 +1388,7 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) return; // Draw - window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), - GetColorU32(ImGuiCol_Separator)); + window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) LogText(" |"); } @@ -1570,11 +1402,20 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) x1 += window->DC.Indent.x; + // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, + // need to introduce a variant of WorkRect for that purpose. (#4787) + if (ImGuiTable* table = g.CurrentTable) + { + x1 = table->Columns[table->CurrentColumn].MinX; + x2 = table->Columns[table->CurrentColumn].MaxX; + } + ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; if (columns) PushColumnsBackground(); // We don't provide our width to the layout so that it doesn't get feed back into AutoFit + // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); ItemSize(ImVec2(0.0f, thickness_layout)); const bool item_visible = ItemAdd(bb, 0); @@ -1584,6 +1425,7 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) LogRenderedText(&bb.Min, "--------------------------------\n"); + } if (columns) { @@ -1595,36 +1437,26 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) void ImGui::Separator() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; // Those flags should eventually be overridable by the user - ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical - : ImGuiSeparatorFlags_Horizontal; - flags |= ImGuiSeparatorFlags_SpanAllColumns; + ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; + flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. SeparatorEx(flags); } -// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be -// convenient to reduce visual noise. -bool ImGui::SplitterBehavior(const ImRect& bb, - ImGuiID id, - ImGuiAxis axis, - float* size1, - float* size2, - float min_size1, - float min_size2, - float hover_extend, - float hover_visibility_delay) +// Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; - bool item_add = ItemAdd(bb, id); + bool item_add = ItemAdd(bb, id); g.CurrentItemFlags = item_flags_backup; if (!item_add) return false; @@ -1632,11 +1464,9 @@ bool ImGui::SplitterBehavior(const ImRect& bb, bool hovered, held; ImRect bb_interact = bb; bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); - ButtonBehavior(bb_interact, id, &hovered, &held, - ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); if (hovered) - g.LastItemData.StatusFlags |= - ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb if (g.ActiveId != id) SetItemAllowOverlap(); @@ -1647,7 +1477,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, if (held) { ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; - float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; // Minimum pane size float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); @@ -1671,10 +1501,10 @@ bool ImGui::SplitterBehavior(const ImRect& bb, } } - // Render - const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive - : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered - : ImGuiCol_Separator); + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); + const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); return held; @@ -1705,9 +1535,7 @@ 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[count_same_width].Width >= 0.0f) - ? (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); @@ -1717,8 +1545,7 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc } // Round width and redistribute remainder left-to-right (could make it an option of the function?) - // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the - // right-most edge of the tab bar separator. + // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. width_excess = 0.0f; for (int n = 0; n < count; n++) { @@ -1754,35 +1581,33 @@ static float CalcMaxPopupHeightFromItemCount(int items_count) bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); ImGuiNextWindowDataFlags backup_next_window_data_flags = g.NextWindowData.Flags; - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values if (window->SkipItems) return false; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != - (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + const ImGuiID id = window->GetID(label); + IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together - const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); + const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); - const ImRect total_bb(bb.Min, - bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const ImRect total_bb(bb.Min, 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, &bb)) return false; // Open on click bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb, id, &hovered, &held); const ImGuiID popup_id = ImHashStr("##ComboPopup", 0, id); - bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); - if ((pressed || g.NavActivateId == id) && !popup_open) + bool popup_open = IsPopupOpen(popup_id, ImGuiPopupFlags_None); + if (pressed && !popup_open) { OpenPopupEx(popup_id, ImGuiPopupFlags_None); popup_open = true; @@ -1790,22 +1615,17 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF // Render shape const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); RenderNavHighlight(bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled( - bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, - (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); + window->DrawList->AddRectFilled(bb.Min, ImVec2(value_x2, bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersLeft); if (!(flags & ImGuiComboFlags_NoArrowButton)) { - ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImU32 bg_col = GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - window->DrawList->AddRectFilled( - ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, - (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(ImVec2(value_x2, bb.Min.y), bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawFlags_RoundCornersAll : ImDrawFlags_RoundCornersRight); if (value_x2 + arrow_size - style.FramePadding.x <= bb.Max.x) - RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), - text_col, ImGuiDir_Down, 1.0f); + RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); } RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); @@ -1853,55 +1673,41 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags { if ((flags & ImGuiComboFlags_HeightMask_) == 0) flags |= ImGuiComboFlags_HeightRegular; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one int popup_max_height_in_items = -1; - if (flags & ImGuiComboFlags_HeightRegular) - popup_max_height_in_items = 8; - else if (flags & ImGuiComboFlags_HeightSmall) - popup_max_height_in_items = 4; - else if (flags & ImGuiComboFlags_HeightLarge) - popup_max_height_in_items = 20; - SetNextWindowSizeConstraints(ImVec2(w, 0.0f), - ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8; + else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4; + else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20; + SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); } // This is essentially a specialized version of BeginPopupEx() char name[16]; - ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth // Set position given a custom constraint (peak into expected window size so we can position it) // FIXME: This might be easier to express with an hypothetical SetNextWindowPosConstraints() function? - // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are - // calling FindBestWindowPosForPopupEx()? + // FIXME: This might be moved to Begin() or at least around the same spot where Tooltips and other Popups are calling FindBestWindowPosForPopupEx()? if (ImGuiWindow* popup_window = FindWindowByName(name)) if (popup_window->WasActive) { // Always override 'AutoPosLastDirection' to not leave a chance for a past value to affect us. ImVec2 size_expected = CalcWindowNextAutoFitSize(popup_window); - popup_window->AutoPosLastDirection = - (flags & ImGuiComboFlags_PopupAlignLeft) - ? ImGuiDir_Left - : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" + popup_window->AutoPosLastDirection = (flags & ImGuiComboFlags_PopupAlignLeft) ? ImGuiDir_Left : ImGuiDir_Down; // Left = "Below, Toward Left", Down = "Below, Toward Right (default)" ImRect r_outer = GetPopupAllowedExtentRect(popup_window); - ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, - r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); + ImVec2 pos = FindBestWindowPosForPopupEx(bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, bb, ImGuiPopupPositionPolicy_ComboBox); SetNextWindowPos(pos); } - // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to - // BeginPopupEx() - ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | - ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | - ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; - PushStyleVar( - ImGuiStyleVar_WindowPadding, - ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text + // We don't use BeginPopupEx() solely because we have a custom name string, which we could make an argument to BeginPopupEx() + ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoMove; + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(g.Style.FramePadding.x, g.Style.WindowPadding.y)); // Horizontally align ourselves with the framed text bool ret = Begin(name, NULL, window_flags); PopStyleVar(); if (!ret) { EndPopup(); - IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above + IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above return false; } return true; @@ -1916,30 +1722,25 @@ void ImGui::EndCombo() // (Experimental, see GitHub issues: #1658, #4168) bool ImGui::BeginComboPreview() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; - if (window->SkipItems || - !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible - // flag to test last ItemAdd() result + if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result return false; - IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && - g.LastItemData.Rect.Min.y == - preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass - // ImGuiComboFlags_CustomPreview flag? - if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) return false; // FIXME: This could be contained in a PushWorkRect() api - preview_data->BackupCursorPos = window->DC.CursorPos; - preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; - preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; + preview_data->BackupCursorPos = window->DC.CursorPos; + preview_data->BackupCursorMaxPos = window->DC.CursorMaxPos; + preview_data->BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; preview_data->BackupPrevLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; - preview_data->BackupLayout = window->DC.LayoutType; - window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; - window->DC.CursorMaxPos = window->DC.CursorPos; - window->DC.LayoutType = ImGuiLayoutType_Horizontal; + preview_data->BackupLayout = window->DC.LayoutType; + window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; + window->DC.CursorMaxPos = window->DC.CursorPos; + window->DC.LayoutType = ImGuiLayoutType_Horizontal; PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); return true; @@ -1947,27 +1748,25 @@ bool ImGui::BeginComboPreview() void ImGui::EndComboPreview() { - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; // FIXME: Using CursorMaxPos approximation instead of correct AABB which we will store in ImDrawCmd in the future ImDrawList* draw_list = window->DrawList; - if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && - window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) - if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command + if (window->DC.CursorMaxPos.x < preview_data->PreviewRect.Max.x && window->DC.CursorMaxPos.y < preview_data->PreviewRect.Max.y) + if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command { - draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = - draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; + draw_list->_CmdHeader.ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ClipRect = draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 2].ClipRect; draw_list->_TryMergeDrawCmds(); } PopClipRect(); - window->DC.CursorPos = preview_data->BackupCursorPos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); - window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; + window->DC.CursorPos = preview_data->BackupCursorPos; + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, preview_data->BackupCursorMaxPos); + window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; - window->DC.LayoutType = preview_data->BackupLayout; - preview_data->PreviewRect = ImRect(); + window->DC.LayoutType = preview_data->BackupLayout; + preview_data->PreviewRect = ImRect(); } // Getter for the old Combo() API: const char*[] @@ -1984,8 +1783,8 @@ static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) { // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited. const char* items_separated_by_zeros = (const char*)data; - int items_count = 0; - const char* p = items_separated_by_zeros; + int items_count = 0; + const char* p = items_separated_by_zeros; while (*p) { if (idx == items_count) @@ -2001,12 +1800,7 @@ static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) } // Old API, prefer using BeginCombo() nowadays if you can. -bool ImGui::Combo(const char* label, - int* current_item, - bool (*items_getter)(void*, int, const char**), - void* data, - int items_count, - int popup_max_height_in_items) +bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) { ImGuiContext& g = *GImGui; @@ -2015,22 +1809,19 @@ bool ImGui::Combo(const char* label, if (*current_item >= 0 && *current_item < items_count) items_getter(data, *current_item, &preview_value); - // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need - // it, but we emulate it here. + // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) - SetNextWindowSizeConstraints(ImVec2(0, 0), - ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); + SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items))); if (!BeginCombo(label, preview_value, ImGuiComboFlags_None)) return false; // Display items - // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to - // SetItemDefaultFocus() is processed) + // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed) bool value_changed = false; for (int i = 0; i < items_count; i++) { - PushID((void*)(intptr_t)i); + PushID(i); const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) @@ -2056,24 +1847,21 @@ bool ImGui::Combo(const char* label, // Combo box helper allowing to pass an array of strings. bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items) { - const bool value_changed = - Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); + const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items); return value_changed; } -// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items -// "item1\0item2\0" +// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0" bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items) { int items_count = 0; - const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open + const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open while (*p) { p += strlen(p) + 1; items_count++; } - bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, - items_count, height_in_items); + bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items); return value_changed; } @@ -2090,51 +1878,46 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa // - RoundScalarWithFormat<>() //------------------------------------------------------------------------- -static const ImGuiDataTypeInfo GDataTypeInfo[] = { - {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), "S64", "%I64d", "%I64d"}, // ImGuiDataType_S64 - {sizeof(ImU64), "U64", "%I64u", "%I64u"}, -# else - {sizeof(ImS64), "S64", "%lld", "%lld"}, // ImGuiDataType_S64 - {sizeof(ImU64), "U64", "%llu", "%llu"}, -# endif - {sizeof(float), "float", "%.3f", "%f"}, // ImGuiDataType_Float (float are promoted to double in va_arg) - {sizeof(double), "double", "%f", "%lf"}, // ImGuiDataType_Double +static const ImGuiDataTypeInfo GDataTypeInfo[] = +{ + { 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), "S64", "%I64d","%I64d" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%I64u","%I64u" }, +#else + { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 + { sizeof(ImU64), "U64", "%llu", "%llu" }, +#endif + { sizeof(float), "float", "%.3f","%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { sizeof(double), "double","%f", "%lf" }, // ImGuiDataType_Double }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); -// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time -// default value for format was "%.0f". Even though we changed the compile-time default, we expect users to have carried -// %f around, which would break the display of DragInt() calls. To honor backward compatibility we are rewriting the -// format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! +// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". +// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. +// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! static const char* PatchFormatStringFloatToInt(const char* fmt) { - if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && - fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. + if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. return "%d"; - const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) - const char* fmt_end = - ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of - // confidence/recklessness (because snprintf is dependent on libc or user). + const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) + const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). if (fmt_end > fmt_start && fmt_end[-1] == 'f') { -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS if (fmt_start == fmt && fmt_end[0] == 0) return "%d"; ImGuiContext& g = *GImGui; - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, - fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. + ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. return g.TempBuffer; -# else - IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please - // replace with e.g. "%d" -# endif +#else + IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" +#endif } return fmt; } @@ -2145,11 +1928,7 @@ const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) return &GDataTypeInfo[data_type]; } -int ImGui::DataTypeFormatString(char* buf, - int buf_size, - ImGuiDataType data_type, - const void* p_data, - const char* format) +int ImGui::DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format) { // Signedness doesn't matter when pushing integer arguments if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) @@ -2177,136 +1956,57 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const IM_ASSERT(op == '+' || op == '-'); switch (data_type) { - case ImGuiDataType_S8: - if (op == '+') - { - *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); - } - if (op == '-') - { - *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); - } - return; - case ImGuiDataType_U8: - if (op == '+') - { - *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); - } - if (op == '-') - { - *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); - } - return; - case ImGuiDataType_S16: - if (op == '+') - { - *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); - } - if (op == '-') - { - *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); - } - return; - case ImGuiDataType_U16: - if (op == '+') - { - *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); - } - if (op == '-') - { - *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); - } - return; - case ImGuiDataType_S32: - if (op == '+') - { - *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); - } - if (op == '-') - { - *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); - } - return; - case ImGuiDataType_U32: - if (op == '+') - { - *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); - } - if (op == '-') - { - *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); - } - return; - case ImGuiDataType_S64: - if (op == '+') - { - *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); - } - if (op == '-') - { - *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); - } - return; - case ImGuiDataType_U64: - if (op == '+') - { - *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); - } - if (op == '-') - { - *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); - } - return; - case ImGuiDataType_Float: - if (op == '+') - { - *(float*)output = *(const float*)arg1 + *(const float*)arg2; - } - if (op == '-') - { - *(float*)output = *(const float*)arg1 - *(const float*)arg2; - } - return; - case ImGuiDataType_Double: - if (op == '+') - { - *(double*)output = *(const double*)arg1 + *(const double*)arg2; - } - if (op == '-') - { - *(double*)output = *(const double*)arg1 - *(const double*)arg2; - } - return; - case ImGuiDataType_COUNT: - break; + case ImGuiDataType_S8: + if (op == '+') { *(ImS8*)output = ImAddClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + if (op == '-') { *(ImS8*)output = ImSubClampOverflow(*(const ImS8*)arg1, *(const ImS8*)arg2, IM_S8_MIN, IM_S8_MAX); } + return; + case ImGuiDataType_U8: + if (op == '+') { *(ImU8*)output = ImAddClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + if (op == '-') { *(ImU8*)output = ImSubClampOverflow(*(const ImU8*)arg1, *(const ImU8*)arg2, IM_U8_MIN, IM_U8_MAX); } + return; + case ImGuiDataType_S16: + if (op == '+') { *(ImS16*)output = ImAddClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + if (op == '-') { *(ImS16*)output = ImSubClampOverflow(*(const ImS16*)arg1, *(const ImS16*)arg2, IM_S16_MIN, IM_S16_MAX); } + return; + case ImGuiDataType_U16: + if (op == '+') { *(ImU16*)output = ImAddClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + if (op == '-') { *(ImU16*)output = ImSubClampOverflow(*(const ImU16*)arg1, *(const ImU16*)arg2, IM_U16_MIN, IM_U16_MAX); } + return; + case ImGuiDataType_S32: + if (op == '+') { *(ImS32*)output = ImAddClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + if (op == '-') { *(ImS32*)output = ImSubClampOverflow(*(const ImS32*)arg1, *(const ImS32*)arg2, IM_S32_MIN, IM_S32_MAX); } + return; + case ImGuiDataType_U32: + if (op == '+') { *(ImU32*)output = ImAddClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + if (op == '-') { *(ImU32*)output = ImSubClampOverflow(*(const ImU32*)arg1, *(const ImU32*)arg2, IM_U32_MIN, IM_U32_MAX); } + return; + case ImGuiDataType_S64: + if (op == '+') { *(ImS64*)output = ImAddClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + if (op == '-') { *(ImS64*)output = ImSubClampOverflow(*(const ImS64*)arg1, *(const ImS64*)arg2, IM_S64_MIN, IM_S64_MAX); } + return; + case ImGuiDataType_U64: + if (op == '+') { *(ImU64*)output = ImAddClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + if (op == '-') { *(ImU64*)output = ImSubClampOverflow(*(const ImU64*)arg1, *(const ImU64*)arg2, IM_U64_MIN, IM_U64_MAX); } + return; + case ImGuiDataType_Float: + if (op == '+') { *(float*)output = *(const float*)arg1 + *(const float*)arg2; } + if (op == '-') { *(float*)output = *(const float*)arg1 - *(const float*)arg2; } + return; + case ImGuiDataType_Double: + if (op == '+') { *(double*)output = *(const double*)arg1 + *(const double*)arg2; } + if (op == '-') { *(double*)output = *(const double*)arg1 - *(const double*)arg2; } + return; + case ImGuiDataType_COUNT: break; } IM_ASSERT(0); } // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -bool ImGui::DataTypeApplyOpFromText(const char* buf, - const char* initial_value_buf, - ImGuiDataType data_type, - void* p_data, - const char* format) +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; - - // We don't support '-' op because it would conflict with inputing negative value. - // Instead you can use +-100 to subtract from an existing value - char op = buf[0]; - if (op == '+' || op == '*' || op == '/') - { - buf++; - while (ImCharIsBlankA(*buf)) - buf++; - } - else - { - op = 0; - } if (!buf[0]) return false; @@ -2318,99 +2018,11 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, if (format == NULL) format = type_info->ScanFmt; - // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. - int arg1i = 0; - if (data_type == ImGuiDataType_S32) + if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64 || data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) { - int* v = (int*)p_data; - int arg0i = *v; - float arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0i) < 1) - return false; - // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as - // integer so we can fit big integers (e.g. 2000000003) past float precision - if (op == '+') - { - if (sscanf(buf, "%d", &arg1i)) - *v = (int)(arg0i + arg1i); - } // Add (use "+-" to subtract) - else if (op == '*') - { - if (sscanf(buf, "%f", &arg1f)) - *v = (int)(arg0i * arg1f); - } // Multiply - else if (op == '/') - { - if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) - *v = (int)(arg0i / arg1f); - } // Divide - else - { - if (sscanf(buf, format, &arg1i) == 1) - *v = arg1i; - } // Assign constant - } - else if (data_type == ImGuiDataType_Float) - { - // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in - format = "%f"; - float* v = (float*)p_data; - float arg0f = *v, arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') - { - *v = arg0f + arg1f; - } // Add (use "+-" to subtract) - else if (op == '*') - { - *v = arg0f * arg1f; - } // Multiply - else if (op == '/') - { - if (arg1f != 0.0f) - *v = arg0f / arg1f; - } // Divide - else - { - *v = arg1f; - } // Assign constant - } - else if (data_type == ImGuiDataType_Double) - { - format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of - // ellipsis - double* v = (double*)p_data; - double arg0f = *v, arg1f = 0.0; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') - { - *v = arg0f + arg1f; - } // Add (use "+-" to subtract) - else if (op == '*') - { - *v = arg0f * arg1f; - } // Multiply - else if (op == '/') - { - if (arg1f != 0.0f) - *v = arg0f / arg1f; - } // Divide - else - { - *v = arg1f; - } // Assign constant - } - else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - { - // All other types assign constant - // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will - // later implement a proper expression evaluator in the future. + // For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + format = type_info->ScanFmt; if (sscanf(buf, format, p_data) < 1) return false; } @@ -2435,13 +2047,11 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, return memcmp(&data_backup, p_data, type_info->Size) != 0; } -template +template static int DataTypeCompareT(const T* lhs, const T* rhs) { - if (*lhs < *rhs) - return -1; - if (*lhs > *rhs) - return +1; + if (*lhs < *rhs) return -1; + if (*lhs > *rhs) return +1; return 0; } @@ -2449,47 +2059,28 @@ int ImGui::DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const voi { 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; + 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 +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; - } + if (v_min && *v < *v_min) { *v = *v_min; return true; } + if (v_max && *v > *v_max) { *v = *v_max; return true; } return false; } @@ -2497,28 +2088,17 @@ bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_m { switch (data_type) { - case ImGuiDataType_S8: - return DataTypeClampT((ImS8*)p_data, (const ImS8*)p_min, (const ImS8*)p_max); - case ImGuiDataType_U8: - return DataTypeClampT((ImU8*)p_data, (const ImU8*)p_min, (const ImU8*)p_max); - case ImGuiDataType_S16: - return DataTypeClampT((ImS16*)p_data, (const ImS16*)p_min, (const ImS16*)p_max); - case ImGuiDataType_U16: - return DataTypeClampT((ImU16*)p_data, (const ImU16*)p_min, (const ImU16*)p_max); - case ImGuiDataType_S32: - return DataTypeClampT((ImS32*)p_data, (const ImS32*)p_min, (const ImS32*)p_max); - case ImGuiDataType_U32: - return DataTypeClampT((ImU32*)p_data, (const ImU32*)p_min, (const ImU32*)p_max); - case ImGuiDataType_S64: - return DataTypeClampT((ImS64*)p_data, (const ImS64*)p_min, (const ImS64*)p_max); - case ImGuiDataType_U64: - return DataTypeClampT((ImU64*)p_data, (const ImU64*)p_min, (const ImU64*)p_max); - case ImGuiDataType_Float: - return DataTypeClampT((float*)p_data, (const float*)p_min, (const float*)p_max); - case ImGuiDataType_Double: - return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); - case ImGuiDataType_COUNT: - break; + case ImGuiDataType_S8: return DataTypeClampT((ImS8* )p_data, (const ImS8* )p_min, (const ImS8* )p_max); + case ImGuiDataType_U8: return DataTypeClampT((ImU8* )p_data, (const ImU8* )p_min, (const ImU8* )p_max); + case ImGuiDataType_S16: return DataTypeClampT((ImS16* )p_data, (const ImS16* )p_min, (const ImS16* )p_max); + case ImGuiDataType_U16: return DataTypeClampT((ImU16* )p_data, (const ImU16* )p_min, (const ImU16* )p_max); + case ImGuiDataType_S32: return DataTypeClampT((ImS32* )p_data, (const ImS32* )p_min, (const ImS32* )p_max); + case ImGuiDataType_U32: return DataTypeClampT((ImU32* )p_data, (const ImU32* )p_min, (const ImU32* )p_max); + case ImGuiDataType_S64: return DataTypeClampT((ImS64* )p_data, (const ImS64* )p_min, (const ImS64* )p_max); + case ImGuiDataType_U64: return DataTypeClampT((ImU64* )p_data, (const ImU64* )p_min, (const ImU64* )p_max); + case ImGuiDataType_Float: return DataTypeClampT((float* )p_data, (const float* )p_min, (const float* )p_max); + case ImGuiDataType_Double: return DataTypeClampT((double*)p_data, (const double*)p_min, (const double*)p_max); + case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; @@ -2526,27 +2106,18 @@ bool ImGui::DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_m static float GetMinimumStepAtDecimalPrecision(int decimal_precision) { - static const float min_steps[10] = {1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, - 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f}; + static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f }; if (decimal_precision < 0) return FLT_MIN; - return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] - : ImPow(10.0f, (float)-decimal_precision); + return (decimal_precision < IM_ARRAYSIZE(min_steps)) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision); } -template +template static const char* ImAtoi(const char* src, TYPE* output) { int negative = 0; - if (*src == '-') - { - negative = 1; - src++; - } - if (*src == '+') - { - src++; - } + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } TYPE v = 0; while (*src >= '0' && *src <= '9') v = (v * 10) + (*src++ - '0'); @@ -2556,27 +2127,26 @@ static const char* ImAtoi(const char* src, TYPE* output) // Sanitize format // - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi -// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible -// atof/atoi. +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size) { IM_UNUSED(fmt_out_size); const char* fmt_end = ImParseFormatFindEnd(fmt); - IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! while (fmt < fmt_end) { char c = *(fmt++); - if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. *(fmt_out++) = c; } - *fmt_out = 0; // Zero-terminate + *fmt_out = 0; // Zero-terminate } -template +template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { const char* fmt_start = ImParseFormatFindStart(format); - if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string + if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string return v; // Sanitize format @@ -2617,30 +2187,22 @@ 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, - ImGuiSliderFlags flags) +template +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 & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_clamped = (v_min < v_max); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + ImGuiContext& g = *GImGui; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_clamped = (v_min < v_max); + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); // Default tweak speed if (v_speed == 0.0f && is_clamped && (v_max - v_min < FLT_MAX)) v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio); - // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a - // difference with our precision settings + // 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() && - IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) @@ -2651,30 +2213,26 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, else if (g.ActiveIdSource == ImGuiInputSource_Nav) { const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; - adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, - ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; - v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); + adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } adjust_delta *= v_speed; - // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a - // parameter. + // For vertical drag we currently assume that Up=higher value (like we do with vertical sliders). This may become a parameter. 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 + 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. + // 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_already_past_limits_and_pushing_outward = is_clamped && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f)); if (is_just_activated || is_already_past_limits_and_pushing_outward) { - g.DragCurrentAccum = 0.0f; + g.DragCurrentAccum = 0.0f; g.DragCurrentAccumDirty = false; } else if (adjust_delta != 0.0f) @@ -2686,25 +2244,21 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, if (!g.DragCurrentAccumDirty) return false; - TYPE v_cur = *v; + TYPE v_cur = *v; FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f; - 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) + 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) { - // 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. + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; - logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); + 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_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_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 @@ -2721,8 +2275,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, if (is_logarithmic) { // 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); + 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 @@ -2750,19 +2303,10 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, 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, - ImGuiSliderFlags 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."); + 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) @@ -2779,145 +2323,75 @@ bool ImGui::DragBehavior(ImGuiID id, 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, 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; + case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS8*) p_min : IM_S8_MIN, p_max ? *(const ImS8*)p_max : IM_S8_MAX, format, flags); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } + case ImGuiDataType_U8: { ImU32 v32 = (ImU32)*(ImU8*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU8*) p_min : IM_U8_MIN, p_max ? *(const ImU8*)p_max : IM_U8_MAX, format, flags); if (r) *(ImU8*)p_v = (ImU8)v32; return r; } + case ImGuiDataType_S16: { ImS32 v32 = (ImS32)*(ImS16*)p_v; bool r = DragBehaviorT(ImGuiDataType_S32, &v32, v_speed, p_min ? *(const ImS16*)p_min : IM_S16_MIN, p_max ? *(const ImS16*)p_max : IM_S16_MAX, format, flags); if (r) *(ImS16*)p_v = (ImS16)v32; return r; } + case ImGuiDataType_U16: { ImU32 v32 = (ImU32)*(ImU16*)p_v; bool r = DragBehaviorT(ImGuiDataType_U32, &v32, v_speed, p_min ? *(const ImU16*)p_min : IM_U16_MIN, p_max ? *(const ImU16*)p_max : IM_U16_MAX, format, flags); if (r) *(ImU16*)p_v = (ImU16)v32; return r; } + case ImGuiDataType_S32: return DragBehaviorT(data_type, (ImS32*)p_v, v_speed, p_min ? *(const ImS32* )p_min : IM_S32_MIN, p_max ? *(const ImS32* )p_max : IM_S32_MAX, format, flags); + case ImGuiDataType_U32: return DragBehaviorT(data_type, (ImU32*)p_v, v_speed, p_min ? *(const ImU32* )p_min : IM_U32_MIN, p_max ? *(const ImU32* )p_max : IM_U32_MAX, format, flags); + case ImGuiDataType_S64: return DragBehaviorT(data_type, (ImS64*)p_v, v_speed, p_min ? *(const ImS64* )p_min : IM_S64_MIN, p_max ? *(const ImS64* )p_max : IM_S64_MAX, format, flags); + case ImGuiDataType_U64: return DragBehaviorT(data_type, (ImU64*)p_v, v_speed, p_min ? *(const ImU64* )p_min : IM_U64_MIN, p_max ? *(const ImU64* )p_max : IM_U64_MAX, format, flags); + case ImGuiDataType_Float: return DragBehaviorT(data_type, (float*)p_v, v_speed, p_min ? *(const float* )p_min : -FLT_MAX, p_max ? *(const float* )p_max : FLT_MAX, format, flags); + case ImGuiDataType_Double: return DragBehaviorT(data_type, (double*)p_v, v_speed, p_min ? *(const double*)p_min : -DBL_MAX, p_max ? *(const double*)p_max : DBL_MAX, format, flags); + case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max -// are optional. Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand -// how to use this function directly. -bool ImGui::DragScalar(const char* label, - ImGuiDataType data_type, - void* p_data, - float v_speed, - const void* p_min, - const void* p_max, - const char* format, - ImGuiSliderFlags flags) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a Drag widget, p_min and p_max are optional. +// Read code of e.g. DragFloat(), DragInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); + 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 total_bb( - frame_bb.Min, - frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && - strcmp(format, "%d") != - 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Drag turns it into an InputText - const bool hovered = ItemHoverable(frame_bb, id); + const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = - temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0; - const bool clicked = (hovered && g.IO.MouseClicked[0]); - const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); - if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool clicked = (hovered && g.IO.MouseClicked[0]); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2); + if (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && - (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) - temp_input_is_active = true; + if (temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) + temp_input_is_active = true; } + // Experimental: simple click (without moving) turns Drag into an InputText - // FIXME: Currently polling ImGuiConfigFlags_IsTouchScreen, may either poll an hypothetical - // ImGuiBackendFlags_HasKeyboard and/or an explicit drag settings. if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) - if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && - !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { - g.NavInputId = id; + g.NavActivateId = g.NavActivateInputId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; temp_input_is_active = true; } } @@ -2925,16 +2399,12 @@ bool ImGui::DragScalar(const char* label, 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); + 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 - : hovered ? ImGuiCol_FrameBgHovered - : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding); @@ -2945,8 +2415,7 @@ bool ImGui::DragScalar(const char* label, // 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); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); @@ -2958,21 +2427,13 @@ bool ImGui::DragScalar(const char* label, 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, - ImGuiSliderFlags 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, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; bool value_changed = false; BeginGroup(); PushID(label); @@ -3001,60 +2462,28 @@ bool ImGui::DragScalarN(const char* label, return value_changed; } -bool ImGui::DragFloat(const char* label, - float* v, - float v_speed, - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::DragFloat2(const char* label, - float v[2], - float v_speed, - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::DragFloat3(const char* label, - float v[3], - float v_speed, - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::DragFloat4(const char* label, - float v[4], - float v_speed, - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } // 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) +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) @@ -3065,19 +2494,17 @@ bool ImGui::DragFloatRange2(const char* label, BeginGroup(); PushMultiItemsWidths(2, CalcItemWidth()); - 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); + 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); + 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); - 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; + 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); + 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); @@ -3089,60 +2516,28 @@ bool ImGui::DragFloatRange2(const char* label, } // 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, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::DragInt2(const char* label, - int v[2], - float v_speed, - int v_min, - int v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::DragInt3(const char* label, - int v[3], - float v_speed, - int v_min, - int v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::DragInt4(const char* label, - int v[4], - float v_speed, - int v_min, - int v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } // 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) +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) @@ -3153,18 +2548,17 @@ bool ImGui::DragIntRange2(const char* label, BeginGroup(); PushMultiItemsWidths(2, CalcItemWidth()); - 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); + 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); + bool value_changed = DragInt("##min", v_current_min, v_speed, min_min, min_max, format, min_flags); PopItemWidth(); SameLine(0, g.Style.ItemInnerSpacing.x); - 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; + 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); + 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); @@ -3175,53 +2569,34 @@ bool ImGui::DragIntRange2(const char* label, return value_changed; } -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#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) +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 + 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) +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 + 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 +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS //------------------------------------------------------------------------- // [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. @@ -3246,16 +2621,9 @@ bool ImGui::DragScalarN(const char* label, // - VSliderInt() //------------------------------------------------------------------------- -// 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) +// 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; @@ -3266,19 +2634,14 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, { bool flipped = v_max < v_min; - if (flipped) // Handle the case where the range is backwards + 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; + 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) + // 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)) @@ -3287,33 +2650,23 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, float result; if (v_clamped <= v_min_fudged) - result = 0.0f; // Workaround for values that are in-range but below our fudge + 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 + result = 1.0f; // Workaround for values that are in-range but above our fudge + else if ((v_min * v_max) < 0.0f) // Range crosses zero, so split into two portions { - float zero_point_center = - (-(float)v_min) / - ((float)v_max - - (float)v_min); // The zero point in parametric space. There's an argument we should take the - // logarithmic nature into account when calculating this, but for now this should do - // (and the most common case of a symmetrical range works fine) + float zero_point_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 + 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; + 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)); + 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 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)); @@ -3324,16 +2677,9 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, 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) +// 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 v_min; @@ -3342,56 +2688,42 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, 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 + // 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" + 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; + 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) + // 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 + 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 + 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_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) + 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)))); + 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)))); + 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 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)); } @@ -3406,17 +2738,13 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, 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. + // 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))); + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); } else { @@ -3429,45 +2757,35 @@ TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, } // 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, - ImGuiSliderFlags flags, - ImRect* out_grab_bb) +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, ImGuiSliderFlags flags, ImRect* out_grab_bb) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const float grab_padding = 2.0f; - const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; - float grab_sz = style.GrabMinSize; - SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows - grab_sz = ImMax((float)(slider_sz / (v_range + 1)), - style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit - grab_sz = ImMin(grab_sz, slider_sz); - const float slider_usable_sz = slider_sz - grab_sz; + const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; + float grab_sz = style.GrabMinSize; + SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); + if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + grab_sz = ImMin(grab_sz, slider_sz); + const float slider_usable_sz = slider_sz - grab_sz; const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; const float slider_usable_pos_max = bb.Max[axis] - grab_padding - grab_sz * 0.5f; - 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 + 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) { - // 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. + // When using logarithmic sliders, we need to clamp to avoid hitting zero, but our choice of clamp value greatly affects slider precision. We attempt to use the specified precision to estimate a good lower bound. const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; - logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); - zero_deadzone_halfsize = (style.LogSliderDeadzone * 0.5f) / ImMax(slider_usable_sz, 1.0f); + 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 @@ -3475,7 +2793,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, if (g.ActiveId == id) { bool set_new_value = false; - float clicked_t = 0.0f; + float clicked_t = 0.0f; if (g.ActiveIdSource == ImGuiInputSource_Mouse) { if (!g.IO.MouseDown[0]) @@ -3485,9 +2803,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, else { const float mouse_abs_pos = g.IO.MousePos[axis]; - clicked_t = (slider_usable_sz > 0.0f) - ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) - : 0.0f; + clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; if (axis == ImGuiAxis_Y) clicked_t = 1.0f - clicked_t; set_new_value = true; @@ -3497,28 +2813,25 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, { if (g.ActiveIdIsJustActivated) { - g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation + g.SliderCurrentAccum = 0.0f; // Reset any stored nav delta upon activation g.SliderCurrentAccumDirty = false; } - const ImVec2 input_delta2 = - GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, - ImGuiInputReadMode_RepeatFast, 0.0f, 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) { const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { - input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds + input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds if (IsNavInputDown(ImGuiNavInput_TweakSlow)) input_delta /= 10.0f; } else { if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) - input_delta = ((input_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 input_delta /= 100.0f; } @@ -3536,32 +2849,24 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, } else if (g.SliderCurrentAccumDirty) { - clicked_t = ScaleRatioFromValueT( - data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + 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 + 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; - g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate + set_new_value = false; + g.SliderCurrentAccum = 0.0f; // If pushing up against the limits, don't continue to accumulate } else { - set_new_value = true; + set_new_value = true; float old_clicked_t = clicked_t; - clicked_t = ImSaturate(clicked_t + delta); + 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); + // 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); + 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); @@ -3575,8 +2880,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, if (set_new_value) { - TYPE v_new = ScaleValueFromRatioT( - data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + 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 if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) @@ -3585,7 +2889,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, // Apply result if (*v != v_new) { - *v = v_new; + *v = v_new; value_changed = true; } } @@ -3598,40 +2902,26 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, else { // Output grab position so it can be displayed by the caller - float grab_t = ScaleRatioFromValueT( - data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (axis == ImGuiAxis_Y) grab_t = 1.0f - grab_t; const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); if (axis == ImGuiAxis_X) - *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, - bb.Max.y - grab_padding); + *out_grab_bb = ImRect(grab_pos - grab_sz * 0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz * 0.5f, bb.Max.y - grab_padding); else - *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, - grab_pos + grab_sz * 0.5f); + *out_grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz * 0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz * 0.5f); } return value_changed; } // For 32-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, - ImGuiSliderFlags flags, - ImRect* out_grab_bb) +// 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, 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."); + 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.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) @@ -3639,128 +2929,76 @@ bool ImGui::SliderBehavior(const ImRect& bb, switch (data_type) { - case ImGuiDataType_S8: - { - ImS32 v32 = (ImS32) * (ImS8*)p_v; - bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, - *(const ImS8*)p_max, format, flags, out_grab_bb); - if (r) - *(ImS8*)p_v = (ImS8)v32; - return r; - } - case ImGuiDataType_U8: - { - ImU32 v32 = (ImU32) * (ImU8*)p_v; - bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU8*)p_min, - *(const ImU8*)p_max, format, flags, out_grab_bb); - if (r) - *(ImU8*)p_v = (ImU8)v32; - return r; - } - case ImGuiDataType_S16: - { - ImS32 v32 = (ImS32) * (ImS16*)p_v; - bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS16*)p_min, - *(const ImS16*)p_max, format, flags, out_grab_bb); - if (r) - *(ImS16*)p_v = (ImS16)v32; - return r; - } - case ImGuiDataType_U16: - { - ImU32 v32 = (ImU32) * (ImU16*)p_v; - bool r = SliderBehaviorT(bb, id, ImGuiDataType_U32, &v32, *(const ImU16*)p_min, - *(const ImU16*)p_max, format, flags, out_grab_bb); - if (r) - *(ImU16*)p_v = (ImU16)v32; - return r; - } + case ImGuiDataType_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, flags, out_grab_bb); + 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, flags, out_grab_bb); + 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, flags, out_grab_bb); + 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, flags, out_grab_bb); + 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, flags, out_grab_bb); + 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, flags, out_grab_bb); - case ImGuiDataType_COUNT: - break; + return SliderBehaviorT(bb, id, data_type, (double*)p_v, *(const double*)p_min, *(const double*)p_max, format, flags, out_grab_bb); + case ImGuiDataType_COUNT: break; } IM_ASSERT(0); return false; } -// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all -// required. Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand -// how to use this function directly. -bool ImGui::SliderScalar(const char* label, - ImGuiDataType data_type, - void* p_data, - const void* p_min, - const void* p_max, - const char* format, - ImGuiSliderFlags flags) +// Note: p_data, p_min and p_max are _pointers_ to a memory address holding the data. For a slider, they are all required. +// Read code of e.g. SliderFloat(), SliderInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - const float w = CalcItemWidth(); + 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 total_bb( - frame_bb.Min, - frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemAddFlags_Focusable : 0)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && - strcmp(format, "%d") != - 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); // Tabbing or CTRL-clicking on Slider turns it into an input box - const bool hovered = ItemHoverable(frame_bb, id); + const bool hovered = ItemHoverable(frame_bb, id); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = - temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0; + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; const bool clicked = (hovered && g.IO.MouseClicked[0]); - if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + if (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) + if (temp_input_allowed && (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)) temp_input_is_active = true; } } @@ -3769,14 +3007,11 @@ bool ImGui::SliderScalar(const char* label, { // 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); + 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 - : hovered ? ImGuiCol_FrameBgHovered - : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); @@ -3788,14 +3023,11 @@ bool ImGui::SliderScalar(const char* label, // Render grab if (grab_bb.Max.x > grab_bb.Min.x) - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, - GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), - style.GrabRounding); + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; - const char* value_buf_end = - value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); if (g.LogEnabled) LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); @@ -3808,20 +3040,13 @@ bool ImGui::SliderScalar(const char* label, } // 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, - ImGuiSliderFlags 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, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; bool value_changed = false; BeginGroup(); PushID(label); @@ -3850,58 +3075,33 @@ bool ImGui::SliderScalarN(const char* label, return value_changed; } -bool ImGui::SliderFloat(const char* label, - float* v, - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::SliderFloat2(const char* label, - float v[2], - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::SliderFloat3(const char* label, - float v[3], - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::SliderFloat4(const char* label, - float v[4], - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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, flags); } -bool ImGui::SliderAngle(const char* label, - float* v_rad, - float v_degrees_min, - float v_degrees_max, - const char* format, - ImGuiSliderFlags flags) +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); + 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; + *v_rad = v_deg * (2 * IM_PI) / 360.0f; return value_changed; } @@ -3925,27 +3125,19 @@ bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const 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, - ImGuiSliderFlags 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, ImGuiSliderFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); + const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size); - const ImRect bb(frame_bb.Min, - frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(bb, style.FramePadding.y); if (!ItemAdd(frame_bb, id)) @@ -3954,13 +3146,11 @@ bool ImGui::VSliderScalar(const char* label, // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && - strcmp(format, "%d") != - 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) + else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); - if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id) { SetActiveID(id, window); SetFocusID(id, window); @@ -3969,103 +3159,67 @@ bool ImGui::VSliderScalar(const char* label, } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive - : hovered ? ImGuiCol_FrameBgHovered - : ImGuiCol_FrameBg); + const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); RenderNavHighlight(frame_bb, id); RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, g.Style.FrameRounding); // Slider behavior ImRect grab_bb; - const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, - flags | ImGuiSliderFlags_Vertical, &grab_bb); + const bool value_changed = SliderBehavior(frame_bb, id, data_type, p_data, p_min, p_max, format, flags | ImGuiSliderFlags_Vertical, &grab_bb); if (value_changed) MarkItemEdited(id); // Render grab if (grab_bb.Max.y > grab_bb.Min.y) - window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, - GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), - style.GrabRounding); + window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding); // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. // For the vertical slider we allow centered text to overlap the frame padding char value_buf[64]; - const char* value_buf_end = - value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, 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)); + const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); return value_changed; } -bool ImGui::VSliderFloat(const char* label, - const ImVec2& size, - float* v, - float v_min, - float v_max, - const char* format, - ImGuiSliderFlags flags) +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) +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_S32, v, &v_min, &v_max, format, flags); } -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#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) +bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) { ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; if (power != 1.0f) { - IM_ASSERT( - power == 1.0f && - "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths + 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) +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 + 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 +#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS //------------------------------------------------------------------------- // [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. @@ -4107,9 +3261,8 @@ const char* ImParseFormatFindEnd(const char* fmt) // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format. if (fmt[0] != '%') return fmt; - const unsigned int ignored_uppercase_mask = (1 << ('I' - 'A')) | (1 << ('L' - 'A')); - const unsigned int ignored_lowercase_mask = (1 << ('h' - 'a')) | (1 << ('j' - 'a')) | (1 << ('l' - 'a')) | - (1 << ('t' - 'a')) | (1 << ('w' - 'a')) | (1 << ('z' - 'a')); + const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A')); + const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a')); for (char c; (c = *fmt) != 0; fmt++) { if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0) @@ -4131,15 +3284,14 @@ const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_ if (fmt_start[0] != '%') return fmt; const char* fmt_end = ImParseFormatFindEnd(fmt_start); - if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. + if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data. return fmt_start; ImStrncpy(buf, fmt_start, ImMin((size_t)(fmt_end - fmt_start) + 1, buf_size)); return buf; } // Parse display precision back from the display format string -// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework -// widgets so it isn't needed. +// FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. int ImParseFormatPrecision(const char* fmt, int default_precision) { fmt = ImParseFormatFindStart(fmt); @@ -4155,7 +3307,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) if (precision < 0 || precision > 99) precision = default_precision; } - if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation + if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation precision = -1; if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX) precision = -1; @@ -4164,12 +3316,7 @@ int ImParseFormatPrecision(const char* fmt, int default_precision) // Create text input in place of another active widget (e.g. used when doing a CTRL+Click on drag/slider widgets) // FIXME: Facilitate using this in variety of other situations. -bool ImGui::TempInputText(const ImRect& bb, - ImGuiID id, - const char* label, - char* buf, - int buf_size, - ImGuiInputTextFlags flags) +bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags) { // On the first frame, g.TempInputTextId == 0, then on subsequent frames it becomes == id. // We clear ActiveID on the first frame to allow the InputText() taking it back. @@ -4189,21 +3336,11 @@ bool ImGui::TempInputText(const ImRect& bb, return value_changed; } -// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the -// ImGuiSliderFlags_AlwaysClamp flag is set! This is intended: this way we allow CTRL+Click manual input to set a value -// out of bounds, for maximum flexibility. However this may not be ideal for all uses, as some user code may break on -// out of bound values. -bool ImGui::TempInputScalar(const ImRect& bb, - ImGuiID id, - const char* label, - ImGuiDataType data_type, - void* p_data, - const char* format, - const void* p_clamp_min, - const void* p_clamp_max) +// Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! +// This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. +// However this may not be ideal for all uses, as some user code may break on out of bound values. +bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { - ImGuiContext& g = *GImGui; - char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); @@ -4211,9 +3348,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImStrTrimBlanks(data_buf); ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= - ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific - : ImGuiInputTextFlags_CharsDecimal); + flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); bool value_changed = false; if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { @@ -4223,7 +3358,7 @@ bool ImGui::TempInputScalar(const ImRect& bb, memcpy(&data_backup, p_data, data_type_size); // Apply new value (or operations) then clamp - DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + DataTypeApplyFromText(data_buf, data_type, p_data, NULL); if (p_clamp_min || p_clamp_max) { if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) @@ -4239,22 +3374,15 @@ bool ImGui::TempInputScalar(const ImRect& bb, return value_changed; } -// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step -// and p_step_fast are optional. Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data -// Types' to understand how to use this function directly. -bool ImGui::InputScalar(const char* label, - ImGuiDataType data_type, - void* p_data, - const void* p_step, - const void* p_step_fast, - const char* format, - ImGuiInputTextFlags flags) +// Note: p_data, p_step, p_step_fast are _pointers_ to a memory address holding the data. For an Input widget, p_step and p_step_fast are optional. +// Read code of e.g. InputFloat(), InputInt() etc. or examples in 'Demo->Widgets->Data Types' to understand how to use this function directly. +bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; if (format == NULL) @@ -4267,27 +3395,24 @@ bool ImGui::InputScalar(const char* label, if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) flags |= ImGuiInputTextFlags_CharsDecimal; flags |= ImGuiInputTextFlags_AutoSelectAll; - flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data - // rather than the string. + flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. if (p_step != NULL) { const float button_size = GetFrameHeight(); - BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. - // IsItemActive() + BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive() PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); - if (InputText("", buf, IM_ARRAYSIZE(buf), - flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; - style.FramePadding.x = style.FramePadding.y; - ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; + style.FramePadding.x = style.FramePadding.y; + ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) - BeginDisabled(true); + BeginDisabled(); SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { @@ -4317,7 +3442,7 @@ bool ImGui::InputScalar(const char* label, else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); } if (value_changed) MarkItemEdited(g.LastItemData.ID); @@ -4325,20 +3450,13 @@ bool ImGui::InputScalar(const char* label, return value_changed; } -bool ImGui::InputScalarN(const char* label, - ImGuiDataType data_type, - void* p_data, - int components, - const void* p_step, - const void* p_step_fast, - const char* format, - ImGuiInputTextFlags flags) +bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_step, const void* p_step_fast, const char* format, ImGuiInputTextFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; bool value_changed = false; BeginGroup(); PushID(label); @@ -4367,16 +3485,10 @@ bool ImGui::InputScalarN(const char* label, return value_changed; } -bool ImGui::InputFloat(const char* label, - float* v, - float step, - float step_fast, - const char* format, - ImGuiInputTextFlags flags) +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) @@ -4396,11 +3508,9 @@ bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGui bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags flags) { - // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to - // parse your own data, if you want to handle prefixes. + // 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) @@ -4418,16 +3528,10 @@ bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", flags); } -bool ImGui::InputDouble(const char* label, - double* v, - double step, - double step_fast, - const char* format, - 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); } //------------------------------------------------------------------------- @@ -4439,46 +3543,28 @@ bool ImGui::InputDouble(const char* label, // - InputTextEx() [Internal] //------------------------------------------------------------------------- -bool ImGui::InputText(const char* label, - char* buf, - size_t buf_size, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* user_data) +bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() return InputTextEx(label, NULL, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } -bool ImGui::InputTextMultiline(const char* label, - char* buf, - size_t buf_size, - const ImVec2& size, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* user_data) +bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, - user_data); + return InputTextEx(label, NULL, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data); } -bool ImGui::InputTextWithHint(const char* label, - const char* hint, - char* buf, - size_t buf_size, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* user_data) +bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end) { int line_count = 0; - const char* s = text_begin; - while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding + const char* s = text_begin; + while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding if (c == '\n') line_count++; s--; @@ -4488,16 +3574,12 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** return line_count; } -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, - const ImWchar* text_end, - const ImWchar** remaining, - ImVec2* out_offset, - bool stop_on_new_line) +static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { - ImGuiContext& g = *GImGui; - ImFont* font = g.Font; + ImGuiContext& g = *GImGui; + ImFont* font = g.Font; const float line_height = g.FontSize; - const float scale = line_height / font->FontSize; + const float scale = line_height / font->FontSize; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; @@ -4526,10 +3608,9 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, text_size.x = line_width; if (out_offset) - *out_offset = ImVec2( - line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n + *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n - if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n + if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n text_size.y += line_height; if (remaining) @@ -4538,92 +3619,41 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, return text_size; } -// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. -// InputText converts between UTF-8 and wchar) +// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar) namespace ImStb { -static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) -{ - return obj->CurLenW; -} -static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) -{ - return obj->TextW[idx]; -} -static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) -{ - ImWchar c = obj->TextW[line_start_idx + char_idx]; - if (c == '\n') - return STB_TEXTEDIT_GETWIDTH_NEWLINE; - ImGuiContext& g = *GImGui; - return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); -} -static int STB_TEXTEDIT_KEYTOTEXT(int key) -{ - return key >= 0x200000 ? 0 : key; -} +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; -static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { - const ImWchar* text = obj->TextW.Data; + const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); - r->x0 = 0.0f; - r->x1 = size.x; + r->x0 = 0.0f; + r->x1 = size.x; r->baseline_y_delta = size.y; - r->ymin = 0.0f; - r->ymax = size.y; - r->num_chars = (int)(text_remaining - (text + line_start_idx)); + r->ymin = 0.0f; + r->ymax = size.y; + r->num_chars = (int)(text_remaining - (text + line_start_idx)); } -// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying -// data are blanks or separators. -static bool is_separator(unsigned int c) -{ - return ImCharIsBlankW(c) || c == ',' || c == ';' || c == '(' || c == ')' || c == '{' || c == '}' || c == '[' || - c == ']' || c == '|'; -} -static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) -{ - if (obj->Flags & ImGuiInputTextFlags_Password) - return 0; - return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx])) : 1; -} -static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) -{ - idx--; - while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) - idx--; - return idx < 0 ? 0 : idx; -} -# ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) -{ - if (obj->Flags & ImGuiInputTextFlags_Password) - return 0; - return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; -} -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) -{ - idx++; - int len = obj->CurLenW; - while (idx < len && !is_word_boundary_from_left(obj, idx)) - idx++; - return idx > len ? len : idx; -} -# else -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) -{ - idx++; - int len = obj->CurLenW; - while (idx < len && !is_word_boundary_from_right(obj, idx)) - idx++; - return idx > len ? len : idx; -} -# endif -# define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h -# define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL +// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. +static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; } +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } +static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#ifdef __APPLE__ // FIXME: Move setting to IO structure +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_MAC +#else +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_WIN +#endif static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { @@ -4644,7 +3674,7 @@ static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) { const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int text_len = obj->CurLenW; + const int text_len = obj->CurLenW; IM_ASSERT(pos <= text_len); const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len); @@ -4673,36 +3703,31 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const Im return true; } -// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their -// STB_TEXTEDIT_K_* symbols) -# define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left -# define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right -# define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up -# define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down -# define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line -# define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line -# define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text -# define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text -# define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor -# define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor -# define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo -# define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo -# define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word -# define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word -# define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page -# define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page -# define STB_TEXTEDIT_K_SHIFT 0x400000 +// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols) +#define STB_TEXTEDIT_K_LEFT 0x200000 // keyboard input to move cursor left +#define STB_TEXTEDIT_K_RIGHT 0x200001 // keyboard input to move cursor right +#define STB_TEXTEDIT_K_UP 0x200002 // keyboard input to move cursor up +#define STB_TEXTEDIT_K_DOWN 0x200003 // keyboard input to move cursor down +#define STB_TEXTEDIT_K_LINESTART 0x200004 // keyboard input to move cursor to start of line +#define STB_TEXTEDIT_K_LINEEND 0x200005 // keyboard input to move cursor to end of line +#define STB_TEXTEDIT_K_TEXTSTART 0x200006 // keyboard input to move cursor to start of text +#define STB_TEXTEDIT_K_TEXTEND 0x200007 // keyboard input to move cursor to end of text +#define STB_TEXTEDIT_K_DELETE 0x200008 // keyboard input to delete selection or character under cursor +#define STB_TEXTEDIT_K_BACKSPACE 0x200009 // keyboard input to delete selection or character left of cursor +#define STB_TEXTEDIT_K_UNDO 0x20000A // keyboard input to perform undo +#define STB_TEXTEDIT_K_REDO 0x20000B // keyboard input to perform redo +#define STB_TEXTEDIT_K_WORDLEFT 0x20000C // keyboard input to move cursor left one word +#define STB_TEXTEDIT_K_WORDRIGHT 0x20000D // keyboard input to move cursor right one word +#define STB_TEXTEDIT_K_PGUP 0x20000E // keyboard input to move cursor up a page +#define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page +#define STB_TEXTEDIT_K_SHIFT 0x400000 -# define STB_TEXTEDIT_IMPLEMENTATION -# include "imstb_textedit.h" +#define STB_TEXTEDIT_IMPLEMENTATION +#include "imstb_textedit.h" // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling -// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to -// nothings/stb?) -static void stb_textedit_replace(ImGuiInputTextState* str, - STB_TexteditState* state, - const STB_TEXTEDIT_CHARTYPE* text, - int text_len) +// the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) { stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); @@ -4710,15 +3735,14 @@ static void stb_textedit_replace(ImGuiInputTextState* str, return; if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) { - state->cursor = text_len; + state->cursor = text_len; state->has_preferred_x = 0; return; } - IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use - // stb_textedit_replace() + IM_ASSERT(0); // Failed to insert character, normally shouldn't happen because of how we currently use stb_textedit_replace() } -} // namespace ImStb +} // namespace ImStb void ImGuiInputTextState::OnKeyPressed(int key) { @@ -4738,7 +3762,7 @@ ImGuiInputTextCallbackData::ImGuiInputTextCallbackData() void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) { IM_ASSERT(pos + bytes_count <= BufTextLen); - char* dst = Buf + pos; + char* dst = Buf + pos; const char* src = Buf + pos + bytes_count; while (char c = *src++) *dst++ = c; @@ -4749,28 +3773,27 @@ void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) else if (CursorPos >= pos) CursorPos = pos; SelectionStart = SelectionEnd = CursorPos; - BufDirty = true; + BufDirty = true; BufTextLen -= bytes_count; } void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) { const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; - const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); + const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); if (new_text_len + BufTextLen >= BufSize) { if (!is_resizable) return; - // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code - // (until we remove the U16 buffer altogether!) - ImGuiContext& g = *GImGui; + // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) + ImGuiContext& g = *GImGui; ImGuiInputTextState* edit_state = &g.InputTextState; IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); IM_ASSERT(Buf == edit_state->TextA.Data); int new_buf_size = BufTextLen + ImClamp(new_text_len * 4, 32, ImMax(256, new_text_len)) + 1; edit_state->TextA.reserve(new_buf_size + 1); - Buf = edit_state->TextA.Data; + Buf = edit_state->TextA.Data; BufSize = edit_state->BufCapacityA = new_buf_size; } @@ -4782,16 +3805,12 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons if (CursorPos >= pos) CursorPos += new_text_len; SelectionStart = SelectionEnd = CursorPos; - BufDirty = true; + BufDirty = true; BufTextLen += new_text_len; } // Return false to discard a character. -static bool InputTextFilterCharacter(unsigned int* p_char, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* user_data, - ImGuiInputSource input_source) +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) { IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; @@ -4805,7 +3824,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); if (!pass) return false; - apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. } if (input_source != ImGuiInputSource_Clipboard) @@ -4814,8 +3833,7 @@ static bool InputTextFilterCharacter(unsigned int* p_char, if (c == 127) return false; - // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys - // (FIXME) + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) if (c >= 0xE000 && c <= 0xF8FF) return false; } @@ -4825,29 +3843,25 @@ static bool InputTextFilterCharacter(unsigned int* p_char, return false; // Generic named filters - if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | - ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | - ImGuiInputTextFlags_CharsScientific))) + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) { - // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the - // output/input of printf/scanf. The 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: + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. + // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. + // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. + // Change the default decimal_point with: // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; - ImGuiContext& g = *GImGui; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. + ImGuiContext& g = *GImGui; const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; // Allow 0-9 . - + * / if (flags & ImGuiInputTextFlags_CharsDecimal) - if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (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_decimal_point) && (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 @@ -4872,8 +3886,8 @@ static bool InputTextFilterCharacter(unsigned int* p_char, memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; callback_data.EventChar = (ImWchar)c; - callback_data.Flags = flags; - callback_data.UserData = user_data; + callback_data.Flags = flags; + callback_data.UserData = user_data; if (callback(&callback_data) != 0) return false; *p_char = callback_data.EventChar; @@ -4888,79 +3902,68 @@ static bool InputTextFilterCharacter(unsigned int* p_char, // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match // Note that in std::string world, capacity() would omit 1 byte used by the zero-terminator. -// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the -// InputText is active has no effect. +// - When active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while the InputText is active has no effect. // - If you want to use ImGui::InputText() with std::string, see misc/cpp/imgui_stdlib.h -// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some -// point.. Partly because we are -// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 -// all the time. See https://github.com/nothings/stb/issues/188) -bool ImGui::InputTextEx(const char* label, - const char* hint, - char* buf, - int buf_size, - const ImVec2& size_arg, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* callback_user_data) +// (FIXME: Rather confusing and messy function, among the worse part of our codebase, expecting to rewrite a V2 at some point.. Partly because we are +// doing UTF8 > U16 > UTF8 conversions on the go to easily interface with stb_textedit. Ideally should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188) +bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* callback_user_data) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; IM_ASSERT(buf != NULL && buf_size >= 0); - IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && - (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) - IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && - (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys) + IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key) - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; const ImGuiStyle& style = g.Style; const bool RENDER_SELECTION_WHEN_INACTIVE = false; - const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; - const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; - const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; - const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; if (is_resizable) - IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! - if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) BeginGroup(); - const ImGuiID id = window->GetID(label); + const 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 total_size = - ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? g.FontSize * 8.0f : label_size.y) + style.FramePadding.y * 2.0f); // Arbitrary default of 8 lines high for multi-line + const ImVec2 total_size = ImVec2(frame_size.x + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), frame_size.y); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); const ImRect total_bb(frame_bb.Min, frame_bb.Min + total_size); - ImGuiWindow* draw_window = window; - ImVec2 inner_size = frame_size; + ImGuiWindow* draw_window = window; + ImVec2 inner_size = frame_size; ImGuiItemStatusFlags item_status_flags = 0; + ImGuiLastItemData item_data_backup; if (is_multiline) { - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + ImVec2 backup_pos = window->DC.CursorPos; + ItemSize(total_bb, style.FramePadding.y); + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) { - ItemSize(total_bb, style.FramePadding.y); EndGroup(); return false; } item_status_flags = g.LastItemData.StatusFlags; + item_data_backup = g.LastItemData; + window->DC.CursorPos = backup_pos; - // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are - // easier to read/debug. + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. + // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); - PopStyleVar(2); + PopStyleVar(3); PopStyleColor(); if (!child_visible) { @@ -4968,20 +3971,17 @@ bool ImGui::InputTextEx(const char* label, EndGroup(); return false; } - draw_window = g.CurrentWindow; // Child window - draw_window->DC.NavLayersActiveMaskNext |= - (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation - // highlight so we can "enter" into it. + draw_window = g.CurrentWindow; // Child window + draw_window->DC.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. draw_window->DC.CursorPos += style.FramePadding; inner_size.x -= draw_window->ScrollbarSizes.x; } else { - // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed - // (with test performed in ItemAdd) + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); if (!(flags & ImGuiInputTextFlags_MergedItem)) - if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemAddFlags_Focusable)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) return false; item_status_flags = g.LastItemData.StatusFlags; } @@ -4992,28 +3992,20 @@ bool ImGui::InputTextEx(const char* label, // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool focus_requested_by_code = (item_status_flags & ImGuiItemStatusFlags_FocusedByCode) != 0; - const bool focus_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); const bool user_clicked = hovered && io.MouseClicked[0]; - const bool user_nav_input_start = - (g.ActiveId != id) && - ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); - const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && - g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); - const bool user_scroll_active = - is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); - + const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); + const bool user_scroll_active = is_multiline && state != NULL && g.ActiveId == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); bool clear_active_id = false; - bool select_all = (g.ActiveId != id) && - ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline); + bool select_all = false; float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); - const bool init_make_active = (user_clicked || user_scroll_finish || user_nav_input_start || - focus_requested_by_code || focus_requested_by_tabbing); - const bool init_state = (init_make_active || user_scroll_active); + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); + const bool init_state = (init_make_active || user_scroll_active); if ((init_state && g.ActiveId != id) || init_changed_specs) { // Access state even if we don't own it yet. @@ -5023,43 +4015,45 @@ bool ImGui::InputTextEx(const char* label, // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) const int buf_len = (int)strlen(buf); - state->InitialTextA.resize( - buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. + state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. memcpy(state->InitialTextA.Data, buf, buf_len + 1); // Start edition const char* buf_end = NULL; - state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always - // pointing to at least an empty string. + state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. state->TextA.resize(0); - state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) - state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); - state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not - // UTF-8 aware. Here we'll cut off malformed UTF-8. + state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); + state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) - // and discard undo stack if user buffer has changed. + // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. const bool recycle_state = (state->ID == id && !init_changed_specs); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position - // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click - // handler. + // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler. state->CursorClamp(); } else { - state->ID = id; + state->ID = id; state->ScrollX = 0.0f; stb_textedit_initialize_state(&state->Stb, !is_multiline); - if (!is_multiline && focus_requested_by_code) + } + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) select_all = true; } + if (flags & ImGuiInputTextFlags_AlwaysOverwrite) - state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) - if (!is_multiline && (focus_requested_by_tabbing || (user_clicked && io.KeyCtrl))) - select_all = true; + state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) } if (g.ActiveId != id && init_make_active) @@ -5075,33 +4069,35 @@ bool ImGui::InputTextEx(const char* label, if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + SetActiveIdUsingKey(ImGuiKey_Home); + SetActiveIdUsingKey(ImGuiKey_End); if (is_multiline) - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); - if (flags & - (ImGuiInputTextFlags_CallbackCompletion | - ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); + { + SetActiveIdUsingKey(ImGuiKey_PageUp); + SetActiveIdUsingKey(ImGuiKey_PageDown); + } + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + { + SetActiveIdUsingKey(ImGuiKey_Tab); + } } - // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately - // (don't wait until the end of the function) + // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) if (g.ActiveId == id && state == NULL) ClearActiveID(); // Release focus when we click outside - if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 + if (g.ActiveId == id && io.MouseClicked[0] && !init_state && !init_make_active) //-V560 clear_active_id = true; // Lock the decision of whether we are going to take the path displaying the cursor or selection const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); - bool value_changed = false; - bool enter_pressed = false; + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool value_changed = false; + bool enter_pressed = false; // When read-only we always use the live data passed to the function - // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, - // which is not ideal :( + // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( if (is_readonly && state != NULL && (render_cursor || render_selection)) { const char* buf_end = NULL; @@ -5113,24 +4109,22 @@ bool ImGui::InputTextEx(const char* label, } // Select the buffer to render. - const bool buf_display_from_state = - (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; + const bool buf_display_from_state = (render_cursor || render_selection || g.ActiveId == id) && !is_readonly && state && state->TextAIsValid; const bool is_displaying_hint = (hint != NULL && (buf_display_from_state ? state->TextA.Data : buf)[0] == 0); // Password pushes a temporary font with only a fallback glyph if (is_password && !is_displaying_hint) { - const ImFontGlyph* glyph = g.Font->FindGlyph('*'); - ImFont* password_font = &g.InputTextPasswordFont; - password_font->FontSize = g.Font->FontSize; - password_font->Scale = g.Font->Scale; - password_font->Ascent = g.Font->Ascent; - password_font->Descent = g.Font->Descent; - password_font->ContainerAtlas = g.Font->ContainerAtlas; - password_font->FallbackGlyph = glyph; + const ImFontGlyph* glyph = g.Font->FindGlyph('*'); + ImFont* password_font = &g.InputTextPasswordFont; + password_font->FontSize = g.Font->FontSize; + password_font->Scale = g.Font->Scale; + password_font->Ascent = g.Font->Ascent; + password_font->Descent = g.Font->Descent; + password_font->ContainerAtlas = g.Font->ContainerAtlas; + password_font->FallbackGlyph = glyph; password_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && - password_font->IndexLookup.empty()); + IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty()); PushFont(password_font); } @@ -5140,15 +4134,13 @@ bool ImGui::InputTextEx(const char* label, { IM_ASSERT(state != NULL); backup_current_text_length = state->CurLenA; - state->Edited = false; - state->BufCapacityA = buf_size; - state->Flags = flags; - state->UserCallback = callback; - state->UserCallbackData = callback_user_data; + state->Edited = false; + state->BufCapacityA = buf_size; + state->Flags = flags; - // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right - // now with the widget. Down the line we should have a cleaner library-wide concept of Selected vs Active. - g.ActiveIdAllowOverlap = !io.MouseDown[0]; + // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget. + // Down the line we should have a cleaner library-wide concept of Selected vs Active. + g.ActiveIdAllowOverlap = !io.MouseDown[0]; g.WantTextInputNextFrame = 1; // Edit in progress @@ -5156,27 +4148,56 @@ bool ImGui::InputTextEx(const char* label, const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; - if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + if (select_all) { state->SelectAll(); state->SelectedAllMouseLock = true; } - else if (hovered && is_osx && io.MouseDoubleClicked[0]) + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) { - // Double-click select a word only, OS X style (by simulating keystrokes) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(&state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); + state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); + state->Stb.select_end = state->Stb.cursor; + ImStb::stb_textedit_clamp(state, &state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb.select_start, state->Stb.select_end); + state->Stb.cursor = state->Stb.select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); } else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) { + // FIXME: unselect on late click could be done release? if (hovered) { stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); } } - else if (io.MouseDown[0] && !state->SelectedAllMouseLock && - (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) + else if (io.MouseDown[0] && !state->SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)) { stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); @@ -5188,21 +4209,19 @@ bool ImGui::InputTextEx(const char* label, // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. // Win32 and GLFW naturally do it but not SDL. const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && - !io.KeyShift && !is_readonly) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) if (!io.InputQueueCharacters.contains('\t')) { - unsigned int c = '\t'; // Insert TAB + unsigned int c = '\t'; // Insert TAB if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } - // Process regular text input (before we check for Return because using some IME will effectively send a - // Return?) We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which - // _is_ Alt+Ctrl) to input certain characters. + // Process regular text input (before we check for Return because using some IME will effectively send a Return?) + // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. if (io.InputQueueCharacters.Size > 0) { - if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering @@ -5223,92 +4242,41 @@ bool ImGui::InputTextEx(const char* label, if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { IM_ASSERT(state != NULL); - IM_ASSERT( - io.KeyMods == GetMergedKeyModFlags() && - "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but - // if anything let's do it here. + 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); + 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 int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); + const bool is_osx = io.ConfigMacOSXBehaviors; const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); - const bool is_wordmove_key_down = - is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl - const bool is_startend_key_down = - is_osx && io.KeySuper && !io.KeyCtrl && - !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); + const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl + const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End + const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); - const bool is_shortcut_key = - g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); + const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || - (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && - !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || - (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && - !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || - (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && - !is_readonly; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || - (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && - !is_readonly && is_undoable; + const bool is_cut = ((is_shortcut_key && IsKeyPressed(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = ((is_shortcut_key && IsKeyPressed(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = ((is_shortcut_key && IsKeyPressed(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressed(ImGuiKey_Insert))) && !is_readonly; + const bool is_undo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Z)) && !is_readonly && is_undoable); + const bool is_redo = ((is_shortcut_key && IsKeyPressed(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressed(ImGuiKey_Z))) && !is_readonly && is_undoable; - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) - { - state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART - : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT - : STB_TEXTEDIT_K_LEFT) | - k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_RightArrow)) - { - state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND - : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT - : STB_TEXTEDIT_K_RIGHT) | - k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) - { - if (io.KeyCtrl) - SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); - else - state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) - { - if (io.KeyCtrl) - SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); - else - state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline) - { - state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); - scroll_y -= row_count_per_page * g.FontSize; - } - else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline) - { - state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); - scroll_y += row_count_per_page * g.FontSize; - } - else if (IsKeyPressedMap(ImGuiKey_Home)) - { - state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_End)) - { - state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) - { - state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); - } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool is_validate_enter = IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_KeypadEnter); + const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressed(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); + const bool is_cancel = IsKeyPressed(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed); + + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) { if (!state->HasSelection()) { @@ -5319,7 +4287,7 @@ bool ImGui::InputTextEx(const char* label, } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) + else if (is_validate_enter) { bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) @@ -5328,12 +4296,17 @@ bool ImGui::InputTextEx(const char* label, } else if (!is_readonly) { - unsigned int c = '\n'; // Insert new line + unsigned int c = '\n'; // Insert new line if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } } - else if (IsKeyPressedMap(ImGuiKey_Escape)) + else if (is_validate_nav) + { + IM_ASSERT(!is_validate_enter); + enter_pressed = clear_active_id = true; + } + else if (is_cancel) { clear_active_id = cancel_edit = true; } @@ -5342,7 +4315,7 @@ bool ImGui::InputTextEx(const char* label, state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); state->ClearSelection(); } - else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + else if (is_shortcut_key && IsKeyPressed(ImGuiKey_A)) { state->SelectAll(); state->CursorFollow = true; @@ -5353,10 +4326,8 @@ bool ImGui::InputTextEx(const char* label, if (io.SetClipboardTextFn) { const int ib = state->HasSelection() ? ImMin(state->Stb.select_start, state->Stb.select_end) : 0; - const int ie = - state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; - const int clipboard_data_len = - ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; + const int ie = state->HasSelection() ? ImMax(state->Stb.select_start, state->Stb.select_end) : state->CurLenW; + const int clipboard_data_len = ImTextCountUtf8BytesFromStr(state->TextW.Data + ib, state->TextW.Data + ie) + 1; char* clipboard_data = (char*)IM_ALLOC(clipboard_data_len * sizeof(char)); ImTextStrToUtf8(clipboard_data, clipboard_data_len, state->TextW.Data + ib, state->TextW.Data + ie); SetClipboardText(clipboard_data); @@ -5375,10 +4346,10 @@ bool ImGui::InputTextEx(const char* label, if (const char* clipboard = GetClipboardText()) { // Filter pasted buffer - const int clipboard_len = (int)strlen(clipboard); + const int clipboard_len = (int)strlen(clipboard); ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); - int clipboard_filtered_len = 0; - for (const char* s = clipboard; *s;) + int clipboard_filtered_len = 0; + for (const char* s = clipboard; *s; ) { unsigned int c; s += ImTextCharFromUtf8(&c, s, NULL); @@ -5389,7 +4360,7 @@ bool ImGui::InputTextEx(const char* label, clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } clipboard_filtered[clipboard_filtered_len] = 0; - if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation + if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation { stb_textedit_paste(state, &state->Stb, clipboard_filtered, clipboard_filtered_len); state->CursorFollow = true; @@ -5398,25 +4369,23 @@ bool ImGui::InputTextEx(const char* label, } } - // Update render selection flag after events have been handled, so selection highlight can be displayed during - // the same frame. + // Update render selection flag after events have been handled, so selection highlight can be displayed during the same frame. render_selection |= state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); } // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); - const char* apply_new_text = NULL; - int apply_new_text_length = 0; if (cancel_edit) { - // Restore initial value. Only return true if restoring to the initial value changes the current buffer - // contents. + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) { // Push records into the undo stack so we can CTRL+Z the revert operation itself - apply_new_text = state->InitialTextA.Data; + apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; ImVector w_text; if (apply_new_text_length > 0) @@ -5424,29 +4393,20 @@ bool ImGui::InputTextEx(const char* label, w_text.resize(ImTextCountCharsFromUtf8(apply_new_text, apply_new_text + apply_new_text_length) + 1); ImTextStrFromUtf8(w_text.Data, w_text.Size, apply_new_text, apply_new_text + apply_new_text_length); } - stb_textedit_replace(state, &state->Stb, w_text.Data, - (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); + stb_textedit_replace(state, &state->Stb, w_text.Data, (apply_new_text_length > 0) ? (w_text.Size - 1) : 0); } } - // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the - // input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. If we - // didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. This also allows - // the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side - // storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up - // with your temporary string object unnecessarily allocating once a frame, either store your string data, - // either if you don't then don't use ImGuiInputTextFlags_CallbackResize). - bool apply_edit_back_to_user_buffer = - !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. + // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { // Apply new value immediately - copy modified buffer back - // Note that as soon as the input box is active, the in-widget value gets priority over any underlying - // modification of the input buffer - // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above - // incorrect. - // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the - // stb_textedit callbacks. + // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer + // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. + // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. if (!is_readonly) { state->TextAIsValid = true; @@ -5455,29 +4415,27 @@ bool ImGui::InputTextEx(const char* label, } // User callback - if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | - ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) + if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) { IM_ASSERT(callback != NULL); - // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable - // keyboard TABBING at the moment. + // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_COUNT; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab)) { event_flag = ImGuiInputTextFlags_CallbackCompletion; - event_key = ImGuiKey_Tab; + event_key = ImGuiKey_Tab; } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_UpArrow; + event_key = ImGuiKey_UpArrow; } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; - event_key = ImGuiKey_DownArrow; + event_key = ImGuiKey_DownArrow; } else if ((flags & ImGuiInputTextFlags_CallbackEdit) && state->Edited) { @@ -5493,67 +4451,41 @@ bool ImGui::InputTextEx(const char* label, ImGuiInputTextCallbackData callback_data; memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); callback_data.EventFlag = event_flag; - callback_data.Flags = flags; - callback_data.UserData = callback_user_data; + callback_data.Flags = flags; + callback_data.UserData = callback_user_data; - callback_data.EventKey = event_key; - callback_data.Buf = state->TextA.Data; + char* callback_buf = is_readonly ? buf : state->TextA.Data; + callback_data.EventKey = event_key; + callback_data.Buf = callback_buf; callback_data.BufTextLen = state->CurLenA; - callback_data.BufSize = state->BufCapacityA; - callback_data.BufDirty = false; + callback_data.BufSize = state->BufCapacityA; + callback_data.BufDirty = false; - // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an - // incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) - ImWchar* text = state->TextW.Data; - const int utf8_cursor_pos = callback_data.CursorPos = - ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); - const int utf8_selection_start = callback_data.SelectionStart = - ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); - const int utf8_selection_end = callback_data.SelectionEnd = - ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); + // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188) + ImWchar* text = state->TextW.Data; + const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + state->Stb.cursor); + const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_start); + const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + state->Stb.select_end); // Call user code callback(&callback_data); // Read back what user may have modified - IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); const bool buf_dirty = callback_data.BufDirty; - if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) - { - state->Stb.cursor = - ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); - state->CursorFollow = true; - } - if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) - { - state->Stb.select_start = - (callback_data.SelectionStart == callback_data.CursorPos) - ? state->Stb.cursor - : ImTextCountCharsFromUtf8(callback_data.Buf, - callback_data.Buf + callback_data.SelectionStart); - } - if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) - { - state->Stb.select_end = - (callback_data.SelectionEnd == callback_data.SelectionStart) - ? state->Stb.select_start - : ImTextCountCharsFromUtf8(callback_data.Buf, - callback_data.Buf + callback_data.SelectionEnd); - } + if (callback_data.CursorPos != utf8_cursor_pos || buf_dirty) { state->Stb.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos); state->CursorFollow = true; } + if (callback_data.SelectionStart != utf8_selection_start || buf_dirty) { state->Stb.select_start = (callback_data.SelectionStart == callback_data.CursorPos) ? state->Stb.cursor : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart); } + if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (buf_dirty) { - IM_ASSERT( - callback_data.BufTextLen == - (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + - (callback_data.BufTextLen - backup_current_text_length)); - state->CurLenW = - ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); - state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, - // saves us an extra strlen() + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); + state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() state->CursorAnimReset(); } } @@ -5562,49 +4494,45 @@ bool ImGui::InputTextEx(const char* label, // Will copy result string if modified if (!is_readonly && strcmp(state->TextA.Data, buf) != 0) { - apply_new_text = state->TextA.Data; + apply_new_text = state->TextA.Data; apply_new_text_length = state->CurLenA; } } - // Copy result to user buffer - if (apply_new_text) - { - // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no - // guarantee that the size of our owned buffer matches the size of the string object held by the user, and - // by design we allow InputText() to be used without any storage on user's side. - IM_ASSERT(apply_new_text_length >= 0); - if (is_resizable) - { - ImGuiInputTextCallbackData callback_data; - callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; - callback_data.Flags = flags; - callback_data.Buf = buf; - callback_data.BufTextLen = apply_new_text_length; - callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); - callback_data.UserData = callback_user_data; - callback(&callback_data); - buf = callback_data.Buf; - buf_size = callback_data.BufSize; - apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); - IM_ASSERT(apply_new_text_length <= buf_size); - } - // IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); - - // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may - // be >= buf_size. - ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); - value_changed = true; - } - // Clear temporary user storage - state->Flags = ImGuiInputTextFlags_None; - state->UserCallback = NULL; - state->UserCallbackData = NULL; + state->Flags = ImGuiInputTextFlags_None; } - // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the - // value) + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) + { + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); + } + //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; + } + + // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) if (clear_active_id && g.ActiveId == id) ClearActiveID(); @@ -5615,21 +4543,19 @@ bool ImGui::InputTextEx(const char* label, RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); } - const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, - frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size + const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + inner_size.x, frame_bb.Min.y + inner_size.y); // Not using frame_bb.Max because we have adjusted size ImVec2 draw_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding; ImVec2 text_size(0.0f, 0.0f); - // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case - // is a long line without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and - // probably crash. Avoid it altogether. Note that we only use this limit on single-line InputText(), so a - // pathologically large line on a InputTextMultiline() would still crash. + // Set upper limit of single-line InputTextEx() at 2 million characters strings. The current pathological worst case is a long line + // without any carriage return, which would makes ImFont::RenderText() reserve too many vertices and probably crash. Avoid it altogether. + // Note that we only use this limit on single-line InputText(), so a pathologically large line on a InputTextMultiline() would still crash. const int buf_display_max_length = 2 * 1024 * 1024; - const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 - const char* buf_display_end = NULL; // We have specialized paths below for setting the length + const char* buf_display = buf_display_from_state ? state->TextA.Data : buf; //-V595 + const char* buf_display_end = NULL; // We have specialized paths below for setting the length if (is_displaying_hint) { - buf_display = hint; + buf_display = hint; buf_display_end = hint + strlen(hint); } @@ -5644,57 +4570,42 @@ bool ImGui::InputTextEx(const char* label, // Render text (with cursor and selection) // This is going to be messy. We need to: // - Display the text (this alone can be more easily clipped) - // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor - // position calculation) + // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation) // - Measure text height (for scrollbar) - // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible - // for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring - // effort) + // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort) // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8. const ImWchar* text_begin = state->TextW.Data; ImVec2 cursor_offset, select_start_offset; { // Find lines numbers straddling 'cursor' (slot 0) and 'select_start' (slot 1) positions. - const ImWchar* searches_input_ptr[2] = {NULL, NULL}; - int searches_result_line_no[2] = {-1000, -1000}; - int searches_remaining = 0; + const ImWchar* searches_input_ptr[2] = { NULL, NULL }; + int searches_result_line_no[2] = { -1000, -1000 }; + int searches_remaining = 0; if (render_cursor) { - searches_input_ptr[0] = text_begin + state->Stb.cursor; + searches_input_ptr[0] = text_begin + state->Stb.cursor; searches_result_line_no[0] = -1; searches_remaining++; } if (render_selection) { - searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); + searches_input_ptr[1] = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); searches_result_line_no[1] = -1; searches_remaining++; } // Iterate all lines to find our line numbers - // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the - // searches_remaining counter. + // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter. searches_remaining += is_multiline ? 1 : 0; int line_count = 0; - // for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != - // NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit + //for (const ImWchar* s = text_begin; (s = (const ImWchar*)wcschr((const wchar_t*)s, (wchar_t)'\n')) != NULL; s++) // FIXME-OPT: Could use this when wchar_t are 16-bit for (const ImWchar* s = text_begin; *s != 0; s++) if (*s == '\n') { line_count++; - if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) - { - searches_result_line_no[0] = line_count; - if (--searches_remaining <= 0) - break; - } - if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) - { - searches_result_line_no[1] = line_count; - if (--searches_remaining <= 0) - break; - } + if (searches_result_line_no[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_no[0] = line_count; if (--searches_remaining <= 0) break; } + if (searches_result_line_no[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_no[1] = line_count; if (--searches_remaining <= 0) break; } } line_count++; if (searches_result_line_no[0] == -1) @@ -5703,13 +4614,11 @@ bool ImGui::InputTextEx(const char* label, searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = - InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; cursor_offset.y = searches_result_line_no[0] * g.FontSize; if (searches_result_line_no[1] >= 0) { - select_start_offset.x = - InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; select_start_offset.y = searches_result_line_no[1] * g.FontSize; } @@ -5725,7 +4634,7 @@ bool ImGui::InputTextEx(const char* label, if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { const float scroll_increment_x = inner_size.x * 0.25f; - const float visible_width = inner_size.x - style.FramePadding.x; + const float visible_width = inner_size.x - style.FramePadding.x; if (cursor_offset.x < state->ScrollX) state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); else if (cursor_offset.x - visible_width >= state->ScrollX) @@ -5742,12 +4651,11 @@ bool ImGui::InputTextEx(const char* label, // Test if cursor is vertically visible if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - inner_size.y >= scroll_y) + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); - scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); - draw_pos.y += - (draw_window->Scroll.y - scroll_y); // Manipulate cursor pos immediately avoid a frame of lag + 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; } @@ -5759,24 +4667,20 @@ bool ImGui::InputTextEx(const char* label, if (render_selection) { const ImWchar* text_selected_begin = text_begin + ImMin(state->Stb.select_start, state->Stb.select_end); - const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); + const ImWchar* text_selected_end = text_begin + ImMax(state->Stb.select_start, state->Stb.select_end); - ImU32 bg_color = GetColorU32( - ImGuiCol_TextSelectedBg, - render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true - // here, we are leaving the transparent one for tests. - float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they - // don't play so well with multi-line selection. + ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg, render_cursor ? 1.0f : 0.6f); // FIXME: current code flow mandate that render_cursor is always true here, we are leaving the transparent one for tests. + float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection. float bg_offy_dn = is_multiline ? 0.0f : 2.0f; - ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; - for (const ImWchar* p = text_selected_begin; p < text_selected_end;) + ImVec2 rect_pos = draw_pos + select_start_offset - draw_scroll; + for (const ImWchar* p = text_selected_begin; p < text_selected_end; ) { if (rect_pos.y > clip_rect.w + g.FontSize) break; if (rect_pos.y < clip_rect.y) { - // p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could - // use this when wchar_t are 16-bit p = p ? p + 1 : text_selected_end; + //p = (const ImWchar*)wmemchr((const wchar_t*)p, '\n', text_selected_end - p); // FIXME-OPT: Could use this when wchar_t are 16-bit + //p = p ? p + 1 : text_selected_end; while (p < text_selected_end) if (*p++ == '\n') break; @@ -5784,11 +4688,8 @@ bool ImGui::InputTextEx(const char* label, else { 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)); + if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color); @@ -5798,34 +4699,30 @@ bool ImGui::InputTextEx(const char* label, } } - // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) - // which would make ImDrawList crash. + // We test for 'buf_display_max_length' as a way to avoid some pathological cases (e.g. single-line 1 MB string) which would make ImDrawList crash. if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, - buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos - draw_scroll, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } // Draw blinking cursor if (render_cursor) { state->CursorAnim += io.DeltaTime; - bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || - ImFmod(state->CursorAnim, 1.20f) <= 0.80f; + bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); - ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, - cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); + ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) - draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), - GetColorU32(ImGuiCol_Text)); + draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); - // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. - // Bit of an extra nicety.) + // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) if (!is_readonly) { - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize); - g.PlatformImePosViewport = window->Viewport; + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + g.PlatformImeViewport = window->Viewport->ID; } } } @@ -5833,8 +4730,7 @@ bool ImGui::InputTextEx(const char* label, { // Render text only (no selection, no cursor) if (is_multiline) - text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * - g.FontSize); // We don't need width + text_size = ImVec2(inner_size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_display_end) * g.FontSize); // We don't need width else if (!is_displaying_hint && g.ActiveId == id) buf_display_end = buf_display + state->CurLenA; else if (!is_displaying_hint) @@ -5843,8 +4739,7 @@ bool ImGui::InputTextEx(const char* label, if (is_multiline || (buf_display_end - buf_display) < buf_display_max_length) { ImU32 col = GetColorU32(is_displaying_hint ? ImGuiCol_TextDisabled : ImGuiCol_Text); - draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, - is_multiline ? NULL : &clip_rect); + draw_window->DrawList->AddText(g.Font, g.FontSize, draw_pos, col, buf_display, buf_display_end, 0.0f, is_multiline ? NULL : &clip_rect); } } @@ -5853,9 +4748,23 @@ bool ImGui::InputTextEx(const char* label, if (is_multiline) { + // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; EndChild(); + item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); + g.CurrentItemFlags = backup_item_flags; + + // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... + // FIXME: This quite messy/tricky, should attempt to get rid of the child window. EndGroup(); + if (g.LastItemData.ID == 0) + { + g.LastItemData.ID = id; + g.LastItemData.InFlags = item_data_backup.InFlags; + g.LastItemData.StatusFlags = item_data_backup.StatusFlags; + } } // Log as text @@ -5898,20 +4807,43 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); } +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. + // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. + // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. + // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. + // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, + // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. + ImGuiContext& g = *GImGui; + if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) + *H = g.ColorEditLastHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditLastSat; +} + // Edit colors components (each component in 0.0f..1.0f range). -// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is -// set. With typical options: Left-click on color square to open color picker. Right-click to open option menu. -// CTRL-Click over input fields to edit them and TAB to go to next item. +// See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. +// With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float square_sz = GetFrameHeight(); - const float w_full = CalcItemWidth(); + const float square_sz = GetFrameHeight(); + const float w_full = CalcItemWidth(); const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); @@ -5923,8 +4855,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // If we're not showing any slider there's no point in doing any HSV conversions const ImGuiColorEditFlags flags_untouched = flags; if (flags & ImGuiColorEditFlags_NoInputs) - flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | - ImGuiColorEditFlags_NoOptions; + flags = (flags & (~ImGuiColorEditFlags_DisplayMask_)) | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_NoOptions; // Context menu: display and modify options (before defaults are applied) if (!(flags & ImGuiColorEditFlags_NoOptions)) @@ -5939,62 +4870,52 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag flags |= (g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_); if (!(flags & ImGuiColorEditFlags_InputMask_)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_InputMask_); - flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | - ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_)); + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected - const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; - const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; + const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; + const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; const int components = alpha ? 4 : 3; // Convert to the formats we need - float f[4] = {col[0], col[1], col[2], alpha ? col[3] : 1.0f}; + float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; if ((flags & ImGuiColorEditFlags_InputHSV) && (flags & ImGuiColorEditFlags_DisplayRGB)) ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - { - if (f[1] == 0) - f[0] = g.ColorEditLastHue; - if (f[2] == 0) - f[1] = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); } - int i[4] = {IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), - IM_F32_TO_INT8_UNBOUND(f[3])}; + int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; - bool value_changed = false; + bool value_changed = false; bool value_changed_as_float = false; - const ImVec2 pos = window->DC.CursorPos; + const ImVec2 pos = window->DC.CursorPos; const float inputs_offset_x = (style.ColorButtonPosition == ImGuiDir_Left) ? w_button : 0.0f; - window->DC.CursorPos.x = pos.x + inputs_offset_x; + window->DC.CursorPos.x = pos.x + inputs_offset_x; - if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && - (flags & ImGuiColorEditFlags_NoInputs) == 0) + 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"}; - static const char* fmt_table_int[3][4] = { - {"%3d", "%3d", "%3d", "%3d"}, // Short display - {"R:%3d", "G:%3d", "B:%3d", "A:%3d"}, // Long display for RGBA - {"H:%3d", "S:%3d", "V:%3d", "A:%3d"} // Long display for HSVA + const 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" }; + static const char* fmt_table_int[3][4] = + { + { "%3d", "%3d", "%3d", "%3d" }, // Short display + { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA + { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA }; - static const char* fmt_table_float[3][4] = { - {"%0.3f", "%0.3f", "%0.3f", "%0.3f"}, // Short display - {"R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f"}, // Long display for RGBA - {"H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f"} // Long display for HSVA + static const char* fmt_table_float[3][4] = + { + { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display + { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA + { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA }; const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; @@ -6004,12 +4925,10 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag SameLine(0, style.ItemInnerSpacing.x); SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); - // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below - // 0. + // 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 @@ -6017,7 +4936,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } } else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) @@ -6025,40 +4944,33 @@ 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)) + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; - char* p = buf; + char* p = buf; while (*p == '#' || ImCharIsBlankA(*p)) p++; i[0] = i[1] = i[2] = 0; - i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) int r; if (alpha) - r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], - (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) else r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); - IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } ImGuiWindow* picker_active_window = NULL; if (!(flags & ImGuiColorEditFlags_NoSmallPreview)) { - const float button_offset_x = - ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) - ? 0.0f - : w_inputs + style.ItemInnerSpacing.x; + const float button_offset_x = ((flags & ImGuiColorEditFlags_NoInputs) || (style.ColorButtonPosition == ImGuiDir_Left)) ? 0.0f : w_inputs + style.ItemInnerSpacing.x; window->DC.CursorPos = ImVec2(pos.x + button_offset_x, pos.y); const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f); @@ -6069,11 +4981,11 @@ 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(g.LastItemData.Rect.GetBL() + ImVec2(-1, style.ItemSpacing.y)); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); if (BeginPopup("picker")) { @@ -6083,13 +4995,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag TextEx(label, label_display_end); Spacing(); } - ImGuiColorEditFlags picker_flags_to_forward = - ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | - ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | - ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | - ImGuiColorEditFlags_AlphaPreviewHalf; - SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); EndPopup(); } @@ -6097,8 +5005,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - const float text_offset_x = - (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; + const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); TextEx(label, label_display_end); } @@ -6114,7 +5021,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag g.ColorEditLastHue = f[0]; g.ColorEditLastSat = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - memcpy(g.ColorEditLastColor, f, sizeof(float) * 3); + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -6131,13 +5038,12 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Drag and Drop Target // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. - if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && - BeginDragDropTarget()) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) { bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) { - memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 value_changed = accepted_drag_drop = true; } if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) @@ -6164,12 +5070,10 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags) { - float col4[4] = {col[0], col[1], col[2], 1.0f}; + float col4[4] = { col[0], col[1], col[2], 1.0f }; if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha)) return false; - col[0] = col4[0]; - col[1] = col4[1]; - col[2] = col4[2]; + col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2]; return true; } @@ -6177,33 +5081,26 @@ bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags fl static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w, float alpha) { ImU32 alpha8 = IM_F32_TO_INT8_SAT(alpha); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), - ImGuiDir_Right, IM_COL32(0, 0, 0, alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, - IM_COL32(255, 255, 255, alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), - ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0, 0, 0, alpha8)); - ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, - IM_COL32(255, 255, 255, alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32(255,255,255,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32(0,0,0,alpha8)); + ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32(255,255,255,alpha8)); } // Note: ColorPicker4() only accesses 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. -// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to -// facilitate understanding of the code.) -// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if -// automatic height makes a vertical scrollbar appears, affecting automatic width..) -// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping -// glitches with (style.Alpha < 1.0) +// (In C++ the 'float col[4]' notation for a function argument is equivalent to 'float* col', we only specify a size to facilitate understanding of the code.) +// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..) +// FIXME: this is trying to be aware of style.Alpha but not fully correct. Also, the color wheel will have overlapping glitches with (style.Alpha < 1.0) bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; ImDrawList* draw_list = window->DrawList; - ImGuiStyle& style = g.Style; - ImGuiIO& io = g.IO; + ImGuiStyle& style = g.Style; + ImGuiIO& io = g.IO; const float width = CalcItemWidth(); g.NextItemData.ClearFlags(); @@ -6220,45 +5117,38 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // Read stored options if (!(flags & ImGuiColorEditFlags_PickerMask_)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions - : ImGuiColorEditFlags_DefaultOptions_) & - ImGuiColorEditFlags_PickerMask_; + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_PickerMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_PickerMask_; if (!(flags & ImGuiColorEditFlags_InputMask_)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions - : ImGuiColorEditFlags_DefaultOptions_) & - ImGuiColorEditFlags_InputMask_; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected + flags |= ((g.ColorEditOptions & ImGuiColorEditFlags_InputMask_) ? g.ColorEditOptions : ImGuiColorEditFlags_DefaultOptions_) & ImGuiColorEditFlags_InputMask_; + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check that only 1 is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check that only 1 is selected if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); // Setup - int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; - bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); + int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4; + bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha); ImVec2 picker_pos = window->DC.CursorPos; - float square_sz = GetFrameHeight(); - float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars - float sv_picker_size = - ImMax(bars_width * 1, - width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box - float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; - float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; + float square_sz = GetFrameHeight(); + float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars + float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box + float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; + float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); 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); + 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); - // 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); - ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. - ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. - ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. + // 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); + ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point. + ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point. + ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point. float H = col[0], S = col[1], V = col[2]; float R = col[0], G = col[1], B = col[2]; @@ -6266,13 +5156,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(R, G, B, H, S, V); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - { - if (S == 0) - H = g.ColorEditLastHue; - if (V == 0) - S = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &H, &S, &V); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -6288,11 +5172,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); if (IsItemActive()) { - ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; - ImVec2 current_off = g.IO.MousePos - wheel_center; + 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; @@ -6302,23 +5185,21 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } float cos_hue_angle = ImCos(-H * 2.0f * IM_PI); float sin_hue_angle = ImSin(-H * 2.0f * IM_PI); - if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, - ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) + if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle))) { // Interacting with SV triangle ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle); if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated)) - current_off_unrotated = - ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); + current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated); float uu, vv, ww; ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww); - V = ImClamp(1.0f - vv, 0.0001f, 1.0f); - S = ImClamp(uu / V, 0.0001f, 1.0f); + V = ImClamp(1.0f - vv, 0.0001f, 1.0f); + S = ImClamp(uu / V, 0.0001f, 1.0f); value_changed = value_changed_sv = true; } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { @@ -6326,19 +5207,23 @@ 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)); + + // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + H = g.ColorEditLastHue; value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); // Hue bar logic SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); 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; } } @@ -6350,11 +5235,11 @@ 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; } } - PopItemFlag(); // ImGuiItemFlags_NoNav + PopItemFlag(); // ImGuiItemFlags_NoNav if (!(flags & ImGuiColorEditFlags_NoSidePreview)) { @@ -6380,17 +5265,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoLabel)) Text("Current"); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | - ImGuiColorEditFlags_AlphaPreview | - ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf | ImGuiColorEditFlags_NoTooltip; ColorButton("##current", col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2)); if (ref_col != NULL) { Text("Original"); - ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], - (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); - if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), - ImVec2(square_sz * 3, square_sz * 2))) + ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]); + if (ColorButton("##original", ref_col_v4, (flags & sub_flags_to_forward), ImVec2(square_sz * 3, square_sz * 2))) { memcpy(col, ref_col, components * sizeof(float)); value_changed = true; @@ -6405,11 +5286,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { if (flags & ImGuiColorEditFlags_InputRGB) { - ColorConvertHSVtoRGB(H >= 1.0f ? H - 10 * 1e-6f : H, S > 0.0f ? S : 10 * 1e-6f, V > 0.0f ? V : 1e-6f, - col[0], col[1], col[2]); + ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); g.ColorEditLastHue = H; g.ColorEditLastSat = S; - memcpy(g.ColorEditLastColor, col, sizeof(float) * 3); + g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -6424,19 +5304,15 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = - ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | - ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | - ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) { - // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using - // the InputText or DropTarget. For the later we don't want to run the hue-wrap canceling code. If you - // are well versed in HSV picker please provide your input! (See #2050) + // FIXME: Hackily differentiating using the DragInt (ActiveId != 0 && !ActiveIdAllowOverlap) vs. using the InputText or DropTarget. + // For the later we don't want to run the hue-wrap canceling code. If you are well versed in HSV picker please provide your input! (See #2050) value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); - value_changed = true; + value_changed = true; } if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); @@ -6467,14 +5343,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl G = col[1]; B = col[2]; ColorConvertRGBtoHSV(R, G, B, H, S, V); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == - 0) // Fix local Hue as display below will use it immediately. - { - if (S == 0) - H = g.ColorEditLastHue; - if (V == 0) - S = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &H, &S, &V); // Fix local Hue as display below will use it immediately. } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -6485,59 +5354,52 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } - const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); - const ImU32 col_black = IM_COL32(0, 0, 0, style_alpha8); - const ImU32 col_white = IM_COL32(255, 255, 255, style_alpha8); - const ImU32 col_midgrey = IM_COL32(128, 128, 128, style_alpha8); - const ImU32 col_hues[6 + 1] = {IM_COL32(255, 0, 0, style_alpha8), IM_COL32(255, 255, 0, style_alpha8), - IM_COL32(0, 255, 0, style_alpha8), IM_COL32(0, 255, 255, style_alpha8), - IM_COL32(0, 0, 255, style_alpha8), IM_COL32(255, 0, 255, style_alpha8), - IM_COL32(255, 0, 0, style_alpha8)}; + const int style_alpha8 = IM_F32_TO_INT8_SAT(style.Alpha); + const ImU32 col_black = IM_COL32(0,0,0,style_alpha8); + const ImU32 col_white = IM_COL32(255,255,255,style_alpha8); + const ImU32 col_midgrey = IM_COL32(128,128,128,style_alpha8); + const ImU32 col_hues[6 + 1] = { IM_COL32(255,0,0,style_alpha8), IM_COL32(255,255,0,style_alpha8), IM_COL32(0,255,0,style_alpha8), IM_COL32(0,255,255,style_alpha8), IM_COL32(0,0,255,style_alpha8), IM_COL32(255,0,255,style_alpha8), IM_COL32(255,0,0,style_alpha8) }; - ImVec4 hue_color_f(1, 1, 1, style.Alpha); - ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); - ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); - ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32( - ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! + ImVec4 hue_color_f(1, 1, 1, style.Alpha); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z); + ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f); + ImU32 user_col32_striped_of_alpha = ColorConvertFloat4ToU32(ImVec4(R, G, B, style.Alpha)); // Important: this is still including the main rendering/style alpha!! ImVec2 sv_cursor_pos; if (flags & ImGuiColorEditFlags_PickerHueWheel) { // Render Hue Wheel - const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). + const float aeps = 0.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out). const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12); for (int n = 0; n < 6; n++) { - const float a0 = (n) / 6.0f * 2.0f * IM_PI - aeps; - const float a1 = (n + 1.0f) / 6.0f * 2.0f * IM_PI + aeps; + const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps; + const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; - draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer) * 0.5f, a0, a1, segment_per_arc); + draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); draw_list->PathStroke(col_white, 0, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner); ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner); - ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, - col_hues[n], col_hues[n + 1]); + ShadeVertsLinearColorGradientKeepAlpha(draw_list, vert_start_idx, vert_end_idx, gradient_p0, gradient_p1, col_hues[n], col_hues[n + 1]); } // Render Cursor + preview on Hue Wheel float cos_hue_angle = ImCos(H * 2.0f * IM_PI); float sin_hue_angle = ImSin(H * 2.0f * IM_PI); - ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f, - wheel_center.y + sin_hue_angle * (wheel_r_inner + wheel_r_outer) * 0.5f); - float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f; + 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, col_white, hue_cursor_segments); // Render SV triangle (rotated according to hue) - ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); - ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); - ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); + ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle); + ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle); + ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle); ImVec2 uv_white = GetFontTexUvWhitePixel(); draw_list->PrimReserve(6, 6); draw_list->PrimVtx(tra, uv_white, hue_color32); @@ -6552,33 +5414,21 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl else if (flags & ImGuiColorEditFlags_PickerHueBar) { // Render SV Square - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, - hue_color32, hue_color32, col_white); - draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, - col_black, col_black); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), col_white, hue_color32, hue_color32, col_white); + draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0, 0, col_black, col_black); RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size, sv_picker_size), 0.0f); - sv_cursor_pos.x = - ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, - picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much - sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, - picker_pos.y + sv_picker_size - 2); + sv_cursor_pos.x = ImClamp(IM_ROUND(picker_pos.x + ImSaturate(S) * sv_picker_size), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much + sv_cursor_pos.y = ImClamp(IM_ROUND(picker_pos.y + ImSaturate(1 - V) * sv_picker_size), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2); // Render Hue Bar for (int i = 0; i < 6; ++i) - draw_list->AddRectFilledMultiColor( - ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), - ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], - col_hues[i], col_hues[i + 1], col_hues[i + 1]); + draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), col_hues[i], col_hues[i], col_hues[i + 1], col_hues[i + 1]); float bar0_line_y = IM_ROUND(picker_pos.y + H * sv_picker_size); - RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), - ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), - ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, - style.Alpha); + RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } - // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to - // be out of range) + // 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); @@ -6589,16 +5439,11 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { float alpha = ImSaturate(col[3]); ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size); - RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, - ImVec2(0.0f, 0.0f)); - draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, - user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, - user_col32_striped_of_alpha & ~IM_COL32_A_MASK); + RenderColorRectWithAlphaCheckerboard(draw_list, bar1_bb.Min, bar1_bb.Max, 0, bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f)); + draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, user_col32_striped_of_alpha, user_col32_striped_of_alpha, user_col32_striped_of_alpha & ~IM_COL32_A_MASK, user_col32_striped_of_alpha & ~IM_COL32_A_MASK); float bar1_line_y = IM_ROUND(picker_pos.y + (1.0f - alpha) * sv_picker_size); RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f); - RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), - ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, - style.Alpha); + RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f, style.Alpha); } EndGroup(); @@ -6623,8 +5468,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const ImGuiID id = window->GetID(desc_id); + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(desc_id); float default_size = GetFrameHeight(); if (size.x == 0.0f) size.x = default_size; @@ -6647,32 +5492,26 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl ImVec4 col_rgb_without_alpha(col_rgb.x, col_rgb.y, col_rgb.z, 1.0f); float grid_step = ImMin(size.x, size.y) / 2.99f; - float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); + float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f); ImRect bb_inner = bb; - float off = 0.0f; + float off = 0.0f; if ((flags & ImGuiColorEditFlags_NoBorder) == 0) { - off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is - // enabled. This offset seemed like a good middle ground to reduce those artifacts. + off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts. bb_inner.Expand(off); } if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), - bb_inner.Max, GetColorU32(col_rgb), grid_step, - ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), - rounding, ImDrawFlags_RoundCornersLeft); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); } else { - // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the - // source code had no alpha + // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col_rgb : col_rgb_without_alpha; if (col_source.w < 1.0f) - RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), - grid_step, ImVec2(off, off), rounding); + RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); } @@ -6682,8 +5521,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (g.Style.FrameBorderSize > 0.0f) RenderFrameBorder(bb.Min, bb.Max, rounding); else - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), - rounding); // Color button are often in need of some sort of border + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border } // Drag and Drop Source @@ -6702,9 +5540,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl // Tooltip if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) - ColorTooltip(desc_id, &col.x, - flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | - ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); + ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); return pressed; } @@ -6721,10 +5557,10 @@ void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_PickerMask_; if ((flags & ImGuiColorEditFlags_InputMask_) == 0) flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_InputMask_; - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected - IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DisplayMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_DataTypeMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_PickerMask_)); // Check only 1 option is selected + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiColorEditFlags_InputMask_)); // Check only 1 option is selected g.ColorEditOptions = flags; } @@ -6733,7 +5569,7 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags { ImGuiContext& g = *GImGui; - BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { @@ -6743,22 +5579,15 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2); ImVec4 cf(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); - int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), - ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); - ColorButton("##preview", cf, - (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | - ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | - ImGuiColorEditFlags_NoTooltip, - sz); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + ColorButton("##preview", cf, (flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz); SameLine(); if ((flags & ImGuiColorEditFlags_InputRGB) || !(flags & ImGuiColorEditFlags_InputMask_)) { if (flags & ImGuiColorEditFlags_NoAlpha) - Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], - col[2]); + Text("#%02X%02X%02X\nR: %d, G: %d, B: %d\n(%.3f, %.3f, %.3f)", cr, cg, cb, cr, cg, cb, col[0], col[1], col[2]); else - Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, - col[0], col[1], col[2], col[3]); + Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -6772,29 +5601,23 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) { - bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); + bool allow_opt_inputs = !(flags & ImGuiColorEditFlags_DisplayMask_); bool allow_opt_datatype = !(flags & ImGuiColorEditFlags_DataTypeMask_); if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { - if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) - opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; - if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) - opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; - if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) - opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; + if (RadioButton("RGB", (opts & ImGuiColorEditFlags_DisplayRGB) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayRGB; + if (RadioButton("HSV", (opts & ImGuiColorEditFlags_DisplayHSV) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHSV; + if (RadioButton("Hex", (opts & ImGuiColorEditFlags_DisplayHex) != 0)) opts = (opts & ~ImGuiColorEditFlags_DisplayMask_) | ImGuiColorEditFlags_DisplayHex; } if (allow_opt_datatype) { - if (allow_opt_inputs) - Separator(); - if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) - opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; - if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) - opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; + if (allow_opt_inputs) Separator(); + if (RadioButton("0..255", (opts & ImGuiColorEditFlags_Uint8) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Uint8; + if (RadioButton("0.00..1.00", (opts & ImGuiColorEditFlags_Float) != 0)) opts = (opts & ~ImGuiColorEditFlags_DataTypeMask_) | ImGuiColorEditFlags_Float; } if (allow_opt_inputs || allow_opt_datatype) @@ -6803,11 +5626,9 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) OpenPopup("Copy"); if (BeginPopup("Copy")) { - int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), - ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); + int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]); char buf[64]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], - (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); + ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]); if (Selectable(buf)) SetClipboardText(buf); ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca); @@ -6831,37 +5652,29 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) { - bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); + bool allow_opt_picker = !(flags & ImGuiColorEditFlags_PickerMask_); bool allow_opt_alpha_bar = !(flags & ImGuiColorEditFlags_NoAlpha) && !(flags & ImGuiColorEditFlags_AlphaBar); if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) return; ImGuiContext& g = *GImGui; if (allow_opt_picker) { - ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), - 1.0f)); // FIXME: Picker size copied from main picker function + ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function PushItemWidth(picker_size.x); for (int picker_type = 0; picker_type < 2; picker_type++) { // Draw small/thumbnail version of each picker type (over an invisible button for selection) - if (picker_type > 0) - Separator(); + if (picker_type > 0) Separator(); PushID(picker_type); - 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; + 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_); + 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 previewing_ref_col; - memcpy(&previewing_ref_col, ref_col, - sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); + memcpy(&previewing_ref_col, ref_col, sizeof(float) * ((picker_flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4)); ColorPicker4("##previewing_picker", &previewing_ref_col.x, picker_flags); PopID(); } @@ -6869,8 +5682,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl } if (allow_opt_alpha_bar) { - if (allow_opt_picker) - Separator(); + if (allow_opt_picker) Separator(); CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); } EndPopup(); @@ -6960,7 +5772,7 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); } @@ -6971,7 +5783,7 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); } @@ -6982,8 +5794,8 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) return true; // We only write to the tree storage if the user clicks (or explicitly use the SetNextItemOpen function) - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImGuiStorage* storage = window->DC.StateStorage; bool is_open; @@ -6996,8 +5808,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) } else { - // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved - // persistently. + // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently. const int stored_value = storage->GetInt(id, -1); if (stored_value == -1) { @@ -7015,10 +5826,9 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0; } - // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible - // behavior). NB- If we are above max depth we still allow manually opened nodes to be logged. - if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && - (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) + // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior). + // NB- If we are above max depth we still allow manually opened nodes to be logged. + if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && (window->DC.TreeDepth - g.LogDepthRef) < g.LogDepthToExpand) is_open = true; return is_open; @@ -7030,21 +5840,17 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; + ImGuiContext& g = *GImGui; + const ImGuiStyle& style = g.Style; const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0; - const ImVec2 padding = - (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) - ? style.FramePadding - : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); + const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, ImMin(window->DC.CurrLineTextBaseOffset, style.FramePadding.y)); if (!label_end) label_end = FindRenderedTextEnd(label); const ImVec2 label_size = CalcTextSize(label, label_end, false); // We vertically grow up to current line height up the typical widget height. - const float 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; @@ -7053,18 +5859,14 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (display_frame) { // Framed header expand a little outside the default padding, to the edge of InnerClipRect - // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of - // WindowPadding.x*0.5f) + // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); } - const float text_offset_x = - g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing - const float text_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_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing + const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); ItemSize(ImVec2(text_width, frame_height), padding.y); @@ -7077,9 +5879,8 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && - !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + bool is_open = TreeNodeBehaviorIsOpen(id, flags); + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); @@ -7090,9 +5891,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, - g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | - (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -7106,23 +5905,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // allow browsing a tree while preserving selection with code implementing multi-selection patterns. // When clicking on the rest of the tree node we always disallow keyboard modifiers. const float arrow_hit_x1 = (text_pos.x - text_offset_x) - style.TouchExtraPadding.x; - const float arrow_hit_x2 = - (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; + const float arrow_hit_x2 = (text_pos.x - text_offset_x) + (g.FontSize + padding.x * 2.0f) + style.TouchExtraPadding.x; const bool is_mouse_x_over_arrow = (g.IO.MousePos.x >= arrow_hit_x1 && g.IO.MousePos.x < arrow_hit_x2); if (window != g.HoveredWindow || !is_mouse_x_over_arrow) button_flags |= ImGuiButtonFlags_NoKeyModifiers; // Open behaviors can be altered with the _OpenOnArrow and _OnOnDoubleClick flags. - // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for - // multi-selection and drag and drop support. + // Some alteration have subtle effects (e.g. toggle on MouseUp vs MouseDown events) due to requirements for multi-selection and drag and drop support. // - Single-click on label = Toggle on MouseUp (default, when _OpenOnArrow=0) // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=0) // - Single-click on arrow = Toggle on MouseDown (when _OpenOnArrow=1) // - Double-click on label = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1) // - Double-click on arrow = Toggle on MouseDoubleClick (when _OpenOnDoubleClick=1 and _OpenOnArrow=0) // It is rather standard that arrow click react on Down rather than Up. - // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the - // initial MouseDown in order for drag and drop to work. + // We set ImGuiButtonFlags_PressedOnClickRelease on OpenOnDoubleClick because we want the item to be active on the initial MouseDown in order for drag and drop to work. if (is_mouse_x_over_arrow) button_flags |= ImGuiButtonFlags_PressedOnClick; else if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) @@ -7130,7 +5926,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l else button_flags |= ImGuiButtonFlags_PressedOnClickRelease; - bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; + bool selected = (flags & ImGuiTreeNodeFlags_Selected) != 0; const bool was_selected = selected; bool hovered, held; @@ -7140,31 +5936,26 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { if (pressed && g.DragDropHoldJustPressedId != id) { - if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || - (g.NavActivateId == id)) + if ((flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) == 0 || (g.NavActivateId == id)) toggled = true; if (flags & ImGuiTreeNodeFlags_OpenOnArrow) - toggled |= is_mouse_x_over_arrow && - !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since - // ButtonBehavior() already did the job - if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) toggled = true; } else if (pressed && g.DragDropHoldJustPressedId == id) { IM_ASSERT(button_flags & ImGuiButtonFlags_PressedOnDragDropHold); - if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but - // never close it again. + if (!is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again. toggled = true; } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Left && is_open) + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) { toggled = true; NavMoveRequestCancel(); } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right && - !is_open) // If there's something upcoming on the line we may want to give it the priority? + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? { toggled = true; NavMoveRequestCancel(); @@ -7181,27 +5972,23 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l SetItemAllowOverlap(); // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. - if (selected != was_selected) //-V547 + if (selected != was_selected) //-V547 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - const ImU32 text_col = GetColorU32(ImGuiCol_Text); + const ImU32 text_col = GetColorU32(ImGuiCol_Text); ImGuiNavHighlightFlags nav_highlight_flags = ImGuiNavHighlightFlags_TypeThin; if (display_frame) { // Framed type - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive - : hovered ? ImGuiCol_HeaderHovered - : ImGuiCol_Header); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, true, style.FrameRounding); RenderNavHighlight(frame_bb, id, nav_highlight_flags); if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), - text_col); + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, - is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); - else // Leaf without bullet, left-adjusted text + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + else // Leaf without bullet, left-adjusted text text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; @@ -7215,19 +6002,14 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // Unframed typed for tree nodes if (hovered || selected) { - const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive - : hovered ? ImGuiCol_HeaderHovered - : ImGuiCol_Header); + const ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(frame_bb.Min, frame_bb.Max, bg_col, false); } RenderNavHighlight(frame_bb, id, nav_highlight_flags); if (flags & ImGuiTreeNodeFlags_Bullet) - RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), - text_col); + RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(window->DrawList, - ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, - is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogSetNextTextDecoration(">", NULL); RenderText(text_pos, label, label_end, false); @@ -7235,9 +6017,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, - g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | - (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -7246,7 +6026,7 @@ void ImGui::TreePush(const char* str_id) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID(str_id ? str_id : "#TreePush"); + PushID(str_id); } void ImGui::TreePush(const void* ptr_id) @@ -7254,21 +6034,21 @@ void ImGui::TreePush(const void* ptr_id) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); + PushID(ptr_id); } void ImGui::TreePushOverrideID(ImGuiID id) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; Indent(); window->DC.TreeDepth++; - window->IDStack.push_back(id); + PushOverrideID(id); } void ImGui::TreePop() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; Unindent(); @@ -7284,8 +6064,7 @@ void ImGui::TreePop() } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; - IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window - // creation). If this triggers you called TreePop/PopID too much. + IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. PopID(); } @@ -7303,14 +6082,12 @@ void ImGui::SetNextItemOpen(bool is_open, ImGuiCond cond) if (g.CurrentWindow->SkipItems) return; g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasOpen; - g.NextItemData.OpenVal = is_open; + g.NextItemData.OpenVal = is_open; g.NextItemData.OpenCond = cond ? cond : ImGuiCond_Always; } -// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the -// ImGuiTreeNodeFlags_NoTreePushOnOpen flag). This is basically the same as calling TreeNodeEx(label, -// ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal -// TreeNode(). +// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag). +// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode(). bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); @@ -7321,10 +6098,9 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) } // p_visible == NULL : regular collapsing header -// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button -// will set *p_visible = false p_visible != NULL && *p_visible == false : do not show the header at all Do not mistake -// this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or -// ImGuiTreeNodeFlags_DefaultOpen. +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); @@ -7344,12 +6120,11 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiLastItemData last_item_backup = g.LastItemData; - float button_size = g.FontSize; - float button_x = - ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); - float button_y = g.LastItemData.Rect.Min.y; + float button_size = g.FontSize; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); + float button_y = g.LastItemData.Rect.Min.y; ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); if (CloseButton(close_button_id, ImVec2(button_x, button_y))) *p_visible = false; @@ -7367,21 +6142,19 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl // 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. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. +// FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; // Submit label or explicit size to ItemSize(), whereas ItemAdd() will submit a larger/spanning rectangle. - ImGuiID id = window->GetID(label); + ImGuiID id = window->GetID(label); ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y); ImVec2 pos = window->DC.CursorPos; @@ -7389,11 +6162,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl ItemSize(size, 0.0f); // Fill horizontal space - // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly - // right-aligned sizes not visibly match other widgets. + // We don't support (size < 0.0f) in Selectable() because the ItemSpacing extension would make explicitly right-aligned sizes not visibly match other widgets. const bool span_all_columns = (flags & ImGuiSelectableFlags_SpanAllColumns) != 0; - const float min_x = span_all_columns ? window->ParentWorkRect.Min.x : pos.x; - const float max_x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; + 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); @@ -7401,8 +6173,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl const ImVec2 text_min = pos; const ImVec2 text_max(min_x + size.x, pos.y + size.y); - // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing - // between selectable. + // Selectables are meant to be tightly packed together with no click-gap, so we extend their box to cover spacing between selectable. ImRect bb(min_x, pos.y, text_max.x, text_max.y); if ((flags & ImGuiSelectableFlags_NoPadWithHalfSpacing) == 0) { @@ -7415,10 +6186,9 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl 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)); } + //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } - // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every - // Selectable.. + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. const float backup_clip_rect_min_x = window->ClipRect.Min.x; const float backup_clip_rect_max_x = window->ClipRect.Max.x; if (span_all_columns) @@ -7427,20 +6197,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl window->ClipRect.Max.x = window->ParentWorkRect.Max.x; } - bool item_add; const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; - if (disabled_item) - { - ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_Disabled; - item_add = ItemAdd(bb, id); - g.CurrentItemFlags = backup_item_flags; - } - else - { - item_add = ItemAdd(bb, id); - } - + const bool item_add = ItemAdd(bb, id, NULL, disabled_item ? ImGuiItemFlags_Disabled : ImGuiItemFlags_None); if (span_all_columns) { window->ClipRect.Min.x = backup_clip_rect_min_x; @@ -7451,11 +6209,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl return false; const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; - if (disabled_item && !disabled_global) // Only testing this as an optimization - BeginDisabled(true); + if (disabled_item && !disabled_global) // Only testing this as an optimization + BeginDisabled(); - // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full - // push on render only, which would be advantageous since most selectable are not selected. + // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, + // which would be advantageous since most selectable are not selected. if (span_all_columns && window->DC.CurrentColumns) PushColumnsBackground(); else if (span_all_columns && g.CurrentTable) @@ -7463,26 +6221,11 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; - if (flags & ImGuiSelectableFlags_NoHoldingActiveID) - { - button_flags |= ImGuiButtonFlags_NoHoldingActiveId; - } - if (flags & ImGuiSelectableFlags_SelectOnClick) - { - button_flags |= ImGuiButtonFlags_PressedOnClick; - } - if (flags & ImGuiSelectableFlags_SelectOnRelease) - { - button_flags |= ImGuiButtonFlags_PressedOnRelease; - } - if (flags & ImGuiSelectableFlags_AllowDoubleClick) - { - button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; - } - if (flags & ImGuiSelectableFlags_AllowItemOverlap) - { - button_flags |= ImGuiButtonFlags_AllowItemOverlap; - } + if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } + if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } + if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } + if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } const bool was_selected = selected; bool hovered, held; @@ -7492,23 +6235,19 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // - This will be more fully fleshed in the range-select branch // - This is not exposed as it won't nicely work with some user side handling of shift/control // - We cannot do 'if (g.NavJustMovedToId != id) { selected = false; pressed = was_selected; }' for two reasons - // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. - // BeginSelection() calling PushFocusScope()) + // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) // - (2) usage will fail with clipped items // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. - if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && - g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent) + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent) if (g.NavJustMovedToId == id) selected = pressed = true; - // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed - // with gamepad/keyboard + // Update NavId when clicking or when Hovering (this doesn't happen on most widgets), so navigation can be resumed with gamepad/keyboard if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, - ImRect(bb.Min - window->Pos, bb.Max - window->Pos)); + SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect) g.NavDisableHighlight = true; } } @@ -7519,7 +6258,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl SetItemAllowOverlap(); // In this branch, Selectable() cannot toggle the selection so this will never trigger. - if (selected != was_selected) //-V547 + if (selected != was_selected) //-V547 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render @@ -7527,9 +6266,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl hovered = true; if (hovered || selected) { - const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive - : hovered ? ImGuiCol_HeaderHovered - : ImGuiCol_Header); + const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb.Min, bb.Max, col, false, 0.0f); } RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); @@ -7542,15 +6279,14 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && - !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); if (disabled_item && !disabled_global) EndDisabled(); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); - return pressed; //-V1020 + return pressed; //-V1020 } bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) @@ -7571,28 +6307,25 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // - ListBox() //------------------------------------------------------------------------- -// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. -// "##empty" Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a -// fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; const ImGuiStyle& style = g.Style; - const ImGuiID id = GetID(label); + const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); // Size default to hold ~7.25 items. // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = ImFloor( - CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); - ImRect bb(frame_bb.Min, - frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) @@ -7615,30 +6348,29 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) return true; } -# ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // OBSOLETED in 1.81 (from February 2021) bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { // If height_in_items == -1, default height is maximum 7. - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; ImVec2 size; size.x = 0.0f; size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; return BeginListBox(label, size); } -# endif +#endif void ImGui::EndListBox() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && - "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); IM_UNUSED(window); EndChildFrame(); - EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) @@ -7649,12 +6381,7 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* const item // This is merely a helper around BeginListBox(), EndListBox(). // Considering using those directly to submit custom data or store selection differently. -bool ImGui::ListBox(const char* label, - int* current_item, - bool (*items_getter)(void*, int, const char**), - void* data, - int items_count, - int height_in_items) +bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) { ImGuiContext& g = *GImGui; @@ -7671,9 +6398,7 @@ bool ImGui::ListBox(const char* label, // you can create a custom version of ListBox() in your code without using the clipper. bool value_changed = false; 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. + 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++) { @@ -7713,24 +6438,15 @@ bool ImGui::ListBox(const char* label, // - others https://github.com/ocornut/imgui/wiki/Useful-Extensions //------------------------------------------------------------------------- -int ImGui::PlotEx(ImGuiPlotType plot_type, - const char* label, - float (*values_getter)(void* data, int idx), - void* data, - int values_count, - int values_offset, - const char* overlay_text, - float scale_min, - float scale_max, - ImVec2 frame_size) +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return -1; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); + const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); if (frame_size.x == 0.0f) @@ -7740,8 +6456,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); - const ImRect total_bb( - frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); + const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0, &frame_bb)) return -1; @@ -7755,7 +6470,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, for (int i = 0; i < values_count; i++) { const float v = values_getter(data, i); - if (v != v) // Ignore NaN values + if (v != v) // Ignore NaN values continue; v_min = ImMin(v_min, v); v_max = ImMax(v_max, v); @@ -7769,17 +6484,16 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding); const int values_count_min = (plot_type == ImGuiPlotType_Lines) ? 2 : 1; - int idx_hovered = -1; + int idx_hovered = -1; if (values_count >= values_count_min) { - int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); + int res_w = ImMin((int)frame_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0); // Tooltip on hover if (hovered && inner_bb.Contains(g.IO.MousePos)) { - const float t = - ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); + const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f); const int v_idx = (int)(t * item_count); IM_ASSERT(v_idx >= 0 && v_idx < values_count); @@ -7792,35 +6506,28 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, idx_hovered = v_idx; } - const float t_step = 1.0f / (float)res_w; + const float t_step = 1.0f / (float)res_w; const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min)); - float v0 = values_getter(data, (0 + values_offset) % values_count); - float t0 = 0.0f; - ImVec2 tp0 = ImVec2(t0, 1.0f - ImSaturate((v0 - scale_min) * - inv_scale)); // Point in the normalized space of our target rectangle - float histogram_zero_line_t = (scale_min * scale_max < 0.0f) - ? (-scale_min * inv_scale) - : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands + float v0 = values_getter(data, (0 + values_offset) % values_count); + float t0 = 0.0f; + ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle + float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (1 + scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands - const ImU32 col_base = - GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); - const ImU32 col_hovered = - GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); + const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram); + const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered); for (int n = 0; n < res_w; n++) { - const float t1 = t0 + t_step; + const float t1 = t0 + t_step; const int v1_idx = (int)(t0 * item_count + 0.5f); IM_ASSERT(v1_idx >= 0 && v1_idx < values_count); - const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); - const ImVec2 tp1 = ImVec2(t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale)); + const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count); + const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) ); - // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower - // level to save a bit of CPU. + // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU. ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0); - ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, - (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); + ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t)); if (plot_type == ImGuiPlotType_Lines) { window->DrawList->AddLine(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); @@ -7832,22 +6539,20 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, window->DrawList->AddRectFilled(pos0, pos1, idx_hovered == v1_idx ? col_hovered : col_base); } - t0 = t1; + t0 = t1; tp0 = tp1; } } // Text overlay if (overlay_text) - RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, - NULL, NULL, ImVec2(0.5f, 0.0f)); + RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label); // Return hovered index or -1 if none are hovered. - // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the - // short-term we are making it available in PlotEx(). + // This is currently not exposed in the public API because we need a larger redesign of the whole thing, but in the short-term we are making it available in PlotEx(). return idx_hovered; } @@ -7856,77 +6561,36 @@ struct ImGuiPlotArrayGetterData const float* Values; int Stride; - ImGuiPlotArrayGetterData(const float* values, int stride) - { - Values = values; - Stride = stride; - } + ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; } }; static float Plot_ArrayGetter(void* data, int idx) { ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data; - const float v = - *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); + const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride); return v; } -void ImGui::PlotLines(const char* label, - const float* values, - int values_count, - int values_offset, - const char* overlay_text, - float scale_min, - float scale_max, - ImVec2 graph_size, - int stride) +void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) { ImGuiPlotArrayGetterData data(values, stride); - PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, - scale_min, scale_max, graph_size); + PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } -void ImGui::PlotLines(const char* label, - float (*values_getter)(void* data, int idx), - void* data, - int values_count, - int values_offset, - const char* overlay_text, - float scale_min, - float scale_max, - ImVec2 graph_size) +void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) { - PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, - scale_max, graph_size); + PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } -void ImGui::PlotHistogram(const char* label, - const float* values, - int values_count, - int values_offset, - const char* overlay_text, - float scale_min, - float scale_max, - ImVec2 graph_size, - int stride) +void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride) { ImGuiPlotArrayGetterData data(values, stride); - PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, - scale_min, scale_max, graph_size); + PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } -void ImGui::PlotHistogram(const char* label, - float (*values_getter)(void* data, int idx), - void* data, - int values_count, - int values_offset, - const char* overlay_text, - float scale_min, - float scale_max, - ImVec2 graph_size) +void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size) { - PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, - scale_max, graph_size); + PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size); } //------------------------------------------------------------------------- @@ -7987,13 +6651,13 @@ void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) Spacing = (ImU16)spacing; CalcNextTotalWidth(true); memset(Widths, 0, sizeof(Widths)); - TotalWidth = NextTotalWidth; + TotalWidth = NextTotalWidth; NextTotalWidth = 0; } void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) { - ImU16 offset = 0; + ImU16 offset = 0; bool want_spacing = false; for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) { @@ -8003,18 +6667,9 @@ void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) want_spacing |= (width > 0); if (update_offsets) { - if (i == 1) - { - OffsetLabel = offset; - } - if (i == 2) - { - OffsetShortcut = offset; - } - if (i == 3) - { - OffsetMark = offset; - } + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } } offset += width; } @@ -8032,10 +6687,9 @@ float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcu } // FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. -// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation -// layer. Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in -// which case ImGuiWindowFlags_MenuBar will become unnecessary. Then later the same system could be used for multiple -// menu-bars, scrollbars, side-bars. +// Currently the main responsibility of this function being to setup clip-rect + horizontal layout + menu navigation layer. +// Ideally we also want this to be responsible for claiming space out of the main window scrolling rectangle, in which case ImGuiWindowFlags_MenuBar will become unnecessary. +// Then later the same system could be used for multiple menu-bars, scrollbars, side-bars. bool ImGui::BeginMenuBar() { ImGuiWindow* window = GetCurrentWindow(); @@ -8045,26 +6699,20 @@ bool ImGui::BeginMenuBar() return false; IM_ASSERT(!window->DC.MenuBarAppending); - BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore + BeginGroup(); // Backup position on layer 0 // FIXME: Misleading to use a group for that backup/restore PushID("##menubar"); - // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with - // window full rect. We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend - // to display over the lower-right rounded area, which looks particularly glitchy. + // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect. + // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy. ImRect bar_rect = window->MenuBarRect(); - ImRect clip_rect( - IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), - IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), - IM_ROUND(bar_rect.Max.y)); + ImRect clip_rect(IM_ROUND(bar_rect.Min.x + window->WindowBorderSize), IM_ROUND(bar_rect.Min.y + window->WindowBorderSize), IM_ROUND(ImMax(bar_rect.Min.x, bar_rect.Max.x - ImMax(window->WindowRounding, window->WindowBorderSize))), IM_ROUND(bar_rect.Max.y)); clip_rect.ClipWith(window->OuterRectClipped); PushClipRect(clip_rect.Min, clip_rect.Max, false); - // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() - // would need something analogous here, maybe a BeginGroupEx() with flags). - window->DC.CursorPos = window->DC.CursorMaxPos = - ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); - window->DC.LayoutType = ImGuiLayoutType_Horizontal; - window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). + window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); + window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.MenuBarAppending = true; AlignTextToFramePadding(); return true; @@ -8078,72 +6726,58 @@ void ImGui::EndMenuBar() ImGuiContext& g = *GImGui; // Nav: When a move request within one of our child menu failed, capture the request to navigate among our siblings. - if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && - (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) + if (NavMoveRequestButNoResultYet() && (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right) && (g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu)) { + // Try to find out if the request is for one of our child menu ImGuiWindow* nav_earliest_child = g.NavWindow; - while (nav_earliest_child->ParentWindow && - (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) + while (nav_earliest_child->ParentWindow && (nav_earliest_child->ParentWindow->Flags & ImGuiWindowFlags_ChildMenu)) nav_earliest_child = nav_earliest_child->ParentWindow; - if (nav_earliest_child->ParentWindow == window && - nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && - g.NavMoveRequestForward == ImGuiNavForward_None) + if (nav_earliest_child->ParentWindow == window && nav_earliest_child->DC.ParentLayoutType == ImGuiLayoutType_Horizontal && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) { // To do so we claim focus back, restore NavId and then process the movement request for yet another frame. - // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by - // scoring in advance for multiple window (probably not worth the hassle/cost) + // This involve a one-frame delay which isn't very problematic in this situation. We could remove it by scoring in advance for multiple window (probably not worth bothering) const ImGuiNavLayer layer = ImGuiNavLayer_Menu; - IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check FocusWindow(window); SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavDisableHighlight = - true; // Hide highlight for the current frame so we don't see the intermediary selection. + g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. g.NavDisableMouseHover = g.NavMousePosDirty = true; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - NavMoveRequestCancel(); + NavMoveRequestForward(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); // Repeat } } - IM_MSVC_WARNING_SUPPRESS( - 6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" + IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" IM_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); IM_ASSERT(window->DC.MenuBarAppending); PopClipRect(); PopID(); - window->DC.MenuBarOffset.x = - window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda - // equivalent to a per-layer CursorPos. + window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. g.GroupStack.back().EmitItem = false; - EndGroup(); // Restore position on layer 0 - window->DC.LayoutType = ImGuiLayoutType_Vertical; - window->DC.NavLayerCurrent = ImGuiNavLayer_Main; + EndGroup(); // Restore position on layer 0 + window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.MenuBarAppending = false; } // Important: calling order matters! // FIXME: Somehow overlapping with docking tech. -// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: -// https://halt.software/dead-simple-layouts) -bool ImGui::BeginViewportSideBar(const char* name, - ImGuiViewport* viewport_p, - ImGuiDir dir, - float axis_size, - ImGuiWindowFlags window_flags) +// FIXME: The "rect-cut" aspect of this could be formalized into a lower-level helper (rect-cut: https://halt.software/dead-simple-layouts) +bool ImGui::BeginViewportSideBar(const char* name, ImGuiViewport* viewport_p, ImGuiDir dir, float axis_size, ImGuiWindowFlags window_flags) { IM_ASSERT(dir != ImGuiDir_None); - ImGuiWindow* bar_window = FindWindowByName(name); + ImGuiWindow* bar_window = FindWindowByName(name); ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)(viewport_p ? viewport_p : GetMainViewport()); if (bar_window == NULL || bar_window->BeginCount == 0) { // Calculate and set window size/position ImRect avail_rect = viewport->GetBuildWorkRect(); - ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; - ImVec2 pos = avail_rect.Min; + ImGuiAxis axis = (dir == ImGuiDir_Up || dir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; + ImVec2 pos = avail_rect.Min; if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) pos[axis] = avail_rect.Max[axis] - axis_size; ImVec2 size = avail_rect.GetSize(); - size[axis] = axis_size; + size[axis] = axis_size; SetNextWindowPos(pos); SetNextWindowSize(size); @@ -8154,12 +6788,10 @@ bool ImGui::BeginViewportSideBar(const char* name, viewport->BuildWorkOffsetMax[axis] -= axis_size; } - window_flags |= - ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; - SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when - // ImGuiConfigFlags_ViewportsNoMerge is set. + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking; + SetNextWindowViewport(viewport->ID); // Enforce viewport so we don't create our own viewport when ImGuiConfigFlags_ViewportsNoMerge is set. PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); - PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint + PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0, 0)); // Lift normal size constraint bool is_open = Begin(name, NULL, window_flags); PopStyleVar(2); @@ -8168,21 +6800,17 @@ bool ImGui::BeginViewportSideBar(const char* name, bool ImGui::BeginMainMenuBar() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); // Notify of viewport change so GetFrameHeight() can be accurate in case of DPI change SetCurrentViewport(NULL, viewport); - // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be - // visible on a TV set. + // For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set. // FIXME: This could be generalized as an opt-in way to clamp window->DC.CursorStartPos to avoid SafeArea? - // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV - // calibration in OS settings. - g.NextWindowData.MenuBarOffsetMinVal = ImVec2( - g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); - ImGuiWindowFlags window_flags = - ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + // FIXME: Consider removing support for safe area down the line... it's messy. Nowadays consoles have support for TV calibration in OS settings. + g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f)); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; float height = GetFrameHeight(); bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); @@ -8198,8 +6826,7 @@ void ImGui::EndMainMenuBar() { EndMenuBar(); - // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus - // to the previous window + // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window // FIXME: With this strategy we won't be able to restore a NULL focus. ImGuiContext& g = *GImGui; if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) @@ -8208,37 +6835,49 @@ void ImGui::EndMainMenuBar() End(); } -bool ImGui::BeginMenu(const char* label, bool enabled) +static bool IsRootOfOpenMenuSet() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) + return false; + + // Initially we used 'OpenParentId' to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PuhsID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first chilld menu. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + return (/*upper_popup->OpenParentId == window->IDStack.back() &&*/ upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const ImGuiID id = window->GetID(label); - bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); + const ImGuiID id = window->GetID(label); + bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); - // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal - // focus and not allow hovering on parent menu) - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | - ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | - ImGuiWindowFlags_NoNavFocus; - if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) + // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) + // The first menu in a hierarchy isn't so hovering doesn't get accross (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) flags |= ImGuiWindowFlags_ChildWindow; // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). - // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the - // expected small amount of BeginMenu() calls per frame. If somehow this is ever becoming a problem we can switch to - // use e.g. ImGuiStorage mapping key to last frame used. + // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. + // If somehow this is ever becoming a problem we can switch to use e.g. ImGuiStorage mapping key to last frame used. if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) - menu_is_open = BeginPopupEx( - id, - flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) else - g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values return menu_is_open; } @@ -8246,68 +6885,54 @@ bool ImGui::BeginMenu(const char* label, bool enabled) g.MenusIdSubmittedThisFrame.push_back(id); ImVec2 label_size = CalcTextSize(label, NULL, true); - bool pressed; - bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && - (g.OpenPopupStack.Size > g.BeginPopupStack.Size && - g.OpenPopupStack[g.BeginPopupStack.Size].OpenParentId == window->IDStack.back()); + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + const bool menuset_is_open = IsRootOfOpenMenuSet(); ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) - g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be - // able to hover parent) + g.NavWindow = window; - // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child - // menu, However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). e.g. - // Menus tend to overlap each other horizontally to amplify relative Z-ordering. + // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, + // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). + // e.g. Menus tend to overlap each other horizontally to amplify relative Z-ordering. ImVec2 popup_pos, pos = window->DC.CursorPos; PushID(label); if (!enabled) BeginDisabled(); const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + bool pressed; + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), - pos.y - style.FramePadding.y + window->MenuBarHeight()); + popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, - window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - pressed = Selectable("", menu_is_open, - ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | - ImGuiSelectableFlags_DontClosePopups, - ImVec2(w, 0.0f)); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, 0.0f)); RenderText(text_pos, label); PopStyleVar(); - window->DC.CursorPos.x += - IM_FLOOR(style.ItemSpacing.x * - (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). - // It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { - // Menu inside a menu + // Menu inside a regular/vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. - // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into - // the layout system. - popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); - float icon_w = 0.0f; // FIXME: This not currently exposed for BeginMenu() however you can call - // window->DC.MenuColumns.DeclColumns(w, 0, 0, 0) yourself + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); - float min_w = - window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, - window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - pressed = Selectable("", menu_is_open, - ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | - ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, - ImVec2(min_w, 0.0f)); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); RenderText(text_pos, label); - RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), - GetColorU32(ImGuiCol_Text), ImGuiDir_Right); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + RenderArrow(window->DrawList, pos + ImVec2(offsets->OffsetMark + extra_w + g.FontSize * 0.30f, 0.0f), GetColorU32(ImGuiCol_Text), ImGuiDir_Right); } if (!enabled) EndDisabled(); @@ -8316,56 +6941,37 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menuset_is_open) g.NavWindow = backed_nav_window; - bool want_open = false; + bool want_open = false; bool want_close = false; - if (window->DC.LayoutType == - ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) + if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) { // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu - // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so - // menus feels more reactive. + // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. bool moving_toward_other_child_menu = false; - - ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && - g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) - ? g.OpenPopupStack[g.BeginPopupStack.Size].Window - : NULL; + ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) { - // FIXME-DPI: Values should be derived from a master "scale" factor. + float ref_unit = g.FontSize; // FIXME-DPI ImRect next_window_rect = child_menu_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; - ImVec2 tb = - (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); - ImVec2 tc = - (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. - ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, - -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large - // sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. + ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??) + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - // GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? - // IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] } - - // FIXME: Hovering a disabled BeginMenu or MenuItem won't close us - if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && - g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) want_close = true; - if (!menu_is_open && hovered && pressed) // Click to open + // Open + if (!menu_is_open && pressed) // Click/activate to open want_open = true; - else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open want_open = true; - - if (g.NavActivateId == id) - { - want_close = menu_is_open; - want_open = !menu_is_open; - } - if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open + if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { want_open = true; NavMoveRequestCancel(); @@ -8374,32 +6980,28 @@ bool ImGui::BeginMenu(const char* label, bool enabled) else { // Menu bar - if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it + if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it { want_close = true; want_open = menu_is_open = false; } - else if (pressed || - (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others + else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others { want_open = true; } - else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open + else if (g.NavId == id && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open { want_open = true; NavMoveRequestCancel(); } } - if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as - // 'if (BeginMenu("options", has_object)) { ..use object.. }' + if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }' want_close = true; if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) ClosePopupToLevel(g.BeginPopupStack.Size, true); - IMGUI_TEST_ENGINE_ITEM_INFO( - id, label, - g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); PopID(); if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) @@ -8415,33 +7017,37 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (menu_is_open) { - SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as - // reference for FindBestWindowPosForPopup(), not actual pos. - menu_is_open = BeginPopupEx( - id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); } else { - g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values } return menu_is_open; } +bool ImGui::BeginMenu(const char* label, bool enabled) +{ + return BeginMenuEx(label, NULL, enabled); +} + void ImGui::EndMenu() { // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. - // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be - // closable with the Left direction. - ImGuiContext& g = *GImGui; + // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && - NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) - { - ClosePopupToLevel(g.BeginPopupStack.Size, true); - NavMoveRequestCancel(); - } + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) + if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window) + { + ClosePopupToLevel(g.BeginPopupStack.Size, true); + NavMoveRequestCancel(); + } EndPopup(); } @@ -8452,49 +7058,49 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - ImVec2 pos = window->DC.CursorPos; + ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); - // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav - // system days (commit 43ee5d73), but I am unsure whether this should be kept at all. For now moved it to be an - // opt-in feature used by menus only. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + ImGuiWindow* backed_nav_window = g.NavWindow; + if (menuset_is_open) + g.NavWindow = window; + + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), + // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. bool pressed; PushID(label); if (!enabled) - BeginDisabled(true); - const ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; - const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; + BeginDisabled(); + + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { - // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little - // misleading but may be useful Note that in this situation: we don't render the shortcut, we render a highlight - // instead of the selected tick mark. + // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); - pressed = Selectable("", selected, flags, ImVec2(w, 0.0f)); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); PopStyleVar(); - RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); - window->DC.CursorPos.x += - IM_FLOOR(style.ItemSpacing.x * - (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). - // It would also work to call SameLine() ourselves after the PopStyleVar(). + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { // Menu item inside a vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. - // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into - // the layout system. - float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; - float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; + // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. + float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; + float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); - float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, - checkmark_w); // Feedback for next frame - float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable("", false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame + float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); if (icon_w > 0.0f) RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); @@ -8505,17 +7111,14 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut PopStyleColor(); } if (selected) - RenderCheckMark( - window->DrawList, - pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), - GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } - IMGUI_TEST_ENGINE_ITEM_INFO( - g.LastItemData.ID, label, - g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); if (!enabled) EndDisabled(); PopID(); + if (menuset_is_open) + g.NavWindow = backed_nav_window; return pressed; } @@ -8558,29 +7161,29 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, 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. + 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, ImGuiWindow* docked_window); -static float TabBarCalcMaxTabWidth(); -static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); -static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); -static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); -static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); -} // namespace ImGui + static void TabBarLayout(ImGuiTabBar* tab_bar); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); + static float TabBarCalcMaxTabWidth(); + static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); + static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); + static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); +} ImGuiTabBar::ImGuiTabBar() { memset(this, 0, sizeof(*this)); CurrFrameVisible = PrevFrameVisible = -1; - LastTabItemIdx = -1; + LastTabItemIdx = -1; } static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) @@ -8592,8 +7195,8 @@ static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - const int a_section = TabItemGetSectionIdx(a); - const int b_section = TabItemGetSectionIdx(b); + const int a_section = TabItemGetSectionIdx(a); + const int b_section = TabItemGetSectionIdx(b); if (a_section != b_section) return a_section - b_section; return (int)(a->IndexDuringLayout - b->IndexDuringLayout); @@ -8620,27 +7223,23 @@ static ImGuiPtrOrIndex GetTabBarRefFromTabBar(ImGuiTabBar* tab_bar) return ImGuiPtrOrIndex(tab_bar); } -bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) +bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - ImGuiID id = window->GetID(str_id); + ImGuiID id = window->GetID(str_id); ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); - ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, - window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); - tab_bar->ID = id; + ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); + tab_bar->ID = id; return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused, NULL); } -bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, - const ImRect& tab_bar_bb, - ImGuiTabBarFlags flags, - ImGuiDockNode* dock_node) +bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImGuiTabBarFlags flags, ImGuiDockNode* dock_node) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; @@ -8661,12 +7260,9 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, return true; } - // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being - // not reorderable - if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || - (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) - if (tab_bar->Tabs.Size > 1 && - (flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + // 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 ((flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid ImQsort(tab_bar->Tabs.Data, tab_bar->Tabs.Size, sizeof(ImGuiTabItem), TabItemComparerByBeginOrder); tab_bar->TabsAddedNew = false; @@ -8674,25 +7270,23 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, if ((flags & ImGuiTabBarFlags_FittingPolicyMask_) == 0) flags |= ImGuiTabBarFlags_FittingPolicyDefault_; - tab_bar->Flags = flags; - tab_bar->BarRect = tab_bar_bb; - tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() - tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; - tab_bar->CurrFrameVisible = g.FrameCount; + tab_bar->Flags = flags; + tab_bar->BarRect = tab_bar_bb; + tab_bar->WantLayout = true; // Layout will be done on the first call to ItemTab() + tab_bar->PrevFrameVisible = tab_bar->CurrFrameVisible; + tab_bar->CurrFrameVisible = g.FrameCount; tab_bar->PrevTabsContentsHeight = tab_bar->CurrTabsContentsHeight; tab_bar->CurrTabsContentsHeight = 0.0f; - tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; - tab_bar->FramePadding = g.Style.FramePadding; - tab_bar->TabsActiveCount = 0; - tab_bar->BeginCount = 1; + tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; + tab_bar->FramePadding = g.Style.FramePadding; + tab_bar->TabsActiveCount = 0; + tab_bar->BeginCount = 1; - // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before - // BeginTabItem(): items will overlap + // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); // Draw separator - const ImU32 col = - GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); + const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); const float y = tab_bar->BarRect.Max.y - 1.0f; if (dock_node != NULL) { @@ -8709,9 +7303,9 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, return true; } -void ImGui::EndTabBar() +void ImGui::EndTabBar() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; @@ -8727,13 +7321,11 @@ void ImGui::EndTabBar() if (tab_bar->WantLayout) TabBarLayout(tab_bar); - // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets - // removed without calling SetTabItemClosed(). + // Restore the last visible height if no tab is visible, this reduce vertical flicker/movement when a tabs gets removed without calling SetTabItemClosed(). const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); if (tab_bar->VisibleTabWasSubmitted || tab_bar->VisibleTabId == 0 || tab_bar_appearing) { - tab_bar->CurrTabsContentsHeight = - ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); + tab_bar->CurrTabsContentsHeight = ImMax(window->DC.CursorPos.y - tab_bar->BarRect.Max.y, tab_bar->CurrTabsContentsHeight); window->DC.CursorPos.y = tab_bar->BarRect.Max.y + tab_bar->CurrTabsContentsHeight; } else @@ -8751,46 +7343,35 @@ void ImGui::EndTabBar() } // This is called only once a frame before by the first call to ItemTab() -// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() -// functions. +// The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; tab_bar->WantLayout = false; // 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; + int tab_dst_n = 0; bool need_sort_by_section = false; - ImGuiTabBarSection sections[3]; // Layout sections: Leading, Central, Trailing + 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 || tab->WantClose) { // 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; - } + 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 = &tab_bar->Tabs[tab_dst_n]; tab->IndexDuringLayout = (ImS16)tab_dst_n; - // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to - // another) + // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) int curr_tab_section_n = TabItemGetSectionIdx(tab); if (tab_dst_n > 0) { @@ -8812,22 +7393,19 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) 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[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_to_tab_id = 0; if (tab_bar->NextSelectedTabId) { - tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; + tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; tab_bar->NextSelectedTabId = 0; - scroll_to_tab_id = tab_bar->SelectedTabId; + scroll_to_tab_id = tab_bar->SelectedTabId; } - // Process order change request (we could probably process it when requested but it's just saner to do it in a - // single spot). + // 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 (TabBarProcessReorder(tab_bar)) @@ -8839,48 +7417,45 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Tab List Popup (will alter tab_bar->BarRect and therefore the available width!) const bool tab_list_popup_button = (tab_bar->Flags & ImGuiTabBarFlags_TabListPopupButton) != 0; if (tab_list_popup_button) - if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! + if (ImGuiTabItem* tab_to_select = TabBarTabListPopupButton(tab_bar)) // NB: Will alter BarRect.Min.x! scroll_to_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; - // 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}; + // Leading/Trailing tabs will be shrink only if central one aren't visible anymore, so layout the shrink data as: leading, trailing, central + // (whereas our tabs are stored as: leading, central, trailing) + int shrink_buffer_indexes[3] = { 0, sections[0].TabCount + sections[2].TabCount, sections[0].TabCount }; g.ShrinkWidthBuffer.resize(tab_bar->Tabs.Size); // Compute ideal tabs widths + store them into shrink buffer ImGuiTabItem* most_recently_selected_tab = NULL; - int curr_section_n = -1; - bool found_selected_tab_id = false; + 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) && - !(tab->Flags & ImGuiTabItemFlags_Button)) + if ((most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) && !(tab->Flags & ImGuiTabItemFlags_Button)) most_recently_selected_tab = tab; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; if (scroll_to_tab_id == 0 && g.NavJustMovedToId == tab->ID) scroll_to_tab_id = tab->ID; - // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in - // the tab bar. Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new - // tabs that don't have a width yet, and we cannot wait for the next BeginTabItem() call. We cannot compute this - // width within TabBarAddTab() because font size depends on the active window. - const char* tab_name = tab_bar->GetTabName(tab); + // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. + // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, + // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. + const char* tab_name = tab_bar->GetTabName(tab); const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0; - tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; + tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; - int section_n = TabItemGetSectionIdx(tab); + int section_n = TabItemGetSectionIdx(tab); 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 IM_MSVC_WARNING_SUPPRESS(6385); - int shrink_buffer_index = shrink_buffer_indexes[section_n]++; + 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; @@ -8895,9 +7470,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // 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 ((tab_bar->WidthAllTabsIdeal > tab_bar->BarRect.GetWidth() && tab_bar->Tabs.Size > 1) && !(tab_bar->Flags & ImGuiTabBarFlags_NoTabListScrollingButtons) && (tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll)) if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) { scroll_to_tab_id = scroll_and_select_tab->ID; @@ -8906,32 +7479,27 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) } // 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; + 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 + 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 + 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)) + // 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)) { - int shrink_data_count = - (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); + 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[g.ShrinkWidthBuffer[tab_n].Index]; + 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; @@ -8944,7 +7512,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Layout all active tabs int section_tab_index = 0; - float tab_offset = 0.0f; + float tab_offset = 0.0f; tab_bar->WidthAllTabs = 0.0f; for (int section_n = 0; section_n < 3; section_n++) { @@ -8955,8 +7523,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) 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->NameOffset = -1; + tab->Offset = tab_offset; + tab->NameOffset = -1; 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); @@ -8974,31 +7542,26 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; // Lock in visible tab - tab_bar->VisibleTabId = tab_bar->SelectedTabId; + tab_bar->VisibleTabId = tab_bar->SelectedTabId; tab_bar->VisibleTabWasSubmitted = false; // CTRL+TAB can override visible tab temporarily - if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && - g.NavWindowingTarget->DockNode->TabBar == tab_bar) + if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->ID; // Update scrolling if (scroll_to_tab_id != 0) TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); - tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); + tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) { // Scrolling speed adjust itself so we can always reach our target in 1/3 seconds. // Teleport if we are aiming far off the visible line tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, 70.0f * g.FontSize); - tab_bar->ScrollingSpeed = - ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); - const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || - (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); - tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget - : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, - g.IO.DeltaTime * tab_bar->ScrollingSpeed); + tab_bar->ScrollingSpeed = ImMax(tab_bar->ScrollingSpeed, ImFabs(tab_bar->ScrollingTarget - tab_bar->ScrollingAnim) / 0.3f); + const bool teleport = (tab_bar->PrevFrameVisible + 1 < g.FrameCount) || (tab_bar->ScrollingTargetDistToVisibility > 10.0f * g.FontSize); + tab_bar->ScrollingAnim = teleport ? tab_bar->ScrollingTarget : ImLinearSweep(tab_bar->ScrollingAnim, tab_bar->ScrollingTarget, g.IO.DeltaTime * tab_bar->ScrollingSpeed); } else { @@ -9008,20 +7571,20 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) - ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* window = g.CurrentWindow; window->DC.CursorPos = tab_bar->BarRect.Min; ItemSize(ImVec2(tab_bar->WidthAllTabs, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); } // Dockable uses Name/ID in the global namespace. Non-dockable items use the ID stack. -static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) { if (docked_window != NULL) { IM_UNUSED(tab_bar); IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); - ImGuiID id = ImHashStr(label); + ImGuiID id = docked_window->TabId; KeepAliveID(id); return id; } @@ -9054,8 +7617,7 @@ ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBa for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - if (most_recently_selected_tab == NULL || - most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) + if (most_recently_selected_tab == NULL || most_recently_selected_tab->LastFrameSelected < tab->LastFrameSelected) if (tab->Window && tab->Window->WasActive) most_recently_selected_tab = tab; } @@ -9067,45 +7629,30 @@ ImGuiTabItem* ImGui::TabBarFindMostRecentlySelectedTabForActiveWindow(ImGuiTabBa void ImGui::TabBarAddTab(ImGuiTabBar* tab_bar, ImGuiTabItemFlags tab_flags, ImGuiWindow* window) { ImGuiContext& g = *GImGui; - IM_ASSERT(TabBarFindTabByID(tab_bar, window->ID) == NULL); - IM_ASSERT(g.CurrentTabBar != - tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we - // could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to - // solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node - // going from implicit to explicit in same frame) + IM_ASSERT(TabBarFindTabByID(tab_bar, window->TabId) == NULL); + IM_ASSERT(g.CurrentTabBar != tab_bar); // Can't work while the tab bar is active as our tab doesn't have an X offset yet, in theory we could/should test something like (tab_bar->CurrFrameVisible < g.FrameCount) but we'd need to solve why triggers the commented early-out assert in BeginTabBarEx() (probably dock node going from implicit to explicit in same frame) if (!window->HasCloseButton) - tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for - // first-frame width calculation. + tab_flags |= ImGuiTabItemFlags_NoCloseButton; // Set _NoCloseButton immediately because it will be used for first-frame width calculation. ImGuiTabItem new_tab; - new_tab.ID = window->ID; - new_tab.Flags = tab_flags; - new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab + new_tab.ID = window->TabId; + new_tab.Flags = tab_flags; + new_tab.LastFrameVisible = tab_bar->CurrFrameVisible; // Required so BeginTabBar() doesn't ditch the tab if (new_tab.LastFrameVisible == -1) new_tab.LastFrameVisible = g.FrameCount - 1; - new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission + new_tab.Window = window; // Required so tab bar layout can compute the tab width before tab submission tab_bar->Tabs.push_back(new_tab); } -// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them -// regardless. +// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) { if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) tab_bar->Tabs.erase(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; - } + 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; } } // Called on manual closure attempt @@ -9115,19 +7662,17 @@ void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) 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 + // 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->WantClose = true; if (tab_bar->VisibleTabId == tab->ID) { - tab->LastFrameVisible = -1; + tab->LastFrameVisible = -1; tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = 0; } } else { - // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a - // popup) + // 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; } @@ -9149,8 +7694,7 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGui 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) + 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); // Scrolling happens only in the central section (leading/trailing sections are not scrolling) @@ -9159,20 +7703,19 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGui // 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); + float tab_x2 = tab->Offset - sections[0].Width + tab->Width + (order + 1 < tab_bar->Tabs.Size - sections[2].TabCount ? margin : 1.0f); tab_bar->ScrollingTargetDistToVisibility = 0.0f; if (tab_bar->ScrollingTarget > tab_x1 || (tab_x2 - tab_x1 >= scrollable_width)) { // Scroll to the left tab_bar->ScrollingTargetDistToVisibility = ImMax(tab_bar->ScrollingAnim - tab_x2, 0.0f); - tab_bar->ScrollingTarget = tab_x1; + tab_bar->ScrollingTarget = tab_x1; } else if (tab_bar->ScrollingTarget < tab_x2 - scrollable_width) { // Scroll to the right tab_bar->ScrollingTargetDistToVisibility = ImMax((tab_x1 - scrollable_width) - tab_bar->ScrollingAnim, 0.0f); - tab_bar->ScrollingTarget = tab_x2 - scrollable_width; + tab_bar->ScrollingTarget = tab_x2 - scrollable_width; } } @@ -9180,7 +7723,7 @@ void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, in { IM_ASSERT(offset != 0); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); - tab_bar->ReorderRequestTabId = tab->ID; + tab_bar->ReorderRequestTabId = tab->ID; tab_bar->ReorderRequestOffset = (ImS16)offset; } @@ -9192,12 +7735,12 @@ void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabI return; const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; - const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); // Count number of contiguous tabs we are crossing over - const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); - int dst_idx = src_idx; + int dst_idx = src_idx; for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) { // Reordered tabs must share the same section @@ -9208,12 +7751,10 @@ void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabI break; dst_idx = i; - // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs - // that are not hovered. + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; - // GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), - // IM_COL32(255, 0, 0, 255)); + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) break; } @@ -9228,14 +7769,13 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) if (tab1 == NULL || (tab1->Flags & ImGuiTabItemFlags_NoReorder)) return false; - // IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools + //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) return false; // Reordered tabs must share the same section - // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to - // TabBarQueueReorder() we do it here too) + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; if (tab2->Flags & ImGuiTabItemFlags_NoReorder) return false; @@ -9245,8 +7785,7 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) ImGuiTabItem item_tmp = *tab1; ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; - const int move_count = - (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); *tab2 = item_tmp; @@ -9257,37 +7796,34 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImVec2 arrow_button_size(g.FontSize - 2.0f, g.FontSize + g.Style.FramePadding.y * 2.0f); const float scrolling_buttons_width = arrow_button_size.x * 2.0f; 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)); + //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)); - int select_dir = 0; + int select_dir = 0; ImVec4 arrow_col = g.Style.Colors[ImGuiCol_Text]; arrow_col.w *= 0.5f; PushStyleColor(ImGuiCol_Text, arrow_col); PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0)); const float backup_repeat_delay = g.IO.KeyRepeatDelay; - const float backup_repeat_rate = g.IO.KeyRepeatRate; - g.IO.KeyRepeatDelay = 0.250f; - g.IO.KeyRepeatRate = 0.200f; - 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)) + const float backup_repeat_rate = g.IO.KeyRepeatRate; + g.IO.KeyRepeatDelay = 0.250f; + g.IO.KeyRepeatRate = 0.200f; + 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(x + arrow_button_size.x, tab_bar->BarRect.Min.y); - if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, - ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) + if (ArrowButtonEx("##>", ImGuiDir_Right, arrow_button_size, ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_Repeat)) select_dir = +1; PopStyleColor(2); - g.IO.KeyRepeatRate = backup_repeat_rate; + g.IO.KeyRepeatRate = backup_repeat_rate; g.IO.KeyRepeatDelay = backup_repeat_delay; ImGuiTabItem* tab_to_scroll_to = NULL; @@ -9295,15 +7831,13 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) 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; + int target_order = selected_order + select_dir; // 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]; + 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) @@ -9311,8 +7845,7 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) { 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; + tab_to_scroll_to = (target_order < 0 || target_order >= tab_bar->Tabs.Size) ? tab_to_scroll_to : NULL; } } } @@ -9324,12 +7857,12 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; // We use g.Style.FramePadding.y to match the square ArrowButton size const float tab_list_popup_button_width = g.FontSize + g.Style.FramePadding.y; - const ImVec2 backup_cursor_pos = window->DC.CursorPos; + const ImVec2 backup_cursor_pos = window->DC.CursorPos; window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x - g.Style.FramePadding.y, tab_bar->BarRect.Min.y); tab_bar->BarRect.Min.x += tab_list_popup_button_width; @@ -9373,9 +7906,9 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) // - TabItemLabelAndCloseButton() [Internal] //------------------------------------------------------------------------- -bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) +bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; @@ -9386,22 +7919,20 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags flag IM_ASSERT_USER_ERROR(tab_bar, "Needs to be called between BeginTabBar() and EndTabBar()!"); return false; } - IM_ASSERT((flags & ImGuiTabItemFlags_Button) == - 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! + IM_ASSERT((flags & ImGuiTabItemFlags_Button) == 0); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; - PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing - // another hash through PushID(label) + PushOverrideID(tab->ID); // We already hashed 'label' so push into the ID stack directly instead of doing another hash through PushID(label) } return ret; } -void ImGui::EndTabItem() +void ImGui::EndTabItem() { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; @@ -9418,9 +7949,9 @@ void ImGui::EndTabItem() PopID(); } -bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) +bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; @@ -9434,42 +7965,33 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); } -bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, - const char* label, - bool* p_open, - ImGuiTabItemFlags flags, - ImGuiWindow* docked_window) +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { // Layout whole tab bar if not already done if (tab_bar->WantLayout) TabBarLayout(tab_bar); - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; const ImGuiStyle& style = g.Style; - const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); // If the user called us with *p_open == false, we early out and don't render. - // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an - // older ID. + // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if (p_open && !*p_open) { - PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); - ItemAdd(ImRect(), id); - PopItemFlag(); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); 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 + 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) + // Store into ImGuiTabItemFlags_NoCloseButton, also honor ImGuiTabItemFlags_NoCloseButton passed by user (although not documented) if (flags & ImGuiTabItemFlags_NoCloseButton) p_open = NULL; else if (p_open == NULL) @@ -9480,27 +8002,27 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, // Acquire tab data ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); - bool tab_is_new = false; + bool tab_is_new = false; if (tab == NULL) { tab_bar->Tabs.push_back(ImGuiTabItem()); - tab = &tab_bar->Tabs.back(); - tab->ID = id; - tab->Width = size.x; + tab = &tab_bar->Tabs.back(); + tab->ID = id; + tab->Width = size.x; tab_bar->TabsAddedNew = true; - tab_is_new = true; + tab_is_new = true; } tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); - tab->ContentWidth = size.x; - tab->BeginOrder = tab_bar->TabsActiveCount++; + tab->ContentWidth = size.x; + tab->BeginOrder = tab_bar->TabsActiveCount++; const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); - const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; - const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); - const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; - tab->LastFrameVisible = g.FrameCount; - tab->Flags = flags; - tab->Window = docked_window; + const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; + const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; + tab->LastFrameVisible = g.FrameCount; + tab->Flags = flags; + tab->Window = docked_window; // Append name with zero-terminator // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) @@ -9513,7 +8035,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, { IM_ASSERT(tab->Window == NULL); tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); - tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. + tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. } // Update selected tab @@ -9521,14 +8043,12 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) if (!is_tab_button) tab_bar->NextSelectedTabId = id; // New tabs gets activated - if ((flags & ImGuiTabItemFlags_SetSelected) && - (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar if (!is_tab_button) tab_bar->NextSelectedTabId = id; // Lock visibility - // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without - // selecting them!) + // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) bool tab_contents_visible = (tab_bar->VisibleTabId == id); if (tab_contents_visible) tab_bar->VisibleTabWasSubmitted = true; @@ -9542,9 +8062,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. if (tab_appearing && (!tab_bar_appearing || tab_is_new)) { - PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); - ItemAdd(ImRect(), id); - PopItemFlag(); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); if (is_tab_button) return false; return tab_contents_visible; @@ -9558,7 +8076,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, // Layout const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; - size.x = tab->Width; + size.x = tab->Width; if (is_central_section) window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); else @@ -9566,13 +8084,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, 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) - const bool want_clip_rect = - is_central_section && (bb.Min.x < tab_bar->ScrollingRectMinX || bb.Max.x > tab_bar->ScrollingRectMaxX); + // 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) + 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->ScrollingRectMinX), bb.Min.y - 1), - ImVec2(tab_bar->ScrollingRectMaxX, 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); @@ -9587,12 +8102,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, } // Click to Select a tab - ImGuiButtonFlags button_flags = - ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | - ImGuiButtonFlags_AllowItemOverlap); - if (g.DragDropActive && - !g.DragDropPayload.IsDataType( - IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); + if (g.DragDropActive && !g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW)) // FIXME: May be an opt-in property of the payload to disable this button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); @@ -9604,13 +8115,12 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, if (held && docked_window && g.ActiveId == id && g.ActiveIdIsJustActivated) g.ActiveIdWindow = docked_window; - // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be - // hovered) + // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) if (g.ActiveId != id) SetItemAllowOverlap(); // Drag and drop a single floating window node moves it - ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; + ImGuiDockNode* node = docked_window ? docked_window->DockNode : NULL; const bool single_floating_window_node = node && node->IsFloatingNode() && (node->Windows.Size == 1); if (held && single_floating_window_node && IsMouseDragging(0, 0.0f)) { @@ -9620,20 +8130,20 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, else if (held && !tab_appearing && IsMouseDragging(0)) { // Drag and drop: re-order tabs - int drag_dir = 0; + int drag_dir = 0; float drag_distance_from_edge_x = 0.0f; if (!g.DragDropActive && ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (docked_window != NULL))) { // While moving a tab it will jump on the other side of the mouse, so we also test for MouseDelta.x if (g.IO.MouseDelta.x < 0.0f && g.IO.MousePos.x < bb.Min.x) { - drag_dir = -1; + drag_dir = -1; drag_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { - drag_dir = +1; + drag_dir = +1; drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } @@ -9642,25 +8152,20 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, // Extract a Dockable window out of it's tab bar if (docked_window != NULL && !(docked_window->Flags & ImGuiWindowFlags_NoMove)) { - // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the - // tab bar + // We use a variable threshold to distinguish dragging tabs within a tab bar and extracting them out of the tab bar bool undocking_tab = (g.DragDropActive && g.DragDropPayload.SourceId == id); - if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) + if (!undocking_tab) //&& (!g.IO.ConfigDockingWithShift || g.IO.KeyShift) { float threshold_base = g.FontSize; - float threshold_x = (threshold_base * 2.2f); - float threshold_y = (threshold_base * 1.5f) + - ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, - 0.0f, threshold_base * 4.0f); - // GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), - // ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] + float threshold_x = (threshold_base * 2.2f); + float threshold_y = (threshold_base * 1.5f) + ImClamp((ImFabs(g.IO.MouseDragMaxDistanceAbs[0].x) - threshold_base * 2.0f) * 0.20f, 0.0f, threshold_base * 4.0f); + //GetForegroundDrawList()->AddRect(ImVec2(bb.Min.x - threshold_x, bb.Min.y - threshold_y), ImVec2(bb.Max.x + threshold_x, bb.Max.y + threshold_y), IM_COL32_WHITE); // [DEBUG] float distance_from_edge_y = ImMax(bb.Min.y - g.IO.MousePos.y, g.IO.MousePos.y - bb.Max.y); if (distance_from_edge_y >= threshold_y) undocking_tab = true; if (drag_distance_from_edge_x > threshold_x) - if ((drag_dir < 0 && tab_bar->GetTabOrder(tab) == 0) || - (drag_dir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) + if ((drag_dir < 0 && tab_bar->GetTabOrder(tab) == 0) || (drag_dir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) undocking_tab = true; } @@ -9678,7 +8183,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, } } -# if 0 +#if 0 if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering @@ -9686,19 +8191,15 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } -# endif +#endif // Render tab shape ImDrawList* display_draw_list = window->DrawList; - const ImU32 tab_col = - GetColorU32((held || hovered) ? ImGuiCol_TabHovered - : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) - : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); + const ImU32 tab_col = GetColorU32((held || hovered) ? ImGuiCol_TabHovered : tab_contents_visible ? (tab_bar_focused ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive) : (tab_bar_focused ? ImGuiCol_Tab : ImGuiCol_TabUnfocused)); TabItemBackground(display_draw_list, bb, flags, tab_col); RenderNavHighlight(bb, id); - // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current - // widget. + // 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))) if (!is_tab_button) @@ -9708,17 +8209,21 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; // Render tab label, process close button - const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; + const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, docked_window ? docked_window->ID : id) : 0; bool just_closed; bool text_clipped; - TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, - tab_contents_visible, &just_closed, &text_clipped); + TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); if (just_closed && p_open != NULL) { *p_open = false; TabBarCloseTab(tab_bar, tab); } + // Forward Hovered state so IsItemHovered() after Begin() can work (even though we are technically hovering our parent) + // That state is copied to window->DockTabItemStatusFlags by our caller. + if (docked_window && (hovered || g.HoveredId == close_button_id)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + // Restore main window position so user can draw there if (want_clip_rect) PopClipRect(); @@ -9726,34 +8231,32 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, // Tooltip // (Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer-> seems ok) - // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which - // g.HoveredId ignores) + // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) // FIXME: This is a mess. // FIXME: We may want disabled tab to still display the tooltip? if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) if (!(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 + 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() between BeginTabBar() and -// EndTabBar(). Tabs closed by the close button will automatically be flagged to avoid this issue. -void ImGui::SetTabItemClosed(const char* label) +// [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() between BeginTabBar() and EndTabBar(). +// Tabs closed by the close button will automatically be flagged to avoid this issue. +void ImGui::SetTabItemClosed(const char* label) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; bool is_within_manual_tab_bar = g.CurrentTabBar && !(g.CurrentTabBar->Flags & ImGuiTabBarFlags_DockNode); if (is_within_manual_tab_bar) { ImGuiTabBar* tab_bar = g.CurrentTabBar; - ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) - tab->WantClose = true; // Will be processed by next call to TabBarLayout() + tab->WantClose = true; // Will be processed by next call to TabBarLayout() } else if (ImGuiWindow* window = FindWindowByName(label)) { @@ -9769,12 +8272,11 @@ void ImGui::SetTabItemClosed(const char* label) ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); - ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); if (has_close_button) - size.x += g.Style.FramePadding.x + - (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. + size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. else size.x += g.Style.FramePadding.x + 1.0f; return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); @@ -9782,15 +8284,12 @@ ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) { - // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame - // height while looking "detached" from it. - ImGuiContext& g = *GImGui; + // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. + ImGuiContext& g = *GImGui; const float width = bb.GetWidth(); IM_UNUSED(flags); IM_ASSERT(width > 0.0f); - const float rounding = ImMax( - 0.0f, - ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : 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 + ((flags & ImGuiTabItemFlags_Preview) ? 0.0f : -1.0f); draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); @@ -9810,18 +8309,9 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI // Render text label (with custom clipping) + Unsaved Document marker + Close Button logic // We tend to lock style.FramePadding for a given tab-bar, hence the 'frame_padding' parameter. -void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, - const ImRect& bb, - ImGuiTabItemFlags flags, - ImVec2 frame_padding, - const char* label, - ImGuiID tab_id, - ImGuiID close_button_id, - bool is_contents_visible, - bool* out_just_closed, - bool* out_text_clipped) +void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); if (out_just_closed) @@ -9832,46 +8322,40 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, if (bb.GetWidth() <= 1.0f) return; - // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) - // But right now if you want to alter text color of tabs this is what you need to do. -# if 0 + // In Style V2 we'll have full override of all colors per state (e.g. focused, selected) + // But right now if you want to alter text color of tabs this is what you need to do. +#if 0 const float backup_alpha = g.Style.Alpha; if (!is_contents_visible) g.Style.Alpha *= 0.7f; -# endif +#endif // Render text label (with clipping + alpha gradient) + unsaved marker - ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, - bb.Max.y); + ImRect text_pixel_clip_bb(bb.Min.x + frame_padding.x, bb.Min.y + frame_padding.y, bb.Max.x - frame_padding.x, bb.Max.y); ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; // Return clipped state ignoring the close button if (out_text_clipped) { *out_text_clipped = (text_ellipsis_clip_bb.Min.x + label_size.x) > text_pixel_clip_bb.Max.x; - // draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : - // IM_COL32(0, 255, 0, 255)); + //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); } const float button_sz = g.FontSize; const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y); // Close Button & Unsaved Marker - // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we - // are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() + // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() // 'hovered' will be true when hovering the Tab but NOT when hovering the close button // 'g.HoveredId==id' will be true when hovering the Tab including when hovering the close button - // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered - // booleans are false + // 'g.ActiveId==close_button_id' will be true when we are holding on the close button, in which case both hovered booleans are false bool close_button_pressed = false; bool close_button_visible = false; if (close_button_id != 0) if (is_contents_visible || bb.GetWidth() >= ImMax(button_sz, g.Style.TabMinWidthForCloseButton)) - if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || - g.ActiveId == close_button_id) + if (g.HoveredId == tab_id || g.HoveredId == close_button_id || g.ActiveId == tab_id || g.ActiveId == close_button_id) close_button_visible = true; - bool unsaved_marker_visible = - (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); if (close_button_visible) { @@ -9893,10 +8377,8 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, } // This is all rather complicated - // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis - // position) - // 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.. + // (the main idea is that because the close button only appears on hover, we don't want it to alter the ellipsis position) + // 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; if (close_button_visible || unsaved_marker_visible) { @@ -9904,16 +8386,16 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, text_ellipsis_clip_bb.Max.x -= unsaved_marker_visible ? (button_sz * 0.80f) : 0.0f; ellipsis_max_x = text_pixel_clip_bb.Max.x; } - 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); + RenderTextEllipsis(draw_list, text_ellipsis_clip_bb.Min, text_ellipsis_clip_bb.Max, text_pixel_clip_bb.Max.x, ellipsis_max_x, label, NULL, &label_size); -# if 0 +#if 0 if (!is_contents_visible) g.Style.Alpha = backup_alpha; -# endif +#endif if (out_just_closed) *out_just_closed = close_button_pressed; } -#endif // #ifndef IMGUI_DISABLE + +#endif // #ifndef IMGUI_DISABLE diff --git a/extensions/ImGuiEXT/imgui/imstb_rectpack.h b/extensions/ImGuiEXT/imgui/imstb_rectpack.h index a2e4c79baa..3958952162 100644 --- a/extensions/ImGuiEXT/imgui/imstb_rectpack.h +++ b/extensions/ImGuiEXT/imgui/imstb_rectpack.h @@ -63,31 +63,31 @@ // #ifndef STB_INCLUDE_STB_RECT_PACK_H -# define STB_INCLUDE_STB_RECT_PACK_H +#define STB_INCLUDE_STB_RECT_PACK_H -# define STB_RECT_PACK_VERSION 1 +#define STB_RECT_PACK_VERSION 1 -# ifdef STBRP_STATIC -# define STBRP_DEF static -# else -# define STBRP_DEF extern -# endif +#ifdef STBRP_STATIC +#define STBRP_DEF static +#else +#define STBRP_DEF extern +#endif -# ifdef __cplusplus +#ifdef __cplusplus extern "C" { -# endif +#endif typedef struct stbrp_context stbrp_context; -typedef struct stbrp_node stbrp_node; -typedef struct stbrp_rect stbrp_rect; +typedef struct stbrp_node stbrp_node; +typedef struct stbrp_rect stbrp_rect; -# ifdef STBRP_LARGE_RECTS -typedef int stbrp_coord; -# else +#ifdef STBRP_LARGE_RECTS +typedef int stbrp_coord; +#else typedef unsigned short stbrp_coord; -# endif +#endif -STBRP_DEF int stbrp_pack_rects(stbrp_context* context, stbrp_rect* rects, int num_rects); +STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); // Assign packed locations to rectangles. The rectangles are of type // 'stbrp_rect' defined below, stored in the array 'rects', and there // are 'num_rects' many of them. @@ -114,19 +114,20 @@ STBRP_DEF int stbrp_pack_rects(stbrp_context* context, stbrp_rect* rects, int nu struct stbrp_rect { - // reserved for your use: - int id; + // reserved for your use: + int id; - // input: - stbrp_coord w, h; + // input: + stbrp_coord w, h; - // output: - stbrp_coord x, y; - int was_packed; // non-zero if valid packing + // output: + stbrp_coord x, y; + int was_packed; // non-zero if valid packing -}; // 16 bytes, nominally +}; // 16 bytes, nominally -STBRP_DEF void stbrp_init_target(stbrp_context* context, int width, int height, stbrp_node* nodes, int num_nodes); + +STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); // Initialize a rectangle packer to: // pack a rectangle that is 'width' by 'height' in dimensions // using temporary storage provided by the array 'nodes', which is 'num_nodes' long @@ -147,23 +148,25 @@ STBRP_DEF void stbrp_init_target(stbrp_context* context, int width, int height, // If you do #2, then the non-quantized algorithm will be used, but the algorithm // may run out of temporary storage and be unable to pack some rectangles. -STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context* context, int allow_out_of_mem); +STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem); // Optionally call this function after init but before doing any packing to // change the handling of the out-of-temp-memory scenario, described above. // If you call init again, this will be reset to the default (false). -STBRP_DEF void stbrp_setup_heuristic(stbrp_context* context, int heuristic); + +STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic); // Optionally select which packing heuristic the library should use. Different // heuristics will produce better/worse results for different data sets. // If you call init again, this will be reset to the default. enum { - STBRP_HEURISTIC_Skyline_default = 0, - STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, - STBRP_HEURISTIC_Skyline_BF_sortHeight + STBRP_HEURISTIC_Skyline_default=0, + STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, + STBRP_HEURISTIC_Skyline_BF_sortHeight }; + ////////////////////////////////////////////////////////////////////////////// // // the details of the following structures don't matter to you, but they must @@ -171,26 +174,26 @@ enum struct stbrp_node { - stbrp_coord x, y; - stbrp_node* next; + stbrp_coord x,y; + stbrp_node *next; }; struct stbrp_context { - int width; - int height; - int align; - int init_mode; - int heuristic; - int num_nodes; - stbrp_node* active_head; - stbrp_node* free_head; - stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' + int width; + int height; + int align; + int init_mode; + int heuristic; + int num_nodes; + stbrp_node *active_head; + stbrp_node *free_head; + stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2' }; -# ifdef __cplusplus +#ifdef __cplusplus } -# endif +#endif #endif @@ -200,434 +203,396 @@ struct stbrp_context // #ifdef STB_RECT_PACK_IMPLEMENTATION -# ifndef STBRP_SORT -# include -# define STBRP_SORT qsort -# endif +#ifndef STBRP_SORT +#include +#define STBRP_SORT qsort +#endif -# ifndef STBRP_ASSERT -# include -# define STBRP_ASSERT assert -# endif +#ifndef STBRP_ASSERT +#include +#define STBRP_ASSERT assert +#endif // [DEAR IMGUI] Added STBRP__CDECL -# ifdef _MSC_VER -# define STBRP__NOTUSED(v) (void)(v) -# define STBRP__CDECL __cdecl -# else -# define STBRP__NOTUSED(v) (void)sizeof(v) -# define STBRP__CDECL -# endif +#ifdef _MSC_VER +#define STBRP__NOTUSED(v) (void)(v) +#define STBRP__CDECL __cdecl +#else +#define STBRP__NOTUSED(v) (void)sizeof(v) +#define STBRP__CDECL +#endif enum { - STBRP__INIT_skyline = 1 + STBRP__INIT_skyline = 1 }; -STBRP_DEF void stbrp_setup_heuristic(stbrp_context* context, int heuristic) +STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic) { - switch (context->init_mode) - { - case STBRP__INIT_skyline: - STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || - heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); - context->heuristic = heuristic; - break; - default: - STBRP_ASSERT(0); - } + switch (context->init_mode) { + case STBRP__INIT_skyline: + STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); + context->heuristic = heuristic; + break; + default: + STBRP_ASSERT(0); + } } -STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context* context, int allow_out_of_mem) +STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem) { - if (allow_out_of_mem) - // if it's ok to run out of memory, then don't bother aligning them; - // this gives better packing, but may fail due to OOM (even though - // the rectangles easily fit). @TODO a smarter approach would be to only - // quantize once we've hit OOM, then we could get rid of this parameter. - context->align = 1; - else - { - // if it's not ok to run out of memory, then quantize the widths - // so that num_nodes is always enough nodes. - // - // I.e. num_nodes * align >= width - // align >= width / num_nodes - // align = ceil(width/num_nodes) + if (allow_out_of_mem) + // if it's ok to run out of memory, then don't bother aligning them; + // this gives better packing, but may fail due to OOM (even though + // the rectangles easily fit). @TODO a smarter approach would be to only + // quantize once we've hit OOM, then we could get rid of this parameter. + context->align = 1; + else { + // if it's not ok to run out of memory, then quantize the widths + // so that num_nodes is always enough nodes. + // + // I.e. num_nodes * align >= width + // align >= width / num_nodes + // align = ceil(width/num_nodes) - context->align = (context->width + context->num_nodes - 1) / context->num_nodes; - } + context->align = (context->width + context->num_nodes-1) / context->num_nodes; + } } -STBRP_DEF void stbrp_init_target(stbrp_context* context, int width, int height, stbrp_node* nodes, int num_nodes) +STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) { - int i; -# ifndef STBRP_LARGE_RECTS - STBRP_ASSERT(width <= 0xffff && height <= 0xffff); -# endif + int i; +#ifndef STBRP_LARGE_RECTS + STBRP_ASSERT(width <= 0xffff && height <= 0xffff); +#endif - for (i = 0; i < num_nodes - 1; ++i) - nodes[i].next = &nodes[i + 1]; - nodes[i].next = NULL; - context->init_mode = STBRP__INIT_skyline; - context->heuristic = STBRP_HEURISTIC_Skyline_default; - context->free_head = &nodes[0]; - context->active_head = &context->extra[0]; - context->width = width; - context->height = height; - context->num_nodes = num_nodes; - stbrp_setup_allow_out_of_mem(context, 0); + for (i=0; i < num_nodes-1; ++i) + nodes[i].next = &nodes[i+1]; + nodes[i].next = NULL; + context->init_mode = STBRP__INIT_skyline; + context->heuristic = STBRP_HEURISTIC_Skyline_default; + context->free_head = &nodes[0]; + context->active_head = &context->extra[0]; + context->width = width; + context->height = height; + context->num_nodes = num_nodes; + stbrp_setup_allow_out_of_mem(context, 0); - // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) - context->extra[0].x = 0; - context->extra[0].y = 0; - context->extra[0].next = &context->extra[1]; - context->extra[1].x = (stbrp_coord)width; -# ifdef STBRP_LARGE_RECTS - context->extra[1].y = (1 << 30); -# else - context->extra[1].y = 65535; -# endif - context->extra[1].next = NULL; + // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) + context->extra[0].x = 0; + context->extra[0].y = 0; + context->extra[0].next = &context->extra[1]; + context->extra[1].x = (stbrp_coord) width; +#ifdef STBRP_LARGE_RECTS + context->extra[1].y = (1<<30); +#else + context->extra[1].y = 65535; +#endif + context->extra[1].next = NULL; } // find minimum y position if it starts at x1 -static int stbrp__skyline_find_min_y(stbrp_context* c, stbrp_node* first, int x0, int width, int* pwaste) +static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) { - stbrp_node* node = first; - int x1 = x0 + width; - int min_y, visited_width, waste_area; + stbrp_node *node = first; + int x1 = x0 + width; + int min_y, visited_width, waste_area; - STBRP__NOTUSED(c); + STBRP__NOTUSED(c); - STBRP_ASSERT(first->x <= x0); + STBRP_ASSERT(first->x <= x0); -# if 0 + #if 0 // skip in case we're past the node while (node->next->x <= x0) ++node; -# else - STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency -# endif + #else + STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency + #endif - STBRP_ASSERT(node->x <= x0); + STBRP_ASSERT(node->x <= x0); - min_y = 0; - waste_area = 0; - visited_width = 0; - while (node->x < x1) - { - if (node->y > min_y) - { - // raise min_y higher. - // we've accounted for all waste up to min_y, - // but we'll now add more waste for everything we've visted - waste_area += visited_width * (node->y - min_y); - min_y = node->y; - // the first time through, visited_width might be reduced - if (node->x < x0) - visited_width += node->next->x - x0; - else - visited_width += node->next->x - node->x; - } - else - { - // add waste area - int under_width = node->next->x - node->x; - if (under_width + visited_width > width) - under_width = width - visited_width; - waste_area += under_width * (min_y - node->y); - visited_width += under_width; - } - node = node->next; - } + min_y = 0; + waste_area = 0; + visited_width = 0; + while (node->x < x1) { + if (node->y > min_y) { + // raise min_y higher. + // we've accounted for all waste up to min_y, + // but we'll now add more waste for everything we've visted + waste_area += visited_width * (node->y - min_y); + min_y = node->y; + // the first time through, visited_width might be reduced + if (node->x < x0) + visited_width += node->next->x - x0; + else + visited_width += node->next->x - node->x; + } else { + // add waste area + int under_width = node->next->x - node->x; + if (under_width + visited_width > width) + under_width = width - visited_width; + waste_area += under_width * (min_y - node->y); + visited_width += under_width; + } + node = node->next; + } - *pwaste = waste_area; - return min_y; + *pwaste = waste_area; + return min_y; } typedef struct { - int x, y; - stbrp_node** prev_link; + int x,y; + stbrp_node **prev_link; } stbrp__findresult; -static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context* c, int width, int height) +static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) { - int best_waste = (1 << 30), best_x, best_y = (1 << 30); - stbrp__findresult fr; - stbrp_node **prev, *node, *tail, **best = NULL; + int best_waste = (1<<30), best_x, best_y = (1 << 30); + stbrp__findresult fr; + stbrp_node **prev, *node, *tail, **best = NULL; - // align to multiple of c->align - width = (width + c->align - 1); - width -= width % c->align; - STBRP_ASSERT(width % c->align == 0); + // align to multiple of c->align + width = (width + c->align - 1); + width -= width % c->align; + STBRP_ASSERT(width % c->align == 0); - // if it can't possibly fit, bail immediately - if (width > c->width || height > c->height) - { - fr.prev_link = NULL; - fr.x = fr.y = 0; - return fr; - } + // if it can't possibly fit, bail immediately + if (width > c->width || height > c->height) { + fr.prev_link = NULL; + fr.x = fr.y = 0; + return fr; + } - node = c->active_head; - prev = &c->active_head; - while (node->x + width <= c->width) - { - int y, waste; - y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); - if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) - { // actually just want to test BL - // bottom left - if (y < best_y) - { - best_y = y; - best = prev; + node = c->active_head; + prev = &c->active_head; + while (node->x + width <= c->width) { + int y,waste; + y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); + if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL + // bottom left + if (y < best_y) { + best_y = y; + best = prev; + } + } else { + // best-fit + if (y + height <= c->height) { + // can only use it if it first vertically + if (y < best_y || (y == best_y && waste < best_waste)) { + best_y = y; + best_waste = waste; + best = prev; } - } - else - { - // best-fit - if (y + height <= c->height) - { - // can only use it if it first vertically - if (y < best_y || (y == best_y && waste < best_waste)) - { - best_y = y; - best_waste = waste; - best = prev; - } + } + } + prev = &node->next; + node = node->next; + } + + best_x = (best == NULL) ? 0 : (*best)->x; + + // if doing best-fit (BF), we also have to try aligning right edge to each node position + // + // e.g, if fitting + // + // ____________________ + // |____________________| + // + // into + // + // | | + // | ____________| + // |____________| + // + // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned + // + // This makes BF take about 2x the time + + if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { + tail = c->active_head; + node = c->active_head; + prev = &c->active_head; + // find first node that's admissible + while (tail->x < width) + tail = tail->next; + while (tail) { + int xpos = tail->x - width; + int y,waste; + STBRP_ASSERT(xpos >= 0); + // find the left position that matches this + while (node->next->x <= xpos) { + prev = &node->next; + node = node->next; + } + STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); + y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); + if (y + height <= c->height) { + if (y <= best_y) { + if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { + best_x = xpos; + STBRP_ASSERT(y <= best_y); + best_y = y; + best_waste = waste; + best = prev; + } } - } - prev = &node->next; - node = node->next; - } + } + tail = tail->next; + } + } - best_x = (best == NULL) ? 0 : (*best)->x; - - // if doing best-fit (BF), we also have to try aligning right edge to each node position - // - // e.g, if fitting - // - // ____________________ - // |____________________| - // - // into - // - // | | - // | ____________| - // |____________| - // - // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned - // - // This makes BF take about 2x the time - - if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) - { - tail = c->active_head; - node = c->active_head; - prev = &c->active_head; - // find first node that's admissible - while (tail->x < width) - tail = tail->next; - while (tail) - { - int xpos = tail->x - width; - int y, waste; - STBRP_ASSERT(xpos >= 0); - // find the left position that matches this - while (node->next->x <= xpos) - { - prev = &node->next; - node = node->next; - } - STBRP_ASSERT(node->next->x > xpos && node->x <= xpos); - y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); - if (y + height <= c->height) - { - if (y <= best_y) - { - if (y < best_y || waste < best_waste || (waste == best_waste && xpos < best_x)) - { - best_x = xpos; - STBRP_ASSERT(y <= best_y); - best_y = y; - best_waste = waste; - best = prev; - } - } - } - tail = tail->next; - } - } - - fr.prev_link = best; - fr.x = best_x; - fr.y = best_y; - return fr; + fr.prev_link = best; + fr.x = best_x; + fr.y = best_y; + return fr; } -static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context* context, int width, int height) +static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) { - // find best position according to heuristic - stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); - stbrp_node *node, *cur; + // find best position according to heuristic + stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); + stbrp_node *node, *cur; - // bail if: - // 1. it failed - // 2. the best node doesn't fit (we don't always check this) - // 3. we're out of memory - if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) - { - res.prev_link = NULL; - return res; - } + // bail if: + // 1. it failed + // 2. the best node doesn't fit (we don't always check this) + // 3. we're out of memory + if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { + res.prev_link = NULL; + return res; + } - // on success, create new node - node = context->free_head; - node->x = (stbrp_coord)res.x; - node->y = (stbrp_coord)(res.y + height); + // on success, create new node + node = context->free_head; + node->x = (stbrp_coord) res.x; + node->y = (stbrp_coord) (res.y + height); - context->free_head = node->next; + context->free_head = node->next; - // insert the new node into the right starting point, and - // let 'cur' point to the remaining nodes needing to be - // stiched back in + // insert the new node into the right starting point, and + // let 'cur' point to the remaining nodes needing to be + // stiched back in - cur = *res.prev_link; - if (cur->x < res.x) - { - // preserve the existing one, so start testing with the next one - stbrp_node* next = cur->next; - cur->next = node; - cur = next; - } - else - { - *res.prev_link = node; - } + cur = *res.prev_link; + if (cur->x < res.x) { + // preserve the existing one, so start testing with the next one + stbrp_node *next = cur->next; + cur->next = node; + cur = next; + } else { + *res.prev_link = node; + } - // from here, traverse cur and free the nodes, until we get to one - // that shouldn't be freed - while (cur->next && cur->next->x <= res.x + width) - { - stbrp_node* next = cur->next; - // move the current node to the free list - cur->next = context->free_head; - context->free_head = cur; - cur = next; - } + // from here, traverse cur and free the nodes, until we get to one + // that shouldn't be freed + while (cur->next && cur->next->x <= res.x + width) { + stbrp_node *next = cur->next; + // move the current node to the free list + cur->next = context->free_head; + context->free_head = cur; + cur = next; + } - // stitch the list back in - node->next = cur; + // stitch the list back in + node->next = cur; - if (cur->x < res.x + width) - cur->x = (stbrp_coord)(res.x + width); + if (cur->x < res.x + width) + cur->x = (stbrp_coord) (res.x + width); -# ifdef _DEBUG - cur = context->active_head; - while (cur->x < context->width) - { - STBRP_ASSERT(cur->x < cur->next->x); - cur = cur->next; - } - STBRP_ASSERT(cur->next == NULL); +#ifdef _DEBUG + cur = context->active_head; + while (cur->x < context->width) { + STBRP_ASSERT(cur->x < cur->next->x); + cur = cur->next; + } + STBRP_ASSERT(cur->next == NULL); - { - int count = 0; - cur = context->active_head; - while (cur) - { - cur = cur->next; - ++count; - } - cur = context->free_head; - while (cur) - { - cur = cur->next; - ++count; - } - STBRP_ASSERT(count == context->num_nodes + 2); - } -# endif + { + int count=0; + cur = context->active_head; + while (cur) { + cur = cur->next; + ++count; + } + cur = context->free_head; + while (cur) { + cur = cur->next; + ++count; + } + STBRP_ASSERT(count == context->num_nodes+2); + } +#endif - return res; + return res; } // [DEAR IMGUI] Added STBRP__CDECL -static int STBRP__CDECL rect_height_compare(const void* a, const void* b) +static int STBRP__CDECL rect_height_compare(const void *a, const void *b) { - const stbrp_rect* p = (const stbrp_rect*)a; - const stbrp_rect* q = (const stbrp_rect*)b; - if (p->h > q->h) - return -1; - if (p->h < q->h) - return 1; - return (p->w > q->w) ? -1 : (p->w < q->w); + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + if (p->h > q->h) + return -1; + if (p->h < q->h) + return 1; + return (p->w > q->w) ? -1 : (p->w < q->w); } // [DEAR IMGUI] Added STBRP__CDECL -static int STBRP__CDECL rect_original_order(const void* a, const void* b) +static int STBRP__CDECL rect_original_order(const void *a, const void *b) { - const stbrp_rect* p = (const stbrp_rect*)a; - const stbrp_rect* q = (const stbrp_rect*)b; - return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); + const stbrp_rect *p = (const stbrp_rect *) a; + const stbrp_rect *q = (const stbrp_rect *) b; + return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); } -# ifdef STBRP_LARGE_RECTS -# define STBRP__MAXVAL 0xffffffff -# else -# define STBRP__MAXVAL 0xffff -# endif +#ifdef STBRP_LARGE_RECTS +#define STBRP__MAXVAL 0xffffffff +#else +#define STBRP__MAXVAL 0xffff +#endif -STBRP_DEF int stbrp_pack_rects(stbrp_context* context, stbrp_rect* rects, int num_rects) +STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) { - int i, all_rects_packed = 1; + int i, all_rects_packed = 1; - // we use the 'was_packed' field internally to allow sorting/unsorting - for (i = 0; i < num_rects; ++i) - { - rects[i].was_packed = i; - } + // we use the 'was_packed' field internally to allow sorting/unsorting + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = i; + } - // sort according to heuristic - STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); + // sort according to heuristic + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare); - for (i = 0; i < num_rects; ++i) - { - if (rects[i].w == 0 || rects[i].h == 0) - { - rects[i].x = rects[i].y = 0; // empty rect needs no space - } - else - { - stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); - if (fr.prev_link) - { - rects[i].x = (stbrp_coord)fr.x; - rects[i].y = (stbrp_coord)fr.y; - } - else - { - rects[i].x = rects[i].y = STBRP__MAXVAL; - } - } - } + for (i=0; i < num_rects; ++i) { + if (rects[i].w == 0 || rects[i].h == 0) { + rects[i].x = rects[i].y = 0; // empty rect needs no space + } else { + stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); + if (fr.prev_link) { + rects[i].x = (stbrp_coord) fr.x; + rects[i].y = (stbrp_coord) fr.y; + } else { + rects[i].x = rects[i].y = STBRP__MAXVAL; + } + } + } - // unsort - STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); + // unsort + STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order); - // set was_packed flags and all_rects_packed status - for (i = 0; i < num_rects; ++i) - { - rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); - if (!rects[i].was_packed) - all_rects_packed = 0; - } + // set was_packed flags and all_rects_packed status + for (i=0; i < num_rects; ++i) { + rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL); + if (!rects[i].was_packed) + all_rects_packed = 0; + } - // return the all_rects_packed status - return all_rects_packed; + // return the all_rects_packed status + return all_rects_packed; } #endif diff --git a/extensions/ImGuiEXT/imgui/imstb_textedit.h b/extensions/ImGuiEXT/imgui/imstb_textedit.h index 2e60920eab..2c635b27d0 100644 --- a/extensions/ImGuiEXT/imgui/imstb_textedit.h +++ b/extensions/ImGuiEXT/imgui/imstb_textedit.h @@ -263,6 +263,7 @@ // efficient, but it's not horrible on modern computers. But you wouldn't // want to edit million-line files with it. + //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// //// @@ -271,7 +272,7 @@ //// #ifndef INCLUDE_STB_TEXTEDIT_H -# define INCLUDE_STB_TEXTEDIT_H +#define INCLUDE_STB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////// // @@ -282,75 +283,76 @@ // and undo state. // -# ifndef STB_TEXTEDIT_UNDOSTATECOUNT -# define STB_TEXTEDIT_UNDOSTATECOUNT 99 -# endif -# ifndef STB_TEXTEDIT_UNDOCHARCOUNT -# define STB_TEXTEDIT_UNDOCHARCOUNT 999 -# endif -# ifndef STB_TEXTEDIT_CHARTYPE -# define STB_TEXTEDIT_CHARTYPE int -# endif -# ifndef STB_TEXTEDIT_POSITIONTYPE -# define STB_TEXTEDIT_POSITIONTYPE int -# endif +#ifndef STB_TEXTEDIT_UNDOSTATECOUNT +#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#endif +#ifndef STB_TEXTEDIT_UNDOCHARCOUNT +#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#endif +#ifndef STB_TEXTEDIT_CHARTYPE +#define STB_TEXTEDIT_CHARTYPE int +#endif +#ifndef STB_TEXTEDIT_POSITIONTYPE +#define STB_TEXTEDIT_POSITIONTYPE int +#endif typedef struct { - // private data - STB_TEXTEDIT_POSITIONTYPE where; - STB_TEXTEDIT_POSITIONTYPE insert_length; - STB_TEXTEDIT_POSITIONTYPE delete_length; - int char_storage; + // private data + STB_TEXTEDIT_POSITIONTYPE where; + STB_TEXTEDIT_POSITIONTYPE insert_length; + STB_TEXTEDIT_POSITIONTYPE delete_length; + int char_storage; } StbUndoRecord; typedef struct { - // private data - StbUndoRecord undo_rec[STB_TEXTEDIT_UNDOSTATECOUNT]; - STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; - short undo_point, redo_point; - int undo_char_point, redo_char_point; + // private data + StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; + STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + short undo_point, redo_point; + int undo_char_point, redo_char_point; } StbUndoState; typedef struct { - ///////////////////// - // - // public data - // + ///////////////////// + // + // public data + // - int cursor; - // position of the text cursor within the string + int cursor; + // position of the text cursor within the string - int select_start; // selection start point - int select_end; - // selection start and end point in characters; if equal, no selection. - // note that start may be less than or greater than end (e.g. when - // dragging the mouse, start is where the initial click was, and you - // can drag in either direction) + int select_start; // selection start point + int select_end; + // selection start and end point in characters; if equal, no selection. + // note that start may be less than or greater than end (e.g. when + // dragging the mouse, start is where the initial click was, and you + // can drag in either direction) - unsigned char insert_mode; - // each textfield keeps its own insert mode state. to keep an app-wide - // insert mode, copy this value in/out of the app state + unsigned char insert_mode; + // 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. + 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 - // - unsigned char cursor_at_end_of_line; // not implemented yet - unsigned char initialized; - unsigned char has_preferred_x; - unsigned char single_line; - unsigned char padding1, padding2, padding3; - float preferred_x; // this determines where the cursor up/down tries to seek to along x - StbUndoState undostate; + ///////////////////// + // + // private data + // + unsigned char cursor_at_end_of_line; // not implemented yet + unsigned char initialized; + unsigned char has_preferred_x; + unsigned char single_line; + unsigned char padding1, padding2, padding3; + float preferred_x; // this determines where the cursor up/down tries to seek to along x + StbUndoState undostate; } STB_TexteditState; + //////////////////////////////////////////////////////////////////////// // // StbTexteditRow @@ -361,12 +363,13 @@ typedef struct // result of layout query typedef struct { - float x0, x1; // starting x location, end x location (allows for align=right, etc) - float baseline_y_delta; // position of baseline relative to previous row's baseline - float ymin, ymax; // height of row above and below baseline - int num_chars; + float x0,x1; // starting x location, end x location (allows for align=right, etc) + float baseline_y_delta; // position of baseline relative to previous row's baseline + float ymin,ymax; // height of row above and below baseline + int num_chars; } StbTexteditRow; -#endif // INCLUDE_STB_TEXTEDIT_H +#endif //INCLUDE_STB_TEXTEDIT_H + //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// @@ -375,14 +378,16 @@ typedef struct //// //// + // implementation isn't include-guarded, since it might have indirectly // included just the "header" portion #ifdef STB_TEXTEDIT_IMPLEMENTATION -# ifndef STB_TEXTEDIT_memmove -# include -# define STB_TEXTEDIT_memmove memmove -# endif +#ifndef STB_TEXTEDIT_memmove +#include +#define STB_TEXTEDIT_memmove memmove +#endif + ///////////////////////////////////////////////////////////////////////////// // @@ -390,106 +395,102 @@ typedef struct // // traverse the layout to locate the nearest character to a display position -static int stb_text_locate_coord(STB_TEXTEDIT_STRING* str, float x, float y) +static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) { - StbTexteditRow r; - int n = STB_TEXTEDIT_STRINGLEN(str); - float base_y = 0, prev_x; - int i = 0, k; + StbTexteditRow r; + int n = STB_TEXTEDIT_STRINGLEN(str); + float base_y = 0, prev_x; + int i=0, k; - r.x0 = r.x1 = 0; - r.ymin = r.ymax = 0; - r.num_chars = 0; + r.x0 = r.x1 = 0; + r.ymin = r.ymax = 0; + r.num_chars = 0; - // search rows to find one that straddles 'y' - while (i < n) - { - STB_TEXTEDIT_LAYOUTROW(&r, str, i); - if (r.num_chars <= 0) - return n; + // search rows to find one that straddles 'y' + while (i < n) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (r.num_chars <= 0) + return n; - if (i == 0 && y < base_y + r.ymin) - return 0; + if (i==0 && y < base_y + r.ymin) + return 0; - if (y < base_y + r.ymax) - break; + if (y < base_y + r.ymax) + break; - i += r.num_chars; - base_y += r.baseline_y_delta; - } + i += r.num_chars; + base_y += r.baseline_y_delta; + } - // below all text, return 'after' last character - if (i >= n) - return n; + // below all text, return 'after' last character + if (i >= n) + return n; - // check if it's before the beginning of the line - if (x < r.x0) - return i; + // check if it's before the beginning of the line + if (x < r.x0) + return i; - // check if it's before the end of the line - if (x < r.x1) - { - // search characters in row for one that straddles 'x' - prev_x = r.x0; - for (k = 0; k < r.num_chars; ++k) - { - float w = STB_TEXTEDIT_GETWIDTH(str, i, k); - if (x < prev_x + w) - { - if (x < prev_x + w / 2) - return k + i; - else - return k + i + 1; - } - prev_x += w; - } - // shouldn't happen, but if it does, fall through to end-of-line case - } + // check if it's before the end of the line + if (x < r.x1) { + // search characters in row for one that straddles 'x' + prev_x = r.x0; + for (k=0; k < r.num_chars; ++k) { + float w = STB_TEXTEDIT_GETWIDTH(str, i, k); + if (x < prev_x+w) { + if (x < prev_x+w/2) + return k+i; + else + return k+i+1; + } + prev_x += w; + } + // shouldn't happen, but if it does, fall through to end-of-line case + } - // if the last character is a newline, return that. otherwise return 'after' the last character - if (STB_TEXTEDIT_GETCHAR(str, i + r.num_chars - 1) == STB_TEXTEDIT_NEWLINE) - return i + r.num_chars - 1; - else - return i + r.num_chars; + // if the last character is a newline, return that. otherwise return 'after' the last character + if (STB_TEXTEDIT_GETCHAR(str, i+r.num_chars-1) == STB_TEXTEDIT_NEWLINE) + return i+r.num_chars-1; + else + return i+r.num_chars; } // API click: on mouse down, move the cursor to the clicked location, and reset the selection -static void stb_textedit_click(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, float x, float y) +static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { - // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse - // goes off the top or bottom of the text - if (state->single_line) - { - StbTexteditRow r; - STB_TEXTEDIT_LAYOUTROW(&r, str, 0); - y = r.ymin; - } + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } - state->cursor = stb_text_locate_coord(str, x, y); - state->select_start = state->cursor; - state->select_end = state->cursor; - state->has_preferred_x = 0; + state->cursor = stb_text_locate_coord(str, x, y); + state->select_start = state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; } // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location -static void stb_textedit_drag(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, float x, float y) +static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { - int p = 0; + int p = 0; - // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse - // goes off the top or bottom of the text - if (state->single_line) - { - StbTexteditRow r; - STB_TEXTEDIT_LAYOUTROW(&r, str, 0); - y = r.ymin; - } + // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse + // goes off the top or bottom of the text + if( state->single_line ) + { + StbTexteditRow r; + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + y = r.ymin; + } - if (state->select_start == state->select_end) - state->select_start = state->cursor; + if (state->select_start == state->select_end) + state->select_start = state->cursor; - p = stb_text_locate_coord(str, x, y); - state->cursor = state->select_end = p; + p = stb_text_locate_coord(str, x, y); + state->cursor = state->select_end = p; } ///////////////////////////////////////////////////////////////////////////// @@ -498,672 +499,618 @@ static void stb_textedit_drag(STB_TEXTEDIT_STRING* str, STB_TexteditState* state // // forward declarations -static void stb_text_undo(STB_TEXTEDIT_STRING* str, STB_TexteditState* state); -static void stb_text_redo(STB_TEXTEDIT_STRING* str, STB_TexteditState* state); -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, int where, int length); -static void stb_text_makeundo_insert(STB_TexteditState* state, int where, int length); -static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING* str, - STB_TexteditState* state, - int where, - int old_length, - int new_length); +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); typedef struct { - float x, y; // position of n'th character - float height; // height of line - int first_char, length; // first char of row, and length - int prev_first; // first char of previous row + float x,y; // position of n'th character + float height; // height of line + int first_char, length; // first char of row, and length + int prev_first; // first char of previous row } StbFindState; // find the x/y location of a character, and remember info about the previous row in // case we get a move-up event (for page up, we'll have to rescan) -static void stb_textedit_find_charpos(StbFindState* find, STB_TEXTEDIT_STRING* str, int n, int single_line) +static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) { - StbTexteditRow r; - int prev_start = 0; - int z = STB_TEXTEDIT_STRINGLEN(str); - int i = 0, first; + StbTexteditRow r; + int prev_start = 0; + int z = STB_TEXTEDIT_STRINGLEN(str); + int i=0, first; - if (n == z) - { - // if it's at the end, then find the last line -- simpler than trying to - // explicitly handle this case in the regular code - if (single_line) - { - STB_TEXTEDIT_LAYOUTROW(&r, str, 0); - find->y = 0; - find->first_char = 0; - find->length = z; - find->height = r.ymax - r.ymin; - find->x = r.x1; - } - else - { - find->y = 0; - find->x = 0; - find->height = 1; - while (i < z) - { - STB_TEXTEDIT_LAYOUTROW(&r, str, i); - prev_start = i; - i += r.num_chars; - } - find->first_char = i; - find->length = 0; - find->prev_first = prev_start; - } - return; - } + if (n == z) { + // if it's at the end, then find the last line -- simpler than trying to + // explicitly handle this case in the regular code + if (single_line) { + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; + } else { + find->y = 0; + find->x = 0; + find->height = 1; + while (i < z) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + prev_start = i; + i += r.num_chars; + } + find->first_char = i; + find->length = 0; + find->prev_first = prev_start; + } + return; + } - // search rows to find the one that straddles character n - find->y = 0; + // search rows to find the one that straddles character n + find->y = 0; - for (;;) - { - STB_TEXTEDIT_LAYOUTROW(&r, str, i); - if (n < i + r.num_chars) - break; - prev_start = i; - i += r.num_chars; - find->y += r.baseline_y_delta; - } + for(;;) { + STB_TEXTEDIT_LAYOUTROW(&r, str, i); + if (n < i + r.num_chars) + break; + prev_start = i; + i += r.num_chars; + find->y += r.baseline_y_delta; + } - find->first_char = first = i; - find->length = r.num_chars; - find->height = r.ymax - r.ymin; - find->prev_first = prev_start; + find->first_char = first = i; + find->length = r.num_chars; + find->height = r.ymax - r.ymin; + find->prev_first = prev_start; - // now scan to find xpos - find->x = r.x0; - for (i = 0; first + i < n; ++i) - find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); + // now scan to find xpos + find->x = r.x0; + for (i=0; first+i < n; ++i) + find->x += STB_TEXTEDIT_GETWIDTH(str, first, i); } -# define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) +#define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) // make the selection/cursor state valid if client altered the string -static void stb_textedit_clamp(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - int n = STB_TEXTEDIT_STRINGLEN(str); - if (STB_TEXT_HAS_SELECTION(state)) - { - if (state->select_start > n) - state->select_start = n; - if (state->select_end > n) - state->select_end = n; - // if clamping forced them to be equal, move the cursor to match - if (state->select_start == state->select_end) - state->cursor = state->select_start; - } - if (state->cursor > n) - state->cursor = n; + int n = STB_TEXTEDIT_STRINGLEN(str); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start > n) state->select_start = n; + if (state->select_end > n) state->select_end = n; + // if clamping forced them to be equal, move the cursor to match + if (state->select_start == state->select_end) + state->cursor = state->select_start; + } + if (state->cursor > n) state->cursor = n; } // delete characters while updating undo -static void stb_textedit_delete(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, int where, int len) +static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) { - stb_text_makeundo_delete(str, state, where, len); - STB_TEXTEDIT_DELETECHARS(str, where, len); - state->has_preferred_x = 0; + stb_text_makeundo_delete(str, state, where, len); + STB_TEXTEDIT_DELETECHARS(str, where, len); + state->has_preferred_x = 0; } // delete the section -static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - stb_textedit_clamp(str, state); - if (STB_TEXT_HAS_SELECTION(state)) - { - if (state->select_start < state->select_end) - { - stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); - state->select_end = state->cursor = state->select_start; - } - else - { - stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); - state->select_start = state->cursor = state->select_end; - } - state->has_preferred_x = 0; - } + stb_textedit_clamp(str, state); + if (STB_TEXT_HAS_SELECTION(state)) { + if (state->select_start < state->select_end) { + stb_textedit_delete(str, state, state->select_start, state->select_end - state->select_start); + state->select_end = state->cursor = state->select_start; + } else { + stb_textedit_delete(str, state, state->select_end, state->select_start - state->select_end); + state->select_start = state->cursor = state->select_end; + } + state->has_preferred_x = 0; + } } // canoncialize the selection so start <= end -static void stb_textedit_sortselection(STB_TexteditState* state) +static void stb_textedit_sortselection(STB_TexteditState *state) { - if (state->select_end < state->select_start) - { - int temp = state->select_end; - state->select_end = state->select_start; - state->select_start = temp; - } + if (state->select_end < state->select_start) { + int temp = state->select_end; + state->select_end = state->select_start; + state->select_start = temp; + } } // move cursor to first character of selection -static void stb_textedit_move_to_first(STB_TexteditState* state) +static void stb_textedit_move_to_first(STB_TexteditState *state) { - if (STB_TEXT_HAS_SELECTION(state)) - { - stb_textedit_sortselection(state); - state->cursor = state->select_start; - state->select_end = state->select_start; - state->has_preferred_x = 0; - } + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + state->cursor = state->select_start; + state->select_end = state->select_start; + state->has_preferred_x = 0; + } } // move cursor to last character of selection -static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - if (STB_TEXT_HAS_SELECTION(state)) - { - stb_textedit_sortselection(state); - stb_textedit_clamp(str, state); - state->cursor = state->select_end; - state->select_start = state->select_end; - state->has_preferred_x = 0; - } + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_sortselection(state); + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->select_start = state->select_end; + state->has_preferred_x = 0; + } } -# ifdef STB_TEXTEDIT_IS_SPACE -static int is_word_boundary(STB_TEXTEDIT_STRING* str, int idx) +#ifdef STB_TEXTEDIT_IS_SPACE +static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) { - return idx > 0 ? (STB_TEXTEDIT_IS_SPACE(STB_TEXTEDIT_GETCHAR(str, idx - 1)) && - !STB_TEXTEDIT_IS_SPACE(STB_TEXTEDIT_GETCHAR(str, idx))) - : 1; + return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; } -# ifndef STB_TEXTEDIT_MOVEWORDLEFT -static int stb_textedit_move_to_word_previous(STB_TEXTEDIT_STRING* str, int c) +#ifndef STB_TEXTEDIT_MOVEWORDLEFT +static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) { - --c; // always move at least one character - while (c >= 0 && !is_word_boundary(str, c)) - --c; + --c; // always move at least one character + while( c >= 0 && !is_word_boundary( str, c ) ) + --c; - if (c < 0) - c = 0; + if( c < 0 ) + c = 0; - return c; + return c; } -# define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous -# endif +#define STB_TEXTEDIT_MOVEWORDLEFT stb_textedit_move_to_word_previous +#endif -# ifndef STB_TEXTEDIT_MOVEWORDRIGHT -static int stb_textedit_move_to_word_next(STB_TEXTEDIT_STRING* str, int c) +#ifndef STB_TEXTEDIT_MOVEWORDRIGHT +static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) { - const int len = STB_TEXTEDIT_STRINGLEN(str); - ++c; // always move at least one character - while (c < len && !is_word_boundary(str, c)) - ++c; + const int len = STB_TEXTEDIT_STRINGLEN(str); + ++c; // always move at least one character + while( c < len && !is_word_boundary( str, c ) ) + ++c; - if (c > len) - c = len; + if( c > len ) + c = len; - return c; + return c; } -# define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next -# endif +#define STB_TEXTEDIT_MOVEWORDRIGHT stb_textedit_move_to_word_next +#endif -# endif +#endif // update selection and cursor to match each other -static void stb_textedit_prep_selection_at_cursor(STB_TexteditState* state) +static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) { - if (!STB_TEXT_HAS_SELECTION(state)) - state->select_start = state->select_end = state->cursor; - else - state->cursor = state->select_end; + if (!STB_TEXT_HAS_SELECTION(state)) + state->select_start = state->select_end = state->cursor; + else + state->cursor = state->select_end; } // API cut: delete selection -static int stb_textedit_cut(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - if (STB_TEXT_HAS_SELECTION(state)) - { - stb_textedit_delete_selection(str, state); // implicitly clamps - state->has_preferred_x = 0; - return 1; - } - return 0; + if (STB_TEXT_HAS_SELECTION(state)) { + stb_textedit_delete_selection(str,state); // implicitly clamps + state->has_preferred_x = 0; + return 1; + } + return 0; } // API paste: replace existing selection with passed-in text -static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING* str, - STB_TexteditState* state, - STB_TEXTEDIT_CHARTYPE* text, - int len) +static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) { - // if there's a selection, the paste should delete it - stb_textedit_clamp(str, state); - stb_textedit_delete_selection(str, state); - // try to insert the characters - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) - { - stb_text_makeundo_insert(state, state->cursor, len); - state->cursor += len; - state->has_preferred_x = 0; - return 1; - } - // [DEAR IMGUI] - //// remove the undo since we didn't actually insert the characters - // if (state->undostate.undo_point) - // --state->undostate.undo_point; - // note: paste failure will leave deleted selection, may be restored with an undo (see - // https://github.com/nothings/stb/issues/734 for details) - return 0; + // if there's a selection, the paste should delete it + stb_textedit_clamp(str, state); + stb_textedit_delete_selection(str,state); + // try to insert the characters + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, text, len)) { + stb_text_makeundo_insert(state, state->cursor, len); + state->cursor += len; + state->has_preferred_x = 0; + return 1; + } + // [DEAR IMGUI] + //// remove the undo since we didn't actually insert the characters + //if (state->undostate.undo_point) + // --state->undostate.undo_point; + // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) + return 0; } -# ifndef STB_TEXTEDIT_KEYTYPE -# define STB_TEXTEDIT_KEYTYPE int -# endif +#ifndef STB_TEXTEDIT_KEYTYPE +#define STB_TEXTEDIT_KEYTYPE int +#endif // API key: process a keyboard input -static void stb_textedit_key(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, STB_TEXTEDIT_KEYTYPE key) +static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) { retry: - switch (key) - { - default: - { - int c = STB_TEXTEDIT_KEYTOTEXT(key); - if (c > 0) - { - STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE)c; + switch (key) { + default: { + int c = STB_TEXTEDIT_KEYTOTEXT(key); + if (c > 0) { + STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; // can't add newline in single-line mode if (c == '\n' && state->single_line) - break; + break; - if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) - { - stb_text_makeundo_replace(str, state, state->cursor, 1, 1); - STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) - { - ++state->cursor; - state->has_preferred_x = 0; - } + if (state->insert_mode && !STB_TEXT_HAS_SELECTION(state) && state->cursor < STB_TEXTEDIT_STRINGLEN(str)) { + stb_text_makeundo_replace(str, state, state->cursor, 1, 1); + STB_TEXTEDIT_DELETECHARS(str, state->cursor, 1); + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + ++state->cursor; + state->has_preferred_x = 0; + } + } else { + stb_textedit_delete_selection(str,state); // implicitly clamps + if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) { + stb_text_makeundo_insert(state, state->cursor, 1); + ++state->cursor; + state->has_preferred_x = 0; + } } - else - { - stb_textedit_delete_selection(str, state); // implicitly clamps - if (STB_TEXTEDIT_INSERTCHARS(str, state->cursor, &ch, 1)) - { - stb_text_makeundo_insert(state, state->cursor, 1); - ++state->cursor; - state->has_preferred_x = 0; - } - } - } - break; - } + } + break; + } -# ifdef STB_TEXTEDIT_K_INSERT - case STB_TEXTEDIT_K_INSERT: - state->insert_mode = !state->insert_mode; - break; -# endif +#ifdef STB_TEXTEDIT_K_INSERT + case STB_TEXTEDIT_K_INSERT: + state->insert_mode = !state->insert_mode; + break; +#endif - case STB_TEXTEDIT_K_UNDO: - stb_text_undo(str, state); - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_UNDO: + stb_text_undo(str, state); + state->has_preferred_x = 0; + break; - case STB_TEXTEDIT_K_REDO: - stb_text_redo(str, state); - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_REDO: + stb_text_redo(str, state); + state->has_preferred_x = 0; + break; - case STB_TEXTEDIT_K_LEFT: - // if currently there's a selection, move cursor to start of selection - if (STB_TEXT_HAS_SELECTION(state)) + case STB_TEXTEDIT_K_LEFT: + // if currently there's a selection, move cursor to start of selection + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); - else if (state->cursor > 0) - --state->cursor; - state->has_preferred_x = 0; - break; + else + if (state->cursor > 0) + --state->cursor; + state->has_preferred_x = 0; + break; - case STB_TEXTEDIT_K_RIGHT: - // if currently there's a selection, move cursor to end of selection - if (STB_TEXT_HAS_SELECTION(state)) + case STB_TEXTEDIT_K_RIGHT: + // if currently there's a selection, move cursor to end of selection + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); - else + else ++state->cursor; - stb_textedit_clamp(str, state); - state->has_preferred_x = 0; - break; + stb_textedit_clamp(str, state); + state->has_preferred_x = 0; + break; - case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: - stb_textedit_clamp(str, state); - stb_textedit_prep_selection_at_cursor(state); - // move selection left - if (state->select_end > 0) + case STB_TEXTEDIT_K_LEFT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + // move selection left + if (state->select_end > 0) --state->select_end; - state->cursor = state->select_end; - state->has_preferred_x = 0; - break; + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; -# ifdef STB_TEXTEDIT_MOVEWORDLEFT - case STB_TEXTEDIT_K_WORDLEFT: - if (STB_TEXT_HAS_SELECTION(state)) +#ifdef STB_TEXTEDIT_MOVEWORDLEFT + case STB_TEXTEDIT_K_WORDLEFT: + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); - else - { + else { state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); - stb_textedit_clamp(str, state); - } - break; + stb_textedit_clamp( str, state ); + } + break; - case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: - if (!STB_TEXT_HAS_SELECTION(state)) + case STB_TEXTEDIT_K_WORDLEFT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) stb_textedit_prep_selection_at_cursor(state); - state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); - state->select_end = state->cursor; + state->cursor = STB_TEXTEDIT_MOVEWORDLEFT(str, state->cursor); + state->select_end = state->cursor; - stb_textedit_clamp(str, state); - break; -# endif + stb_textedit_clamp( str, state ); + break; +#endif -# ifdef STB_TEXTEDIT_MOVEWORDRIGHT - case STB_TEXTEDIT_K_WORDRIGHT: - if (STB_TEXT_HAS_SELECTION(state)) +#ifdef STB_TEXTEDIT_MOVEWORDRIGHT + case STB_TEXTEDIT_K_WORDRIGHT: + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); - else - { + else { state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); - stb_textedit_clamp(str, state); - } - break; + stb_textedit_clamp( str, state ); + } + break; - case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: - if (!STB_TEXT_HAS_SELECTION(state)) + case STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT: + if( !STB_TEXT_HAS_SELECTION( state ) ) stb_textedit_prep_selection_at_cursor(state); - state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); - state->select_end = state->cursor; + state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); + state->select_end = state->cursor; - stb_textedit_clamp(str, state); - break; -# endif + stb_textedit_clamp( str, state ); + break; +#endif - case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: - stb_textedit_prep_selection_at_cursor(state); - // move selection right - ++state->select_end; - stb_textedit_clamp(str, state); - state->cursor = state->select_end; - state->has_preferred_x = 0; - break; + case STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + // move selection right + ++state->select_end; + stb_textedit_clamp(str, state); + state->cursor = state->select_end; + state->has_preferred_x = 0; + break; - case STB_TEXTEDIT_K_DOWN: - 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, 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; + case STB_TEXTEDIT_K_DOWN: + 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, 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 (!is_page && 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; - } + } - if (sel) + if (sel) stb_textedit_prep_selection_at_cursor(state); - else if (STB_TEXT_HAS_SELECTION(state)) + else if (STB_TEXT_HAS_SELECTION(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); + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - for (j = 0; j < row_count; ++j) - { + 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; + 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; + break; // now find character position down a row state->cursor = start; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; - for (i = 0; i < row.num_chars; ++i) - { - float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); -# ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) - break; -# endif - x += dx; - if (x > goal_x) - break; - ++state->cursor; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; } stb_textedit_clamp(str, state); state->has_preferred_x = 1; - state->preferred_x = goal_x; + state->preferred_x = goal_x; if (sel) - state->select_end = state->cursor; + state->select_end = state->cursor; // go to next line find.first_char = find.first_char + find.length; - find.length = row.num_chars; - } - break; - } + find.length = row.num_chars; + } + break; + } - case STB_TEXTEDIT_K_UP: - 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, 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; + case STB_TEXTEDIT_K_UP: + 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, 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 (!is_page && 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; - } + } - if (sel) + if (sel) stb_textedit_prep_selection_at_cursor(state); - else if (STB_TEXT_HAS_SELECTION(state)) + else if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_first(state); - // compute current position of cursor point - stb_textedit_clamp(str, state); - stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); + // compute current position of cursor point + stb_textedit_clamp(str, state); + stb_textedit_find_charpos(&find, str, state->cursor, state->single_line); - for (j = 0; j < row_count; ++j) - { - float x, goal_x = state->has_preferred_x ? state->preferred_x : find.x; + 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; + break; // now find character position up a row state->cursor = find.prev_first; STB_TEXTEDIT_LAYOUTROW(&row, str, state->cursor); x = row.x0; - for (i = 0; i < row.num_chars; ++i) - { - float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); -# ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) - break; -# endif - x += dx; - if (x > goal_x) - break; - ++state->cursor; + for (i=0; i < row.num_chars; ++i) { + float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); + #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + break; + #endif + x += dx; + if (x > goal_x) + break; + ++state->cursor; } stb_textedit_clamp(str, state); state->has_preferred_x = 1; - state->preferred_x = goal_x; + state->preferred_x = goal_x; if (sel) - state->select_end = state->cursor; + 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; + --prev_scan; find.first_char = find.prev_first; find.prev_first = prev_scan; - } - break; - } + } + break; + } - case STB_TEXTEDIT_K_DELETE: - case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: - if (STB_TEXT_HAS_SELECTION(state)) + case STB_TEXTEDIT_K_DELETE: + case STB_TEXTEDIT_K_DELETE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_delete_selection(str, state); - else - { + else { int n = STB_TEXTEDIT_STRINGLEN(str); if (state->cursor < n) - stb_textedit_delete(str, state, state->cursor, 1); - } - state->has_preferred_x = 0; - break; + stb_textedit_delete(str, state, state->cursor, 1); + } + state->has_preferred_x = 0; + break; - case STB_TEXTEDIT_K_BACKSPACE: - case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: - if (STB_TEXT_HAS_SELECTION(state)) + case STB_TEXTEDIT_K_BACKSPACE: + case STB_TEXTEDIT_K_BACKSPACE | STB_TEXTEDIT_K_SHIFT: + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_delete_selection(str, state); - else - { + else { stb_textedit_clamp(str, state); - if (state->cursor > 0) - { - stb_textedit_delete(str, state, state->cursor - 1, 1); - --state->cursor; + if (state->cursor > 0) { + stb_textedit_delete(str, state, state->cursor-1, 1); + --state->cursor; } - } - state->has_preferred_x = 0; - break; + } + state->has_preferred_x = 0; + break; -# ifdef STB_TEXTEDIT_K_TEXTSTART2 - case STB_TEXTEDIT_K_TEXTSTART2: -# endif - case STB_TEXTEDIT_K_TEXTSTART: - state->cursor = state->select_start = state->select_end = 0; - state->has_preferred_x = 0; - break; +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2: +#endif + case STB_TEXTEDIT_K_TEXTSTART: + state->cursor = state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; -# ifdef STB_TEXTEDIT_K_TEXTEND2 - case STB_TEXTEDIT_K_TEXTEND2: -# endif - case STB_TEXTEDIT_K_TEXTEND: - state->cursor = STB_TEXTEDIT_STRINGLEN(str); - state->select_start = state->select_end = 0; - state->has_preferred_x = 0; - break; +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2: +#endif + case STB_TEXTEDIT_K_TEXTEND: + state->cursor = STB_TEXTEDIT_STRINGLEN(str); + state->select_start = state->select_end = 0; + state->has_preferred_x = 0; + break; -# ifdef STB_TEXTEDIT_K_TEXTSTART2 - case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: -# endif - case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: - stb_textedit_prep_selection_at_cursor(state); - state->cursor = state->select_end = 0; - state->has_preferred_x = 0; - break; +#ifdef STB_TEXTEDIT_K_TEXTSTART2 + case STB_TEXTEDIT_K_TEXTSTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTSTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = 0; + state->has_preferred_x = 0; + break; -# ifdef STB_TEXTEDIT_K_TEXTEND2 - case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: -# endif - case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: - stb_textedit_prep_selection_at_cursor(state); - state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); - state->has_preferred_x = 0; - break; +#ifdef STB_TEXTEDIT_K_TEXTEND2 + case STB_TEXTEDIT_K_TEXTEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_TEXTEND | STB_TEXTEDIT_K_SHIFT: + stb_textedit_prep_selection_at_cursor(state); + state->cursor = state->select_end = STB_TEXTEDIT_STRINGLEN(str); + state->has_preferred_x = 0; + break; -# ifdef STB_TEXTEDIT_K_LINESTART2 - case STB_TEXTEDIT_K_LINESTART2: -# endif - case STB_TEXTEDIT_K_LINESTART: - stb_textedit_clamp(str, state); - stb_textedit_move_to_first(state); - if (state->single_line) + +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2: +#endif + case STB_TEXTEDIT_K_LINESTART: + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) state->cursor = 0; - else - while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor - 1) != STB_TEXTEDIT_NEWLINE) - --state->cursor; - state->has_preferred_x = 0; - break; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->has_preferred_x = 0; + break; -# ifdef STB_TEXTEDIT_K_LINEEND2 - case STB_TEXTEDIT_K_LINEEND2: -# endif - case STB_TEXTEDIT_K_LINEEND: - { - int n = STB_TEXTEDIT_STRINGLEN(str); - stb_textedit_clamp(str, state); - stb_textedit_move_to_first(state); - if (state->single_line) - state->cursor = n; - else - while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) - ++state->cursor; - state->has_preferred_x = 0; - break; - } +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2: +#endif + case STB_TEXTEDIT_K_LINEEND: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_move_to_first(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->has_preferred_x = 0; + break; + } -# ifdef STB_TEXTEDIT_K_LINESTART2 - case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: -# endif - case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: - stb_textedit_clamp(str, state); - stb_textedit_prep_selection_at_cursor(state); - if (state->single_line) +#ifdef STB_TEXTEDIT_K_LINESTART2 + case STB_TEXTEDIT_K_LINESTART2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINESTART | STB_TEXTEDIT_K_SHIFT: + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) state->cursor = 0; - else - while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor - 1) != STB_TEXTEDIT_NEWLINE) - --state->cursor; - state->select_end = state->cursor; - state->has_preferred_x = 0; - break; + else while (state->cursor > 0 && STB_TEXTEDIT_GETCHAR(str, state->cursor-1) != STB_TEXTEDIT_NEWLINE) + --state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; -# ifdef STB_TEXTEDIT_K_LINEEND2 - case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: -# endif - case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: - { - int n = STB_TEXTEDIT_STRINGLEN(str); - stb_textedit_clamp(str, state); - stb_textedit_prep_selection_at_cursor(state); - if (state->single_line) - state->cursor = n; - else - while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) - ++state->cursor; - state->select_end = state->cursor; - state->has_preferred_x = 0; - break; - } - } +#ifdef STB_TEXTEDIT_K_LINEEND2 + case STB_TEXTEDIT_K_LINEEND2 | STB_TEXTEDIT_K_SHIFT: +#endif + case STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT: { + int n = STB_TEXTEDIT_STRINGLEN(str); + stb_textedit_clamp(str, state); + stb_textedit_prep_selection_at_cursor(state); + if (state->single_line) + state->cursor = n; + else while (state->cursor < n && STB_TEXTEDIT_GETCHAR(str, state->cursor) != STB_TEXTEDIT_NEWLINE) + ++state->cursor; + state->select_end = state->cursor; + state->has_preferred_x = 0; + break; + } + } } ///////////////////////////////////////////////////////////////////////////// @@ -1172,326 +1119,292 @@ retry: // // @OPTIMIZE: the undo/redo buffer should be circular -static void stb_textedit_flush_redo(StbUndoState* state) +static void stb_textedit_flush_redo(StbUndoState *state) { - state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; } // discard the oldest entry in the undo list -static void stb_textedit_discard_undo(StbUndoState* state) +static void stb_textedit_discard_undo(StbUndoState *state) { - if (state->undo_point > 0) - { - // if the 0th undo state has characters, clean those up - if (state->undo_rec[0].char_storage >= 0) - { - int n = state->undo_rec[0].insert_length, i; - // delete n characters from all other records - state->undo_char_point -= n; - STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, - (size_t)(state->undo_char_point * sizeof(STB_TEXTEDIT_CHARTYPE))); - for (i = 0; i < state->undo_point; ++i) - if (state->undo_rec[i].char_storage >= 0) - state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it - } - --state->undo_point; - STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec + 1, - (size_t)(state->undo_point * sizeof(state->undo_rec[0]))); - } + if (state->undo_point > 0) { + // if the 0th undo state has characters, clean those up + if (state->undo_rec[0].char_storage >= 0) { + int n = state->undo_rec[0].insert_length, i; + // delete n characters from all other records + state->undo_char_point -= n; + STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + for (i=0; i < state->undo_point; ++i) + if (state->undo_rec[i].char_storage >= 0) + state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it + } + --state->undo_point; + STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + } } // discard the oldest entry in the redo list--it's bad if this // ever happens, but because undo & redo have to store the actual // characters in different cases, the redo character buffer can // fill up even though the undo buffer didn't -static void stb_textedit_discard_redo(StbUndoState* state) +static void stb_textedit_discard_redo(StbUndoState *state) { - int k = STB_TEXTEDIT_UNDOSTATECOUNT - 1; + int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; - if (state->redo_point <= k) - { - // if the k'th undo state has characters, clean those up - if (state->undo_rec[k].char_storage >= 0) - { - int n = state->undo_rec[k].insert_length, i; - // move the remaining redo character data to the end of the buffer - state->redo_char_point += n; - STB_TEXTEDIT_memmove( - state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point - n, - (size_t)((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point) * sizeof(STB_TEXTEDIT_CHARTYPE))); - // adjust the position of all the other records to account for above memmove - for (i = state->redo_point; i < k; ++i) - if (state->undo_rec[i].char_storage >= 0) - 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] - size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); - const char* buf_begin = (char*)state->undo_rec; - (void)buf_begin; - const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); - (void)buf_end; - IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); - IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); - STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point + 1, state->undo_rec + state->redo_point, move_size); + if (state->redo_point <= k) { + // if the k'th undo state has characters, clean those up + if (state->undo_rec[k].char_storage >= 0) { + int n = state->undo_rec[k].insert_length, i; + // move the remaining redo character data to the end of the buffer + state->redo_char_point += n; + STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + // adjust the position of all the other records to account for above memmove + for (i=state->redo_point; i < k; ++i) + if (state->undo_rec[i].char_storage >= 0) + 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] + size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; + const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; + IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); + IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); + STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); - // now move redo_point to point to the new one - ++state->redo_point; - } + // now move redo_point to point to the new one + ++state->redo_point; + } } -static StbUndoRecord* stb_text_create_undo_record(StbUndoState* state, int numchars) +static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numchars) { - // any time we create a new undo record, we discard redo - stb_textedit_flush_redo(state); + // any time we create a new undo record, we discard redo + stb_textedit_flush_redo(state); - // if we have no free records, we have to make room, by sliding the - // existing records down - if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) - stb_textedit_discard_undo(state); + // if we have no free records, we have to make room, by sliding the + // existing records down + if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + stb_textedit_discard_undo(state); - // if the characters to store won't possibly fit in the buffer, we can't undo - if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) - { - state->undo_point = 0; - state->undo_char_point = 0; - return NULL; - } + // if the characters to store won't possibly fit in the buffer, we can't undo + if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + state->undo_point = 0; + state->undo_char_point = 0; + return NULL; + } - // if we don't have enough free characters in the buffer, we have to make room - while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) - stb_textedit_discard_undo(state); + // if we don't have enough free characters in the buffer, we have to make room + while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + stb_textedit_discard_undo(state); - return &state->undo_rec[state->undo_point++]; + return &state->undo_rec[state->undo_point++]; } -static STB_TEXTEDIT_CHARTYPE* stb_text_createundo(StbUndoState* state, int pos, int insert_len, int delete_len) +static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) { - StbUndoRecord* r = stb_text_create_undo_record(state, insert_len); - if (r == NULL) - return NULL; + StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); + if (r == NULL) + return NULL; - r->where = pos; - r->insert_length = (STB_TEXTEDIT_POSITIONTYPE)insert_len; - r->delete_length = (STB_TEXTEDIT_POSITIONTYPE)delete_len; + r->where = pos; + r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; - if (insert_len == 0) - { - r->char_storage = -1; - return NULL; - } - else - { - r->char_storage = state->undo_char_point; - state->undo_char_point += insert_len; - return &state->undo_char[r->char_storage]; - } + if (insert_len == 0) { + r->char_storage = -1; + return NULL; + } else { + r->char_storage = state->undo_char_point; + state->undo_char_point += insert_len; + return &state->undo_char[r->char_storage]; + } } -static void stb_text_undo(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - StbUndoState* s = &state->undostate; - StbUndoRecord u, *r; - if (s->undo_point == 0) - return; + StbUndoState *s = &state->undostate; + StbUndoRecord u, *r; + if (s->undo_point == 0) + return; - // we need to do two things: apply the undo record, and create a redo record - u = s->undo_rec[s->undo_point - 1]; - r = &s->undo_rec[s->redo_point - 1]; - r->char_storage = -1; + // we need to do two things: apply the undo record, and create a redo record + u = s->undo_rec[s->undo_point-1]; + r = &s->undo_rec[s->redo_point-1]; + r->char_storage = -1; - r->insert_length = u.delete_length; - r->delete_length = u.insert_length; - r->where = u.where; + r->insert_length = u.delete_length; + r->delete_length = u.insert_length; + r->where = u.where; - if (u.delete_length) - { - // if the undo record says to delete characters, then the redo record will - // need to re-insert the characters that get deleted, so we need to store - // them. + if (u.delete_length) { + // if the undo record says to delete characters, then the redo record will + // need to re-insert the characters that get deleted, so we need to store + // them. - // there are three cases: - // there's enough room to store the characters - // characters stored for *redoing* don't leave room for redo - // characters stored for *undoing* don't leave room for redo - // if the last is true, we have to bail + // there are three cases: + // there's enough room to store the characters + // characters stored for *redoing* don't leave room for redo + // characters stored for *undoing* don't leave room for redo + // if the last is true, we have to bail - if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) - { - // the undo records take up too much character space; there's no space to store the redo characters - r->insert_length = 0; - } - else - { - int i; + if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + // the undo records take up too much character space; there's no space to store the redo characters + r->insert_length = 0; + } else { + int i; - // there's definitely room to store the characters eventually - while (s->undo_char_point + u.delete_length > s->redo_char_point) - { - // should never happen: - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) - return; - // there's currently not enough room, so discard a redo record - stb_textedit_discard_redo(s); - } - r = &s->undo_rec[s->redo_point - 1]; + // there's definitely room to store the characters eventually + while (s->undo_char_point + u.delete_length > s->redo_char_point) { + // should never happen: + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; + // there's currently not enough room, so discard a redo record + stb_textedit_discard_redo(s); + } + r = &s->undo_rec[s->redo_point-1]; - r->char_storage = s->redo_char_point - u.delete_length; - s->redo_char_point = s->redo_char_point - u.delete_length; + r->char_storage = s->redo_char_point - u.delete_length; + s->redo_char_point = s->redo_char_point - u.delete_length; - // now save the characters - for (i = 0; i < u.delete_length; ++i) - s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); - } + // now save the characters + for (i=0; i < u.delete_length; ++i) + s->undo_char[r->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u.where + i); + } - // now we can carry out the deletion - STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); - } + // now we can carry out the deletion + STB_TEXTEDIT_DELETECHARS(str, u.where, u.delete_length); + } - // check type of recorded action: - if (u.insert_length) - { - // easy case: was a deletion, so we need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); - s->undo_char_point -= u.insert_length; - } + // check type of recorded action: + if (u.insert_length) { + // easy case: was a deletion, so we need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, u.where, &s->undo_char[u.char_storage], u.insert_length); + s->undo_char_point -= u.insert_length; + } - state->cursor = u.where + u.insert_length; + state->cursor = u.where + u.insert_length; - s->undo_point--; - s->redo_point--; + s->undo_point--; + s->redo_point--; } -static void stb_text_redo(STB_TEXTEDIT_STRING* str, STB_TexteditState* state) +static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) { - StbUndoState* s = &state->undostate; - StbUndoRecord *u, r; - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) - return; + StbUndoState *s = &state->undostate; + StbUndoRecord *u, r; + if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + return; - // we need to do two things: apply the redo record, and create an undo record - u = &s->undo_rec[s->undo_point]; - r = s->undo_rec[s->redo_point]; + // we need to do two things: apply the redo record, and create an undo record + u = &s->undo_rec[s->undo_point]; + r = s->undo_rec[s->redo_point]; - // we KNOW there must be room for the undo record, because the redo record - // was derived from an undo record + // we KNOW there must be room for the undo record, because the redo record + // was derived from an undo record - u->delete_length = r.insert_length; - u->insert_length = r.delete_length; - u->where = r.where; - u->char_storage = -1; + u->delete_length = r.insert_length; + u->insert_length = r.delete_length; + u->where = r.where; + u->char_storage = -1; - if (r.delete_length) - { - // the redo record requires us to delete characters, so the undo record - // needs to store the characters + if (r.delete_length) { + // the redo record requires us to delete characters, so the undo record + // needs to store the characters - if (s->undo_char_point + u->insert_length > s->redo_char_point) - { - u->insert_length = 0; - u->delete_length = 0; - } - else - { - int i; - u->char_storage = s->undo_char_point; - s->undo_char_point = s->undo_char_point + u->insert_length; + if (s->undo_char_point + u->insert_length > s->redo_char_point) { + u->insert_length = 0; + u->delete_length = 0; + } else { + int i; + u->char_storage = s->undo_char_point; + s->undo_char_point = s->undo_char_point + u->insert_length; - // now save the characters - for (i = 0; i < u->insert_length; ++i) - s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); - } + // now save the characters + for (i=0; i < u->insert_length; ++i) + s->undo_char[u->char_storage + i] = STB_TEXTEDIT_GETCHAR(str, u->where + i); + } - STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); - } + STB_TEXTEDIT_DELETECHARS(str, r.where, r.delete_length); + } - if (r.insert_length) - { - // easy case: need to insert n characters - STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); - s->redo_char_point += r.insert_length; - } + if (r.insert_length) { + // easy case: need to insert n characters + STB_TEXTEDIT_INSERTCHARS(str, r.where, &s->undo_char[r.char_storage], r.insert_length); + s->redo_char_point += r.insert_length; + } - state->cursor = r.where + r.insert_length; + state->cursor = r.where + r.insert_length; - s->undo_point++; - s->redo_point++; + s->undo_point++; + s->redo_point++; } -static void stb_text_makeundo_insert(STB_TexteditState* state, int where, int length) +static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length) { - stb_text_createundo(&state->undostate, where, 0, length); + stb_text_createundo(&state->undostate, where, 0, length); } -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, int where, int length) +static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) { - int i; - STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->undostate, where, length, 0); - if (p) - { - for (i = 0; i < length; ++i) - p[i] = STB_TEXTEDIT_GETCHAR(str, where + i); - } + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + if (p) { + for (i=0; i < length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } } -static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING* str, - STB_TexteditState* state, - int where, - int old_length, - int new_length) +static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) { - int i; - STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->undostate, where, old_length, new_length); - if (p) - { - for (i = 0; i < old_length; ++i) - p[i] = STB_TEXTEDIT_GETCHAR(str, where + i); - } + int i; + STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + if (p) { + for (i=0; i < old_length; ++i) + p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); + } } // reset the state to default -static void stb_textedit_clear_state(STB_TexteditState* state, int is_single_line) +static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_line) { - state->undostate.undo_point = 0; - state->undostate.undo_char_point = 0; - state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; - state->select_end = state->select_start = 0; - state->cursor = 0; - state->has_preferred_x = 0; - state->preferred_x = 0; - state->cursor_at_end_of_line = 0; - state->initialized = 1; - state->single_line = (unsigned char)is_single_line; - state->insert_mode = 0; - state->row_count_per_page = 0; + state->undostate.undo_point = 0; + state->undostate.undo_char_point = 0; + state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->select_end = state->select_start = 0; + state->cursor = 0; + state->has_preferred_x = 0; + state->preferred_x = 0; + state->cursor_at_end_of_line = 0; + state->initialized = 1; + state->single_line = (unsigned char) is_single_line; + state->insert_mode = 0; + state->row_count_per_page = 0; } // API initialize -static void stb_textedit_initialize_state(STB_TexteditState* state, int is_single_line) +static void stb_textedit_initialize_state(STB_TexteditState *state, int is_single_line) { - stb_textedit_clear_state(state, is_single_line); + stb_textedit_clear_state(state, is_single_line); } -# if defined(__GNUC__) || defined(__clang__) -# pragma GCC diagnostic push -# pragma GCC diagnostic ignored "-Wcast-qual" -# endif +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif -static int stb_textedit_paste(STB_TEXTEDIT_STRING* str, - STB_TexteditState* state, - STB_TEXTEDIT_CHARTYPE const* ctext, - int len) +static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) { - return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE*)ctext, len); + return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); } -# if defined(__GNUC__) || defined(__clang__) -# pragma GCC diagnostic pop -# endif +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif -#endif // STB_TEXTEDIT_IMPLEMENTATION +#endif//STB_TEXTEDIT_IMPLEMENTATION /* ------------------------------------------------------------------------------ diff --git a/extensions/ImGuiEXT/imgui/imstb_truetype.h b/extensions/ImGuiEXT/imgui/imstb_truetype.h index 334e682f94..48c2026176 100644 --- a/extensions/ImGuiEXT/imgui/imstb_truetype.h +++ b/extensions/ImGuiEXT/imgui/imstb_truetype.h @@ -278,8 +278,8 @@ // Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless // #if 0 -# define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation -# include "stb_truetype.h" +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" unsigned char ttf_buffer[1<<20]; unsigned char temp_bitmap[512*512]; @@ -326,9 +326,9 @@ void my_stbtt_print(float x, float y, char *text) // Complete program (this compiles): get a single bitmap, print as ASCII art // #if 0 -# include -# define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation -# include "stb_truetype.h" +#include +#define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation +#include "stb_truetype.h" char ttf_buffer[1<<25]; @@ -413,6 +413,7 @@ int main(int arg, char **argv) } #endif + ////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////// //// @@ -423,70 +424,70 @@ int main(int arg, char **argv) //// link with the C runtime library. #ifdef STB_TRUETYPE_IMPLEMENTATION -// #define your own (u)stbtt_int8/16/32 before including to override this -# ifndef stbtt_uint8 -typedef unsigned char stbtt_uint8; -typedef signed char stbtt_int8; -typedef unsigned short stbtt_uint16; -typedef signed short stbtt_int16; -typedef unsigned int stbtt_uint32; -typedef signed int stbtt_int32; -# endif + // #define your own (u)stbtt_int8/16/32 before including to override this + #ifndef stbtt_uint8 + typedef unsigned char stbtt_uint8; + typedef signed char stbtt_int8; + typedef unsigned short stbtt_uint16; + typedef signed short stbtt_int16; + typedef unsigned int stbtt_uint32; + typedef signed int stbtt_int32; + #endif -typedef char stbtt__check_size32[sizeof(stbtt_int32) == 4 ? 1 : -1]; -typedef char stbtt__check_size16[sizeof(stbtt_int16) == 2 ? 1 : -1]; + typedef char stbtt__check_size32[sizeof(stbtt_int32)==4 ? 1 : -1]; + typedef char stbtt__check_size16[sizeof(stbtt_int16)==2 ? 1 : -1]; -// e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h -# ifndef STBTT_ifloor -# include -# define STBTT_ifloor(x) ((int)floor(x)) -# define STBTT_iceil(x) ((int)ceil(x)) -# endif + // e.g. #define your own STBTT_ifloor/STBTT_iceil() to avoid math.h + #ifndef STBTT_ifloor + #include + #define STBTT_ifloor(x) ((int) floor(x)) + #define STBTT_iceil(x) ((int) ceil(x)) + #endif -# ifndef STBTT_sqrt -# include -# define STBTT_sqrt(x) sqrt(x) -# define STBTT_pow(x, y) pow(x, y) -# endif + #ifndef STBTT_sqrt + #include + #define STBTT_sqrt(x) sqrt(x) + #define STBTT_pow(x,y) pow(x,y) + #endif -# ifndef STBTT_fmod -# include -# define STBTT_fmod(x, y) fmod(x, y) -# endif + #ifndef STBTT_fmod + #include + #define STBTT_fmod(x,y) fmod(x,y) + #endif -# ifndef STBTT_cos -# include -# define STBTT_cos(x) cos(x) -# define STBTT_acos(x) acos(x) -# endif + #ifndef STBTT_cos + #include + #define STBTT_cos(x) cos(x) + #define STBTT_acos(x) acos(x) + #endif -# ifndef STBTT_fabs -# include -# define STBTT_fabs(x) fabs(x) -# endif + #ifndef STBTT_fabs + #include + #define STBTT_fabs(x) fabs(x) + #endif -// #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h -# ifndef STBTT_malloc -# include -# define STBTT_malloc(x, u) ((void)(u), malloc(x)) -# define STBTT_free(x, u) ((void)(u), free(x)) -# endif + // #define your own functions "STBTT_malloc" / "STBTT_free" to avoid malloc.h + #ifndef STBTT_malloc + #include + #define STBTT_malloc(x,u) ((void)(u),malloc(x)) + #define STBTT_free(x,u) ((void)(u),free(x)) + #endif -# ifndef STBTT_assert -# include -# define STBTT_assert(x) assert(x) -# endif + #ifndef STBTT_assert + #include + #define STBTT_assert(x) assert(x) + #endif -# ifndef STBTT_strlen -# include -# define STBTT_strlen(x) strlen(x) -# endif + #ifndef STBTT_strlen + #include + #define STBTT_strlen(x) strlen(x) + #endif -# ifndef STBTT_memcpy -# include -# define STBTT_memcpy memcpy -# define STBTT_memset memset -# endif + #ifndef STBTT_memcpy + #include + #define STBTT_memcpy memcpy + #define STBTT_memset memset + #endif #endif /////////////////////////////////////////////////////////////////////////////// @@ -497,24 +498,24 @@ typedef char stbtt__check_size16[sizeof(stbtt_int16) == 2 ? 1 : -1]; //// #ifndef __STB_INCLUDE_STB_TRUETYPE_H__ -# define __STB_INCLUDE_STB_TRUETYPE_H__ +#define __STB_INCLUDE_STB_TRUETYPE_H__ -# ifdef STBTT_STATIC -# define STBTT_DEF static -# else -# define STBTT_DEF extern -# endif +#ifdef STBTT_STATIC +#define STBTT_DEF static +#else +#define STBTT_DEF extern +#endif -# ifdef __cplusplus +#ifdef __cplusplus extern "C" { -# endif +#endif // private structure typedef struct { - unsigned char* data; - int cursor; - int size; + unsigned char *data; + int cursor; + int size; } stbtt__buf; ////////////////////////////////////////////////////////////////////////////// @@ -526,19 +527,15 @@ typedef struct typedef struct { - unsigned short x0, y0, x1, y1; // coordinates of bbox in bitmap - float xoff, yoff, xadvance; + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; } stbtt_bakedchar; -STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char* data, - int offset, // font location (use offset=0 for plain .ttf) - float pixel_height, // height of font in pixels - unsigned char* pixels, - int pw, - int ph, // bitmap to be filled in - int first_char, - int num_chars, // characters to bake - stbtt_bakedchar* chardata); // you allocate this, it's num_chars long +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata); // you allocate this, it's num_chars long // if return is positive, the first unused row of the bitmap // if return is negative, returns the negative of the number of characters that fit // if return is 0, no characters fit and no rows were used @@ -546,18 +543,15 @@ STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char* data, typedef struct { - float x0, y0, s0, t0; // top-left - float x1, y1, s1, t1; // bottom-right + float x0,y0,s0,t0; // top-left + float x1,y1,s1,t1; // bottom-right } stbtt_aligned_quad; -STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar* chardata, - int pw, - int ph, // same data as above - int char_index, // character to display - float* xpos, - float* ypos, // pointers to current position in screen pixel space - stbtt_aligned_quad* q, // output: quad to draw - int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int opengl_fillrule); // true if opengl fill rule; false if DX9 or earlier // Call GetBakedQuad with char_index = 'character - first_char', and it // creates the quad you need to draw and advances the current position. // @@ -568,14 +562,10 @@ STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar* chardata, // // It's inefficient; you might want to c&p it and optimize it. -STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char* fontdata, - int index, - float size, - float* ascent, - float* descent, - float* lineGap); +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap); // Query the font vertical metrics without having to create a font first. + ////////////////////////////////////////////////////////////////////////////// // // NEW TEXTURE BAKING API @@ -585,24 +575,18 @@ STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char* fontdata, typedef struct { - unsigned short x0, y0, x1, y1; // coordinates of bbox in bitmap - float xoff, yoff, xadvance; - float xoff2, yoff2; + unsigned short x0,y0,x1,y1; // coordinates of bbox in bitmap + float xoff,yoff,xadvance; + float xoff2,yoff2; } stbtt_packedchar; typedef struct stbtt_pack_context stbtt_pack_context; typedef struct stbtt_fontinfo stbtt_fontinfo; -# ifndef STB_RECT_PACK_VERSION +#ifndef STB_RECT_PACK_VERSION typedef struct stbrp_rect stbrp_rect; -# endif +#endif -STBTT_DEF int stbtt_PackBegin(stbtt_pack_context* spc, - unsigned char* pixels, - int width, - int height, - int stride_in_bytes, - int padding, - void* alloc_context); +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int width, int height, int stride_in_bytes, int padding, void *alloc_context); // Initializes a packing context stored in the passed-in stbtt_pack_context. // Future calls using this context will pack characters into the bitmap passed // in here: a 1-channel bitmap that is width * height. stride_in_bytes is @@ -613,18 +597,13 @@ STBTT_DEF int stbtt_PackBegin(stbtt_pack_context* spc, // // Returns 0 on failure, 1 on success. -STBTT_DEF void stbtt_PackEnd(stbtt_pack_context* spc); +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc); // Cleans up the packing context and frees all memory. -# define STBTT_POINT_SIZE(x) (-(x)) +#define STBTT_POINT_SIZE(x) (-(x)) -STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context* spc, - const unsigned char* fontdata, - int font_index, - float font_size, - int first_unicode_char_in_range, - int num_chars_in_range, - stbtt_packedchar* chardata_for_range); +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_char_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range); // Creates character bitmaps from the font_index'th font found in fontdata (use // font_index=0 if you don't know what that is). It creates num_chars_in_range // bitmaps for characters with unicode values starting at first_unicode_char_in_range @@ -640,26 +619,21 @@ STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context* spc, typedef struct { - float font_size; - int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first - // codepoint - int* array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints - int num_chars; - stbtt_packedchar* chardata_for_range; // output - unsigned char h_oversample, v_oversample; // don't set these, they're used internally + float font_size; + int first_unicode_codepoint_in_range; // if non-zero, then the chars are continuous, and this is the first codepoint + int *array_of_unicode_codepoints; // if non-zero, then this is an array of unicode codepoints + int num_chars; + stbtt_packedchar *chardata_for_range; // output + unsigned char h_oversample, v_oversample; // don't set these, they're used internally } stbtt_pack_range; -STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context* spc, - const unsigned char* fontdata, - int font_index, - stbtt_pack_range* ranges, - int num_ranges); +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges); // Creates character bitmaps from multiple ranges of characters stored in // ranges. This will usually create a better-packed bitmap than multiple // calls to stbtt_PackFontRange. Note that you can call this multiple // times within a single PackBegin/PackEnd. -STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context* spc, unsigned int h_oversample, unsigned int v_oversample); +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample); // Oversampling a font increases the quality by allowing higher-quality subpixel // positioning, and is especially valuable at smaller text sizes. // @@ -675,32 +649,21 @@ STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context* spc, unsigned int h // To use with PackFontRangesGather etc., you must set it before calls // call to PackFontRangesGatherRects. -STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context* spc, int skip); +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip); // If skip != 0, this tells stb_truetype to skip any codepoints for which // there is no corresponding glyph. If skip=0, which is the default, then // codepoints without a glyph recived the font's "missing character" glyph, // typically an empty box by convention. -STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar* chardata, - int pw, - int ph, // same data as above - int char_index, // character to display - float* xpos, - float* ypos, // pointers to current position in screen pixel space - stbtt_aligned_quad* q, // output: quad to draw - int align_to_integer); +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, // same data as above + int char_index, // character to display + float *xpos, float *ypos, // pointers to current position in screen pixel space + stbtt_aligned_quad *q, // output: quad to draw + int align_to_integer); -STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context* spc, - const stbtt_fontinfo* info, - stbtt_pack_range* ranges, - int num_ranges, - stbrp_rect* rects); -STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context* spc, stbrp_rect* rects, int num_rects); -STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context* spc, - const stbtt_fontinfo* info, - stbtt_pack_range* ranges, - int num_ranges, - stbrp_rect* rects); +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects); +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects); // Calling these functions in sequence is roughly equivalent to calling // stbtt_PackFontRanges(). If you more control over the packing of multiple // fonts, or if you want to pack custom data into a font texture, take a look @@ -713,18 +676,17 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context* spc, // this is an opaque structure that you shouldn't mess with which holds // all the context needed from PackBegin to PackEnd. -struct stbtt_pack_context -{ - void* user_allocator_context; - void* pack_info; - int width; - int height; - int stride_in_bytes; - int padding; - int skip_missing; - unsigned int h_oversample, v_oversample; - unsigned char* pixels; - void* nodes; +struct stbtt_pack_context { + void *user_allocator_context; + void *pack_info; + int width; + int height; + int stride_in_bytes; + int padding; + int skip_missing; + unsigned int h_oversample, v_oversample; + unsigned char *pixels; + void *nodes; }; ////////////////////////////////////////////////////////////////////////////// @@ -733,14 +695,14 @@ struct stbtt_pack_context // // -STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char* data); +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data); // This function will determine the number of fonts in a font file. TrueType // collection (.ttc) files may contain multiple fonts, while TrueType font // (.ttf) files only contain one font. The number of fonts can be used for // indexing with the previous function where the index is between zero and one // less than the total fonts. If an error occurs, -1 is returned. -STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char* data, int index); +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index); // Each .ttf/.ttc file may have more than one font. Each font has a sequential // index number starting from 0. Call this function to get the font offset for // a given index; it returns -1 if the index is out of range. A regular .ttf @@ -751,48 +713,50 @@ STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char* data, int index); // the stack or as a global or etc, but you should treat it as opaque. struct stbtt_fontinfo { - void* userdata; - unsigned char* data; // pointer to .ttf file - int fontstart; // offset of start of font + void * userdata; + unsigned char * data; // pointer to .ttf file + int fontstart; // offset of start of font - int numGlyphs; // number of glyphs, needed for range checking + int numGlyphs; // number of glyphs, needed for range checking - int loca, head, glyf, hhea, hmtx, kern, gpos; // table locations as offset from start of .ttf - int index_map; // a cmap mapping for our chosen character encoding - int indexToLocFormat; // format needed to map from glyph index to glyph + int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int index_map; // a cmap mapping for our chosen character encoding + int indexToLocFormat; // format needed to map from glyph index to glyph - stbtt__buf cff; // cff font data - stbtt__buf charstrings; // the charstring index - stbtt__buf gsubrs; // global charstring subroutines index - stbtt__buf subrs; // private charstring subroutines index - stbtt__buf fontdicts; // array of font dicts - stbtt__buf fdselect; // map from glyph to fontdict + stbtt__buf cff; // cff font data + stbtt__buf charstrings; // the charstring index + stbtt__buf gsubrs; // global charstring subroutines index + stbtt__buf subrs; // private charstring subroutines index + stbtt__buf fontdicts; // array of font dicts + stbtt__buf fdselect; // map from glyph to fontdict }; -STBTT_DEF int stbtt_InitFont(stbtt_fontinfo* info, const unsigned char* data, int offset); +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset); // Given an offset into the file that defines a font, this function builds // the necessary cached info for the rest of the system. You must allocate // the stbtt_fontinfo yourself, and stbtt_InitFont will fill it out. You don't // need to do anything special to free it, because the contents are pure // value data with no additional data structures. Returns 0 on failure. + ////////////////////////////////////////////////////////////////////////////// // // CHARACTER TO GLYPH-INDEX CONVERSIOn -STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo* info, int unicode_codepoint); +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint); // If you're going to perform multiple operations on the same character // and you want a speed-up, call this function with the character you're // going to process, then use glyph-based functions instead of the // codepoint-based functions. // Returns 0 if the character codepoint is not defined in the font. + ////////////////////////////////////////////////////////////////////////////// // // CHARACTER PROPERTIES // -STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo* info, float pixels); +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float pixels); // computes a scale factor to produce a font whose "height" is 'pixels' tall. // Height is measured as the distance from the highest ascender to the lowest // descender; in other words, it's equivalent to calling stbtt_GetFontVMetrics @@ -800,12 +764,12 @@ STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo* info, float pixe // scale = pixels / (ascent - descent) // so if you prefer to measure height by the ascent only, use a similar calculation. -STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo* info, float pixels); +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels); // computes a scale factor to produce a font whose EM size is mapped to // 'pixels' tall. This is probably what traditional APIs compute, but // I'm not positive. -STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo* info, int* ascent, int* descent, int* lineGap); +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap); // ascent is the coordinate above the baseline the font extends; descent // is the coordinate below the baseline the font extends (i.e. it is typically negative) // lineGap is the spacing between one row's descent and the next row's ascent... @@ -813,68 +777,62 @@ STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo* info, int* ascent, in // these are expressed in unscaled coordinates, so you must multiply by // the scale factor for a given size -STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo* info, int* typoAscent, int* typoDescent, int* typoLineGap); +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap); // analogous to GetFontVMetrics, but returns the "typographic" values from the OS/2 // table (specific to MS/Windows TTF files). // // Returns 1 on success (table present), 0 on failure. -STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo* info, int* x0, int* y0, int* x1, int* y1); +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1); // the bounding box around all possible characters -STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo* info, - int codepoint, - int* advanceWidth, - int* leftSideBearing); +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing); // leftSideBearing is the offset from the current horizontal position to the left edge of the character // advanceWidth is the offset from the current horizontal position to the next horizontal position // these are expressed in unscaled coordinates -STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo* info, int ch1, int ch2); +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2); // an additional amount to add to the 'advance' value between ch1 and ch2 -STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo* info, int codepoint, int* x0, int* y0, int* x1, int* y1); +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1); // Gets the bounding box of the visible part of the glyph, in unscaled coordinates -STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo* info, - int glyph_index, - int* advanceWidth, - int* leftSideBearing); -STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo* info, int glyph1, int glyph2); -STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo* info, int glyph_index, int* x0, int* y0, int* x1, int* y1); +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing); +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2); +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); // as above, but takes one or more glyph indices for greater efficiency + ////////////////////////////////////////////////////////////////////////////// // // GLYPH SHAPES (you probably don't need these, but they have to go before // the bitmaps for C declaration-order reasons) // -# ifndef STBTT_vmove // you can predefine these to use different values (but why?) -enum -{ - STBTT_vmove = 1, - STBTT_vline, - STBTT_vcurve, - STBTT_vcubic -}; -# endif +#ifndef STBTT_vmove // you can predefine these to use different values (but why?) + enum { + STBTT_vmove=1, + STBTT_vline, + STBTT_vcurve, + STBTT_vcubic + }; +#endif -# ifndef stbtt_vertex // you can predefine this to use different values - // (we share this with other code at RAD) -# define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file -typedef struct -{ - stbtt_vertex_type x, y, cx, cy, cx1, cy1; - unsigned char type, padding; -} stbtt_vertex; -# endif +#ifndef stbtt_vertex // you can predefine this to use different values + // (we share this with other code at RAD) + #define stbtt_vertex_type short // can't use stbtt_int16 because that's not visible in the header file + typedef struct + { + stbtt_vertex_type x,y,cx,cy,cx1,cy1; + unsigned char type,padding; + } stbtt_vertex; +#endif -STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo* info, int glyph_index); +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index); // returns non-zero if nothing is drawn for this glyph -STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo* info, int unicode_codepoint, stbtt_vertex** vertices); -STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo* info, int glyph_index, stbtt_vertex** vertices); +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices); +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **vertices); // returns # of vertices and fills *vertices with the pointer to them // these are expressed in "unscaled" coordinates // @@ -885,7 +843,7 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo* info, int glyph_index, s // draws a quadratic bezier from previous endpoint to // its x,y, using cx,cy as the bezier control point. -STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo* info, stbtt_vertex* vertices); +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); // frees the data allocated above ////////////////////////////////////////////////////////////////////////////// @@ -893,17 +851,10 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo* info, stbtt_vertex* vertice // BITMAP RENDERING // -STBTT_DEF void stbtt_FreeBitmap(unsigned char* bitmap, void* userdata); +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata); // frees the bitmap allocated below -STBTT_DEF unsigned char* stbtt_GetCodepointBitmap(const stbtt_fontinfo* info, - float scale_x, - float scale_y, - int codepoint, - int* width, - int* height, - int* xoff, - int* yoff); +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff); // allocates a large-enough single-channel 8bpp bitmap and renders the // specified character/glyph at the specified scale into it, with // antialiasing. 0 is no coverage (transparent), 255 is fully covered (opaque). @@ -912,219 +863,83 @@ STBTT_DEF unsigned char* stbtt_GetCodepointBitmap(const stbtt_fontinfo* info, // // xoff/yoff are the offset it pixel space from the glyph origin to the top-left of the bitmap -STBTT_DEF unsigned char* stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo* info, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int codepoint, - int* width, - int* height, - int* xoff, - int* yoff); +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff); // the same as stbtt_GetCodepoitnBitmap, but you can specify a subpixel // shift for the character -STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - int codepoint); +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint); // the same as stbtt_GetCodepointBitmap, but you pass in storage for the bitmap // in the form of 'output', with row spacing of 'out_stride' bytes. the bitmap // is clipped to out_w/out_h bytes. Call stbtt_GetCodepointBitmapBox to get the // width and height and positioning info for it first. -STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int codepoint); +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint); // same as stbtt_MakeCodepointBitmap, but you can specify a subpixel // shift for the character -STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int oversample_x, - int oversample_y, - float* sub_x, - float* sub_y, - int codepoint); +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint); // same as stbtt_MakeCodepointBitmapSubpixel, but prefiltering // is performed (see stbtt_PackSetOversampling) -STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo* font, - int codepoint, - float scale_x, - float scale_y, - int* ix0, - int* iy0, - int* ix1, - int* iy1); +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); // get the bbox of the bitmap centered around the glyph origin; so the // bitmap width is ix1-ix0, height is iy1-iy0, and location to place // the bitmap top left is (leftSideBearing*scale,iy0). // (Note that the bitmap uses y-increases-down, but the shape uses // y-increases-up, so CodepointBitmapBox and CodepointBox are inverted.) -STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo* font, - int codepoint, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int* ix0, - int* iy0, - int* ix1, - int* iy1); +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); // same as stbtt_GetCodepointBitmapBox, but you can specify a subpixel // shift for the character // the following functions are equivalent to the above functions, but operate // on glyph indices instead of Unicode codepoints (for efficiency) -STBTT_DEF unsigned char* stbtt_GetGlyphBitmap(const stbtt_fontinfo* info, - float scale_x, - float scale_y, - int glyph, - int* width, - int* height, - int* xoff, - int* yoff); -STBTT_DEF unsigned char* stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo* info, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int glyph, - int* width, - int* height, - int* xoff, - int* yoff); -STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - int glyph); -STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int glyph); -STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int oversample_x, - int oversample_y, - float* sub_x, - float* sub_y, - int glyph); -STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo* font, - int glyph, - float scale_x, - float scale_y, - int* ix0, - int* iy0, - int* ix1, - int* iy1); -STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo* font, - int glyph, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int* ix0, - int* iy0, - int* ix1, - int* iy1); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph); +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int glyph); +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1); +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1); + // @TODO: don't expose this structure typedef struct { - int w, h, stride; - unsigned char* pixels; + int w,h,stride; + unsigned char *pixels; } stbtt__bitmap; // rasterize a shape with quadratic beziers into a bitmap -STBTT_DEF void stbtt_Rasterize(stbtt__bitmap* result, // 1-channel bitmap to draw into - float flatness_in_pixels, // allowable error of curve in pixels - stbtt_vertex* vertices, // array of vertices defining shape - int num_verts, // number of vertices in above array - float scale_x, - float scale_y, // scale applied to input vertices - float shift_x, - float shift_y, // translation applied to input vertices - int x_off, - int y_off, // another translation applied to input - int invert, // if non-zero, vertically flip shape - void* userdata); // context for to STBTT_MALLOC +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, // 1-channel bitmap to draw into + float flatness_in_pixels, // allowable error of curve in pixels + stbtt_vertex *vertices, // array of vertices defining shape + int num_verts, // number of vertices in above array + float scale_x, float scale_y, // scale applied to input vertices + float shift_x, float shift_y, // translation applied to input vertices + int x_off, int y_off, // another translation applied to input + int invert, // if non-zero, vertically flip shape + void *userdata); // context for to STBTT_MALLOC ////////////////////////////////////////////////////////////////////////////// // // Signed Distance Function (or Field) rendering -STBTT_DEF void stbtt_FreeSDF(unsigned char* bitmap, void* userdata); +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata); // frees the SDF bitmap allocated below -STBTT_DEF unsigned char* stbtt_GetGlyphSDF(const stbtt_fontinfo* info, - float scale, - int glyph, - int padding, - unsigned char onedge_value, - float pixel_dist_scale, - int* width, - int* height, - int* xoff, - int* yoff); -STBTT_DEF unsigned char* stbtt_GetCodepointSDF(const stbtt_fontinfo* info, - float scale, - int codepoint, - int padding, - unsigned char onedge_value, - float pixel_dist_scale, - int* width, - int* height, - int* xoff, - int* yoff); +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff); // These functions compute a discretized SDF field for a single character, suitable for storing // in a single-channel texture, sampling with bilinear filtering, and testing against // larger than some threshold to produce scalable fonts. // info -- the font -// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular -// bitmap glyph/codepoint -- the character to generate the SDF for padding -- extra "pixels" around -// the character which are filled with the distance to the character (not 0), +// scale -- controls the size of the resulting SDF bitmap, same as it would be creating a regular bitmap +// glyph/codepoint -- the character to generate the SDF for +// padding -- extra "pixels" around the character which are filled with the distance to the character (not 0), // which allows effects like bit outlines -// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of -// the character) pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away -// from the edge (on the 0..255 scale) +// onedge_value -- value 0-255 to test the SDF against to reconstruct the character (i.e. the isocontour of the character) +// pixel_dist_scale -- what value the SDF should increase by when moving one SDF "pixel" away from the edge (on the 0..255 scale) // if positive, > onedge_value is inside; if negative, < onedge_value is inside // width,height -- output height & width of the SDF bitmap (including padding) // xoff,yoff -- output origin of the character @@ -1162,6 +977,8 @@ STBTT_DEF unsigned char* stbtt_GetCodepointSDF(const stbtt_fontinfo* info, // The algorithm has not been optimized at all, so expect it to be slow // if computing lots of characters or very large sizes. + + ////////////////////////////////////////////////////////////////////////////// // // Finding the right font... @@ -1183,27 +1000,23 @@ STBTT_DEF unsigned char* stbtt_GetCodepointSDF(const stbtt_fontinfo* info, // from the file yourself and do your own comparisons on them. // You have to have called stbtt_InitFont() first. -STBTT_DEF int stbtt_FindMatchingFont(const unsigned char* fontdata, const char* name, int flags); + +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags); // returns the offset (not index) of the font that matches, or -1 if none // if you use STBTT_MACSTYLE_DONTCARE, use a font name like "Arial Bold". // if you use any other flag, use a font name like "Arial"; this checks // the 'macStyle' header field; i don't know if fonts set this consistently -# define STBTT_MACSTYLE_DONTCARE 0 -# define STBTT_MACSTYLE_BOLD 1 -# define STBTT_MACSTYLE_ITALIC 2 -# define STBTT_MACSTYLE_UNDERSCORE 4 -# define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 +#define STBTT_MACSTYLE_DONTCARE 0 +#define STBTT_MACSTYLE_BOLD 1 +#define STBTT_MACSTYLE_ITALIC 2 +#define STBTT_MACSTYLE_UNDERSCORE 4 +#define STBTT_MACSTYLE_NONE 8 // <= not same as 0, this makes us check the bitfield is 0 -STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char* s1, int len1, const char* s2, int len2); +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2); // returns 1/0 whether the first string interpreted as utf8 is identical to // the second string interpreted as big-endian utf16... useful for strings from next func -STBTT_DEF const char* stbtt_GetFontNameString(const stbtt_fontinfo* font, - int* length, - int platformID, - int encodingID, - int languageID, - int nameID); +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID); // returns the string (which may be big-endian double byte, e.g. for unicode) // and puts the length in bytes in *length. // @@ -1211,83 +1024,60 @@ STBTT_DEF const char* stbtt_GetFontNameString(const stbtt_fontinfo* font, // http://developer.apple.com/textfonts/TTRefMan/RM06/Chap6name.html // http://www.microsoft.com/typography/otspec/name.htm -enum -{ // platformID - STBTT_PLATFORM_ID_UNICODE = 0, - STBTT_PLATFORM_ID_MAC = 1, - STBTT_PLATFORM_ID_ISO = 2, - STBTT_PLATFORM_ID_MICROSOFT = 3 +enum { // platformID + STBTT_PLATFORM_ID_UNICODE =0, + STBTT_PLATFORM_ID_MAC =1, + STBTT_PLATFORM_ID_ISO =2, + STBTT_PLATFORM_ID_MICROSOFT =3 }; -enum -{ // encodingID for STBTT_PLATFORM_ID_UNICODE - STBTT_UNICODE_EID_UNICODE_1_0 = 0, - STBTT_UNICODE_EID_UNICODE_1_1 = 1, - STBTT_UNICODE_EID_ISO_10646 = 2, - STBTT_UNICODE_EID_UNICODE_2_0_BMP = 3, - STBTT_UNICODE_EID_UNICODE_2_0_FULL = 4 +enum { // encodingID for STBTT_PLATFORM_ID_UNICODE + STBTT_UNICODE_EID_UNICODE_1_0 =0, + STBTT_UNICODE_EID_UNICODE_1_1 =1, + STBTT_UNICODE_EID_ISO_10646 =2, + STBTT_UNICODE_EID_UNICODE_2_0_BMP=3, + STBTT_UNICODE_EID_UNICODE_2_0_FULL=4 }; -enum -{ // encodingID for STBTT_PLATFORM_ID_MICROSOFT - STBTT_MS_EID_SYMBOL = 0, - STBTT_MS_EID_UNICODE_BMP = 1, - STBTT_MS_EID_SHIFTJIS = 2, - STBTT_MS_EID_UNICODE_FULL = 10 +enum { // encodingID for STBTT_PLATFORM_ID_MICROSOFT + STBTT_MS_EID_SYMBOL =0, + STBTT_MS_EID_UNICODE_BMP =1, + STBTT_MS_EID_SHIFTJIS =2, + STBTT_MS_EID_UNICODE_FULL =10 }; -enum -{ // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes - STBTT_MAC_EID_ROMAN = 0, - STBTT_MAC_EID_ARABIC = 4, - STBTT_MAC_EID_JAPANESE = 1, - STBTT_MAC_EID_HEBREW = 5, - STBTT_MAC_EID_CHINESE_TRAD = 2, - STBTT_MAC_EID_GREEK = 6, - STBTT_MAC_EID_KOREAN = 3, - STBTT_MAC_EID_RUSSIAN = 7 +enum { // encodingID for STBTT_PLATFORM_ID_MAC; same as Script Manager codes + STBTT_MAC_EID_ROMAN =0, STBTT_MAC_EID_ARABIC =4, + STBTT_MAC_EID_JAPANESE =1, STBTT_MAC_EID_HEBREW =5, + STBTT_MAC_EID_CHINESE_TRAD =2, STBTT_MAC_EID_GREEK =6, + STBTT_MAC_EID_KOREAN =3, STBTT_MAC_EID_RUSSIAN =7 }; -enum -{ // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... - // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs - STBTT_MS_LANG_ENGLISH = 0x0409, - STBTT_MS_LANG_ITALIAN = 0x0410, - STBTT_MS_LANG_CHINESE = 0x0804, - STBTT_MS_LANG_JAPANESE = 0x0411, - STBTT_MS_LANG_DUTCH = 0x0413, - STBTT_MS_LANG_KOREAN = 0x0412, - STBTT_MS_LANG_FRENCH = 0x040c, - STBTT_MS_LANG_RUSSIAN = 0x0419, - STBTT_MS_LANG_GERMAN = 0x0407, - STBTT_MS_LANG_SPANISH = 0x0409, - STBTT_MS_LANG_HEBREW = 0x040d, - STBTT_MS_LANG_SWEDISH = 0x041D +enum { // languageID for STBTT_PLATFORM_ID_MICROSOFT; same as LCID... + // problematic because there are e.g. 16 english LCIDs and 16 arabic LCIDs + STBTT_MS_LANG_ENGLISH =0x0409, STBTT_MS_LANG_ITALIAN =0x0410, + STBTT_MS_LANG_CHINESE =0x0804, STBTT_MS_LANG_JAPANESE =0x0411, + STBTT_MS_LANG_DUTCH =0x0413, STBTT_MS_LANG_KOREAN =0x0412, + STBTT_MS_LANG_FRENCH =0x040c, STBTT_MS_LANG_RUSSIAN =0x0419, + STBTT_MS_LANG_GERMAN =0x0407, STBTT_MS_LANG_SPANISH =0x0409, + STBTT_MS_LANG_HEBREW =0x040d, STBTT_MS_LANG_SWEDISH =0x041D }; -enum -{ // languageID for STBTT_PLATFORM_ID_MAC - STBTT_MAC_LANG_ENGLISH = 0, - STBTT_MAC_LANG_JAPANESE = 11, - STBTT_MAC_LANG_ARABIC = 12, - STBTT_MAC_LANG_KOREAN = 23, - STBTT_MAC_LANG_DUTCH = 4, - STBTT_MAC_LANG_RUSSIAN = 32, - STBTT_MAC_LANG_FRENCH = 1, - STBTT_MAC_LANG_SPANISH = 6, - STBTT_MAC_LANG_GERMAN = 2, - STBTT_MAC_LANG_SWEDISH = 5, - STBTT_MAC_LANG_HEBREW = 10, - STBTT_MAC_LANG_CHINESE_SIMPLIFIED = 33, - STBTT_MAC_LANG_ITALIAN = 3, - STBTT_MAC_LANG_CHINESE_TRAD = 19 +enum { // languageID for STBTT_PLATFORM_ID_MAC + STBTT_MAC_LANG_ENGLISH =0 , STBTT_MAC_LANG_JAPANESE =11, + STBTT_MAC_LANG_ARABIC =12, STBTT_MAC_LANG_KOREAN =23, + STBTT_MAC_LANG_DUTCH =4 , STBTT_MAC_LANG_RUSSIAN =32, + STBTT_MAC_LANG_FRENCH =1 , STBTT_MAC_LANG_SPANISH =6 , + STBTT_MAC_LANG_GERMAN =2 , STBTT_MAC_LANG_SWEDISH =5 , + STBTT_MAC_LANG_HEBREW =10, STBTT_MAC_LANG_CHINESE_SIMPLIFIED =33, + STBTT_MAC_LANG_ITALIAN =3 , STBTT_MAC_LANG_CHINESE_TRAD =19 }; -# ifdef __cplusplus +#ifdef __cplusplus } -# endif +#endif -#endif // __STB_INCLUDE_STB_TRUETYPE_H__ +#endif // __STB_INCLUDE_STB_TRUETYPE_H__ /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// @@ -1298,185 +1088,170 @@ enum #ifdef STB_TRUETYPE_IMPLEMENTATION -# ifndef STBTT_MAX_OVERSAMPLE -# define STBTT_MAX_OVERSAMPLE 8 -# endif +#ifndef STBTT_MAX_OVERSAMPLE +#define STBTT_MAX_OVERSAMPLE 8 +#endif -# if STBTT_MAX_OVERSAMPLE > 255 -# error "STBTT_MAX_OVERSAMPLE cannot be > 255" -# endif +#if STBTT_MAX_OVERSAMPLE > 255 +#error "STBTT_MAX_OVERSAMPLE cannot be > 255" +#endif -typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE - 1)) == 0 ? 1 : -1]; +typedef int stbtt__test_oversample_pow2[(STBTT_MAX_OVERSAMPLE & (STBTT_MAX_OVERSAMPLE-1)) == 0 ? 1 : -1]; -# ifndef STBTT_RASTERIZER_VERSION -# define STBTT_RASTERIZER_VERSION 2 -# endif +#ifndef STBTT_RASTERIZER_VERSION +#define STBTT_RASTERIZER_VERSION 2 +#endif -# ifdef _MSC_VER -# define STBTT__NOTUSED(v) (void)(v) -# else -# define STBTT__NOTUSED(v) (void)sizeof(v) -# endif +#ifdef _MSC_VER +#define STBTT__NOTUSED(v) (void)(v) +#else +#define STBTT__NOTUSED(v) (void)sizeof(v) +#endif ////////////////////////////////////////////////////////////////////////// // // stbtt__buf helpers to parse data from file // -static stbtt_uint8 stbtt__buf_get8(stbtt__buf* b) +static stbtt_uint8 stbtt__buf_get8(stbtt__buf *b) { - if (b->cursor >= b->size) - return 0; - return b->data[b->cursor++]; + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor++]; } -static stbtt_uint8 stbtt__buf_peek8(stbtt__buf* b) +static stbtt_uint8 stbtt__buf_peek8(stbtt__buf *b) { - if (b->cursor >= b->size) - return 0; - return b->data[b->cursor]; + if (b->cursor >= b->size) + return 0; + return b->data[b->cursor]; } -static void stbtt__buf_seek(stbtt__buf* b, int o) +static void stbtt__buf_seek(stbtt__buf *b, int o) { - STBTT_assert(!(o > b->size || o < 0)); - b->cursor = (o > b->size || o < 0) ? b->size : o; + STBTT_assert(!(o > b->size || o < 0)); + b->cursor = (o > b->size || o < 0) ? b->size : o; } -static void stbtt__buf_skip(stbtt__buf* b, int o) +static void stbtt__buf_skip(stbtt__buf *b, int o) { - stbtt__buf_seek(b, b->cursor + o); + stbtt__buf_seek(b, b->cursor + o); } -static stbtt_uint32 stbtt__buf_get(stbtt__buf* b, int n) +static stbtt_uint32 stbtt__buf_get(stbtt__buf *b, int n) { - stbtt_uint32 v = 0; - int i; - STBTT_assert(n >= 1 && n <= 4); - for (i = 0; i < n; i++) - v = (v << 8) | stbtt__buf_get8(b); - return v; + stbtt_uint32 v = 0; + int i; + STBTT_assert(n >= 1 && n <= 4); + for (i = 0; i < n; i++) + v = (v << 8) | stbtt__buf_get8(b); + return v; } -static stbtt__buf stbtt__new_buf(const void* p, size_t size) +static stbtt__buf stbtt__new_buf(const void *p, size_t size) { - stbtt__buf r; - STBTT_assert(size < 0x40000000); - r.data = (stbtt_uint8*)p; - r.size = (int)size; - r.cursor = 0; - return r; + stbtt__buf r; + STBTT_assert(size < 0x40000000); + r.data = (stbtt_uint8*) p; + r.size = (int) size; + r.cursor = 0; + return r; } -# define stbtt__buf_get16(b) stbtt__buf_get((b), 2) -# define stbtt__buf_get32(b) stbtt__buf_get((b), 4) +#define stbtt__buf_get16(b) stbtt__buf_get((b), 2) +#define stbtt__buf_get32(b) stbtt__buf_get((b), 4) -static stbtt__buf stbtt__buf_range(const stbtt__buf* b, int o, int s) +static stbtt__buf stbtt__buf_range(const stbtt__buf *b, int o, int s) { - stbtt__buf r = stbtt__new_buf(NULL, 0); - if (o < 0 || s < 0 || o > b->size || s > b->size - o) - return r; - r.data = b->data + o; - r.size = s; - return r; + stbtt__buf r = stbtt__new_buf(NULL, 0); + if (o < 0 || s < 0 || o > b->size || s > b->size - o) return r; + r.data = b->data + o; + r.size = s; + return r; } -static stbtt__buf stbtt__cff_get_index(stbtt__buf* b) +static stbtt__buf stbtt__cff_get_index(stbtt__buf *b) { - int count, start, offsize; - start = b->cursor; - count = stbtt__buf_get16(b); - if (count) - { - offsize = stbtt__buf_get8(b); - STBTT_assert(offsize >= 1 && offsize <= 4); - stbtt__buf_skip(b, offsize * count); - stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); - } - return stbtt__buf_range(b, start, b->cursor - start); + int count, start, offsize; + start = b->cursor; + count = stbtt__buf_get16(b); + if (count) { + offsize = stbtt__buf_get8(b); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(b, offsize * count); + stbtt__buf_skip(b, stbtt__buf_get(b, offsize) - 1); + } + return stbtt__buf_range(b, start, b->cursor - start); } -static stbtt_uint32 stbtt__cff_int(stbtt__buf* b) +static stbtt_uint32 stbtt__cff_int(stbtt__buf *b) { - int b0 = stbtt__buf_get8(b); - if (b0 >= 32 && b0 <= 246) - return b0 - 139; - else if (b0 >= 247 && b0 <= 250) - return (b0 - 247) * 256 + stbtt__buf_get8(b) + 108; - else if (b0 >= 251 && b0 <= 254) - return -(b0 - 251) * 256 - stbtt__buf_get8(b) - 108; - else if (b0 == 28) - return stbtt__buf_get16(b); - else if (b0 == 29) - return stbtt__buf_get32(b); - STBTT_assert(0); - return 0; + int b0 = stbtt__buf_get8(b); + if (b0 >= 32 && b0 <= 246) return b0 - 139; + else if (b0 >= 247 && b0 <= 250) return (b0 - 247)*256 + stbtt__buf_get8(b) + 108; + else if (b0 >= 251 && b0 <= 254) return -(b0 - 251)*256 - stbtt__buf_get8(b) - 108; + else if (b0 == 28) return stbtt__buf_get16(b); + else if (b0 == 29) return stbtt__buf_get32(b); + STBTT_assert(0); + return 0; } -static void stbtt__cff_skip_operand(stbtt__buf* b) -{ - int v, b0 = stbtt__buf_peek8(b); - STBTT_assert(b0 >= 28); - if (b0 == 30) - { - stbtt__buf_skip(b, 1); - while (b->cursor < b->size) - { - v = stbtt__buf_get8(b); - if ((v & 0xF) == 0xF || (v >> 4) == 0xF) - break; - } - } - else - { - stbtt__cff_int(b); - } +static void stbtt__cff_skip_operand(stbtt__buf *b) { + int v, b0 = stbtt__buf_peek8(b); + STBTT_assert(b0 >= 28); + if (b0 == 30) { + stbtt__buf_skip(b, 1); + while (b->cursor < b->size) { + v = stbtt__buf_get8(b); + if ((v & 0xF) == 0xF || (v >> 4) == 0xF) + break; + } + } else { + stbtt__cff_int(b); + } } -static stbtt__buf stbtt__dict_get(stbtt__buf* b, int key) +static stbtt__buf stbtt__dict_get(stbtt__buf *b, int key) { - stbtt__buf_seek(b, 0); - while (b->cursor < b->size) - { - int start = b->cursor, end, op; - while (stbtt__buf_peek8(b) >= 28) - stbtt__cff_skip_operand(b); - end = b->cursor; - op = stbtt__buf_get8(b); - if (op == 12) - op = stbtt__buf_get8(b) | 0x100; - if (op == key) - return stbtt__buf_range(b, start, end - start); - } - return stbtt__buf_range(b, 0, 0); + stbtt__buf_seek(b, 0); + while (b->cursor < b->size) { + int start = b->cursor, end, op; + while (stbtt__buf_peek8(b) >= 28) + stbtt__cff_skip_operand(b); + end = b->cursor; + op = stbtt__buf_get8(b); + if (op == 12) op = stbtt__buf_get8(b) | 0x100; + if (op == key) return stbtt__buf_range(b, start, end-start); + } + return stbtt__buf_range(b, 0, 0); } -static void stbtt__dict_get_ints(stbtt__buf* b, int key, int outcount, stbtt_uint32* out) +static void stbtt__dict_get_ints(stbtt__buf *b, int key, int outcount, stbtt_uint32 *out) { - int i; - stbtt__buf operands = stbtt__dict_get(b, key); - for (i = 0; i < outcount && operands.cursor < operands.size; i++) - out[i] = stbtt__cff_int(&operands); + int i; + stbtt__buf operands = stbtt__dict_get(b, key); + for (i = 0; i < outcount && operands.cursor < operands.size; i++) + out[i] = stbtt__cff_int(&operands); } -static int stbtt__cff_index_count(stbtt__buf* b) +static int stbtt__cff_index_count(stbtt__buf *b) { - stbtt__buf_seek(b, 0); - return stbtt__buf_get16(b); + stbtt__buf_seek(b, 0); + return stbtt__buf_get16(b); } static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) { - int count, offsize, start, end; - stbtt__buf_seek(&b, 0); - count = stbtt__buf_get16(&b); - offsize = stbtt__buf_get8(&b); - STBTT_assert(i >= 0 && i < count); - STBTT_assert(offsize >= 1 && offsize <= 4); - stbtt__buf_skip(&b, i * offsize); - start = stbtt__buf_get(&b, offsize); - end = stbtt__buf_get(&b, offsize); - return stbtt__buf_range(&b, 2 + (count + 1) * offsize + start, end - start); + int count, offsize, start, end; + stbtt__buf_seek(&b, 0); + count = stbtt__buf_get16(&b); + offsize = stbtt__buf_get8(&b); + STBTT_assert(i >= 0 && i < count); + STBTT_assert(offsize >= 1 && offsize <= 4); + stbtt__buf_skip(&b, i*offsize); + start = stbtt__buf_get(&b, offsize); + end = stbtt__buf_get(&b, offsize); + return stbtt__buf_range(&b, 2+(count+1)*offsize+start, end - start); } ////////////////////////////////////////////////////////////////////////// @@ -1487,1646 +1262,1363 @@ static stbtt__buf stbtt__cff_index_get(stbtt__buf b, int i) // on platforms that don't allow misaligned reads, if we want to allow // truetype fonts that aren't padded to alignment, define ALLOW_UNALIGNED_TRUETYPE -# define ttBYTE(p) (*(stbtt_uint8*)(p)) -# define ttCHAR(p) (*(stbtt_int8*)(p)) -# define ttFixed(p) ttLONG(p) +#define ttBYTE(p) (* (stbtt_uint8 *) (p)) +#define ttCHAR(p) (* (stbtt_int8 *) (p)) +#define ttFixed(p) ttLONG(p) -static stbtt_uint16 ttUSHORT(stbtt_uint8* p) -{ - return p[0] * 256 + p[1]; -} -static stbtt_int16 ttSHORT(stbtt_uint8* p) -{ - return p[0] * 256 + p[1]; -} -static stbtt_uint32 ttULONG(stbtt_uint8* p) -{ - return (p[0] << 24) + (p[1] << 16) + (p[2] << 8) + p[3]; -} -static stbtt_int32 ttLONG(stbtt_uint8* p) -{ - return (p[0] << 24) + (p[1] << 16) + (p[2] << 8) + p[3]; -} +static stbtt_uint16 ttUSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_int16 ttSHORT(stbtt_uint8 *p) { return p[0]*256 + p[1]; } +static stbtt_uint32 ttULONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } +static stbtt_int32 ttLONG(stbtt_uint8 *p) { return (p[0]<<24) + (p[1]<<16) + (p[2]<<8) + p[3]; } -# define stbtt_tag4(p, c0, c1, c2, c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) -# define stbtt_tag(p, str) stbtt_tag4(p, str[0], str[1], str[2], str[3]) +#define stbtt_tag4(p,c0,c1,c2,c3) ((p)[0] == (c0) && (p)[1] == (c1) && (p)[2] == (c2) && (p)[3] == (c3)) +#define stbtt_tag(p,str) stbtt_tag4(p,str[0],str[1],str[2],str[3]) -static int stbtt__isfont(stbtt_uint8* font) +static int stbtt__isfont(stbtt_uint8 *font) { - // check the version number - if (stbtt_tag4(font, '1', 0, 0, 0)) - return 1; // TrueType 1 - if (stbtt_tag(font, "typ1")) - return 1; // TrueType with type 1 font -- we don't support this! - if (stbtt_tag(font, "OTTO")) - return 1; // OpenType with CFF - if (stbtt_tag4(font, 0, 1, 0, 0)) - return 1; // OpenType 1.0 - if (stbtt_tag(font, "true")) - return 1; // Apple specification for TrueType fonts - return 0; + // check the version number + if (stbtt_tag4(font, '1',0,0,0)) return 1; // TrueType 1 + if (stbtt_tag(font, "typ1")) return 1; // TrueType with type 1 font -- we don't support this! + if (stbtt_tag(font, "OTTO")) return 1; // OpenType with CFF + if (stbtt_tag4(font, 0,1,0,0)) return 1; // OpenType 1.0 + if (stbtt_tag(font, "true")) return 1; // Apple specification for TrueType fonts + return 0; } // @OPTIMIZE: binary search -static stbtt_uint32 stbtt__find_table(stbtt_uint8* data, stbtt_uint32 fontstart, const char* tag) +static stbtt_uint32 stbtt__find_table(stbtt_uint8 *data, stbtt_uint32 fontstart, const char *tag) { - stbtt_int32 num_tables = ttUSHORT(data + fontstart + 4); - stbtt_uint32 tabledir = fontstart + 12; - stbtt_int32 i; - for (i = 0; i < num_tables; ++i) - { - stbtt_uint32 loc = tabledir + 16 * i; - if (stbtt_tag(data + loc + 0, tag)) - return ttULONG(data + loc + 8); - } - return 0; + stbtt_int32 num_tables = ttUSHORT(data+fontstart+4); + stbtt_uint32 tabledir = fontstart + 12; + stbtt_int32 i; + for (i=0; i < num_tables; ++i) { + stbtt_uint32 loc = tabledir + 16*i; + if (stbtt_tag(data+loc+0, tag)) + return ttULONG(data+loc+8); + } + return 0; } -static int stbtt_GetFontOffsetForIndex_internal(unsigned char* font_collection, int index) +static int stbtt_GetFontOffsetForIndex_internal(unsigned char *font_collection, int index) { - // if it's just a font, there's only one valid index - if (stbtt__isfont(font_collection)) - return index == 0 ? 0 : -1; + // if it's just a font, there's only one valid index + if (stbtt__isfont(font_collection)) + return index == 0 ? 0 : -1; - // check if it's a TTC - if (stbtt_tag(font_collection, "ttcf")) - { - // version 1? - if (ttULONG(font_collection + 4) == 0x00010000 || ttULONG(font_collection + 4) == 0x00020000) - { - stbtt_int32 n = ttLONG(font_collection + 8); - if (index >= n) - return -1; - return ttULONG(font_collection + 12 + index * 4); - } - } - return -1; + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + stbtt_int32 n = ttLONG(font_collection+8); + if (index >= n) + return -1; + return ttULONG(font_collection+12+index*4); + } + } + return -1; } -static int stbtt_GetNumberOfFonts_internal(unsigned char* font_collection) +static int stbtt_GetNumberOfFonts_internal(unsigned char *font_collection) { - // if it's just a font, there's only one valid font - if (stbtt__isfont(font_collection)) - return 1; + // if it's just a font, there's only one valid font + if (stbtt__isfont(font_collection)) + return 1; - // check if it's a TTC - if (stbtt_tag(font_collection, "ttcf")) - { - // version 1? - if (ttULONG(font_collection + 4) == 0x00010000 || ttULONG(font_collection + 4) == 0x00020000) - { - return ttLONG(font_collection + 8); - } - } - return 0; + // check if it's a TTC + if (stbtt_tag(font_collection, "ttcf")) { + // version 1? + if (ttULONG(font_collection+4) == 0x00010000 || ttULONG(font_collection+4) == 0x00020000) { + return ttLONG(font_collection+8); + } + } + return 0; } static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) { - stbtt_uint32 subrsoff = 0, private_loc[2] = {0, 0}; - stbtt__buf pdict; - stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); - if (!private_loc[1] || !private_loc[0]) - return stbtt__new_buf(NULL, 0); - pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); - stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); - if (!subrsoff) - return stbtt__new_buf(NULL, 0); - stbtt__buf_seek(&cff, private_loc[1] + subrsoff); - return stbtt__cff_get_index(&cff); + stbtt_uint32 subrsoff = 0, private_loc[2] = { 0, 0 }; + stbtt__buf pdict; + stbtt__dict_get_ints(&fontdict, 18, 2, private_loc); + if (!private_loc[1] || !private_loc[0]) return stbtt__new_buf(NULL, 0); + pdict = stbtt__buf_range(&cff, private_loc[1], private_loc[0]); + stbtt__dict_get_ints(&pdict, 19, 1, &subrsoff); + if (!subrsoff) return stbtt__new_buf(NULL, 0); + stbtt__buf_seek(&cff, private_loc[1]+subrsoff); + return stbtt__cff_get_index(&cff); } -static int stbtt_InitFont_internal(stbtt_fontinfo* info, unsigned char* data, int fontstart) +static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) { - stbtt_uint32 cmap, t; - stbtt_int32 i, numTables; + stbtt_uint32 cmap, t; + stbtt_int32 i,numTables; - info->data = data; - info->fontstart = fontstart; - info->cff = stbtt__new_buf(NULL, 0); + info->data = data; + info->fontstart = fontstart; + info->cff = stbtt__new_buf(NULL, 0); - cmap = stbtt__find_table(data, fontstart, "cmap"); // required - info->loca = stbtt__find_table(data, fontstart, "loca"); // required - info->head = stbtt__find_table(data, fontstart, "head"); // required - info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required - info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required - info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required - info->kern = stbtt__find_table(data, fontstart, "kern"); // not required - info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required + cmap = stbtt__find_table(data, fontstart, "cmap"); // required + info->loca = stbtt__find_table(data, fontstart, "loca"); // required + info->head = stbtt__find_table(data, fontstart, "head"); // required + info->glyf = stbtt__find_table(data, fontstart, "glyf"); // required + info->hhea = stbtt__find_table(data, fontstart, "hhea"); // required + info->hmtx = stbtt__find_table(data, fontstart, "hmtx"); // required + info->kern = stbtt__find_table(data, fontstart, "kern"); // not required + info->gpos = stbtt__find_table(data, fontstart, "GPOS"); // not required - if (!cmap || !info->head || !info->hhea || !info->hmtx) - return 0; - if (info->glyf) - { - // required for truetype - if (!info->loca) - return 0; - } - else - { - // initialization for CFF / Type2 fonts (OTF) - stbtt__buf b, topdict, topdictidx; - stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; - stbtt_uint32 cff; + if (!cmap || !info->head || !info->hhea || !info->hmtx) + return 0; + if (info->glyf) { + // required for truetype + if (!info->loca) return 0; + } else { + // initialization for CFF / Type2 fonts (OTF) + stbtt__buf b, topdict, topdictidx; + stbtt_uint32 cstype = 2, charstrings = 0, fdarrayoff = 0, fdselectoff = 0; + stbtt_uint32 cff; - cff = stbtt__find_table(data, fontstart, "CFF "); - if (!cff) - return 0; + cff = stbtt__find_table(data, fontstart, "CFF "); + if (!cff) return 0; - info->fontdicts = stbtt__new_buf(NULL, 0); - info->fdselect = stbtt__new_buf(NULL, 0); + info->fontdicts = stbtt__new_buf(NULL, 0); + info->fdselect = stbtt__new_buf(NULL, 0); - // @TODO this should use size from table (not 512MB) - info->cff = stbtt__new_buf(data + cff, 512 * 1024 * 1024); - b = info->cff; + // @TODO this should use size from table (not 512MB) + info->cff = stbtt__new_buf(data+cff, 512*1024*1024); + b = info->cff; - // read the header - stbtt__buf_skip(&b, 2); - stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize + // read the header + stbtt__buf_skip(&b, 2); + stbtt__buf_seek(&b, stbtt__buf_get8(&b)); // hdrsize - // @TODO the name INDEX could list multiple fonts, - // but we just use the first one. - stbtt__cff_get_index(&b); // name INDEX - topdictidx = stbtt__cff_get_index(&b); - topdict = stbtt__cff_index_get(topdictidx, 0); - stbtt__cff_get_index(&b); // string INDEX - info->gsubrs = stbtt__cff_get_index(&b); + // @TODO the name INDEX could list multiple fonts, + // but we just use the first one. + stbtt__cff_get_index(&b); // name INDEX + topdictidx = stbtt__cff_get_index(&b); + topdict = stbtt__cff_index_get(topdictidx, 0); + stbtt__cff_get_index(&b); // string INDEX + info->gsubrs = stbtt__cff_get_index(&b); - stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); - stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); - stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); - stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); - info->subrs = stbtt__get_subrs(b, topdict); + stbtt__dict_get_ints(&topdict, 17, 1, &charstrings); + stbtt__dict_get_ints(&topdict, 0x100 | 6, 1, &cstype); + stbtt__dict_get_ints(&topdict, 0x100 | 36, 1, &fdarrayoff); + stbtt__dict_get_ints(&topdict, 0x100 | 37, 1, &fdselectoff); + info->subrs = stbtt__get_subrs(b, topdict); - // we only support Type 2 charstrings - if (cstype != 2) - return 0; - if (charstrings == 0) - return 0; + // we only support Type 2 charstrings + if (cstype != 2) return 0; + if (charstrings == 0) return 0; - if (fdarrayoff) - { - // looks like a CID font - if (!fdselectoff) - return 0; - stbtt__buf_seek(&b, fdarrayoff); - info->fontdicts = stbtt__cff_get_index(&b); - info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size - fdselectoff); - } + if (fdarrayoff) { + // looks like a CID font + if (!fdselectoff) return 0; + stbtt__buf_seek(&b, fdarrayoff); + info->fontdicts = stbtt__cff_get_index(&b); + info->fdselect = stbtt__buf_range(&b, fdselectoff, b.size-fdselectoff); + } - stbtt__buf_seek(&b, charstrings); - info->charstrings = stbtt__cff_get_index(&b); - } + stbtt__buf_seek(&b, charstrings); + info->charstrings = stbtt__cff_get_index(&b); + } - t = stbtt__find_table(data, fontstart, "maxp"); - if (t) - info->numGlyphs = ttUSHORT(data + t + 4); - else - info->numGlyphs = 0xffff; + t = stbtt__find_table(data, fontstart, "maxp"); + if (t) + info->numGlyphs = ttUSHORT(data+t+4); + else + info->numGlyphs = 0xffff; - // find a cmap encoding table we understand *now* to avoid searching - // later. (todo: could make this installable) - // the same regardless of glyph. - numTables = ttUSHORT(data + cmap + 2); - info->index_map = 0; - for (i = 0; i < numTables; ++i) - { - stbtt_uint32 encoding_record = cmap + 4 + 8 * i; - // find an encoding we understand: - switch (ttUSHORT(data + encoding_record)) - { - case STBTT_PLATFORM_ID_MICROSOFT: - switch (ttUSHORT(data + encoding_record + 2)) - { - case STBTT_MS_EID_UNICODE_BMP: - case STBTT_MS_EID_UNICODE_FULL: - // MS/Unicode - info->index_map = cmap + ttULONG(data + encoding_record + 4); - break; + // find a cmap encoding table we understand *now* to avoid searching + // later. (todo: could make this installable) + // the same regardless of glyph. + numTables = ttUSHORT(data + cmap + 2); + info->index_map = 0; + for (i=0; i < numTables; ++i) { + stbtt_uint32 encoding_record = cmap + 4 + 8 * i; + // find an encoding we understand: + switch(ttUSHORT(data+encoding_record)) { + case STBTT_PLATFORM_ID_MICROSOFT: + switch (ttUSHORT(data+encoding_record+2)) { + case STBTT_MS_EID_UNICODE_BMP: + case STBTT_MS_EID_UNICODE_FULL: + // MS/Unicode + info->index_map = cmap + ttULONG(data+encoding_record+4); + break; } break; case STBTT_PLATFORM_ID_UNICODE: // Mac/iOS has these // all the encodingIDs are unicode, so we don't bother to check it - info->index_map = cmap + ttULONG(data + encoding_record + 4); + info->index_map = cmap + ttULONG(data+encoding_record+4); break; - } - } - if (info->index_map == 0) - return 0; + } + } + if (info->index_map == 0) + return 0; - info->indexToLocFormat = ttUSHORT(data + info->head + 50); - return 1; + info->indexToLocFormat = ttUSHORT(data+info->head + 50); + return 1; } -STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo* info, int unicode_codepoint) +STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codepoint) { - stbtt_uint8* data = info->data; - stbtt_uint32 index_map = info->index_map; + stbtt_uint8 *data = info->data; + stbtt_uint32 index_map = info->index_map; - stbtt_uint16 format = ttUSHORT(data + index_map + 0); - if (format == 0) - { // apple byte encoding - stbtt_int32 bytes = ttUSHORT(data + index_map + 2); - if (unicode_codepoint < bytes - 6) - return ttBYTE(data + index_map + 6 + unicode_codepoint); - return 0; - } - else if (format == 6) - { - stbtt_uint32 first = ttUSHORT(data + index_map + 6); - stbtt_uint32 count = ttUSHORT(data + index_map + 8); - if ((stbtt_uint32)unicode_codepoint >= first && (stbtt_uint32)unicode_codepoint < first + count) - return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first) * 2); - return 0; - } - else if (format == 2) - { - STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean - return 0; - } - else if (format == 4) - { // standard mapping for windows fonts: binary search collection of ranges - stbtt_uint16 segcount = ttUSHORT(data + index_map + 6) >> 1; - stbtt_uint16 searchRange = ttUSHORT(data + index_map + 8) >> 1; - stbtt_uint16 entrySelector = ttUSHORT(data + index_map + 10); - stbtt_uint16 rangeShift = ttUSHORT(data + index_map + 12) >> 1; + stbtt_uint16 format = ttUSHORT(data + index_map + 0); + if (format == 0) { // apple byte encoding + stbtt_int32 bytes = ttUSHORT(data + index_map + 2); + if (unicode_codepoint < bytes-6) + return ttBYTE(data + index_map + 6 + unicode_codepoint); + return 0; + } else if (format == 6) { + stbtt_uint32 first = ttUSHORT(data + index_map + 6); + stbtt_uint32 count = ttUSHORT(data + index_map + 8); + if ((stbtt_uint32) unicode_codepoint >= first && (stbtt_uint32) unicode_codepoint < first+count) + return ttUSHORT(data + index_map + 10 + (unicode_codepoint - first)*2); + return 0; + } else if (format == 2) { + STBTT_assert(0); // @TODO: high-byte mapping for japanese/chinese/korean + return 0; + } else if (format == 4) { // standard mapping for windows fonts: binary search collection of ranges + stbtt_uint16 segcount = ttUSHORT(data+index_map+6) >> 1; + stbtt_uint16 searchRange = ttUSHORT(data+index_map+8) >> 1; + stbtt_uint16 entrySelector = ttUSHORT(data+index_map+10); + stbtt_uint16 rangeShift = ttUSHORT(data+index_map+12) >> 1; - // do a binary search of the segments - stbtt_uint32 endCount = index_map + 14; - stbtt_uint32 search = endCount; + // do a binary search of the segments + stbtt_uint32 endCount = index_map + 14; + stbtt_uint32 search = endCount; - if (unicode_codepoint > 0xffff) + if (unicode_codepoint > 0xffff) + return 0; + + // they lie from endCount .. endCount + segCount + // but searchRange is the nearest power of two, so... + if (unicode_codepoint >= ttUSHORT(data + search + rangeShift*2)) + search += rangeShift*2; + + // now decrement to bias correctly to find smallest + search -= 2; + while (entrySelector) { + stbtt_uint16 end; + searchRange >>= 1; + end = ttUSHORT(data + search + searchRange*2); + if (unicode_codepoint > end) + search += searchRange*2; + --entrySelector; + } + search += 2; + + { + stbtt_uint16 offset, start; + stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); + + STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); + start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); + if (unicode_codepoint < start) return 0; - // they lie from endCount .. endCount + segCount - // but searchRange is the nearest power of two, so... - if (unicode_codepoint >= ttUSHORT(data + search + rangeShift * 2)) - search += rangeShift * 2; + offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); + if (offset == 0) + return (stbtt_uint16) (unicode_codepoint + ttSHORT(data + index_map + 14 + segcount*4 + 2 + 2*item)); - // now decrement to bias correctly to find smallest - search -= 2; - while (entrySelector) - { - stbtt_uint16 end; - searchRange >>= 1; - end = ttUSHORT(data + search + searchRange * 2); - if (unicode_codepoint > end) - search += searchRange * 2; - --entrySelector; - } - search += 2; - - { - stbtt_uint16 offset, start; - stbtt_uint16 item = (stbtt_uint16)((search - endCount) >> 1); - - STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2 * item)); - start = ttUSHORT(data + index_map + 14 + segcount * 2 + 2 + 2 * item); - if (unicode_codepoint < start) - return 0; - - offset = ttUSHORT(data + index_map + 14 + segcount * 6 + 2 + 2 * item); - if (offset == 0) - return (stbtt_uint16)(unicode_codepoint + ttSHORT(data + index_map + 14 + segcount * 4 + 2 + 2 * item)); - - return ttUSHORT(data + offset + (unicode_codepoint - start) * 2 + index_map + 14 + segcount * 6 + 2 + - 2 * item); - } - } - else if (format == 12 || format == 13) - { - stbtt_uint32 ngroups = ttULONG(data + index_map + 12); - stbtt_int32 low, high; - low = 0; - high = (stbtt_int32)ngroups; - // Binary search the right group. - while (low < high) - { - stbtt_int32 mid = low + ((high - low) >> 1); // rounds down, so low <= mid < high - stbtt_uint32 start_char = ttULONG(data + index_map + 16 + mid * 12); - stbtt_uint32 end_char = ttULONG(data + index_map + 16 + mid * 12 + 4); - if ((stbtt_uint32)unicode_codepoint < start_char) - high = mid; - else if ((stbtt_uint32)unicode_codepoint > end_char) - low = mid + 1; - else - { - stbtt_uint32 start_glyph = ttULONG(data + index_map + 16 + mid * 12 + 8); - if (format == 12) - return start_glyph + unicode_codepoint - start_char; - else // format == 13 - return start_glyph; - } - } - return 0; // not found - } - // @TODO - STBTT_assert(0); - return 0; + return ttUSHORT(data + offset + (unicode_codepoint-start)*2 + index_map + 14 + segcount*6 + 2 + 2*item); + } + } else if (format == 12 || format == 13) { + stbtt_uint32 ngroups = ttULONG(data+index_map+12); + stbtt_int32 low,high; + low = 0; high = (stbtt_int32)ngroups; + // Binary search the right group. + while (low < high) { + stbtt_int32 mid = low + ((high-low) >> 1); // rounds down, so low <= mid < high + stbtt_uint32 start_char = ttULONG(data+index_map+16+mid*12); + stbtt_uint32 end_char = ttULONG(data+index_map+16+mid*12+4); + if ((stbtt_uint32) unicode_codepoint < start_char) + high = mid; + else if ((stbtt_uint32) unicode_codepoint > end_char) + low = mid+1; + else { + stbtt_uint32 start_glyph = ttULONG(data+index_map+16+mid*12+8); + if (format == 12) + return start_glyph + unicode_codepoint-start_char; + else // format == 13 + return start_glyph; + } + } + return 0; // not found + } + // @TODO + STBTT_assert(0); + return 0; } -STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo* info, int unicode_codepoint, stbtt_vertex** vertices) +STBTT_DEF int stbtt_GetCodepointShape(const stbtt_fontinfo *info, int unicode_codepoint, stbtt_vertex **vertices) { - return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); + return stbtt_GetGlyphShape(info, stbtt_FindGlyphIndex(info, unicode_codepoint), vertices); } -static void stbtt_setvertex(stbtt_vertex* v, - stbtt_uint8 type, - stbtt_int32 x, - stbtt_int32 y, - stbtt_int32 cx, - stbtt_int32 cy) +static void stbtt_setvertex(stbtt_vertex *v, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy) { - v->type = type; - v->x = (stbtt_int16)x; - v->y = (stbtt_int16)y; - v->cx = (stbtt_int16)cx; - v->cy = (stbtt_int16)cy; + v->type = type; + v->x = (stbtt_int16) x; + v->y = (stbtt_int16) y; + v->cx = (stbtt_int16) cx; + v->cy = (stbtt_int16) cy; } -static int stbtt__GetGlyfOffset(const stbtt_fontinfo* info, int glyph_index) +static int stbtt__GetGlyfOffset(const stbtt_fontinfo *info, int glyph_index) { - int g1, g2; + int g1,g2; - STBTT_assert(!info->cff.size); + STBTT_assert(!info->cff.size); - if (glyph_index >= info->numGlyphs) - return -1; // glyph index out of range - if (info->indexToLocFormat >= 2) - return -1; // unknown index->glyph map format + if (glyph_index >= info->numGlyphs) return -1; // glyph index out of range + if (info->indexToLocFormat >= 2) return -1; // unknown index->glyph map format - if (info->indexToLocFormat == 0) - { - g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; - g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; - } - else - { - g1 = info->glyf + ttULONG(info->data + info->loca + glyph_index * 4); - g2 = info->glyf + ttULONG(info->data + info->loca + glyph_index * 4 + 4); - } + if (info->indexToLocFormat == 0) { + g1 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2) * 2; + g2 = info->glyf + ttUSHORT(info->data + info->loca + glyph_index * 2 + 2) * 2; + } else { + g1 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4); + g2 = info->glyf + ttULONG (info->data + info->loca + glyph_index * 4 + 4); + } - return g1 == g2 ? -1 : g1; // if length is 0, return -1 + return g1==g2 ? -1 : g1; // if length is 0, return -1 } -static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo* info, int glyph_index, int* x0, int* y0, int* x1, int* y1); +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); -STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo* info, int glyph_index, int* x0, int* y0, int* x1, int* y1) +STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) { - if (info->cff.size) - { - stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); - } - else - { - int g = stbtt__GetGlyfOffset(info, glyph_index); - if (g < 0) - return 0; + if (info->cff.size) { + stbtt__GetGlyphInfoT2(info, glyph_index, x0, y0, x1, y1); + } else { + int g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 0; - if (x0) - *x0 = ttSHORT(info->data + g + 2); - if (y0) - *y0 = ttSHORT(info->data + g + 4); - if (x1) - *x1 = ttSHORT(info->data + g + 6); - if (y1) - *y1 = ttSHORT(info->data + g + 8); - } - return 1; + if (x0) *x0 = ttSHORT(info->data + g + 2); + if (y0) *y0 = ttSHORT(info->data + g + 4); + if (x1) *x1 = ttSHORT(info->data + g + 6); + if (y1) *y1 = ttSHORT(info->data + g + 8); + } + return 1; } -STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo* info, int codepoint, int* x0, int* y0, int* x1, int* y1) +STBTT_DEF int stbtt_GetCodepointBox(const stbtt_fontinfo *info, int codepoint, int *x0, int *y0, int *x1, int *y1) { - return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info, codepoint), x0, y0, x1, y1); + return stbtt_GetGlyphBox(info, stbtt_FindGlyphIndex(info,codepoint), x0,y0,x1,y1); } -STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo* info, int glyph_index) +STBTT_DEF int stbtt_IsGlyphEmpty(const stbtt_fontinfo *info, int glyph_index) { - stbtt_int16 numberOfContours; - int g; - if (info->cff.size) - return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; - g = stbtt__GetGlyfOffset(info, glyph_index); - if (g < 0) - return 1; - numberOfContours = ttSHORT(info->data + g); - return numberOfContours == 0; + stbtt_int16 numberOfContours; + int g; + if (info->cff.size) + return stbtt__GetGlyphInfoT2(info, glyph_index, NULL, NULL, NULL, NULL) == 0; + g = stbtt__GetGlyfOffset(info, glyph_index); + if (g < 0) return 1; + numberOfContours = ttSHORT(info->data + g); + return numberOfContours == 0; } -static int stbtt__close_shape(stbtt_vertex* vertices, - int num_vertices, - int was_off, - int start_off, - stbtt_int32 sx, - stbtt_int32 sy, - stbtt_int32 scx, - stbtt_int32 scy, - stbtt_int32 cx, - stbtt_int32 cy) +static int stbtt__close_shape(stbtt_vertex *vertices, int num_vertices, int was_off, int start_off, + stbtt_int32 sx, stbtt_int32 sy, stbtt_int32 scx, stbtt_int32 scy, stbtt_int32 cx, stbtt_int32 cy) { - if (start_off) - { - if (was_off) - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx + scx) >> 1, (cy + scy) >> 1, cx, cy); - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx, sy, scx, scy); - } - else - { - if (was_off) - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx, sy, cx, cy); - else - stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, sx, sy, 0, 0); - } - return num_vertices; + if (start_off) { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+scx)>>1, (cy+scy)>>1, cx,cy); + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, sx,sy,scx,scy); + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve,sx,sy,cx,cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline,sx,sy,0,0); + } + return num_vertices; } -static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo* info, int glyph_index, stbtt_vertex** pvertices) +static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) { - stbtt_int16 numberOfContours; - stbtt_uint8* endPtsOfContours; - stbtt_uint8* data = info->data; - stbtt_vertex* vertices = 0; - int num_vertices = 0; - int g = stbtt__GetGlyfOffset(info, glyph_index); + stbtt_int16 numberOfContours; + stbtt_uint8 *endPtsOfContours; + stbtt_uint8 *data = info->data; + stbtt_vertex *vertices=0; + int num_vertices=0; + int g = stbtt__GetGlyfOffset(info, glyph_index); - *pvertices = NULL; + *pvertices = NULL; - if (g < 0) - return 0; + if (g < 0) return 0; - numberOfContours = ttSHORT(data + g); + numberOfContours = ttSHORT(data + g); - if (numberOfContours > 0) - { - stbtt_uint8 flags = 0, flagcount; - stbtt_int32 ins, i, j = 0, m, n, next_move, was_off = 0, off, start_off = 0; - stbtt_int32 x, y, cx, cy, sx, sy, scx, scy; - stbtt_uint8* points; - endPtsOfContours = (data + g + 10); - ins = ttUSHORT(data + g + 10 + numberOfContours * 2); - points = data + g + 10 + numberOfContours * 2 + 2 + ins; + if (numberOfContours > 0) { + stbtt_uint8 flags=0,flagcount; + stbtt_int32 ins, i,j=0,m,n, next_move, was_off=0, off, start_off=0; + stbtt_int32 x,y,cx,cy,sx,sy, scx,scy; + stbtt_uint8 *points; + endPtsOfContours = (data + g + 10); + ins = ttUSHORT(data + g + 10 + numberOfContours * 2); + points = data + g + 10 + numberOfContours * 2 + 2 + ins; - n = 1 + ttUSHORT(endPtsOfContours + numberOfContours * 2 - 2); + n = 1+ttUSHORT(endPtsOfContours + numberOfContours*2-2); - m = n + 2 * numberOfContours; // a loose bound on how many vertices we might need - vertices = (stbtt_vertex*)STBTT_malloc(m * sizeof(vertices[0]), info->userdata); - if (vertices == 0) - return 0; + m = n + 2*numberOfContours; // a loose bound on how many vertices we might need + vertices = (stbtt_vertex *) STBTT_malloc(m * sizeof(vertices[0]), info->userdata); + if (vertices == 0) + return 0; - next_move = 0; - flagcount = 0; + next_move = 0; + flagcount=0; - // in first pass, we load uninterpreted data into the allocated array - // above, shifted to the end of the array so we won't overwrite it when - // we create our final data starting from the front + // in first pass, we load uninterpreted data into the allocated array + // above, shifted to the end of the array so we won't overwrite it when + // we create our final data starting from the front - off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated + off = m - n; // starting offset for uninterpreted data, regardless of how m ends up being calculated - // first load flags + // first load flags - for (i = 0; i < n; ++i) - { - if (flagcount == 0) - { - flags = *points++; - if (flags & 8) - flagcount = *points++; + for (i=0; i < n; ++i) { + if (flagcount == 0) { + flags = *points++; + if (flags & 8) + flagcount = *points++; + } else + --flagcount; + vertices[off+i].type = flags; + } + + // now load x coordinates + x=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 2) { + stbtt_int16 dx = *points++; + x += (flags & 16) ? dx : -dx; // ??? + } else { + if (!(flags & 16)) { + x = x + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; } - else - --flagcount; - vertices[off + i].type = flags; - } + } + vertices[off+i].x = (stbtt_int16) x; + } - // now load x coordinates - x = 0; - for (i = 0; i < n; ++i) - { - flags = vertices[off + i].type; - if (flags & 2) - { - stbtt_int16 dx = *points++; - x += (flags & 16) ? dx : -dx; // ??? + // now load y coordinates + y=0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + if (flags & 4) { + stbtt_int16 dy = *points++; + y += (flags & 32) ? dy : -dy; // ??? + } else { + if (!(flags & 32)) { + y = y + (stbtt_int16) (points[0]*256 + points[1]); + points += 2; } - else - { - if (!(flags & 16)) - { - x = x + (stbtt_int16)(points[0] * 256 + points[1]); - points += 2; - } - } - vertices[off + i].x = (stbtt_int16)x; - } + } + vertices[off+i].y = (stbtt_int16) y; + } - // now load y coordinates - y = 0; - for (i = 0; i < n; ++i) - { - flags = vertices[off + i].type; - if (flags & 4) - { - stbtt_int16 dy = *points++; - y += (flags & 32) ? dy : -dy; // ??? - } - else - { - if (!(flags & 32)) - { - y = y + (stbtt_int16)(points[0] * 256 + points[1]); - points += 2; - } - } - vertices[off + i].y = (stbtt_int16)y; - } + // now convert them to our format + num_vertices=0; + sx = sy = cx = cy = scx = scy = 0; + for (i=0; i < n; ++i) { + flags = vertices[off+i].type; + x = (stbtt_int16) vertices[off+i].x; + y = (stbtt_int16) vertices[off+i].y; - // now convert them to our format - num_vertices = 0; - sx = sy = cx = cy = scx = scy = 0; - for (i = 0; i < n; ++i) - { - flags = vertices[off + i].type; - x = (stbtt_int16)vertices[off + i].x; - y = (stbtt_int16)vertices[off + i].y; + if (next_move == i) { + if (i != 0) + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); - if (next_move == i) - { - if (i != 0) - num_vertices = - stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy); + // now start the new one + start_off = !(flags & 1); + if (start_off) { + // if we start off with an off-curve point, then when we need to find a point on the curve + // where we can start, and we need to save some state for when we wraparound. + scx = x; + scy = y; + if (!(vertices[off+i+1].type & 1)) { + // next point is also a curve point, so interpolate an on-point curve + sx = (x + (stbtt_int32) vertices[off+i+1].x) >> 1; + sy = (y + (stbtt_int32) vertices[off+i+1].y) >> 1; + } else { + // otherwise just use the next point as our start point + sx = (stbtt_int32) vertices[off+i+1].x; + sy = (stbtt_int32) vertices[off+i+1].y; + ++i; // we're using point i+1 as the starting point, so skip it + } + } else { + sx = x; + sy = y; + } + stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove,sx,sy,0,0); + was_off = 0; + next_move = 1 + ttUSHORT(endPtsOfContours+j*2); + ++j; + } else { + if (!(flags & 1)) { // if it's a curve + if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx+x)>>1, (cy+y)>>1, cx, cy); + cx = x; + cy = y; + was_off = 1; + } else { + if (was_off) + stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x,y, cx, cy); + else + stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x,y,0,0); + was_off = 0; + } + } + } + num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); + } else if (numberOfContours == -1) { + // Compound shapes. + int more = 1; + stbtt_uint8 *comp = data + g + 10; + num_vertices = 0; + vertices = 0; + while (more) { + stbtt_uint16 flags, gidx; + int comp_num_verts = 0, i; + stbtt_vertex *comp_verts = 0, *tmp = 0; + float mtx[6] = {1,0,0,1,0,0}, m, n; - // now start the new one - start_off = !(flags & 1); - if (start_off) - { - // if we start off with an off-curve point, then when we need to find a point on the curve - // where we can start, and we need to save some state for when we wraparound. - scx = x; - scy = y; - if (!(vertices[off + i + 1].type & 1)) - { - // next point is also a curve point, so interpolate an on-point curve - sx = (x + (stbtt_int32)vertices[off + i + 1].x) >> 1; - sy = (y + (stbtt_int32)vertices[off + i + 1].y) >> 1; - } - else - { - // otherwise just use the next point as our start point - sx = (stbtt_int32)vertices[off + i + 1].x; - sy = (stbtt_int32)vertices[off + i + 1].y; - ++i; // we're using point i+1 as the starting point, so skip it - } - } - else - { - sx = x; - sy = y; - } - stbtt_setvertex(&vertices[num_vertices++], STBTT_vmove, sx, sy, 0, 0); - was_off = 0; - next_move = 1 + ttUSHORT(endPtsOfContours + j * 2); - ++j; - } - else - { - if (!(flags & 1)) - { // if it's a curve - if (was_off) // two off-curve control points in a row means interpolate an on-curve midpoint - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, (cx + x) >> 1, (cy + y) >> 1, cx, cy); - cx = x; - cy = y; - was_off = 1; - } - else - { - if (was_off) - stbtt_setvertex(&vertices[num_vertices++], STBTT_vcurve, x, y, cx, cy); - else - stbtt_setvertex(&vertices[num_vertices++], STBTT_vline, x, y, 0, 0); - was_off = 0; - } - } - } - num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx, sy, scx, scy, cx, cy); - } - else if (numberOfContours == -1) - { - // Compound shapes. - int more = 1; - stbtt_uint8* comp = data + g + 10; - num_vertices = 0; - vertices = 0; - while (more) - { - stbtt_uint16 flags, gidx; - int comp_num_verts = 0, i; - stbtt_vertex *comp_verts = 0, *tmp = 0; - float mtx[6] = {1, 0, 0, 1, 0, 0}, m, n; + flags = ttSHORT(comp); comp+=2; + gidx = ttSHORT(comp); comp+=2; - flags = ttSHORT(comp); - comp += 2; - gidx = ttSHORT(comp); - comp += 2; + if (flags & 2) { // XY values + if (flags & 1) { // shorts + mtx[4] = ttSHORT(comp); comp+=2; + mtx[5] = ttSHORT(comp); comp+=2; + } else { + mtx[4] = ttCHAR(comp); comp+=1; + mtx[5] = ttCHAR(comp); comp+=1; + } + } + else { + // @TODO handle matching point + STBTT_assert(0); + } + if (flags & (1<<3)) { // WE_HAVE_A_SCALE + mtx[0] = mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + } else if (flags & (1<<6)) { // WE_HAVE_AN_X_AND_YSCALE + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = mtx[2] = 0; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } else if (flags & (1<<7)) { // WE_HAVE_A_TWO_BY_TWO + mtx[0] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[1] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[2] = ttSHORT(comp)/16384.0f; comp+=2; + mtx[3] = ttSHORT(comp)/16384.0f; comp+=2; + } - if (flags & 2) - { // XY values - if (flags & 1) - { // shorts - mtx[4] = ttSHORT(comp); - comp += 2; - mtx[5] = ttSHORT(comp); - comp += 2; - } - else - { - mtx[4] = ttCHAR(comp); - comp += 1; - mtx[5] = ttCHAR(comp); - comp += 1; - } - } - else - { - // @TODO handle matching point - STBTT_assert(0); - } - if (flags & (1 << 3)) - { // WE_HAVE_A_SCALE - mtx[0] = mtx[3] = ttSHORT(comp) / 16384.0f; - comp += 2; - mtx[1] = mtx[2] = 0; - } - else if (flags & (1 << 6)) - { // WE_HAVE_AN_X_AND_YSCALE - mtx[0] = ttSHORT(comp) / 16384.0f; - comp += 2; - mtx[1] = mtx[2] = 0; - mtx[3] = ttSHORT(comp) / 16384.0f; - comp += 2; - } - else if (flags & (1 << 7)) - { // WE_HAVE_A_TWO_BY_TWO - mtx[0] = ttSHORT(comp) / 16384.0f; - comp += 2; - mtx[1] = ttSHORT(comp) / 16384.0f; - comp += 2; - mtx[2] = ttSHORT(comp) / 16384.0f; - comp += 2; - mtx[3] = ttSHORT(comp) / 16384.0f; - comp += 2; - } + // Find transformation scales. + m = (float) STBTT_sqrt(mtx[0]*mtx[0] + mtx[1]*mtx[1]); + n = (float) STBTT_sqrt(mtx[2]*mtx[2] + mtx[3]*mtx[3]); - // Find transformation scales. - m = (float)STBTT_sqrt(mtx[0] * mtx[0] + mtx[1] * mtx[1]); - n = (float)STBTT_sqrt(mtx[2] * mtx[2] + mtx[3] * mtx[3]); - - // Get indexed glyph. - comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); - if (comp_num_verts > 0) - { - // Transform vertices. - for (i = 0; i < comp_num_verts; ++i) - { - stbtt_vertex* v = &comp_verts[i]; - stbtt_vertex_type x, y; - x = v->x; - y = v->y; - v->x = (stbtt_vertex_type)(m * (mtx[0] * x + mtx[2] * y + mtx[4])); - v->y = (stbtt_vertex_type)(n * (mtx[1] * x + mtx[3] * y + mtx[5])); - x = v->cx; - y = v->cy; - v->cx = (stbtt_vertex_type)(m * (mtx[0] * x + mtx[2] * y + mtx[4])); - v->cy = (stbtt_vertex_type)(n * (mtx[1] * x + mtx[3] * y + mtx[5])); - } - // Append vertices. - tmp = - (stbtt_vertex*)STBTT_malloc((num_vertices + comp_num_verts) * sizeof(stbtt_vertex), info->userdata); - if (!tmp) - { - if (vertices) - STBTT_free(vertices, info->userdata); - if (comp_verts) - STBTT_free(comp_verts, info->userdata); - return 0; - } - if (num_vertices > 0) - STBTT_memcpy(tmp, vertices, num_vertices * sizeof(stbtt_vertex)); //-V595 - STBTT_memcpy(tmp + num_vertices, comp_verts, comp_num_verts * sizeof(stbtt_vertex)); - if (vertices) - STBTT_free(vertices, info->userdata); - vertices = tmp; - STBTT_free(comp_verts, info->userdata); - num_vertices += comp_num_verts; + // Get indexed glyph. + comp_num_verts = stbtt_GetGlyphShape(info, gidx, &comp_verts); + if (comp_num_verts > 0) { + // Transform vertices. + for (i = 0; i < comp_num_verts; ++i) { + stbtt_vertex* v = &comp_verts[i]; + stbtt_vertex_type x,y; + x=v->x; y=v->y; + v->x = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->y = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); + x=v->cx; y=v->cy; + v->cx = (stbtt_vertex_type)(m * (mtx[0]*x + mtx[2]*y + mtx[4])); + v->cy = (stbtt_vertex_type)(n * (mtx[1]*x + mtx[3]*y + mtx[5])); } - // More components ? - more = flags & (1 << 5); - } - } - else if (numberOfContours < 0) - { - // @TODO other compound variations? - STBTT_assert(0); - } - else - { - // numberOfCounters == 0, do nothing - } + // Append vertices. + tmp = (stbtt_vertex*)STBTT_malloc((num_vertices+comp_num_verts)*sizeof(stbtt_vertex), info->userdata); + if (!tmp) { + if (vertices) STBTT_free(vertices, info->userdata); + if (comp_verts) STBTT_free(comp_verts, info->userdata); + return 0; + } + if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); + if (vertices) STBTT_free(vertices, info->userdata); + vertices = tmp; + STBTT_free(comp_verts, info->userdata); + num_vertices += comp_num_verts; + } + // More components ? + more = flags & (1<<5); + } + } else if (numberOfContours < 0) { + // @TODO other compound variations? + STBTT_assert(0); + } else { + // numberOfCounters == 0, do nothing + } - *pvertices = vertices; - return num_vertices; + *pvertices = vertices; + return num_vertices; } typedef struct { - int bounds; - int started; - float first_x, first_y; - float x, y; - stbtt_int32 min_x, max_x, min_y, max_y; + int bounds; + int started; + float first_x, first_y; + float x, y; + stbtt_int32 min_x, max_x, min_y, max_y; - stbtt_vertex* pvertices; - int num_vertices; + stbtt_vertex *pvertices; + int num_vertices; } stbtt__csctx; -# define STBTT__CSCTX_INIT(bounds) \ - { \ - bounds, 0, 0, 0, 0, 0, 0, 0, 0, 0, NULL, 0 \ - } +#define STBTT__CSCTX_INIT(bounds) {bounds,0, 0,0, 0,0, 0,0,0,0, NULL, 0} -static void stbtt__track_vertex(stbtt__csctx* c, stbtt_int32 x, stbtt_int32 y) +static void stbtt__track_vertex(stbtt__csctx *c, stbtt_int32 x, stbtt_int32 y) { - if (x > c->max_x || !c->started) - c->max_x = x; - if (y > c->max_y || !c->started) - c->max_y = y; - if (x < c->min_x || !c->started) - c->min_x = x; - if (y < c->min_y || !c->started) - c->min_y = y; - c->started = 1; + if (x > c->max_x || !c->started) c->max_x = x; + if (y > c->max_y || !c->started) c->max_y = y; + if (x < c->min_x || !c->started) c->min_x = x; + if (y < c->min_y || !c->started) c->min_y = y; + c->started = 1; } -static void stbtt__csctx_v(stbtt__csctx* c, - stbtt_uint8 type, - stbtt_int32 x, - stbtt_int32 y, - stbtt_int32 cx, - stbtt_int32 cy, - stbtt_int32 cx1, - stbtt_int32 cy1) +static void stbtt__csctx_v(stbtt__csctx *c, stbtt_uint8 type, stbtt_int32 x, stbtt_int32 y, stbtt_int32 cx, stbtt_int32 cy, stbtt_int32 cx1, stbtt_int32 cy1) { - if (c->bounds) - { - stbtt__track_vertex(c, x, y); - if (type == STBTT_vcubic) - { - stbtt__track_vertex(c, cx, cy); - stbtt__track_vertex(c, cx1, cy1); - } - } - else - { - stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); - c->pvertices[c->num_vertices].cx1 = (stbtt_int16)cx1; - c->pvertices[c->num_vertices].cy1 = (stbtt_int16)cy1; - } - c->num_vertices++; + if (c->bounds) { + stbtt__track_vertex(c, x, y); + if (type == STBTT_vcubic) { + stbtt__track_vertex(c, cx, cy); + stbtt__track_vertex(c, cx1, cy1); + } + } else { + stbtt_setvertex(&c->pvertices[c->num_vertices], type, x, y, cx, cy); + c->pvertices[c->num_vertices].cx1 = (stbtt_int16) cx1; + c->pvertices[c->num_vertices].cy1 = (stbtt_int16) cy1; + } + c->num_vertices++; } -static void stbtt__csctx_close_shape(stbtt__csctx* ctx) +static void stbtt__csctx_close_shape(stbtt__csctx *ctx) { - if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) - stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); + if (ctx->first_x != ctx->x || ctx->first_y != ctx->y) + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->first_x, (int)ctx->first_y, 0, 0, 0, 0); } -static void stbtt__csctx_rmove_to(stbtt__csctx* ctx, float dx, float dy) +static void stbtt__csctx_rmove_to(stbtt__csctx *ctx, float dx, float dy) { - stbtt__csctx_close_shape(ctx); - ctx->first_x = ctx->x = ctx->x + dx; - ctx->first_y = ctx->y = ctx->y + dy; - stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); + stbtt__csctx_close_shape(ctx); + ctx->first_x = ctx->x = ctx->x + dx; + ctx->first_y = ctx->y = ctx->y + dy; + stbtt__csctx_v(ctx, STBTT_vmove, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); } -static void stbtt__csctx_rline_to(stbtt__csctx* ctx, float dx, float dy) +static void stbtt__csctx_rline_to(stbtt__csctx *ctx, float dx, float dy) { - ctx->x += dx; - ctx->y += dy; - stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); + ctx->x += dx; + ctx->y += dy; + stbtt__csctx_v(ctx, STBTT_vline, (int)ctx->x, (int)ctx->y, 0, 0, 0, 0); } -static void stbtt__csctx_rccurve_to(stbtt__csctx* ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) +static void stbtt__csctx_rccurve_to(stbtt__csctx *ctx, float dx1, float dy1, float dx2, float dy2, float dx3, float dy3) { - float cx1 = ctx->x + dx1; - float cy1 = ctx->y + dy1; - float cx2 = cx1 + dx2; - float cy2 = cy1 + dy2; - ctx->x = cx2 + dx3; - ctx->y = cy2 + dy3; - stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); + float cx1 = ctx->x + dx1; + float cy1 = ctx->y + dy1; + float cx2 = cx1 + dx2; + float cy2 = cy1 + dy2; + ctx->x = cx2 + dx3; + ctx->y = cy2 + dy3; + stbtt__csctx_v(ctx, STBTT_vcubic, (int)ctx->x, (int)ctx->y, (int)cx1, (int)cy1, (int)cx2, (int)cy2); } static stbtt__buf stbtt__get_subr(stbtt__buf idx, int n) { - int count = stbtt__cff_index_count(&idx); - int bias = 107; - if (count >= 33900) - bias = 32768; - else if (count >= 1240) - bias = 1131; - n += bias; - if (n < 0 || n >= count) - return stbtt__new_buf(NULL, 0); - return stbtt__cff_index_get(idx, n); + int count = stbtt__cff_index_count(&idx); + int bias = 107; + if (count >= 33900) + bias = 32768; + else if (count >= 1240) + bias = 1131; + n += bias; + if (n < 0 || n >= count) + return stbtt__new_buf(NULL, 0); + return stbtt__cff_index_get(idx, n); } -static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo* info, int glyph_index) +static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int glyph_index) { - stbtt__buf fdselect = info->fdselect; - int nranges, start, end, v, fmt, fdselector = -1, i; + stbtt__buf fdselect = info->fdselect; + int nranges, start, end, v, fmt, fdselector = -1, i; - stbtt__buf_seek(&fdselect, 0); - fmt = stbtt__buf_get8(&fdselect); - if (fmt == 0) - { - // untested - stbtt__buf_skip(&fdselect, glyph_index); - fdselector = stbtt__buf_get8(&fdselect); - } - else if (fmt == 3) - { - nranges = stbtt__buf_get16(&fdselect); - start = stbtt__buf_get16(&fdselect); - for (i = 0; i < nranges; i++) - { - v = stbtt__buf_get8(&fdselect); - end = stbtt__buf_get16(&fdselect); - if (glyph_index >= start && glyph_index < end) - { - fdselector = v; - break; - } - start = end; - } - } - if (fdselector == -1) - stbtt__new_buf(NULL, 0); - return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); + stbtt__buf_seek(&fdselect, 0); + fmt = stbtt__buf_get8(&fdselect); + if (fmt == 0) { + // untested + stbtt__buf_skip(&fdselect, glyph_index); + fdselector = stbtt__buf_get8(&fdselect); + } else if (fmt == 3) { + nranges = stbtt__buf_get16(&fdselect); + start = stbtt__buf_get16(&fdselect); + for (i = 0; i < nranges; i++) { + v = stbtt__buf_get8(&fdselect); + end = stbtt__buf_get16(&fdselect); + if (glyph_index >= start && glyph_index < end) { + fdselector = v; + break; + } + start = end; + } + } + if (fdselector == -1) stbtt__new_buf(NULL, 0); + return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); } -static int stbtt__run_charstring(const stbtt_fontinfo* info, int glyph_index, stbtt__csctx* c) +static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, stbtt__csctx *c) { - int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; - int has_subrs = 0, clear_stack; - float s[48]; - stbtt__buf subr_stack[10], subrs = info->subrs, b; - float f; + int in_header = 1, maskbits = 0, subr_stack_height = 0, sp = 0, v, i, b0; + int has_subrs = 0, clear_stack; + float s[48]; + stbtt__buf subr_stack[10], subrs = info->subrs, b; + float f; -# define STBTT__CSERR(s) (0) +#define STBTT__CSERR(s) (0) - // this currently ignores the initial width value, which isn't needed if we have hmtx - b = stbtt__cff_index_get(info->charstrings, glyph_index); - while (b.cursor < b.size) - { - i = 0; - clear_stack = 1; - b0 = stbtt__buf_get8(&b); - switch (b0) - { - // @TODO implement hinting - case 0x13: // hintmask - case 0x14: // cntrmask - if (in_header) - maskbits += (sp / 2); // implicit "vstem" - in_header = 0; - stbtt__buf_skip(&b, (maskbits + 7) / 8); - break; + // this currently ignores the initial width value, which isn't needed if we have hmtx + b = stbtt__cff_index_get(info->charstrings, glyph_index); + while (b.cursor < b.size) { + i = 0; + clear_stack = 1; + b0 = stbtt__buf_get8(&b); + switch (b0) { + // @TODO implement hinting + case 0x13: // hintmask + case 0x14: // cntrmask + if (in_header) + maskbits += (sp / 2); // implicit "vstem" + in_header = 0; + stbtt__buf_skip(&b, (maskbits + 7) / 8); + break; - case 0x01: // hstem - case 0x03: // vstem - case 0x12: // hstemhm - case 0x17: // vstemhm - maskbits += (sp / 2); - break; + case 0x01: // hstem + case 0x03: // vstem + case 0x12: // hstemhm + case 0x17: // vstemhm + maskbits += (sp / 2); + break; - case 0x15: // rmoveto - in_header = 0; - if (sp < 2) - return STBTT__CSERR("rmoveto stack"); - stbtt__csctx_rmove_to(c, s[sp - 2], s[sp - 1]); - break; - case 0x04: // vmoveto - in_header = 0; - if (sp < 1) - return STBTT__CSERR("vmoveto stack"); - stbtt__csctx_rmove_to(c, 0, s[sp - 1]); - break; - case 0x16: // hmoveto - in_header = 0; - if (sp < 1) - return STBTT__CSERR("hmoveto stack"); - stbtt__csctx_rmove_to(c, s[sp - 1], 0); - break; + case 0x15: // rmoveto + in_header = 0; + if (sp < 2) return STBTT__CSERR("rmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-2], s[sp-1]); + break; + case 0x04: // vmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("vmoveto stack"); + stbtt__csctx_rmove_to(c, 0, s[sp-1]); + break; + case 0x16: // hmoveto + in_header = 0; + if (sp < 1) return STBTT__CSERR("hmoveto stack"); + stbtt__csctx_rmove_to(c, s[sp-1], 0); + break; - case 0x05: // rlineto - if (sp < 2) - return STBTT__CSERR("rlineto stack"); - for (; i + 1 < sp; i += 2) - stbtt__csctx_rline_to(c, s[i], s[i + 1]); - break; + case 0x05: // rlineto + if (sp < 2) return STBTT__CSERR("rlineto stack"); + for (; i + 1 < sp; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; - // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical - // starting from a different place. + // hlineto/vlineto and vhcurveto/hvcurveto alternate horizontal and vertical + // starting from a different place. - case 0x07: // vlineto - if (sp < 1) - return STBTT__CSERR("vlineto stack"); - goto vlineto; - case 0x06: // hlineto - if (sp < 1) - return STBTT__CSERR("hlineto stack"); - for (;;) - { - if (i >= sp) - break; - stbtt__csctx_rline_to(c, s[i], 0); - i++; - vlineto: - if (i >= sp) - break; - stbtt__csctx_rline_to(c, 0, s[i]); - i++; - } - break; + case 0x07: // vlineto + if (sp < 1) return STBTT__CSERR("vlineto stack"); + goto vlineto; + case 0x06: // hlineto + if (sp < 1) return STBTT__CSERR("hlineto stack"); + for (;;) { + if (i >= sp) break; + stbtt__csctx_rline_to(c, s[i], 0); + i++; + vlineto: + if (i >= sp) break; + stbtt__csctx_rline_to(c, 0, s[i]); + i++; + } + break; - case 0x1F: // hvcurveto - if (sp < 4) - return STBTT__CSERR("hvcurveto stack"); - goto hvcurveto; - case 0x1E: // vhcurveto - if (sp < 4) - return STBTT__CSERR("vhcurveto stack"); - for (;;) - { - if (i + 3 >= sp) - break; - stbtt__csctx_rccurve_to(c, 0, s[i], s[i + 1], s[i + 2], s[i + 3], (sp - i == 5) ? s[i + 4] : 0.0f); - i += 4; - hvcurveto: - if (i + 3 >= sp) - break; - stbtt__csctx_rccurve_to(c, s[i], 0, s[i + 1], s[i + 2], (sp - i == 5) ? s[i + 4] : 0.0f, s[i + 3]); - i += 4; - } - break; + case 0x1F: // hvcurveto + if (sp < 4) return STBTT__CSERR("hvcurveto stack"); + goto hvcurveto; + case 0x1E: // vhcurveto + if (sp < 4) return STBTT__CSERR("vhcurveto stack"); + for (;;) { + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, 0, s[i], s[i+1], s[i+2], s[i+3], (sp - i == 5) ? s[i + 4] : 0.0f); + i += 4; + hvcurveto: + if (i + 3 >= sp) break; + stbtt__csctx_rccurve_to(c, s[i], 0, s[i+1], s[i+2], (sp - i == 5) ? s[i+4] : 0.0f, s[i+3]); + i += 4; + } + break; - case 0x08: // rrcurveto - if (sp < 6) - return STBTT__CSERR("rcurveline stack"); - for (; i + 5 < sp; i += 6) - stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]); - break; + case 0x08: // rrcurveto + if (sp < 6) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; - case 0x18: // rcurveline - if (sp < 8) - return STBTT__CSERR("rcurveline stack"); - for (; i + 5 < sp - 2; i += 6) - stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]); - if (i + 1 >= sp) - return STBTT__CSERR("rcurveline stack"); - stbtt__csctx_rline_to(c, s[i], s[i + 1]); - break; + case 0x18: // rcurveline + if (sp < 8) return STBTT__CSERR("rcurveline stack"); + for (; i + 5 < sp - 2; i += 6) + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + if (i + 1 >= sp) return STBTT__CSERR("rcurveline stack"); + stbtt__csctx_rline_to(c, s[i], s[i+1]); + break; - case 0x19: // rlinecurve - if (sp < 8) - return STBTT__CSERR("rlinecurve stack"); - for (; i + 1 < sp - 6; i += 2) - stbtt__csctx_rline_to(c, s[i], s[i + 1]); - if (i + 5 >= sp) - return STBTT__CSERR("rlinecurve stack"); - stbtt__csctx_rccurve_to(c, s[i], s[i + 1], s[i + 2], s[i + 3], s[i + 4], s[i + 5]); - break; + case 0x19: // rlinecurve + if (sp < 8) return STBTT__CSERR("rlinecurve stack"); + for (; i + 1 < sp - 6; i += 2) + stbtt__csctx_rline_to(c, s[i], s[i+1]); + if (i + 5 >= sp) return STBTT__CSERR("rlinecurve stack"); + stbtt__csctx_rccurve_to(c, s[i], s[i+1], s[i+2], s[i+3], s[i+4], s[i+5]); + break; - case 0x1A: // vvcurveto - case 0x1B: // hhcurveto - if (sp < 4) - return STBTT__CSERR("(vv|hh)curveto stack"); - f = 0.0; - if (sp & 1) - { - f = s[i]; - i++; - } - for (; i + 3 < sp; i += 4) - { - if (b0 == 0x1B) - stbtt__csctx_rccurve_to(c, s[i], f, s[i + 1], s[i + 2], s[i + 3], 0.0); - else - stbtt__csctx_rccurve_to(c, f, s[i], s[i + 1], s[i + 2], 0.0, s[i + 3]); - f = 0.0; - } - break; - - case 0x0A: // callsubr - if (!has_subrs) - { - if (info->fdselect.size) - subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); - has_subrs = 1; - } - // fallthrough - case 0x1D: // callgsubr - if (sp < 1) - return STBTT__CSERR("call(g|)subr stack"); - v = (int)s[--sp]; - if (subr_stack_height >= 10) - return STBTT__CSERR("recursion limit"); - subr_stack[subr_stack_height++] = b; - b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); - if (b.size == 0) - return STBTT__CSERR("subr not found"); - b.cursor = 0; - clear_stack = 0; - break; - - case 0x0B: // return - if (subr_stack_height <= 0) - return STBTT__CSERR("return outside subr"); - b = subr_stack[--subr_stack_height]; - clear_stack = 0; - break; - - case 0x0E: // endchar - stbtt__csctx_close_shape(c); - return 1; - - case 0x0C: - { // two-byte escape - float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; - float dx, dy; - int b1 = stbtt__buf_get8(&b); - switch (b1) - { - // @TODO These "flex" implementations ignore the flex-depth and resolution, - // and always draw beziers. - case 0x22: // hflex - if (sp < 7) - return STBTT__CSERR("hflex stack"); - dx1 = s[0]; - dx2 = s[1]; - dy2 = s[2]; - dx3 = s[3]; - dx4 = s[4]; - dx5 = s[5]; - dx6 = s[6]; - stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); - stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); - break; - - case 0x23: // flex - if (sp < 13) - return STBTT__CSERR("flex stack"); - dx1 = s[0]; - dy1 = s[1]; - dx2 = s[2]; - dy2 = s[3]; - dx3 = s[4]; - dy3 = s[5]; - dx4 = s[6]; - dy4 = s[7]; - dx5 = s[8]; - dy5 = s[9]; - dx6 = s[10]; - dy6 = s[11]; - // fd is s[12] - stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); - stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); - break; - - case 0x24: // hflex1 - if (sp < 9) - return STBTT__CSERR("hflex1 stack"); - dx1 = s[0]; - dy1 = s[1]; - dx2 = s[2]; - dy2 = s[3]; - dx3 = s[4]; - dx4 = s[5]; - dx5 = s[6]; - dy5 = s[7]; - dx6 = s[8]; - stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); - stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1 + dy2 + dy5)); - break; - - case 0x25: // flex1 - if (sp < 11) - return STBTT__CSERR("flex1 stack"); - dx1 = s[0]; - dy1 = s[1]; - dx2 = s[2]; - dy2 = s[3]; - dx3 = s[4]; - dy3 = s[5]; - dx4 = s[6]; - dy4 = s[7]; - dx5 = s[8]; - dy5 = s[9]; - dx6 = dy6 = s[10]; - dx = dx1 + dx2 + dx3 + dx4 + dx5; - dy = dy1 + dy2 + dy3 + dy4 + dy5; - if (STBTT_fabs(dx) > STBTT_fabs(dy)) - dy6 = -dy; - else - dx6 = -dx; - stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); - stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); - break; - - default: - return STBTT__CSERR("unimplemented"); - } - } - break; - - default: - if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 - return STBTT__CSERR("reserved operator"); - - // push immediate - if (b0 == 255) - { - f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; - } + case 0x1A: // vvcurveto + case 0x1B: // hhcurveto + if (sp < 4) return STBTT__CSERR("(vv|hh)curveto stack"); + f = 0.0; + if (sp & 1) { f = s[i]; i++; } + for (; i + 3 < sp; i += 4) { + if (b0 == 0x1B) + stbtt__csctx_rccurve_to(c, s[i], f, s[i+1], s[i+2], s[i+3], 0.0); else - { - stbtt__buf_skip(&b, -1); - f = (float)(stbtt_int16)stbtt__cff_int(&b); - } - if (sp >= 48) - return STBTT__CSERR("push stack overflow"); - s[sp++] = f; - clear_stack = 0; + stbtt__csctx_rccurve_to(c, f, s[i], s[i+1], s[i+2], 0.0, s[i+3]); + f = 0.0; + } + break; + + case 0x0A: // callsubr + if (!has_subrs) { + if (info->fdselect.size) + subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); + has_subrs = 1; + } + // fallthrough + case 0x1D: // callgsubr + if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); + v = (int) s[--sp]; + if (subr_stack_height >= 10) return STBTT__CSERR("recursion limit"); + subr_stack[subr_stack_height++] = b; + b = stbtt__get_subr(b0 == 0x0A ? subrs : info->gsubrs, v); + if (b.size == 0) return STBTT__CSERR("subr not found"); + b.cursor = 0; + clear_stack = 0; + break; + + case 0x0B: // return + if (subr_stack_height <= 0) return STBTT__CSERR("return outside subr"); + b = subr_stack[--subr_stack_height]; + clear_stack = 0; + break; + + case 0x0E: // endchar + stbtt__csctx_close_shape(c); + return 1; + + case 0x0C: { // two-byte escape + float dx1, dx2, dx3, dx4, dx5, dx6, dy1, dy2, dy3, dy4, dy5, dy6; + float dx, dy; + int b1 = stbtt__buf_get8(&b); + switch (b1) { + // @TODO These "flex" implementations ignore the flex-depth and resolution, + // and always draw beziers. + case 0x22: // hflex + if (sp < 7) return STBTT__CSERR("hflex stack"); + dx1 = s[0]; + dx2 = s[1]; + dy2 = s[2]; + dx3 = s[3]; + dx4 = s[4]; + dx5 = s[5]; + dx6 = s[6]; + stbtt__csctx_rccurve_to(c, dx1, 0, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, -dy2, dx6, 0); break; - } - if (clear_stack) - sp = 0; - } - return STBTT__CSERR("no endchar"); -# undef STBTT__CSERR + case 0x23: // flex + if (sp < 13) return STBTT__CSERR("flex stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = s[10]; + dy6 = s[11]; + //fd is s[12] + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + case 0x24: // hflex1 + if (sp < 9) return STBTT__CSERR("hflex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dx4 = s[5]; + dx5 = s[6]; + dy5 = s[7]; + dx6 = s[8]; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, 0); + stbtt__csctx_rccurve_to(c, dx4, 0, dx5, dy5, dx6, -(dy1+dy2+dy5)); + break; + + case 0x25: // flex1 + if (sp < 11) return STBTT__CSERR("flex1 stack"); + dx1 = s[0]; + dy1 = s[1]; + dx2 = s[2]; + dy2 = s[3]; + dx3 = s[4]; + dy3 = s[5]; + dx4 = s[6]; + dy4 = s[7]; + dx5 = s[8]; + dy5 = s[9]; + dx6 = dy6 = s[10]; + dx = dx1+dx2+dx3+dx4+dx5; + dy = dy1+dy2+dy3+dy4+dy5; + if (STBTT_fabs(dx) > STBTT_fabs(dy)) + dy6 = -dy; + else + dx6 = -dx; + stbtt__csctx_rccurve_to(c, dx1, dy1, dx2, dy2, dx3, dy3); + stbtt__csctx_rccurve_to(c, dx4, dy4, dx5, dy5, dx6, dy6); + break; + + default: + return STBTT__CSERR("unimplemented"); + } + } break; + + default: + if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + return STBTT__CSERR("reserved operator"); + + // push immediate + if (b0 == 255) { + f = (float)(stbtt_int32)stbtt__buf_get32(&b) / 0x10000; + } else { + stbtt__buf_skip(&b, -1); + f = (float)(stbtt_int16)stbtt__cff_int(&b); + } + if (sp >= 48) return STBTT__CSERR("push stack overflow"); + s[sp++] = f; + clear_stack = 0; + break; + } + if (clear_stack) sp = 0; + } + return STBTT__CSERR("no endchar"); + +#undef STBTT__CSERR } -static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo* info, int glyph_index, stbtt_vertex** pvertices) +static int stbtt__GetGlyphShapeT2(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) { - // runs the charstring twice, once to count and once to output (to avoid realloc) - stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); - stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); - if (stbtt__run_charstring(info, glyph_index, &count_ctx)) - { - *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices * sizeof(stbtt_vertex), info->userdata); - output_ctx.pvertices = *pvertices; - if (stbtt__run_charstring(info, glyph_index, &output_ctx)) - { - STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); - return output_ctx.num_vertices; - } - } - *pvertices = NULL; - return 0; + // runs the charstring twice, once to count and once to output (to avoid realloc) + stbtt__csctx count_ctx = STBTT__CSCTX_INIT(1); + stbtt__csctx output_ctx = STBTT__CSCTX_INIT(0); + if (stbtt__run_charstring(info, glyph_index, &count_ctx)) { + *pvertices = (stbtt_vertex*)STBTT_malloc(count_ctx.num_vertices*sizeof(stbtt_vertex), info->userdata); + output_ctx.pvertices = *pvertices; + if (stbtt__run_charstring(info, glyph_index, &output_ctx)) { + STBTT_assert(output_ctx.num_vertices == count_ctx.num_vertices); + return output_ctx.num_vertices; + } + } + *pvertices = NULL; + return 0; } -static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo* info, int glyph_index, int* x0, int* y0, int* x1, int* y1) +static int stbtt__GetGlyphInfoT2(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1) { - stbtt__csctx c = STBTT__CSCTX_INIT(1); - int r = stbtt__run_charstring(info, glyph_index, &c); - if (x0) - *x0 = r ? c.min_x : 0; - if (y0) - *y0 = r ? c.min_y : 0; - if (x1) - *x1 = r ? c.max_x : 0; - if (y1) - *y1 = r ? c.max_y : 0; - return r ? c.num_vertices : 0; + stbtt__csctx c = STBTT__CSCTX_INIT(1); + int r = stbtt__run_charstring(info, glyph_index, &c); + if (x0) *x0 = r ? c.min_x : 0; + if (y0) *y0 = r ? c.min_y : 0; + if (x1) *x1 = r ? c.max_x : 0; + if (y1) *y1 = r ? c.max_y : 0; + return r ? c.num_vertices : 0; } -STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo* info, int glyph_index, stbtt_vertex** pvertices) +STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, stbtt_vertex **pvertices) { - if (!info->cff.size) - return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); - else - return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); + if (!info->cff.size) + return stbtt__GetGlyphShapeTT(info, glyph_index, pvertices); + else + return stbtt__GetGlyphShapeT2(info, glyph_index, pvertices); } -STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo* info, - int glyph_index, - int* advanceWidth, - int* leftSideBearing) +STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_index, int *advanceWidth, int *leftSideBearing) { - stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data + info->hhea + 34); - if (glyph_index < numOfLongHorMetrics) - { - if (advanceWidth) - *advanceWidth = ttSHORT(info->data + info->hmtx + 4 * glyph_index); - if (leftSideBearing) - *leftSideBearing = ttSHORT(info->data + info->hmtx + 4 * glyph_index + 2); - } - else - { - if (advanceWidth) - *advanceWidth = ttSHORT(info->data + info->hmtx + 4 * (numOfLongHorMetrics - 1)); - if (leftSideBearing) - *leftSideBearing = - ttSHORT(info->data + info->hmtx + 4 * numOfLongHorMetrics + 2 * (glyph_index - numOfLongHorMetrics)); - } + stbtt_uint16 numOfLongHorMetrics = ttUSHORT(info->data+info->hhea + 34); + if (glyph_index < numOfLongHorMetrics) { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*glyph_index); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*glyph_index + 2); + } else { + if (advanceWidth) *advanceWidth = ttSHORT(info->data + info->hmtx + 4*(numOfLongHorMetrics-1)); + if (leftSideBearing) *leftSideBearing = ttSHORT(info->data + info->hmtx + 4*numOfLongHorMetrics + 2*(glyph_index - numOfLongHorMetrics)); + } } -static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo* info, int glyph1, int glyph2) +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { - stbtt_uint8* data = info->data + info->kern; - stbtt_uint32 needle, straw; - int l, r, m; + stbtt_uint8 *data = info->data + info->kern; + stbtt_uint32 needle, straw; + int l, r, m; - // we only look at the first table. it must be 'horizontal' and format 0. - if (!info->kern) - return 0; - if (ttUSHORT(data + 2) < 1) // number of tables, need at least 1 - return 0; - if (ttUSHORT(data + 8) != 1) // horizontal flag must be set in format - return 0; + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; - l = 0; - r = ttUSHORT(data + 10) - 1; - needle = glyph1 << 16 | glyph2; - while (l <= r) - { - m = (l + r) >> 1; - straw = ttULONG(data + 18 + (m * 6)); // note: unaligned read - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else - return ttSHORT(data + 22 + (m * 6)); - } - return 0; + l = 0; + r = ttUSHORT(data+10) - 1; + needle = glyph1 << 16 | glyph2; + while (l <= r) { + m = (l + r) >> 1; + straw = ttULONG(data+18+(m*6)); // note: unaligned read + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else + return ttSHORT(data+22+(m*6)); + } + return 0; } -static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8* coverageTable, int glyph) +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) { stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); - switch (coverageFormat) - { - case 1: - { - stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + switch(coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); - // Binary search. - stbtt_int32 l = 0, r = glyphCount - 1, m; - int straw, needle = glyph; - while (l <= r) - { - stbtt_uint8* glyphArray = coverageTable + 4; - stbtt_uint16 glyphID; - m = (l + r) >> 1; - glyphID = ttUSHORT(glyphArray + 2 * m); - straw = glyphID; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else - { - return m; + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; + } } - } - } - break; + } break; - case 2: - { - stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); - stbtt_uint8* rangeArray = coverageTable + 4; + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; - // Binary search. - stbtt_int32 l = 0, r = rangeCount - 1, m; - int strawStart, strawEnd, needle = glyph; - while (l <= r) - { - stbtt_uint8* rangeRecord; - m = (l + r) >> 1; - rangeRecord = rangeArray + 6 * m; - strawStart = ttUSHORT(rangeRecord); - strawEnd = ttUSHORT(rangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else - { - stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); - return startCoverageIndex + glyph - strawStart; + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; + } } - } - } - break; + } break; - default: - { - // There are no other cases. - STBTT_assert(0); - } - break; + default: { + // There are no other cases. + STBTT_assert(0); + } break; } return -1; } -static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8* classDefTable, int glyph) +static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) { stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); - switch (classDefFormat) + switch(classDefFormat) { - case 1: - { - stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); - stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); - stbtt_uint8* classDef1ValueArray = classDefTable + 6; + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; - if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) - return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); - // [DEAR IMGUI] Commented to fix static analyzer warning - // classDefTable = classDef1ValueArray + 2 * glyphCount; - } - break; + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classDef1ValueArray + 2 * glyphCount; + } break; - case 2: - { - stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); - stbtt_uint8* classRangeRecords = classDefTable + 4; + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; - // Binary search. - stbtt_int32 l = 0, r = classRangeCount - 1, m; - int strawStart, strawEnd, needle = glyph; - while (l <= r) - { - stbtt_uint8* classRangeRecord; - m = (l + r) >> 1; - classRangeRecord = classRangeRecords + 6 * m; - strawStart = ttUSHORT(classRangeRecord); - strawEnd = ttUSHORT(classRangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else - return (stbtt_int32)ttUSHORT(classRangeRecord + 4); - } + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } - // [DEAR IMGUI] Commented to fix static analyzer warning - // classDefTable = classRangeRecords + 6 * classRangeCount; - } - break; + // [DEAR IMGUI] Commented to fix static analyzer warning + //classDefTable = classRangeRecords + 6 * classRangeCount; + } break; - default: - { - // There are no other cases. - STBTT_assert(0); - } - break; + default: { + // There are no other cases. + STBTT_assert(0); + } break; } return -1; } // Define to STBTT_assert(x) if you want to break on unimplemented formats. -# define STBTT_GPOS_TODO_assert(x) +#define STBTT_GPOS_TODO_assert(x) -static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo* info, int glyph1, int glyph2) +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { stbtt_uint16 lookupListOffset; - stbtt_uint8* lookupList; + stbtt_uint8 *lookupList; stbtt_uint16 lookupCount; - stbtt_uint8* data; + stbtt_uint8 *data; stbtt_int32 i; - if (!info->gpos) - return 0; + if (!info->gpos) return 0; data = info->data + info->gpos; - if (ttUSHORT(data + 0) != 1) - return 0; // Major version 1 - if (ttUSHORT(data + 2) != 0) - return 0; // Minor version 0 + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 - lookupListOffset = ttUSHORT(data + 8); - lookupList = data + lookupListOffset; - lookupCount = ttUSHORT(lookupList); + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); - for (i = 0; i < lookupCount; ++i) - { + for (i=0; i> 1; - pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; - secondGlyph = ttUSHORT(pairValue); - straw = secondGlyph; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else - { - stbtt_int16 xAdvance = ttSHORT(pairValue + 2); - return xAdvance; - } + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } break; + + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + STBTT_assert(glyph1class < class1Count); + STBTT_assert(glyph2class < class2Count); + + // TODO: Support more formats. + STBTT_GPOS_TODO_assert(valueFormat1 == 4); + if (valueFormat1 != 4) return 0; + STBTT_GPOS_TODO_assert(valueFormat2 == 0); + if (valueFormat2 != 0) return 0; + + if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { + stbtt_uint8 *class1Records = table + 16; + stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); + stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } + } break; + + default: { + // There are no other cases. + STBTT_assert(0); + break; + } // [DEAR IMGUI] removed ; } } break; + } // [DEAR IMGUI] removed ; - case 2: - { - stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); - stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); - - stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); - stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); - int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); - int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); - - stbtt_uint16 class1Count = ttUSHORT(table + 12); - stbtt_uint16 class2Count = ttUSHORT(table + 14); - STBTT_assert(glyph1class < class1Count); - STBTT_assert(glyph2class < class2Count); - - // TODO: Support more formats. - STBTT_GPOS_TODO_assert(valueFormat1 == 4); - if (valueFormat1 != 4) - return 0; - STBTT_GPOS_TODO_assert(valueFormat2 == 0); - if (valueFormat2 != 0) - return 0; - - if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) - { - stbtt_uint8* class1Records = table + 16; - stbtt_uint8* class2Records = class1Records + 2 * (glyph1class * class2Count); - stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); - return xAdvance; - } - } + default: + // TODO: Implement other stuff. break; - - default: - { - // There are no other cases. - STBTT_assert(0); - break; - } // [DEAR IMGUI] removed ; - } - } - break; - } // [DEAR IMGUI] removed ; - - default: - // TODO: Implement other stuff. - break; } } return 0; } -STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo* info, int g1, int g2) +STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) { - int xAdvance = 0; + int xAdvance = 0; - if (info->gpos) - xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); + if (info->gpos) + xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); - if (info->kern) - xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); + if (info->kern) + xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); - return xAdvance; + return xAdvance; } -STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo* info, int ch1, int ch2) +STBTT_DEF int stbtt_GetCodepointKernAdvance(const stbtt_fontinfo *info, int ch1, int ch2) { - if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs - return 0; - return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info, ch1), stbtt_FindGlyphIndex(info, ch2)); + if (!info->kern && !info->gpos) // if no kerning table, don't waste time looking up both codepoint->glyphs + return 0; + return stbtt_GetGlyphKernAdvance(info, stbtt_FindGlyphIndex(info,ch1), stbtt_FindGlyphIndex(info,ch2)); } -STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo* info, - int codepoint, - int* advanceWidth, - int* leftSideBearing) +STBTT_DEF void stbtt_GetCodepointHMetrics(const stbtt_fontinfo *info, int codepoint, int *advanceWidth, int *leftSideBearing) { - stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info, codepoint), advanceWidth, leftSideBearing); + stbtt_GetGlyphHMetrics(info, stbtt_FindGlyphIndex(info,codepoint), advanceWidth, leftSideBearing); } -STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo* info, int* ascent, int* descent, int* lineGap) +STBTT_DEF void stbtt_GetFontVMetrics(const stbtt_fontinfo *info, int *ascent, int *descent, int *lineGap) { - if (ascent) - *ascent = ttSHORT(info->data + info->hhea + 4); - if (descent) - *descent = ttSHORT(info->data + info->hhea + 6); - if (lineGap) - *lineGap = ttSHORT(info->data + info->hhea + 8); + if (ascent ) *ascent = ttSHORT(info->data+info->hhea + 4); + if (descent) *descent = ttSHORT(info->data+info->hhea + 6); + if (lineGap) *lineGap = ttSHORT(info->data+info->hhea + 8); } -STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo* info, int* typoAscent, int* typoDescent, int* typoLineGap) +STBTT_DEF int stbtt_GetFontVMetricsOS2(const stbtt_fontinfo *info, int *typoAscent, int *typoDescent, int *typoLineGap) { - int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); - if (!tab) - return 0; - if (typoAscent) - *typoAscent = ttSHORT(info->data + tab + 68); - if (typoDescent) - *typoDescent = ttSHORT(info->data + tab + 70); - if (typoLineGap) - *typoLineGap = ttSHORT(info->data + tab + 72); - return 1; + int tab = stbtt__find_table(info->data, info->fontstart, "OS/2"); + if (!tab) + return 0; + if (typoAscent ) *typoAscent = ttSHORT(info->data+tab + 68); + if (typoDescent) *typoDescent = ttSHORT(info->data+tab + 70); + if (typoLineGap) *typoLineGap = ttSHORT(info->data+tab + 72); + return 1; } -STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo* info, int* x0, int* y0, int* x1, int* y1) +STBTT_DEF void stbtt_GetFontBoundingBox(const stbtt_fontinfo *info, int *x0, int *y0, int *x1, int *y1) { - *x0 = ttSHORT(info->data + info->head + 36); - *y0 = ttSHORT(info->data + info->head + 38); - *x1 = ttSHORT(info->data + info->head + 40); - *y1 = ttSHORT(info->data + info->head + 42); + *x0 = ttSHORT(info->data + info->head + 36); + *y0 = ttSHORT(info->data + info->head + 38); + *x1 = ttSHORT(info->data + info->head + 40); + *y1 = ttSHORT(info->data + info->head + 42); } -STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo* info, float height) +STBTT_DEF float stbtt_ScaleForPixelHeight(const stbtt_fontinfo *info, float height) { - int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); - return (float)height / fheight; + int fheight = ttSHORT(info->data + info->hhea + 4) - ttSHORT(info->data + info->hhea + 6); + return (float) height / fheight; } -STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo* info, float pixels) +STBTT_DEF float stbtt_ScaleForMappingEmToPixels(const stbtt_fontinfo *info, float pixels) { - int unitsPerEm = ttUSHORT(info->data + info->head + 18); - return pixels / unitsPerEm; + int unitsPerEm = ttUSHORT(info->data + info->head + 18); + return pixels / unitsPerEm; } -STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo* info, stbtt_vertex* v) +STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) { - STBTT_free(v, info->userdata); + STBTT_free(v, info->userdata); } ////////////////////////////////////////////////////////////////////////////// @@ -3134,81 +2626,37 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo* info, stbtt_vertex* v) // antialiasing software rasterizer // -STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo* font, - int glyph, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int* ix0, - int* iy0, - int* ix1, - int* iy1) +STBTT_DEF void stbtt_GetGlyphBitmapBoxSubpixel(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y,float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) { - int x0 = 0, y0 = 0, x1, y1; // =0 suppresses compiler warning - if (!stbtt_GetGlyphBox(font, glyph, &x0, &y0, &x1, &y1)) - { - // e.g. space character - if (ix0) - *ix0 = 0; - if (iy0) - *iy0 = 0; - if (ix1) - *ix1 = 0; - if (iy1) - *iy1 = 0; - } - else - { - // move to integral bboxes (treating pixels as little squares, what pixels get touched)? - if (ix0) - *ix0 = STBTT_ifloor(x0 * scale_x + shift_x); - if (iy0) - *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); - if (ix1) - *ix1 = STBTT_iceil(x1 * scale_x + shift_x); - if (iy1) - *iy1 = STBTT_iceil(-y0 * scale_y + shift_y); - } + int x0=0,y0=0,x1,y1; // =0 suppresses compiler warning + if (!stbtt_GetGlyphBox(font, glyph, &x0,&y0,&x1,&y1)) { + // e.g. space character + if (ix0) *ix0 = 0; + if (iy0) *iy0 = 0; + if (ix1) *ix1 = 0; + if (iy1) *iy1 = 0; + } else { + // move to integral bboxes (treating pixels as little squares, what pixels get touched)? + if (ix0) *ix0 = STBTT_ifloor( x0 * scale_x + shift_x); + if (iy0) *iy0 = STBTT_ifloor(-y1 * scale_y + shift_y); + if (ix1) *ix1 = STBTT_iceil ( x1 * scale_x + shift_x); + if (iy1) *iy1 = STBTT_iceil (-y0 * scale_y + shift_y); + } } -STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo* font, - int glyph, - float scale_x, - float scale_y, - int* ix0, - int* iy0, - int* ix1, - int* iy1) +STBTT_DEF void stbtt_GetGlyphBitmapBox(const stbtt_fontinfo *font, int glyph, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) { - stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y, 0.0f, 0.0f, ix0, iy0, ix1, iy1); + stbtt_GetGlyphBitmapBoxSubpixel(font, glyph, scale_x, scale_y,0.0f,0.0f, ix0, iy0, ix1, iy1); } -STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo* font, - int codepoint, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int* ix0, - int* iy0, - int* ix1, - int* iy1) +STBTT_DEF void stbtt_GetCodepointBitmapBoxSubpixel(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, float shift_x, float shift_y, int *ix0, int *iy0, int *ix1, int *iy1) { - stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font, codepoint), scale_x, scale_y, shift_x, shift_y, - ix0, iy0, ix1, iy1); + stbtt_GetGlyphBitmapBoxSubpixel(font, stbtt_FindGlyphIndex(font,codepoint), scale_x, scale_y,shift_x,shift_y, ix0,iy0,ix1,iy1); } -STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo* font, - int codepoint, - float scale_x, - float scale_y, - int* ix0, - int* iy0, - int* ix1, - int* iy1) +STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo *font, int codepoint, float scale_x, float scale_y, int *ix0, int *iy0, int *ix1, int *iy1) { - stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y, 0.0f, 0.0f, ix0, iy0, ix1, iy1); + stbtt_GetCodepointBitmapBoxSubpixel(font, codepoint, scale_x, scale_y,0.0f,0.0f, ix0,iy0,ix1,iy1); } ////////////////////////////////////////////////////////////////////////////// @@ -3217,1276 +2665,983 @@ STBTT_DEF void stbtt_GetCodepointBitmapBox(const stbtt_fontinfo* font, typedef struct stbtt__hheap_chunk { - struct stbtt__hheap_chunk* next; + struct stbtt__hheap_chunk *next; } stbtt__hheap_chunk; typedef struct stbtt__hheap { - struct stbtt__hheap_chunk* head; - void* first_free; - int num_remaining_in_head_chunk; + struct stbtt__hheap_chunk *head; + void *first_free; + int num_remaining_in_head_chunk; } stbtt__hheap; -static void* stbtt__hheap_alloc(stbtt__hheap* hh, size_t size, void* userdata) +static void *stbtt__hheap_alloc(stbtt__hheap *hh, size_t size, void *userdata) { - if (hh->first_free) - { - void* p = hh->first_free; - hh->first_free = *(void**)p; - return p; - } - else - { - if (hh->num_remaining_in_head_chunk == 0) - { - int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); - stbtt__hheap_chunk* c = - (stbtt__hheap_chunk*)STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); - if (c == NULL) - return NULL; - c->next = hh->head; - hh->head = c; - hh->num_remaining_in_head_chunk = count; - } - --hh->num_remaining_in_head_chunk; - return (char*)(hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; - } + if (hh->first_free) { + void *p = hh->first_free; + hh->first_free = * (void **) p; + return p; + } else { + if (hh->num_remaining_in_head_chunk == 0) { + int count = (size < 32 ? 2000 : size < 128 ? 800 : 100); + stbtt__hheap_chunk *c = (stbtt__hheap_chunk *) STBTT_malloc(sizeof(stbtt__hheap_chunk) + size * count, userdata); + if (c == NULL) + return NULL; + c->next = hh->head; + hh->head = c; + hh->num_remaining_in_head_chunk = count; + } + --hh->num_remaining_in_head_chunk; + return (char *) (hh->head) + sizeof(stbtt__hheap_chunk) + size * hh->num_remaining_in_head_chunk; + } } -static void stbtt__hheap_free(stbtt__hheap* hh, void* p) +static void stbtt__hheap_free(stbtt__hheap *hh, void *p) { - *(void**)p = hh->first_free; - hh->first_free = p; + *(void **) p = hh->first_free; + hh->first_free = p; } -static void stbtt__hheap_cleanup(stbtt__hheap* hh, void* userdata) +static void stbtt__hheap_cleanup(stbtt__hheap *hh, void *userdata) { - stbtt__hheap_chunk* c = hh->head; - while (c) - { - stbtt__hheap_chunk* n = c->next; - STBTT_free(c, userdata); - c = n; - } + stbtt__hheap_chunk *c = hh->head; + while (c) { + stbtt__hheap_chunk *n = c->next; + STBTT_free(c, userdata); + c = n; + } } -typedef struct stbtt__edge -{ - float x0, y0, x1, y1; - int invert; +typedef struct stbtt__edge { + float x0,y0, x1,y1; + int invert; } stbtt__edge; + typedef struct stbtt__active_edge { - struct stbtt__active_edge* next; -# if STBTT_RASTERIZER_VERSION == 1 - int x, dx; - float ey; - int direction; -# elif STBTT_RASTERIZER_VERSION == 2 - float fx, fdx, fdy; - float direction; - float sy; - float ey; -# else -# error "Unrecognized value of STBTT_RASTERIZER_VERSION" -# endif + struct stbtt__active_edge *next; + #if STBTT_RASTERIZER_VERSION==1 + int x,dx; + float ey; + int direction; + #elif STBTT_RASTERIZER_VERSION==2 + float fx,fdx,fdy; + float direction; + float sy; + float ey; + #else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" + #endif } stbtt__active_edge; -# if STBTT_RASTERIZER_VERSION == 1 -# define STBTT_FIXSHIFT 10 -# define STBTT_FIX (1 << STBTT_FIXSHIFT) -# define STBTT_FIXMASK (STBTT_FIX - 1) +#if STBTT_RASTERIZER_VERSION == 1 +#define STBTT_FIXSHIFT 10 +#define STBTT_FIX (1 << STBTT_FIXSHIFT) +#define STBTT_FIXMASK (STBTT_FIX-1) -static stbtt__active_edge* stbtt__new_active(stbtt__hheap* hh, - stbtt__edge* e, - int off_x, - float start_point, - void* userdata) +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) { - stbtt__active_edge* z = (stbtt__active_edge*)stbtt__hheap_alloc(hh, sizeof(*z), userdata); - float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); - STBTT_assert(z != NULL); - if (!z) - return z; + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + if (!z) return z; - // round dx down to avoid overshooting - if (dxdy < 0) - z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); - else - z->dx = STBTT_ifloor(STBTT_FIX * dxdy); + // round dx down to avoid overshooting + if (dxdy < 0) + z->dx = -STBTT_ifloor(STBTT_FIX * -dxdy); + else + z->dx = STBTT_ifloor(STBTT_FIX * dxdy); - z->x = STBTT_ifloor(STBTT_FIX * e->x0 + - z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount - z->x -= off_x * STBTT_FIX; + z->x = STBTT_ifloor(STBTT_FIX * e->x0 + z->dx * (start_point - e->y0)); // use z->dx so when we offset later it's by the same amount + z->x -= off_x * STBTT_FIX; - z->ey = e->y1; - z->next = 0; - z->direction = e->invert ? 1 : -1; - return z; + z->ey = e->y1; + z->next = 0; + z->direction = e->invert ? 1 : -1; + return z; } -# elif STBTT_RASTERIZER_VERSION == 2 -static stbtt__active_edge* stbtt__new_active(stbtt__hheap* hh, - stbtt__edge* e, - int off_x, - float start_point, - void* userdata) +#elif STBTT_RASTERIZER_VERSION == 2 +static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, int off_x, float start_point, void *userdata) { - stbtt__active_edge* z = (stbtt__active_edge*)stbtt__hheap_alloc(hh, sizeof(*z), userdata); - float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); - STBTT_assert(z != NULL); - // STBTT_assert(e->y0 <= start_point); - if (!z) - return z; - z->fdx = dxdy; - z->fdy = dxdy != 0.0f ? (1.0f / dxdy) : 0.0f; - z->fx = e->x0 + dxdy * (start_point - e->y0); - z->fx -= off_x; - z->direction = e->invert ? 1.0f : -1.0f; - z->sy = e->y0; - z->ey = e->y1; - z->next = 0; - return z; + stbtt__active_edge *z = (stbtt__active_edge *) stbtt__hheap_alloc(hh, sizeof(*z), userdata); + float dxdy = (e->x1 - e->x0) / (e->y1 - e->y0); + STBTT_assert(z != NULL); + //STBTT_assert(e->y0 <= start_point); + if (!z) return z; + z->fdx = dxdy; + z->fdy = dxdy != 0.0f ? (1.0f/dxdy) : 0.0f; + z->fx = e->x0 + dxdy * (start_point - e->y0); + z->fx -= off_x; + z->direction = e->invert ? 1.0f : -1.0f; + z->sy = e->y0; + z->ey = e->y1; + z->next = 0; + return z; } -# else -# error "Unrecognized value of STBTT_RASTERIZER_VERSION" -# endif +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif -# if STBTT_RASTERIZER_VERSION == 1 +#if STBTT_RASTERIZER_VERSION == 1 // note: this routine clips fills that extend off the edges... ideally this // wouldn't happen, but it could happen if the truetype glyph bounding boxes // are wrong, or if the user supplies a too-small bitmap -static void stbtt__fill_active_edges(unsigned char* scanline, int len, stbtt__active_edge* e, int max_weight) +static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__active_edge *e, int max_weight) { - // non-zero winding fill - int x0 = 0, w = 0; + // non-zero winding fill + int x0=0, w=0; - while (e) - { - if (w == 0) - { - // if we're currently at zero, we need to record the edge start point - x0 = e->x; - w += e->direction; - } - else - { - int x1 = e->x; - w += e->direction; - // if we went to zero, we need to draw - if (w == 0) - { - int i = x0 >> STBTT_FIXSHIFT; - int j = x1 >> STBTT_FIXSHIFT; + while (e) { + if (w == 0) { + // if we're currently at zero, we need to record the edge start point + x0 = e->x; w += e->direction; + } else { + int x1 = e->x; w += e->direction; + // if we went to zero, we need to draw + if (w == 0) { + int i = x0 >> STBTT_FIXSHIFT; + int j = x1 >> STBTT_FIXSHIFT; - if (i < len && j >= 0) - { - if (i == j) - { - // x0,x1 are the same pixel, so compute combined coverage - scanline[i] = scanline[i] + (stbtt_uint8)((x1 - x0) * max_weight >> STBTT_FIXSHIFT); - } - else - { - if (i >= 0) // add antialiasing for x0 - scanline[i] = - scanline[i] + - (stbtt_uint8)(((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); - else - i = -1; // clip + if (i < len && j >= 0) { + if (i == j) { + // x0,x1 are the same pixel, so compute combined coverage + scanline[i] = scanline[i] + (stbtt_uint8) ((x1 - x0) * max_weight >> STBTT_FIXSHIFT); + } else { + if (i >= 0) // add antialiasing for x0 + scanline[i] = scanline[i] + (stbtt_uint8) (((STBTT_FIX - (x0 & STBTT_FIXMASK)) * max_weight) >> STBTT_FIXSHIFT); + else + i = -1; // clip - if (j < len) // add antialiasing for x1 - scanline[j] = - scanline[j] + (stbtt_uint8)(((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); - else - j = len; // clip + if (j < len) // add antialiasing for x1 + scanline[j] = scanline[j] + (stbtt_uint8) (((x1 & STBTT_FIXMASK) * max_weight) >> STBTT_FIXSHIFT); + else + j = len; // clip - for (++i; i < j; ++i) // fill pixels between x0 and x1 - scanline[i] = scanline[i] + (stbtt_uint8)max_weight; - } - } + for (++i; i < j; ++i) // fill pixels between x0 and x1 + scanline[i] = scanline[i] + (stbtt_uint8) max_weight; + } } - } + } + } - e = e->next; - } + e = e->next; + } } -static void stbtt__rasterize_sorted_edges(stbtt__bitmap* result, - stbtt__edge* e, - int n, - int vsubsample, - int off_x, - int off_y, - void* userdata) +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) { - stbtt__hheap hh = {0, 0, 0}; - stbtt__active_edge* active = NULL; - int y, j = 0; - int max_weight = (255 / vsubsample); // weight per vertical scanline - int s; // vertical subsample index - unsigned char scanline_data[512], *scanline; + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0; + int max_weight = (255 / vsubsample); // weight per vertical scanline + int s; // vertical subsample index + unsigned char scanline_data[512], *scanline; - if (result->w > 512) - scanline = (unsigned char*)STBTT_malloc(result->w, userdata); - else - scanline = scanline_data; + if (result->w > 512) + scanline = (unsigned char *) STBTT_malloc(result->w, userdata); + else + scanline = scanline_data; - y = off_y * vsubsample; - e[n].y0 = (off_y + result->h) * (float)vsubsample + 1; + y = off_y * vsubsample; + e[n].y0 = (off_y + result->h) * (float) vsubsample + 1; - while (j < result->h) - { - STBTT_memset(scanline, 0, result->w); - for (s = 0; s < vsubsample; ++s) - { - // find center of pixel for this scanline - float scan_y = y + 0.5f; - stbtt__active_edge** step = &active; + while (j < result->h) { + STBTT_memset(scanline, 0, result->w); + for (s=0; s < vsubsample; ++s) { + // find center of pixel for this scanline + float scan_y = y + 0.5f; + stbtt__active_edge **step = &active; - // update all active edges; - // remove all active edges that terminate before the center of this scanline - while (*step) - { - stbtt__active_edge* z = *step; - if (z->ey <= scan_y) - { - *step = z->next; // delete from list - STBTT_assert(z->direction); - z->direction = 0; - stbtt__hheap_free(&hh, z); - } - else - { - z->x += z->dx; // advance to position for current scanline - step = &((*step)->next); // advance through list - } + // update all active edges; + // remove all active edges that terminate before the center of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + z->x += z->dx; // advance to position for current scanline + step = &((*step)->next); // advance through list } + } - // resort the list if needed - for (;;) - { - int changed = 0; - step = &active; - while (*step && (*step)->next) - { - if ((*step)->x > (*step)->next->x) - { - stbtt__active_edge* t = *step; - stbtt__active_edge* q = t->next; + // resort the list if needed + for(;;) { + int changed=0; + step = &active; + while (*step && (*step)->next) { + if ((*step)->x > (*step)->next->x) { + stbtt__active_edge *t = *step; + stbtt__active_edge *q = t->next; - t->next = q->next; - q->next = t; - *step = q; - changed = 1; - } - step = &(*step)->next; - } - if (!changed) - break; + t->next = q->next; + q->next = t; + *step = q; + changed = 1; + } + step = &(*step)->next; } + if (!changed) break; + } - // insert all edges that start before the center of this scanline -- omit ones that also end on this - // scanline - while (e->y0 <= scan_y) - { - if (e->y1 > scan_y) - { - stbtt__active_edge* z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); - if (z != NULL) - { - // find insertion point - if (active == NULL) - active = z; - else if (z->x < active->x) - { - // insert at front - z->next = active; - active = z; - } - else - { - // find thing to insert AFTER - stbtt__active_edge* p = active; - while (p->next && p->next->x < z->x) - p = p->next; - // at this point, p->next->x is NOT < z->x - z->next = p->next; - p->next = z; - } - } - } - ++e; + // insert all edges that start before the center of this scanline -- omit ones that also end on this scanline + while (e->y0 <= scan_y) { + if (e->y1 > scan_y) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y, userdata); + if (z != NULL) { + // find insertion point + if (active == NULL) + active = z; + else if (z->x < active->x) { + // insert at front + z->next = active; + active = z; + } else { + // find thing to insert AFTER + stbtt__active_edge *p = active; + while (p->next && p->next->x < z->x) + p = p->next; + // at this point, p->next->x is NOT < z->x + z->next = p->next; + p->next = z; + } + } } + ++e; + } - // now process all active edges in XOR fashion - if (active) - stbtt__fill_active_edges(scanline, result->w, active, max_weight); + // now process all active edges in XOR fashion + if (active) + stbtt__fill_active_edges(scanline, result->w, active, max_weight); - ++y; - } - STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); - ++j; - } + ++y; + } + STBTT_memcpy(result->pixels + j * result->stride, scanline, result->w); + ++j; + } - stbtt__hheap_cleanup(&hh, userdata); + stbtt__hheap_cleanup(&hh, userdata); - if (scanline != scanline_data) - STBTT_free(scanline, userdata); + if (scanline != scanline_data) + STBTT_free(scanline, userdata); } -# elif STBTT_RASTERIZER_VERSION == 2 +#elif STBTT_RASTERIZER_VERSION == 2 // the edge passed in here does not cross the vertical line at x or the vertical line at x+1 // (i.e. it has already been clipped to those) -static void -stbtt__handle_clipped_edge(float* scanline, int x, stbtt__active_edge* e, float x0, float y0, float x1, float y1) +static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edge *e, float x0, float y0, float x1, float y1) { - if (y0 == y1) - return; - STBTT_assert(y0 < y1); - STBTT_assert(e->sy <= e->ey); - if (y0 > e->ey) - return; - if (y1 < e->sy) - return; - if (y0 < e->sy) - { - x0 += (x1 - x0) * (e->sy - y0) / (y1 - y0); - y0 = e->sy; - } - if (y1 > e->ey) - { - x1 += (x1 - x0) * (e->ey - y1) / (y1 - y0); - y1 = e->ey; - } + if (y0 == y1) return; + STBTT_assert(y0 < y1); + STBTT_assert(e->sy <= e->ey); + if (y0 > e->ey) return; + if (y1 < e->sy) return; + if (y0 < e->sy) { + x0 += (x1-x0) * (e->sy - y0) / (y1-y0); + y0 = e->sy; + } + if (y1 > e->ey) { + x1 += (x1-x0) * (e->ey - y1) / (y1-y0); + y1 = e->ey; + } - if (x0 == x) - STBTT_assert(x1 <= x + 1); - else if (x0 == x + 1) - STBTT_assert(x1 >= x); - else if (x0 <= x) - STBTT_assert(x1 <= x); - else if (x0 >= x + 1) - STBTT_assert(x1 >= x + 1); - else - STBTT_assert(x1 >= x && x1 <= x + 1); + if (x0 == x) + STBTT_assert(x1 <= x+1); + else if (x0 == x+1) + STBTT_assert(x1 >= x); + else if (x0 <= x) + STBTT_assert(x1 <= x); + else if (x0 >= x+1) + STBTT_assert(x1 >= x+1); + else + STBTT_assert(x1 >= x && x1 <= x+1); - if (x0 <= x && x1 <= x) - scanline[x] += e->direction * (y1 - y0); - else if (x0 >= x + 1 && x1 >= x + 1) - ; - else - { - STBTT_assert(x0 >= x && x0 <= x + 1 && x1 >= x && x1 <= x + 1); - scanline[x] += e->direction * (y1 - y0) * (1 - ((x0 - x) + (x1 - x)) / 2); // coverage = 1 - average x position - } + if (x0 <= x && x1 <= x) + scanline[x] += e->direction * (y1-y0); + else if (x0 >= x+1 && x1 >= x+1) + ; + else { + STBTT_assert(x0 >= x && x0 <= x+1 && x1 >= x && x1 <= x+1); + scanline[x] += e->direction * (y1-y0) * (1-((x0-x)+(x1-x))/2); // coverage = 1 - average x position + } } -static void stbtt__fill_active_edges_new(float* scanline, - float* scanline_fill, - int len, - stbtt__active_edge* e, - float y_top) +static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) { - float y_bottom = y_top + 1; + float y_bottom = y_top+1; - while (e) - { - // brute force every pixel + while (e) { + // brute force every pixel - // compute intersection points with top & bottom - STBTT_assert(e->ey >= y_top); + // compute intersection points with top & bottom + STBTT_assert(e->ey >= y_top); - if (e->fdx == 0) - { - float x0 = e->fx; - if (x0 < len) - { - if (x0 >= 0) - { - stbtt__handle_clipped_edge(scanline, (int)x0, e, x0, y_top, x0, y_bottom); - stbtt__handle_clipped_edge(scanline_fill - 1, (int)x0 + 1, e, x0, y_top, x0, y_bottom); - } - else - { - stbtt__handle_clipped_edge(scanline_fill - 1, 0, e, x0, y_top, x0, y_bottom); - } + if (e->fdx == 0) { + float x0 = e->fx; + if (x0 < len) { + if (x0 >= 0) { + stbtt__handle_clipped_edge(scanline,(int) x0,e, x0,y_top, x0,y_bottom); + stbtt__handle_clipped_edge(scanline_fill-1,(int) x0+1,e, x0,y_top, x0,y_bottom); + } else { + stbtt__handle_clipped_edge(scanline_fill-1,0,e, x0,y_top, x0,y_bottom); } - } - else - { - float x0 = e->fx; - float dx = e->fdx; - float xb = x0 + dx; - float x_top, x_bottom; - float sy0, sy1; - float dy = e->fdy; - STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); + } + } else { + float x0 = e->fx; + float dx = e->fdx; + float xb = x0 + dx; + float x_top, x_bottom; + float sy0,sy1; + float dy = e->fdy; + STBTT_assert(e->sy <= y_bottom && e->ey >= y_top); - // compute endpoints of line segment clipped to this scanline (if the - // line segment starts on this scanline. x0 is the intersection of the - // line with y_top, but that may be off the line segment. - if (e->sy > y_top) - { - x_top = x0 + dx * (e->sy - y_top); - sy0 = e->sy; + // compute endpoints of line segment clipped to this scanline (if the + // line segment starts on this scanline. x0 is the intersection of the + // line with y_top, but that may be off the line segment. + if (e->sy > y_top) { + x_top = x0 + dx * (e->sy - y_top); + sy0 = e->sy; + } else { + x_top = x0; + sy0 = y_top; + } + if (e->ey < y_bottom) { + x_bottom = x0 + dx * (e->ey - y_top); + sy1 = e->ey; + } else { + x_bottom = xb; + sy1 = y_bottom; + } + + if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) { + // from here on, we don't have to range check x values + + if ((int) x_top == (int) x_bottom) { + float height; + // simple case, only spans one pixel + int x = (int) x_top; + height = sy1 - sy0; + STBTT_assert(x >= 0 && x < len); + scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; + scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + } else { + int x,x1,x2; + float y_crossing, step, sign, area; + // covers 2+ pixels + if (x_top > x_bottom) { + // flip scanline vertically; signed area is the same + float t; + sy0 = y_bottom - (sy0 - y_top); + sy1 = y_bottom - (sy1 - y_top); + t = sy0, sy0 = sy1, sy1 = t; + t = x_bottom, x_bottom = x_top, x_top = t; + dx = -dx; + dy = -dy; + t = x0, x0 = xb, xb = t; + // [DEAR IMGUI] Fix static analyzer warning + (void)dx; // [ImGui: fix static analyzer warning] + } + + x1 = (int) x_top; + x2 = (int) x_bottom; + // compute intersection with y axis at x1+1 + y_crossing = (x1+1 - x0) * dy + y_top; + + sign = e->direction; + // area of the rectangle covered from y0..y_crossing + area = sign * (y_crossing-sy0); + // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) + scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); + + step = sign * dy; + for (x = x1+1; x < x2; ++x) { + scanline[x] += area + step/2; + area += step; + } + y_crossing += dy * (x2 - (x1+1)); + + STBTT_assert(STBTT_fabs(area) <= 1.01f); + + scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + + scanline_fill[x2] += sign * (sy1-sy0); } - else - { - x_top = x0; - sy0 = y_top; + } else { + // if edge goes outside of box we're drawing, we require + // clipping logic. since this does not match the intended use + // of this library, we use a different, very slow brute + // force implementation + int x; + for (x=0; x < len; ++x) { + // cases: + // + // there can be up to two intersections with the pixel. any intersection + // with left or right edges can be handled by splitting into two (or three) + // regions. intersections with top & bottom do not necessitate case-wise logic. + // + // the old way of doing this found the intersections with the left & right edges, + // then used some simple logic to produce up to three segments in sorted order + // from top-to-bottom. however, this had a problem: if an x edge was epsilon + // across the x border, then the corresponding y position might not be distinct + // from the other y segment, and it might ignored as an empty segment. to avoid + // that, we need to explicitly produce segments based on x positions. + + // rename variables to clearly-defined pairs + float y0 = y_top; + float x1 = (float) (x); + float x2 = (float) (x+1); + float x3 = xb; + float y3 = y_bottom; + + // x = e->x + e->dx * (y-y_top) + // (y-y_top) = (x - e->x) / e->dx + // y = (x - e->x) / e->dx + y_top + float y1 = (x - x0) / dx + y_top; + float y2 = (x+1 - x0) / dx + y_top; + + if (x0 < x1 && x3 > x2) { // three segments descending down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x1 && x0 > x2) { // three segments descending down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x1 && x3 > x1) { // two segments across x, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x3 < x1 && x0 > x1) { // two segments across x, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x1,y1); + stbtt__handle_clipped_edge(scanline,x,e, x1,y1, x3,y3); + } else if (x0 < x2 && x3 > x2) { // two segments across x+1, down-right + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else if (x3 < x2 && x0 > x2) { // two segments across x+1, down-left + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x2,y2); + stbtt__handle_clipped_edge(scanline,x,e, x2,y2, x3,y3); + } else { // one segment + stbtt__handle_clipped_edge(scanline,x,e, x0,y0, x3,y3); + } } - if (e->ey < y_bottom) - { - x_bottom = x0 + dx * (e->ey - y_top); - sy1 = e->ey; - } - else - { - x_bottom = xb; - sy1 = y_bottom; - } - - if (x_top >= 0 && x_bottom >= 0 && x_top < len && x_bottom < len) - { - // from here on, we don't have to range check x values - - if ((int)x_top == (int)x_bottom) - { - float height; - // simple case, only spans one pixel - int x = (int)x_top; - height = sy1 - sy0; - STBTT_assert(x >= 0 && x < len); - scanline[x] += e->direction * (1 - ((x_top - x) + (x_bottom - x)) / 2) * height; - scanline_fill[x] += e->direction * height; // everything right of this pixel is filled - } - else - { - int x, x1, x2; - float y_crossing, step, sign, area; - // covers 2+ pixels - if (x_top > x_bottom) - { - // flip scanline vertically; signed area is the same - float t; - sy0 = y_bottom - (sy0 - y_top); - sy1 = y_bottom - (sy1 - y_top); - t = sy0, sy0 = sy1, sy1 = t; - t = x_bottom, x_bottom = x_top, x_top = t; - dx = -dx; - dy = -dy; - t = x0, x0 = xb, xb = t; - // [DEAR IMGUI] Fix static analyzer warning - (void)dx; // [ImGui: fix static analyzer warning] - } - - x1 = (int)x_top; - x2 = (int)x_bottom; - // compute intersection with y axis at x1+1 - y_crossing = (x1 + 1 - x0) * dy + y_top; - - sign = e->direction; - // area of the rectangle covered from y0..y_crossing - area = sign * (y_crossing - sy0); - // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) - scanline[x1] += area * (1 - ((x_top - x1) + (x1 + 1 - x1)) / 2); - - step = sign * dy; - for (x = x1 + 1; x < x2; ++x) - { - scanline[x] += area + step / 2; - area += step; - } - y_crossing += dy * (x2 - (x1 + 1)); - - STBTT_assert(STBTT_fabs(area) <= 1.01f); - - scanline[x2] += area + sign * (1 - ((x2 - x2) + (x_bottom - x2)) / 2) * (sy1 - y_crossing); - - scanline_fill[x2] += sign * (sy1 - sy0); - } - } - else - { - // if edge goes outside of box we're drawing, we require - // clipping logic. since this does not match the intended use - // of this library, we use a different, very slow brute - // force implementation - int x; - for (x = 0; x < len; ++x) - { - // cases: - // - // there can be up to two intersections with the pixel. any intersection - // with left or right edges can be handled by splitting into two (or three) - // regions. intersections with top & bottom do not necessitate case-wise logic. - // - // the old way of doing this found the intersections with the left & right edges, - // then used some simple logic to produce up to three segments in sorted order - // from top-to-bottom. however, this had a problem: if an x edge was epsilon - // across the x border, then the corresponding y position might not be distinct - // from the other y segment, and it might ignored as an empty segment. to avoid - // that, we need to explicitly produce segments based on x positions. - - // rename variables to clearly-defined pairs - float y0 = y_top; - float x1 = (float)(x); - float x2 = (float)(x + 1); - float x3 = xb; - float y3 = y_bottom; - - // x = e->x + e->dx * (y-y_top) - // (y-y_top) = (x - e->x) / e->dx - // y = (x - e->x) / e->dx + y_top - float y1 = (x - x0) / dx + y_top; - float y2 = (x + 1 - x0) / dx + y_top; - - if (x0 < x1 && x3 > x2) - { // three segments descending down-right - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1); - stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x2, y2); - stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3); - } - else if (x3 < x1 && x0 > x2) - { // three segments descending down-left - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2); - stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x1, y1); - stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3); - } - else if (x0 < x1 && x3 > x1) - { // two segments across x, down-right - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1); - stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3); - } - else if (x3 < x1 && x0 > x1) - { // two segments across x, down-left - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x1, y1); - stbtt__handle_clipped_edge(scanline, x, e, x1, y1, x3, y3); - } - else if (x0 < x2 && x3 > x2) - { // two segments across x+1, down-right - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2); - stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3); - } - else if (x3 < x2 && x0 > x2) - { // two segments across x+1, down-left - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x2, y2); - stbtt__handle_clipped_edge(scanline, x, e, x2, y2, x3, y3); - } - else - { // one segment - stbtt__handle_clipped_edge(scanline, x, e, x0, y0, x3, y3); - } - } - } - } - e = e->next; - } + } + } + e = e->next; + } } // directly AA rasterize edges w/o supersampling -static void stbtt__rasterize_sorted_edges(stbtt__bitmap* result, - stbtt__edge* e, - int n, - int vsubsample, - int off_x, - int off_y, - void* userdata) +static void stbtt__rasterize_sorted_edges(stbtt__bitmap *result, stbtt__edge *e, int n, int vsubsample, int off_x, int off_y, void *userdata) { - stbtt__hheap hh = {0, 0, 0}; - stbtt__active_edge* active = NULL; - int y, j = 0, i; - float scanline_data[129], *scanline, *scanline2; + stbtt__hheap hh = { 0, 0, 0 }; + stbtt__active_edge *active = NULL; + int y,j=0, i; + float scanline_data[129], *scanline, *scanline2; - STBTT__NOTUSED(vsubsample); + STBTT__NOTUSED(vsubsample); - if (result->w > 64) - scanline = (float*)STBTT_malloc((result->w * 2 + 1) * sizeof(float), userdata); - else - scanline = scanline_data; + if (result->w > 64) + scanline = (float *) STBTT_malloc((result->w*2+1) * sizeof(float), userdata); + else + scanline = scanline_data; - scanline2 = scanline + result->w; + scanline2 = scanline + result->w; - y = off_y; - e[n].y0 = (float)(off_y + result->h) + 1; + y = off_y; + e[n].y0 = (float) (off_y + result->h) + 1; - while (j < result->h) - { - // find center of pixel for this scanline - float scan_y_top = y + 0.0f; - float scan_y_bottom = y + 1.0f; - stbtt__active_edge** step = &active; + while (j < result->h) { + // find center of pixel for this scanline + float scan_y_top = y + 0.0f; + float scan_y_bottom = y + 1.0f; + stbtt__active_edge **step = &active; - STBTT_memset(scanline, 0, result->w * sizeof(scanline[0])); - STBTT_memset(scanline2, 0, (result->w + 1) * sizeof(scanline[0])); + STBTT_memset(scanline , 0, result->w*sizeof(scanline[0])); + STBTT_memset(scanline2, 0, (result->w+1)*sizeof(scanline[0])); - // update all active edges; - // remove all active edges that terminate before the top of this scanline - while (*step) - { - stbtt__active_edge* z = *step; - if (z->ey <= scan_y_top) - { - *step = z->next; // delete from list - STBTT_assert(z->direction); - z->direction = 0; - stbtt__hheap_free(&hh, z); + // update all active edges; + // remove all active edges that terminate before the top of this scanline + while (*step) { + stbtt__active_edge * z = *step; + if (z->ey <= scan_y_top) { + *step = z->next; // delete from list + STBTT_assert(z->direction); + z->direction = 0; + stbtt__hheap_free(&hh, z); + } else { + step = &((*step)->next); // advance through list + } + } + + // insert all edges that start before the bottom of this scanline + while (e->y0 <= scan_y_bottom) { + if (e->y0 != e->y1) { + stbtt__active_edge *z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); + if (z != NULL) { + if (j == 0 && off_y != 0) { + if (z->ey < scan_y_top) { + // this can happen due to subpixel positioning and some kind of fp rounding error i think + z->ey = scan_y_top; + } + } + STBTT_assert(z->ey >= scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds + // insert at front + z->next = active; + active = z; } - else - { - step = &((*step)->next); // advance through list - } - } + } + ++e; + } - // insert all edges that start before the bottom of this scanline - while (e->y0 <= scan_y_bottom) - { - if (e->y0 != e->y1) - { - stbtt__active_edge* z = stbtt__new_active(&hh, e, off_x, scan_y_top, userdata); - if (z != NULL) - { - if (j == 0 && off_y != 0) - { - if (z->ey < scan_y_top) - { - // this can happen due to subpixel positioning and some kind of fp rounding error i think - z->ey = scan_y_top; - } - } - STBTT_assert(z->ey >= - scan_y_top); // if we get really unlucky a tiny bit of an edge can be out of bounds - // insert at front - z->next = active; - active = z; - } - } - ++e; - } + // now process all active edges + if (active) + stbtt__fill_active_edges_new(scanline, scanline2+1, result->w, active, scan_y_top); - // now process all active edges - if (active) - stbtt__fill_active_edges_new(scanline, scanline2 + 1, result->w, active, scan_y_top); + { + float sum = 0; + for (i=0; i < result->w; ++i) { + float k; + int m; + sum += scanline2[i]; + k = scanline[i] + sum; + k = (float) STBTT_fabs(k)*255 + 0.5f; + m = (int) k; + if (m > 255) m = 255; + result->pixels[j*result->stride + i] = (unsigned char) m; + } + } + // advance all the edges + step = &active; + while (*step) { + stbtt__active_edge *z = *step; + z->fx += z->fdx; // advance to position for current scanline + step = &((*step)->next); // advance through list + } - { - float sum = 0; - for (i = 0; i < result->w; ++i) - { - float k; - int m; - sum += scanline2[i]; - k = scanline[i] + sum; - k = (float)STBTT_fabs(k) * 255 + 0.5f; - m = (int)k; - if (m > 255) - m = 255; - result->pixels[j * result->stride + i] = (unsigned char)m; - } - } - // advance all the edges - step = &active; - while (*step) - { - stbtt__active_edge* z = *step; - z->fx += z->fdx; // advance to position for current scanline - step = &((*step)->next); // advance through list - } + ++y; + ++j; + } - ++y; - ++j; - } + stbtt__hheap_cleanup(&hh, userdata); - stbtt__hheap_cleanup(&hh, userdata); - - if (scanline != scanline_data) - STBTT_free(scanline, userdata); + if (scanline != scanline_data) + STBTT_free(scanline, userdata); } -# else -# error "Unrecognized value of STBTT_RASTERIZER_VERSION" -# endif +#else +#error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif -# define STBTT__COMPARE(a, b) ((a)->y0 < (b)->y0) +#define STBTT__COMPARE(a,b) ((a)->y0 < (b)->y0) -static void stbtt__sort_edges_ins_sort(stbtt__edge* p, int n) +static void stbtt__sort_edges_ins_sort(stbtt__edge *p, int n) { - int i, j; - for (i = 1; i < n; ++i) - { - stbtt__edge t = p[i], *a = &t; - j = i; - while (j > 0) - { - stbtt__edge* b = &p[j - 1]; - int c = STBTT__COMPARE(a, b); - if (!c) - break; - p[j] = p[j - 1]; - --j; - } - if (i != j) - p[j] = t; - } + int i,j; + for (i=1; i < n; ++i) { + stbtt__edge t = p[i], *a = &t; + j = i; + while (j > 0) { + stbtt__edge *b = &p[j-1]; + int c = STBTT__COMPARE(a,b); + if (!c) break; + p[j] = p[j-1]; + --j; + } + if (i != j) + p[j] = t; + } } -static void stbtt__sort_edges_quicksort(stbtt__edge* p, int n) +static void stbtt__sort_edges_quicksort(stbtt__edge *p, int n) { - /* threshold for transitioning to insertion sort */ - while (n > 12) - { - stbtt__edge t; - int c01, c12, c, m, i, j; + /* threshold for transitioning to insertion sort */ + while (n > 12) { + stbtt__edge t; + int c01,c12,c,m,i,j; - /* compute median of three */ - m = n >> 1; - c01 = STBTT__COMPARE(&p[0], &p[m]); - c12 = STBTT__COMPARE(&p[m], &p[n - 1]); - /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ - if (c01 != c12) - { - /* otherwise, we'll need to swap something else to middle */ - int z; - c = STBTT__COMPARE(&p[0], &p[n - 1]); - /* 0>mid && midn => n; 0 0 */ - /* 0n: 0>n => 0; 0 n */ - z = (c == c12) ? 0 : n - 1; - t = p[z]; - p[z] = p[m]; - p[m] = t; - } - /* now p[m] is the median-of-three */ - /* swap it to the beginning so it won't move around */ - t = p[0]; - p[0] = p[m]; - p[m] = t; + /* compute median of three */ + m = n >> 1; + c01 = STBTT__COMPARE(&p[0],&p[m]); + c12 = STBTT__COMPARE(&p[m],&p[n-1]); + /* if 0 >= mid >= end, or 0 < mid < end, then use mid */ + if (c01 != c12) { + /* otherwise, we'll need to swap something else to middle */ + int z; + c = STBTT__COMPARE(&p[0],&p[n-1]); + /* 0>mid && midn => n; 0 0 */ + /* 0n: 0>n => 0; 0 n */ + z = (c == c12) ? 0 : n-1; + t = p[z]; + p[z] = p[m]; + p[m] = t; + } + /* now p[m] is the median-of-three */ + /* swap it to the beginning so it won't move around */ + t = p[0]; + p[0] = p[m]; + p[m] = t; - /* partition loop */ - i = 1; - j = n - 1; - for (;;) - { - /* handling of equality is crucial here */ - /* for sentinels & efficiency with duplicates */ - for (;; ++i) - { - if (!STBTT__COMPARE(&p[i], &p[0])) - break; - } - for (;; --j) - { - if (!STBTT__COMPARE(&p[0], &p[j])) - break; - } - /* make sure we haven't crossed */ - if (i >= j) - break; - t = p[i]; - p[i] = p[j]; - p[j] = t; + /* partition loop */ + i=1; + j=n-1; + for(;;) { + /* handling of equality is crucial here */ + /* for sentinels & efficiency with duplicates */ + for (;;++i) { + if (!STBTT__COMPARE(&p[i], &p[0])) break; + } + for (;;--j) { + if (!STBTT__COMPARE(&p[0], &p[j])) break; + } + /* make sure we haven't crossed */ + if (i >= j) break; + t = p[i]; + p[i] = p[j]; + p[j] = t; - ++i; - --j; - } - /* recurse on smaller side, iterate on larger */ - if (j < (n - i)) - { - stbtt__sort_edges_quicksort(p, j); - p = p + i; - n = n - i; - } - else - { - stbtt__sort_edges_quicksort(p + i, n - i); - n = j; - } - } + ++i; + --j; + } + /* recurse on smaller side, iterate on larger */ + if (j < (n-i)) { + stbtt__sort_edges_quicksort(p,j); + p = p+i; + n = n-i; + } else { + stbtt__sort_edges_quicksort(p+i, n-i); + n = j; + } + } } -static void stbtt__sort_edges(stbtt__edge* p, int n) +static void stbtt__sort_edges(stbtt__edge *p, int n) { - stbtt__sort_edges_quicksort(p, n); - stbtt__sort_edges_ins_sort(p, n); + stbtt__sort_edges_quicksort(p, n); + stbtt__sort_edges_ins_sort(p, n); } typedef struct { - float x, y; + float x,y; } stbtt__point; -static void stbtt__rasterize(stbtt__bitmap* result, - stbtt__point* pts, - int* wcount, - int windings, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int off_x, - int off_y, - int invert, - void* userdata) +static void stbtt__rasterize(stbtt__bitmap *result, stbtt__point *pts, int *wcount, int windings, float scale_x, float scale_y, float shift_x, float shift_y, int off_x, int off_y, int invert, void *userdata) { - float y_scale_inv = invert ? -scale_y : scale_y; - stbtt__edge* e; - int n, i, j, k, m; -# if STBTT_RASTERIZER_VERSION == 1 - int vsubsample = result->h < 8 ? 15 : 5; -# elif STBTT_RASTERIZER_VERSION == 2 - int vsubsample = 1; -# else -# error "Unrecognized value of STBTT_RASTERIZER_VERSION" -# endif - // vsubsample should divide 255 evenly; otherwise we won't reach full opacity + float y_scale_inv = invert ? -scale_y : scale_y; + stbtt__edge *e; + int n,i,j,k,m; +#if STBTT_RASTERIZER_VERSION == 1 + int vsubsample = result->h < 8 ? 15 : 5; +#elif STBTT_RASTERIZER_VERSION == 2 + int vsubsample = 1; +#else + #error "Unrecognized value of STBTT_RASTERIZER_VERSION" +#endif + // vsubsample should divide 255 evenly; otherwise we won't reach full opacity - // now we have to blow out the windings into explicit edge lists - n = 0; - for (i = 0; i < windings; ++i) - n += wcount[i]; + // now we have to blow out the windings into explicit edge lists + n = 0; + for (i=0; i < windings; ++i) + n += wcount[i]; - e = (stbtt__edge*)STBTT_malloc(sizeof(*e) * (n + 1), userdata); // add an extra one as a sentinel - if (e == 0) - return; - n = 0; + e = (stbtt__edge *) STBTT_malloc(sizeof(*e) * (n+1), userdata); // add an extra one as a sentinel + if (e == 0) return; + n = 0; - m = 0; - for (i = 0; i < windings; ++i) - { - stbtt__point* p = pts + m; - m += wcount[i]; - j = wcount[i] - 1; - for (k = 0; k < wcount[i]; j = k++) - { - int a = k, b = j; - // skip the edge if horizontal - if (p[j].y == p[k].y) - continue; - // add edge from j to k to the list - e[n].invert = 0; - if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) - { - e[n].invert = 1; - a = j, b = k; - } - e[n].x0 = p[a].x * scale_x + shift_x; - e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; - e[n].x1 = p[b].x * scale_x + shift_x; - e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; - ++n; - } - } + m=0; + for (i=0; i < windings; ++i) { + stbtt__point *p = pts + m; + m += wcount[i]; + j = wcount[i]-1; + for (k=0; k < wcount[i]; j=k++) { + int a=k,b=j; + // skip the edge if horizontal + if (p[j].y == p[k].y) + continue; + // add edge from j to k to the list + e[n].invert = 0; + if (invert ? p[j].y > p[k].y : p[j].y < p[k].y) { + e[n].invert = 1; + a=j,b=k; + } + e[n].x0 = p[a].x * scale_x + shift_x; + e[n].y0 = (p[a].y * y_scale_inv + shift_y) * vsubsample; + e[n].x1 = p[b].x * scale_x + shift_x; + e[n].y1 = (p[b].y * y_scale_inv + shift_y) * vsubsample; + ++n; + } + } - // now sort the edges by their highest point (should snap to integer, and then by x) - // STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); - stbtt__sort_edges(e, n); + // now sort the edges by their highest point (should snap to integer, and then by x) + //STBTT_sort(e, n, sizeof(e[0]), stbtt__edge_compare); + stbtt__sort_edges(e, n); - // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule - stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); + // now, traverse the scanlines and find the intersections on each scanline, use xor winding rule + stbtt__rasterize_sorted_edges(result, e, n, vsubsample, off_x, off_y, userdata); - STBTT_free(e, userdata); + STBTT_free(e, userdata); } -static void stbtt__add_point(stbtt__point* points, int n, float x, float y) +static void stbtt__add_point(stbtt__point *points, int n, float x, float y) { - if (!points) - return; // during first pass, it's unallocated - points[n].x = x; - points[n].y = y; + if (!points) return; // during first pass, it's unallocated + points[n].x = x; + points[n].y = y; } // tessellate until threshold p is happy... @TODO warped to compensate for non-linear stretching -static int stbtt__tesselate_curve(stbtt__point* points, - int* num_points, - float x0, - float y0, - float x1, - float y1, - float x2, - float y2, - float objspace_flatness_squared, - int n) +static int stbtt__tesselate_curve(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float objspace_flatness_squared, int n) { - // midpoint - float mx = (x0 + 2 * x1 + x2) / 4; - float my = (y0 + 2 * y1 + y2) / 4; - // versus directly drawn line - float dx = (x0 + x2) / 2 - mx; - float dy = (y0 + y2) / 2 - my; - if (n > 16) // 65536 segments on one curve better be enough! - return 1; - if (dx * dx + dy * dy > objspace_flatness_squared) - { // half-pixel error allowed... need to be smaller if AA - stbtt__tesselate_curve(points, num_points, x0, y0, (x0 + x1) / 2.0f, (y0 + y1) / 2.0f, mx, my, - objspace_flatness_squared, n + 1); - stbtt__tesselate_curve(points, num_points, mx, my, (x1 + x2) / 2.0f, (y1 + y2) / 2.0f, x2, y2, - objspace_flatness_squared, n + 1); - } - else - { - stbtt__add_point(points, *num_points, x2, y2); - *num_points = *num_points + 1; - } - return 1; + // midpoint + float mx = (x0 + 2*x1 + x2)/4; + float my = (y0 + 2*y1 + y2)/4; + // versus directly drawn line + float dx = (x0+x2)/2 - mx; + float dy = (y0+y2)/2 - my; + if (n > 16) // 65536 segments on one curve better be enough! + return 1; + if (dx*dx+dy*dy > objspace_flatness_squared) { // half-pixel error allowed... need to be smaller if AA + stbtt__tesselate_curve(points, num_points, x0,y0, (x0+x1)/2.0f,(y0+y1)/2.0f, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_curve(points, num_points, mx,my, (x1+x2)/2.0f,(y1+y2)/2.0f, x2,y2, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x2,y2); + *num_points = *num_points+1; + } + return 1; } -static void stbtt__tesselate_cubic(stbtt__point* points, - int* num_points, - float x0, - float y0, - float x1, - float y1, - float x2, - float y2, - float x3, - float y3, - float objspace_flatness_squared, - int n) +static void stbtt__tesselate_cubic(stbtt__point *points, int *num_points, float x0, float y0, float x1, float y1, float x2, float y2, float x3, float y3, float objspace_flatness_squared, int n) { - // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough - float dx0 = x1 - x0; - float dy0 = y1 - y0; - float dx1 = x2 - x1; - float dy1 = y2 - y1; - float dx2 = x3 - x2; - float dy2 = y3 - y2; - float dx = x3 - x0; - float dy = y3 - y0; - float longlen = (float)(STBTT_sqrt(dx0 * dx0 + dy0 * dy0) + STBTT_sqrt(dx1 * dx1 + dy1 * dy1) + - STBTT_sqrt(dx2 * dx2 + dy2 * dy2)); - float shortlen = (float)STBTT_sqrt(dx * dx + dy * dy); - float flatness_squared = longlen * longlen - shortlen * shortlen; + // @TODO this "flatness" calculation is just made-up nonsense that seems to work well enough + float dx0 = x1-x0; + float dy0 = y1-y0; + float dx1 = x2-x1; + float dy1 = y2-y1; + float dx2 = x3-x2; + float dy2 = y3-y2; + float dx = x3-x0; + float dy = y3-y0; + float longlen = (float) (STBTT_sqrt(dx0*dx0+dy0*dy0)+STBTT_sqrt(dx1*dx1+dy1*dy1)+STBTT_sqrt(dx2*dx2+dy2*dy2)); + float shortlen = (float) STBTT_sqrt(dx*dx+dy*dy); + float flatness_squared = longlen*longlen-shortlen*shortlen; - if (n > 16) // 65536 segments on one curve better be enough! - return; + if (n > 16) // 65536 segments on one curve better be enough! + return; - if (flatness_squared > objspace_flatness_squared) - { - float x01 = (x0 + x1) / 2; - float y01 = (y0 + y1) / 2; - float x12 = (x1 + x2) / 2; - float y12 = (y1 + y2) / 2; - float x23 = (x2 + x3) / 2; - float y23 = (y2 + y3) / 2; + if (flatness_squared > objspace_flatness_squared) { + float x01 = (x0+x1)/2; + float y01 = (y0+y1)/2; + float x12 = (x1+x2)/2; + float y12 = (y1+y2)/2; + float x23 = (x2+x3)/2; + float y23 = (y2+y3)/2; - float xa = (x01 + x12) / 2; - float ya = (y01 + y12) / 2; - float xb = (x12 + x23) / 2; - float yb = (y12 + y23) / 2; + float xa = (x01+x12)/2; + float ya = (y01+y12)/2; + float xb = (x12+x23)/2; + float yb = (y12+y23)/2; - float mx = (xa + xb) / 2; - float my = (ya + yb) / 2; + float mx = (xa+xb)/2; + float my = (ya+yb)/2; - stbtt__tesselate_cubic(points, num_points, x0, y0, x01, y01, xa, ya, mx, my, objspace_flatness_squared, n + 1); - stbtt__tesselate_cubic(points, num_points, mx, my, xb, yb, x23, y23, x3, y3, objspace_flatness_squared, n + 1); - } - else - { - stbtt__add_point(points, *num_points, x3, y3); - *num_points = *num_points + 1; - } + stbtt__tesselate_cubic(points, num_points, x0,y0, x01,y01, xa,ya, mx,my, objspace_flatness_squared,n+1); + stbtt__tesselate_cubic(points, num_points, mx,my, xb,yb, x23,y23, x3,y3, objspace_flatness_squared,n+1); + } else { + stbtt__add_point(points, *num_points,x3,y3); + *num_points = *num_points+1; + } } // returns number of contours -static stbtt__point* stbtt_FlattenCurves(stbtt_vertex* vertices, - int num_verts, - float objspace_flatness, - int** contour_lengths, - int* num_contours, - void* userdata) +static stbtt__point *stbtt_FlattenCurves(stbtt_vertex *vertices, int num_verts, float objspace_flatness, int **contour_lengths, int *num_contours, void *userdata) { - stbtt__point* points = 0; - int num_points = 0; + stbtt__point *points=0; + int num_points=0; - float objspace_flatness_squared = objspace_flatness * objspace_flatness; - int i, n = 0, start = 0, pass; + float objspace_flatness_squared = objspace_flatness * objspace_flatness; + int i,n=0,start=0, pass; - // count how many "moves" there are to get the contour count - for (i = 0; i < num_verts; ++i) - if (vertices[i].type == STBTT_vmove) - ++n; + // count how many "moves" there are to get the contour count + for (i=0; i < num_verts; ++i) + if (vertices[i].type == STBTT_vmove) + ++n; - *num_contours = n; - if (n == 0) - return 0; + *num_contours = n; + if (n == 0) return 0; - *contour_lengths = (int*)STBTT_malloc(sizeof(**contour_lengths) * n, userdata); + *contour_lengths = (int *) STBTT_malloc(sizeof(**contour_lengths) * n, userdata); - if (*contour_lengths == 0) - { - *num_contours = 0; - return 0; - } + if (*contour_lengths == 0) { + *num_contours = 0; + return 0; + } - // make two passes through the points so we don't need to realloc - for (pass = 0; pass < 2; ++pass) - { - float x = 0, y = 0; - if (pass == 1) - { - points = (stbtt__point*)STBTT_malloc(num_points * sizeof(points[0]), userdata); - if (points == NULL) - goto error; - } - num_points = 0; - n = -1; - for (i = 0; i < num_verts; ++i) - { - switch (vertices[i].type) - { + // make two passes through the points so we don't need to realloc + for (pass=0; pass < 2; ++pass) { + float x=0,y=0; + if (pass == 1) { + points = (stbtt__point *) STBTT_malloc(num_points * sizeof(points[0]), userdata); + if (points == NULL) goto error; + } + num_points = 0; + n= -1; + for (i=0; i < num_verts; ++i) { + switch (vertices[i].type) { case STBTT_vmove: - // start the next contour - if (n >= 0) - (*contour_lengths)[n] = num_points - start; - ++n; - start = num_points; + // start the next contour + if (n >= 0) + (*contour_lengths)[n] = num_points - start; + ++n; + start = num_points; - x = vertices[i].x, y = vertices[i].y; - stbtt__add_point(points, num_points++, x, y); - break; + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x,y); + break; case STBTT_vline: - x = vertices[i].x, y = vertices[i].y; - stbtt__add_point(points, num_points++, x, y); - break; + x = vertices[i].x, y = vertices[i].y; + stbtt__add_point(points, num_points++, x, y); + break; case STBTT_vcurve: - stbtt__tesselate_curve(points, &num_points, x, y, vertices[i].cx, vertices[i].cy, vertices[i].x, - vertices[i].y, objspace_flatness_squared, 0); - x = vertices[i].x, y = vertices[i].y; - break; + stbtt__tesselate_curve(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; case STBTT_vcubic: - stbtt__tesselate_cubic(points, &num_points, x, y, vertices[i].cx, vertices[i].cy, vertices[i].cx1, - vertices[i].cy1, vertices[i].x, vertices[i].y, objspace_flatness_squared, 0); - x = vertices[i].x, y = vertices[i].y; - break; - } - } - (*contour_lengths)[n] = num_points - start; - } + stbtt__tesselate_cubic(points, &num_points, x,y, + vertices[i].cx, vertices[i].cy, + vertices[i].cx1, vertices[i].cy1, + vertices[i].x, vertices[i].y, + objspace_flatness_squared, 0); + x = vertices[i].x, y = vertices[i].y; + break; + } + } + (*contour_lengths)[n] = num_points - start; + } - return points; + return points; error: - STBTT_free(points, userdata); - STBTT_free(*contour_lengths, userdata); - *contour_lengths = 0; - *num_contours = 0; - return NULL; + STBTT_free(points, userdata); + STBTT_free(*contour_lengths, userdata); + *contour_lengths = 0; + *num_contours = 0; + return NULL; } -STBTT_DEF void stbtt_Rasterize(stbtt__bitmap* result, - float flatness_in_pixels, - stbtt_vertex* vertices, - int num_verts, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int x_off, - int y_off, - int invert, - void* userdata) +STBTT_DEF void stbtt_Rasterize(stbtt__bitmap *result, float flatness_in_pixels, stbtt_vertex *vertices, int num_verts, float scale_x, float scale_y, float shift_x, float shift_y, int x_off, int y_off, int invert, void *userdata) { - float scale = scale_x > scale_y ? scale_y : scale_x; - int winding_count = 0; - int* winding_lengths = NULL; - stbtt__point* windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, - &winding_count, userdata); - if (windings) - { - stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, - y_off, invert, userdata); - STBTT_free(winding_lengths, userdata); - STBTT_free(windings, userdata); - } + float scale = scale_x > scale_y ? scale_y : scale_x; + int winding_count = 0; + int *winding_lengths = NULL; + stbtt__point *windings = stbtt_FlattenCurves(vertices, num_verts, flatness_in_pixels / scale, &winding_lengths, &winding_count, userdata); + if (windings) { + stbtt__rasterize(result, windings, winding_lengths, winding_count, scale_x, scale_y, shift_x, shift_y, x_off, y_off, invert, userdata); + STBTT_free(winding_lengths, userdata); + STBTT_free(windings, userdata); + } } -STBTT_DEF void stbtt_FreeBitmap(unsigned char* bitmap, void* userdata) +STBTT_DEF void stbtt_FreeBitmap(unsigned char *bitmap, void *userdata) { - STBTT_free(bitmap, userdata); + STBTT_free(bitmap, userdata); } -STBTT_DEF unsigned char* stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo* info, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int glyph, - int* width, - int* height, - int* xoff, - int* yoff) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int glyph, int *width, int *height, int *xoff, int *yoff) { - int ix0, iy0, ix1, iy1; - stbtt__bitmap gbm; - stbtt_vertex* vertices; - int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + int ix0,iy0,ix1,iy1; + stbtt__bitmap gbm; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); - if (scale_x == 0) - scale_x = scale_y; - if (scale_y == 0) - { - if (scale_x == 0) - { - STBTT_free(vertices, info->userdata); - return NULL; - } - scale_y = scale_x; - } + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) { + STBTT_free(vertices, info->userdata); + return NULL; + } + scale_y = scale_x; + } - stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0, &iy0, &ix1, &iy1); + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,&ix1,&iy1); - // now we get the size - gbm.w = (ix1 - ix0); - gbm.h = (iy1 - iy0); - gbm.pixels = NULL; // in case we error + // now we get the size + gbm.w = (ix1 - ix0); + gbm.h = (iy1 - iy0); + gbm.pixels = NULL; // in case we error - if (width) - *width = gbm.w; - if (height) - *height = gbm.h; - if (xoff) - *xoff = ix0; - if (yoff) - *yoff = iy0; + if (width ) *width = gbm.w; + if (height) *height = gbm.h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; - if (gbm.w && gbm.h) - { - gbm.pixels = (unsigned char*)STBTT_malloc(gbm.w * gbm.h, info->userdata); - if (gbm.pixels) - { - gbm.stride = gbm.w; + if (gbm.w && gbm.h) { + gbm.pixels = (unsigned char *) STBTT_malloc(gbm.w * gbm.h, info->userdata); + if (gbm.pixels) { + gbm.stride = gbm.w; - stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, - info->userdata); - } - } - STBTT_free(vertices, info->userdata); - return gbm.pixels; + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, info->userdata); + } + } + STBTT_free(vertices, info->userdata); + return gbm.pixels; } -STBTT_DEF unsigned char* stbtt_GetGlyphBitmap(const stbtt_fontinfo* info, - float scale_x, - float scale_y, - int glyph, - int* width, - int* height, - int* xoff, - int* yoff) +STBTT_DEF unsigned char *stbtt_GetGlyphBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int glyph, int *width, int *height, int *xoff, int *yoff) { - return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, glyph, width, height, xoff, yoff); } -STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int glyph) +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int glyph) { - int ix0, iy0; - stbtt_vertex* vertices; - int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); - stbtt__bitmap gbm; + int ix0,iy0; + stbtt_vertex *vertices; + int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); + stbtt__bitmap gbm; - stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0, &iy0, 0, 0); - gbm.pixels = output; - gbm.w = out_w; - gbm.h = out_h; - gbm.stride = out_stride; + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); + gbm.pixels = output; + gbm.w = out_w; + gbm.h = out_h; + gbm.stride = out_stride; - if (gbm.w && gbm.h) - stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0, iy0, 1, - info->userdata); + if (gbm.w && gbm.h) + stbtt_Rasterize(&gbm, 0.35f, vertices, num_verts, scale_x, scale_y, shift_x, shift_y, ix0,iy0, 1, info->userdata); - STBTT_free(vertices, info->userdata); + STBTT_free(vertices, info->userdata); } -STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - int glyph) +STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int glyph) { - stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f, 0.0f, glyph); + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, glyph); } -STBTT_DEF unsigned char* stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo* info, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int codepoint, - int* width, - int* height, - int* xoff, - int* yoff) +STBTT_DEF unsigned char *stbtt_GetCodepointBitmapSubpixel(const stbtt_fontinfo *info, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { - return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info, codepoint), - width, height, xoff, yoff); + return stbtt_GetGlyphBitmapSubpixel(info, scale_x, scale_y,shift_x,shift_y, stbtt_FindGlyphIndex(info,codepoint), width,height,xoff,yoff); } -STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int oversample_x, - int oversample_y, - float* sub_x, - float* sub_y, - int codepoint) +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int oversample_x, int oversample_y, float *sub_x, float *sub_y, int codepoint) { - stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, - oversample_x, oversample_y, sub_x, sub_y, - stbtt_FindGlyphIndex(info, codepoint)); + stbtt_MakeGlyphBitmapSubpixelPrefilter(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, oversample_x, oversample_y, sub_x, sub_y, stbtt_FindGlyphIndex(info,codepoint)); } -STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int codepoint) +STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int codepoint) { - stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, - stbtt_FindGlyphIndex(info, codepoint)); + stbtt_MakeGlyphBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, shift_x, shift_y, stbtt_FindGlyphIndex(info,codepoint)); } -STBTT_DEF unsigned char* stbtt_GetCodepointBitmap(const stbtt_fontinfo* info, - float scale_x, - float scale_y, - int codepoint, - int* width, - int* height, - int* xoff, - int* yoff) +STBTT_DEF unsigned char *stbtt_GetCodepointBitmap(const stbtt_fontinfo *info, float scale_x, float scale_y, int codepoint, int *width, int *height, int *xoff, int *yoff) { - return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f, 0.0f, codepoint, width, height, xoff, yoff); + return stbtt_GetCodepointBitmapSubpixel(info, scale_x, scale_y, 0.0f,0.0f, codepoint, width,height,xoff,yoff); } -STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - int codepoint) +STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, int codepoint) { - stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f, 0.0f, codepoint); + stbtt_MakeCodepointBitmapSubpixel(info, output, out_w, out_h, out_stride, scale_x, scale_y, 0.0f,0.0f, codepoint); } ////////////////////////////////////////////////////////////////////////////// @@ -4495,83 +3650,71 @@ STBTT_DEF void stbtt_MakeCodepointBitmap(const stbtt_fontinfo* info, // // This is SUPER-CRAPPY packing to keep source code small -static int stbtt_BakeFontBitmap_internal(unsigned char* data, - int offset, // font location (use offset=0 for plain .ttf) - float pixel_height, // height of font in pixels - unsigned char* pixels, - int pw, - int ph, // bitmap to be filled in - int first_char, - int num_chars, // characters to bake - stbtt_bakedchar* chardata) +static int stbtt_BakeFontBitmap_internal(unsigned char *data, int offset, // font location (use offset=0 for plain .ttf) + float pixel_height, // height of font in pixels + unsigned char *pixels, int pw, int ph, // bitmap to be filled in + int first_char, int num_chars, // characters to bake + stbtt_bakedchar *chardata) { - float scale; - int x, y, bottom_y, i; - stbtt_fontinfo f; - f.userdata = NULL; - if (!stbtt_InitFont(&f, data, offset)) - return -1; - STBTT_memset(pixels, 0, pw * ph); // background of 0 around pixels - x = y = 1; - bottom_y = 1; + float scale; + int x,y,bottom_y, i; + stbtt_fontinfo f; + f.userdata = NULL; + if (!stbtt_InitFont(&f, data, offset)) + return -1; + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels + x=y=1; + bottom_y = 1; - scale = stbtt_ScaleForPixelHeight(&f, pixel_height); + scale = stbtt_ScaleForPixelHeight(&f, pixel_height); - for (i = 0; i < num_chars; ++i) - { - int advance, lsb, x0, y0, x1, y1, gw, gh; - int g = stbtt_FindGlyphIndex(&f, first_char + i); - stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); - stbtt_GetGlyphBitmapBox(&f, g, scale, scale, &x0, &y0, &x1, &y1); - gw = x1 - x0; - gh = y1 - y0; - if (x + gw + 1 >= pw) - y = bottom_y, x = 1; // advance to next row - if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row - return -i; - STBTT_assert(x + gw < pw); - STBTT_assert(y + gh < ph); - stbtt_MakeGlyphBitmap(&f, pixels + x + y * pw, gw, gh, pw, scale, scale, g); - chardata[i].x0 = (stbtt_int16)x; - chardata[i].y0 = (stbtt_int16)y; - chardata[i].x1 = (stbtt_int16)(x + gw); - chardata[i].y1 = (stbtt_int16)(y + gh); - chardata[i].xadvance = scale * advance; - chardata[i].xoff = (float)x0; - chardata[i].yoff = (float)y0; - x = x + gw + 1; - if (y + gh + 1 > bottom_y) - bottom_y = y + gh + 1; - } - return bottom_y; + for (i=0; i < num_chars; ++i) { + int advance, lsb, x0,y0,x1,y1,gw,gh; + int g = stbtt_FindGlyphIndex(&f, first_char + i); + stbtt_GetGlyphHMetrics(&f, g, &advance, &lsb); + stbtt_GetGlyphBitmapBox(&f, g, scale,scale, &x0,&y0,&x1,&y1); + gw = x1-x0; + gh = y1-y0; + if (x + gw + 1 >= pw) + y = bottom_y, x = 1; // advance to next row + if (y + gh + 1 >= ph) // check if it fits vertically AFTER potentially moving to next row + return -i; + STBTT_assert(x+gw < pw); + STBTT_assert(y+gh < ph); + stbtt_MakeGlyphBitmap(&f, pixels+x+y*pw, gw,gh,pw, scale,scale, g); + chardata[i].x0 = (stbtt_int16) x; + chardata[i].y0 = (stbtt_int16) y; + chardata[i].x1 = (stbtt_int16) (x + gw); + chardata[i].y1 = (stbtt_int16) (y + gh); + chardata[i].xadvance = scale * advance; + chardata[i].xoff = (float) x0; + chardata[i].yoff = (float) y0; + x = x + gw + 1; + if (y+gh+1 > bottom_y) + bottom_y = y+gh+1; + } + return bottom_y; } -STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar* chardata, - int pw, - int ph, - int char_index, - float* xpos, - float* ypos, - stbtt_aligned_quad* q, - int opengl_fillrule) +STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int opengl_fillrule) { - float d3d_bias = opengl_fillrule ? 0 : -0.5f; - float ipw = 1.0f / pw, iph = 1.0f / ph; - const stbtt_bakedchar* b = chardata + char_index; - int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); - int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); + float d3d_bias = opengl_fillrule ? 0 : -0.5f; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_bakedchar *b = chardata + char_index; + int round_x = STBTT_ifloor((*xpos + b->xoff) + 0.5f); + int round_y = STBTT_ifloor((*ypos + b->yoff) + 0.5f); - q->x0 = round_x + d3d_bias; - q->y0 = round_y + d3d_bias; - q->x1 = round_x + b->x1 - b->x0 + d3d_bias; - q->y1 = round_y + b->y1 - b->y0 + d3d_bias; + q->x0 = round_x + d3d_bias; + q->y0 = round_y + d3d_bias; + q->x1 = round_x + b->x1 - b->x0 + d3d_bias; + q->y1 = round_y + b->y1 - b->y0 + d3d_bias; - q->s0 = b->x0 * ipw; - q->t0 = b->y0 * iph; - q->s1 = b->x1 * ipw; - q->t1 = b->y1 * iph; + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; - *xpos += b->xadvance; + *xpos += b->xadvance; } ////////////////////////////////////////////////////////////////////////////// @@ -4579,7 +3722,7 @@ STBTT_DEF void stbtt_GetBakedQuad(const stbtt_bakedchar* chardata, // rectangle packing replacement routines if you don't have stb_rect_pack.h // -# ifndef STB_RECT_PACK_VERSION +#ifndef STB_RECT_PACK_VERSION typedef int stbrp_coord; @@ -4596,55 +3739,53 @@ typedef int stbrp_coord; typedef struct { - int width, height; - int x, y, bottom_y; + int width,height; + int x,y,bottom_y; } stbrp_context; typedef struct { - unsigned char x; + unsigned char x; } stbrp_node; struct stbrp_rect { - stbrp_coord x, y; - int id, w, h, was_packed; + stbrp_coord x,y; + int id,w,h,was_packed; }; -static void stbrp_init_target(stbrp_context* con, int pw, int ph, stbrp_node* nodes, int num_nodes) +static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *nodes, int num_nodes) { - con->width = pw; - con->height = ph; - con->x = 0; - con->y = 0; - con->bottom_y = 0; - STBTT__NOTUSED(nodes); - STBTT__NOTUSED(num_nodes); + con->width = pw; + con->height = ph; + con->x = 0; + con->y = 0; + con->bottom_y = 0; + STBTT__NOTUSED(nodes); + STBTT__NOTUSED(num_nodes); } -static void stbrp_pack_rects(stbrp_context* con, stbrp_rect* rects, int num_rects) +static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) { - int i; - for (i = 0; i < num_rects; ++i) - { - if (con->x + rects[i].w > con->width) - { - con->x = 0; - con->y = con->bottom_y; - } - if (con->y + rects[i].h > con->height) - break; - rects[i].x = con->x; - rects[i].y = con->y; - rects[i].was_packed = 1; - con->x += rects[i].w; - if (con->y + rects[i].h > con->bottom_y) - con->bottom_y = con->y + rects[i].h; - } - for (; i < num_rects; ++i) - rects[i].was_packed = 0; + int i; + for (i=0; i < num_rects; ++i) { + if (con->x + rects[i].w > con->width) { + con->x = 0; + con->y = con->bottom_y; + } + if (con->y + rects[i].h > con->height) + break; + rects[i].x = con->x; + rects[i].y = con->y; + rects[i].was_packed = 1; + con->x += rects[i].w; + if (con->y + rects[i].h > con->bottom_y) + con->bottom_y = con->y + rects[i].h; + } + for ( ; i < num_rects; ++i) + rects[i].was_packed = 0; } -# endif +#endif ////////////////////////////////////////////////////////////////////////////// // @@ -4653,489 +3794,427 @@ static void stbrp_pack_rects(stbrp_context* con, stbrp_rect* rects, int num_rect // This is SUPER-AWESOME (tm Ryan Gordon) packing using stb_rect_pack.h. If // stb_rect_pack.h isn't available, it uses the BakeFontBitmap strategy. -STBTT_DEF int stbtt_PackBegin(stbtt_pack_context* spc, - unsigned char* pixels, - int pw, - int ph, - int stride_in_bytes, - int padding, - void* alloc_context) +STBTT_DEF int stbtt_PackBegin(stbtt_pack_context *spc, unsigned char *pixels, int pw, int ph, int stride_in_bytes, int padding, void *alloc_context) { - stbrp_context* context = (stbrp_context*)STBTT_malloc(sizeof(*context), alloc_context); - int num_nodes = pw - padding; - stbrp_node* nodes = (stbrp_node*)STBTT_malloc(sizeof(*nodes) * num_nodes, alloc_context); + stbrp_context *context = (stbrp_context *) STBTT_malloc(sizeof(*context) ,alloc_context); + int num_nodes = pw - padding; + stbrp_node *nodes = (stbrp_node *) STBTT_malloc(sizeof(*nodes ) * num_nodes,alloc_context); - if (context == NULL || nodes == NULL) - { - if (context != NULL) - STBTT_free(context, alloc_context); - if (nodes != NULL) - STBTT_free(nodes, alloc_context); - return 0; - } + if (context == NULL || nodes == NULL) { + if (context != NULL) STBTT_free(context, alloc_context); + if (nodes != NULL) STBTT_free(nodes , alloc_context); + return 0; + } - spc->user_allocator_context = alloc_context; - spc->width = pw; - spc->height = ph; - spc->pixels = pixels; - spc->pack_info = context; - spc->nodes = nodes; - spc->padding = padding; - spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; - spc->h_oversample = 1; - spc->v_oversample = 1; - spc->skip_missing = 0; + spc->user_allocator_context = alloc_context; + spc->width = pw; + spc->height = ph; + spc->pixels = pixels; + spc->pack_info = context; + spc->nodes = nodes; + spc->padding = padding; + spc->stride_in_bytes = stride_in_bytes != 0 ? stride_in_bytes : pw; + spc->h_oversample = 1; + spc->v_oversample = 1; + spc->skip_missing = 0; - stbrp_init_target(context, pw - padding, ph - padding, nodes, num_nodes); + stbrp_init_target(context, pw-padding, ph-padding, nodes, num_nodes); - if (pixels) - STBTT_memset(pixels, 0, pw * ph); // background of 0 around pixels + if (pixels) + STBTT_memset(pixels, 0, pw*ph); // background of 0 around pixels - return 1; + return 1; } -STBTT_DEF void stbtt_PackEnd(stbtt_pack_context* spc) +STBTT_DEF void stbtt_PackEnd (stbtt_pack_context *spc) { - STBTT_free(spc->nodes, spc->user_allocator_context); - STBTT_free(spc->pack_info, spc->user_allocator_context); + STBTT_free(spc->nodes , spc->user_allocator_context); + STBTT_free(spc->pack_info, spc->user_allocator_context); } -STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context* spc, unsigned int h_oversample, unsigned int v_oversample) +STBTT_DEF void stbtt_PackSetOversampling(stbtt_pack_context *spc, unsigned int h_oversample, unsigned int v_oversample) { - STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); - STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); - if (h_oversample <= STBTT_MAX_OVERSAMPLE) - spc->h_oversample = h_oversample; - if (v_oversample <= STBTT_MAX_OVERSAMPLE) - spc->v_oversample = v_oversample; + STBTT_assert(h_oversample <= STBTT_MAX_OVERSAMPLE); + STBTT_assert(v_oversample <= STBTT_MAX_OVERSAMPLE); + if (h_oversample <= STBTT_MAX_OVERSAMPLE) + spc->h_oversample = h_oversample; + if (v_oversample <= STBTT_MAX_OVERSAMPLE) + spc->v_oversample = v_oversample; } -STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context* spc, int skip) +STBTT_DEF void stbtt_PackSetSkipMissingCodepoints(stbtt_pack_context *spc, int skip) { - spc->skip_missing = skip; + spc->skip_missing = skip; } -# define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE - 1) +#define STBTT__OVER_MASK (STBTT_MAX_OVERSAMPLE-1) -static void stbtt__h_prefilter(unsigned char* pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +static void stbtt__h_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) { - unsigned char buffer[STBTT_MAX_OVERSAMPLE]; - int safe_w = w - kernel_width; - int j; - STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze - for (j = 0; j < h; ++j) - { - int i; - unsigned int total; - STBTT_memset(buffer, 0, kernel_width); + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_w = w - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < h; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); - total = 0; + total = 0; - // make kernel_width a constant in common cases so compiler can optimize out the divide - switch (kernel_width) - { - case 2: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / 2); + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 2); } break; - case 3: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / 3); + case 3: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 3); } break; - case 4: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / 4); + case 4: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 4); } break; - case 5: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / 5); + case 5: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / 5); } break; - default: - for (i = 0; i <= safe_w; ++i) - { - total += pixels[i] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i]; - pixels[i] = (unsigned char)(total / kernel_width); + default: + for (i=0; i <= safe_w; ++i) { + total += pixels[i] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i]; + pixels[i] = (unsigned char) (total / kernel_width); } break; - } + } - for (; i < w; ++i) - { - STBTT_assert(pixels[i] == 0); - total -= buffer[i & STBTT__OVER_MASK]; - pixels[i] = (unsigned char)(total / kernel_width); - } + for (; i < w; ++i) { + STBTT_assert(pixels[i] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i] = (unsigned char) (total / kernel_width); + } - pixels += stride_in_bytes; - } + pixels += stride_in_bytes; + } } -static void stbtt__v_prefilter(unsigned char* pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) +static void stbtt__v_prefilter(unsigned char *pixels, int w, int h, int stride_in_bytes, unsigned int kernel_width) { - unsigned char buffer[STBTT_MAX_OVERSAMPLE]; - int safe_h = h - kernel_width; - int j; - STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze - for (j = 0; j < w; ++j) - { - int i; - unsigned int total; - STBTT_memset(buffer, 0, kernel_width); + unsigned char buffer[STBTT_MAX_OVERSAMPLE]; + int safe_h = h - kernel_width; + int j; + STBTT_memset(buffer, 0, STBTT_MAX_OVERSAMPLE); // suppress bogus warning from VS2013 -analyze + for (j=0; j < w; ++j) { + int i; + unsigned int total; + STBTT_memset(buffer, 0, kernel_width); - total = 0; + total = 0; - // make kernel_width a constant in common cases so compiler can optimize out the divide - switch (kernel_width) - { - case 2: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / 2); + // make kernel_width a constant in common cases so compiler can optimize out the divide + switch (kernel_width) { + case 2: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 2); } break; - case 3: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / 3); + case 3: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 3); } break; - case 4: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / 4); + case 4: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 4); } break; - case 5: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / 5); + case 5: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / 5); } break; - default: - for (i = 0; i <= safe_h; ++i) - { - total += pixels[i * stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; - buffer[(i + kernel_width) & STBTT__OVER_MASK] = pixels[i * stride_in_bytes]; - pixels[i * stride_in_bytes] = (unsigned char)(total / kernel_width); + default: + for (i=0; i <= safe_h; ++i) { + total += pixels[i*stride_in_bytes] - buffer[i & STBTT__OVER_MASK]; + buffer[(i+kernel_width) & STBTT__OVER_MASK] = pixels[i*stride_in_bytes]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); } break; - } + } - for (; i < h; ++i) - { - STBTT_assert(pixels[i * stride_in_bytes] == 0); - total -= buffer[i & STBTT__OVER_MASK]; - pixels[i * stride_in_bytes] = (unsigned char)(total / kernel_width); - } + for (; i < h; ++i) { + STBTT_assert(pixels[i*stride_in_bytes] == 0); + total -= buffer[i & STBTT__OVER_MASK]; + pixels[i*stride_in_bytes] = (unsigned char) (total / kernel_width); + } - pixels += 1; - } + pixels += 1; + } } static float stbtt__oversample_shift(int oversample) { - if (!oversample) - return 0.0f; + if (!oversample) + return 0.0f; - // The prefilter is a box filter of width "oversample", - // which shifts phase by (oversample - 1)/2 pixels in - // oversampled space. We want to shift in the opposite - // direction to counter this. - return (float)-(oversample - 1) / (2.0f * (float)oversample); + // The prefilter is a box filter of width "oversample", + // which shifts phase by (oversample - 1)/2 pixels in + // oversampled space. We want to shift in the opposite + // direction to counter this. + return (float)-(oversample - 1) / (2.0f * (float)oversample); } // rects array must be big enough to accommodate all characters in the given ranges -STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context* spc, - const stbtt_fontinfo* info, - stbtt_pack_range* ranges, - int num_ranges, - stbrp_rect* rects) +STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { - int i, j, k; + int i,j,k; - k = 0; - for (i = 0; i < num_ranges; ++i) - { - float fh = ranges[i].font_size; - float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); - ranges[i].h_oversample = (unsigned char)spc->h_oversample; - ranges[i].v_oversample = (unsigned char)spc->v_oversample; - for (j = 0; j < ranges[i].num_chars; ++j) - { - int x0, y0, x1, y1; - int codepoint = ranges[i].array_of_unicode_codepoints == NULL - ? ranges[i].first_unicode_codepoint_in_range + j - : ranges[i].array_of_unicode_codepoints[j]; - int glyph = stbtt_FindGlyphIndex(info, codepoint); - if (glyph == 0 && spc->skip_missing) - { - rects[k].w = rects[k].h = 0; - } - else - { - stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale * spc->h_oversample, scale * spc->v_oversample, 0, 0, - &x0, &y0, &x1, &y1); - rects[k].w = (stbrp_coord)(x1 - x0 + spc->padding + spc->h_oversample - 1); - rects[k].h = (stbrp_coord)(y1 - y0 + spc->padding + spc->v_oversample - 1); - } - ++k; - } - } + k=0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + ranges[i].h_oversample = (unsigned char) spc->h_oversample; + ranges[i].v_oversample = (unsigned char) spc->v_oversample; + for (j=0; j < ranges[i].num_chars; ++j) { + int x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + if (glyph == 0 && spc->skip_missing) { + rects[k].w = rects[k].h = 0; + } else { + stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + &x0,&y0,&x1,&y1); + rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); + rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + } + ++k; + } + } - return k; + return k; } -STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo* info, - unsigned char* output, - int out_w, - int out_h, - int out_stride, - float scale_x, - float scale_y, - float shift_x, - float shift_y, - int prefilter_x, - int prefilter_y, - float* sub_x, - float* sub_y, - int glyph) +STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info, unsigned char *output, int out_w, int out_h, int out_stride, float scale_x, float scale_y, float shift_x, float shift_y, int prefilter_x, int prefilter_y, float *sub_x, float *sub_y, int glyph) { - stbtt_MakeGlyphBitmapSubpixel(info, output, out_w - (prefilter_x - 1), out_h - (prefilter_y - 1), out_stride, - scale_x, scale_y, shift_x, shift_y, glyph); + stbtt_MakeGlyphBitmapSubpixel(info, + output, + out_w - (prefilter_x - 1), + out_h - (prefilter_y - 1), + out_stride, + scale_x, + scale_y, + shift_x, + shift_y, + glyph); - if (prefilter_x > 1) - stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); + if (prefilter_x > 1) + stbtt__h_prefilter(output, out_w, out_h, out_stride, prefilter_x); - if (prefilter_y > 1) - stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); + if (prefilter_y > 1) + stbtt__v_prefilter(output, out_w, out_h, out_stride, prefilter_y); - *sub_x = stbtt__oversample_shift(prefilter_x); - *sub_y = stbtt__oversample_shift(prefilter_y); + *sub_x = stbtt__oversample_shift(prefilter_x); + *sub_y = stbtt__oversample_shift(prefilter_y); } // rects array must be big enough to accommodate all characters in the given ranges -STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context* spc, - const stbtt_fontinfo* info, - stbtt_pack_range* ranges, - int num_ranges, - stbrp_rect* rects) +STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { - int i, j, k, return_value = 1; + int i,j,k, return_value = 1; - // save current values - int old_h_over = spc->h_oversample; - int old_v_over = spc->v_oversample; + // save current values + int old_h_over = spc->h_oversample; + int old_v_over = spc->v_oversample; - k = 0; - for (i = 0; i < num_ranges; ++i) - { - float fh = ranges[i].font_size; - float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); - float recip_h, recip_v, sub_x, sub_y; - spc->h_oversample = ranges[i].h_oversample; - spc->v_oversample = ranges[i].v_oversample; - recip_h = 1.0f / spc->h_oversample; - recip_v = 1.0f / spc->v_oversample; - sub_x = stbtt__oversample_shift(spc->h_oversample); - sub_y = stbtt__oversample_shift(spc->v_oversample); - for (j = 0; j < ranges[i].num_chars; ++j) - { - stbrp_rect* r = &rects[k]; - if (r->was_packed && r->w != 0 && r->h != 0) - { - stbtt_packedchar* bc = &ranges[i].chardata_for_range[j]; - int advance, lsb, x0, y0, x1, y1; - int codepoint = ranges[i].array_of_unicode_codepoints == NULL - ? ranges[i].first_unicode_codepoint_in_range + j - : ranges[i].array_of_unicode_codepoints[j]; - int glyph = stbtt_FindGlyphIndex(info, codepoint); - stbrp_coord pad = (stbrp_coord)spc->padding; + k = 0; + for (i=0; i < num_ranges; ++i) { + float fh = ranges[i].font_size; + float scale = fh > 0 ? stbtt_ScaleForPixelHeight(info, fh) : stbtt_ScaleForMappingEmToPixels(info, -fh); + float recip_h,recip_v,sub_x,sub_y; + spc->h_oversample = ranges[i].h_oversample; + spc->v_oversample = ranges[i].v_oversample; + recip_h = 1.0f / spc->h_oversample; + recip_v = 1.0f / spc->v_oversample; + sub_x = stbtt__oversample_shift(spc->h_oversample); + sub_y = stbtt__oversample_shift(spc->v_oversample); + for (j=0; j < ranges[i].num_chars; ++j) { + stbrp_rect *r = &rects[k]; + if (r->was_packed && r->w != 0 && r->h != 0) { + stbtt_packedchar *bc = &ranges[i].chardata_for_range[j]; + int advance, lsb, x0,y0,x1,y1; + int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; + int glyph = stbtt_FindGlyphIndex(info, codepoint); + stbrp_coord pad = (stbrp_coord) spc->padding; - // pad on left and top - r->x += pad; - r->y += pad; - r->w -= pad; - r->h -= pad; - stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); - stbtt_GetGlyphBitmapBox(info, glyph, scale * spc->h_oversample, scale * spc->v_oversample, &x0, &y0, - &x1, &y1); - stbtt_MakeGlyphBitmapSubpixel(info, spc->pixels + r->x + r->y * spc->stride_in_bytes, - r->w - spc->h_oversample + 1, r->h - spc->v_oversample + 1, - spc->stride_in_bytes, scale * spc->h_oversample, - scale * spc->v_oversample, 0, 0, glyph); + // pad on left and top + r->x += pad; + r->y += pad; + r->w -= pad; + r->h -= pad; + stbtt_GetGlyphHMetrics(info, glyph, &advance, &lsb); + stbtt_GetGlyphBitmapBox(info, glyph, + scale * spc->h_oversample, + scale * spc->v_oversample, + &x0,&y0,&x1,&y1); + stbtt_MakeGlyphBitmapSubpixel(info, + spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w - spc->h_oversample+1, + r->h - spc->v_oversample+1, + spc->stride_in_bytes, + scale * spc->h_oversample, + scale * spc->v_oversample, + 0,0, + glyph); - if (spc->h_oversample > 1) - stbtt__h_prefilter(spc->pixels + r->x + r->y * spc->stride_in_bytes, r->w, r->h, - spc->stride_in_bytes, spc->h_oversample); + if (spc->h_oversample > 1) + stbtt__h_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->h_oversample); - if (spc->v_oversample > 1) - stbtt__v_prefilter(spc->pixels + r->x + r->y * spc->stride_in_bytes, r->w, r->h, - spc->stride_in_bytes, spc->v_oversample); + if (spc->v_oversample > 1) + stbtt__v_prefilter(spc->pixels + r->x + r->y*spc->stride_in_bytes, + r->w, r->h, spc->stride_in_bytes, + spc->v_oversample); - bc->x0 = (stbtt_int16)r->x; - bc->y0 = (stbtt_int16)r->y; - bc->x1 = (stbtt_int16)(r->x + r->w); - bc->y1 = (stbtt_int16)(r->y + r->h); - bc->xadvance = scale * advance; - bc->xoff = (float)x0 * recip_h + sub_x; - bc->yoff = (float)y0 * recip_v + sub_y; - bc->xoff2 = (x0 + r->w) * recip_h + sub_x; - bc->yoff2 = (y0 + r->h) * recip_v + sub_y; - } - else - { - return_value = 0; // if any fail, report failure - } + bc->x0 = (stbtt_int16) r->x; + bc->y0 = (stbtt_int16) r->y; + bc->x1 = (stbtt_int16) (r->x + r->w); + bc->y1 = (stbtt_int16) (r->y + r->h); + bc->xadvance = scale * advance; + bc->xoff = (float) x0 * recip_h + sub_x; + bc->yoff = (float) y0 * recip_v + sub_y; + bc->xoff2 = (x0 + r->w) * recip_h + sub_x; + bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + } else { + return_value = 0; // if any fail, report failure + } - ++k; - } - } + ++k; + } + } - // restore original values - spc->h_oversample = old_h_over; - spc->v_oversample = old_v_over; + // restore original values + spc->h_oversample = old_h_over; + spc->v_oversample = old_v_over; - return return_value; + return return_value; } -STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context* spc, stbrp_rect* rects, int num_rects) +STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect *rects, int num_rects) { - stbrp_pack_rects((stbrp_context*)spc->pack_info, rects, num_rects); + stbrp_pack_rects((stbrp_context *) spc->pack_info, rects, num_rects); } -STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context* spc, - const unsigned char* fontdata, - int font_index, - stbtt_pack_range* ranges, - int num_ranges) +STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) { - stbtt_fontinfo info; - int i, j, n, return_value; // [DEAR IMGUI] removed = 1 - // stbrp_context *context = (stbrp_context *) spc->pack_info; - stbrp_rect* rects; + stbtt_fontinfo info; + int i,j,n, return_value; // [DEAR IMGUI] removed = 1 + //stbrp_context *context = (stbrp_context *) spc->pack_info; + stbrp_rect *rects; - // flag all characters as NOT packed - for (i = 0; i < num_ranges; ++i) - for (j = 0; j < ranges[i].num_chars; ++j) - ranges[i].chardata_for_range[j].x0 = ranges[i].chardata_for_range[j].y0 = - ranges[i].chardata_for_range[j].x1 = ranges[i].chardata_for_range[j].y1 = 0; + // flag all characters as NOT packed + for (i=0; i < num_ranges; ++i) + for (j=0; j < ranges[i].num_chars; ++j) + ranges[i].chardata_for_range[j].x0 = + ranges[i].chardata_for_range[j].y0 = + ranges[i].chardata_for_range[j].x1 = + ranges[i].chardata_for_range[j].y1 = 0; - n = 0; - for (i = 0; i < num_ranges; ++i) - n += ranges[i].num_chars; + n = 0; + for (i=0; i < num_ranges; ++i) + n += ranges[i].num_chars; - rects = (stbrp_rect*)STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); - if (rects == NULL) - return 0; + rects = (stbrp_rect *) STBTT_malloc(sizeof(*rects) * n, spc->user_allocator_context); + if (rects == NULL) + return 0; - info.userdata = spc->user_allocator_context; - stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, font_index)); + info.userdata = spc->user_allocator_context; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata,font_index)); - n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); + n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); - stbtt_PackFontRangesPackRects(spc, rects, n); + stbtt_PackFontRangesPackRects(spc, rects, n); - return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); - STBTT_free(rects, spc->user_allocator_context); - return return_value; + STBTT_free(rects, spc->user_allocator_context); + return return_value; } -STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context* spc, - const unsigned char* fontdata, - int font_index, - float font_size, - int first_unicode_codepoint_in_range, - int num_chars_in_range, - stbtt_packedchar* chardata_for_range) +STBTT_DEF int stbtt_PackFontRange(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, float font_size, + int first_unicode_codepoint_in_range, int num_chars_in_range, stbtt_packedchar *chardata_for_range) { - stbtt_pack_range range; - range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; - range.array_of_unicode_codepoints = NULL; - range.num_chars = num_chars_in_range; - range.chardata_for_range = chardata_for_range; - range.font_size = font_size; - return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); + stbtt_pack_range range; + range.first_unicode_codepoint_in_range = first_unicode_codepoint_in_range; + range.array_of_unicode_codepoints = NULL; + range.num_chars = num_chars_in_range; + range.chardata_for_range = chardata_for_range; + range.font_size = font_size; + return stbtt_PackFontRanges(spc, fontdata, font_index, &range, 1); } -STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char* fontdata, - int index, - float size, - float* ascent, - float* descent, - float* lineGap) +STBTT_DEF void stbtt_GetScaledFontVMetrics(const unsigned char *fontdata, int index, float size, float *ascent, float *descent, float *lineGap) { - int i_ascent, i_descent, i_lineGap; - float scale; - stbtt_fontinfo info; - stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); - scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); - stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); - *ascent = (float)i_ascent * scale; - *descent = (float)i_descent * scale; - *lineGap = (float)i_lineGap * scale; + int i_ascent, i_descent, i_lineGap; + float scale; + stbtt_fontinfo info; + stbtt_InitFont(&info, fontdata, stbtt_GetFontOffsetForIndex(fontdata, index)); + scale = size > 0 ? stbtt_ScaleForPixelHeight(&info, size) : stbtt_ScaleForMappingEmToPixels(&info, -size); + stbtt_GetFontVMetrics(&info, &i_ascent, &i_descent, &i_lineGap); + *ascent = (float) i_ascent * scale; + *descent = (float) i_descent * scale; + *lineGap = (float) i_lineGap * scale; } -STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar* chardata, - int pw, - int ph, - int char_index, - float* xpos, - float* ypos, - stbtt_aligned_quad* q, - int align_to_integer) +STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar *chardata, int pw, int ph, int char_index, float *xpos, float *ypos, stbtt_aligned_quad *q, int align_to_integer) { - float ipw = 1.0f / pw, iph = 1.0f / ph; - const stbtt_packedchar* b = chardata + char_index; + float ipw = 1.0f / pw, iph = 1.0f / ph; + const stbtt_packedchar *b = chardata + char_index; - if (align_to_integer) - { - float x = (float)STBTT_ifloor((*xpos + b->xoff) + 0.5f); - float y = (float)STBTT_ifloor((*ypos + b->yoff) + 0.5f); - q->x0 = x; - q->y0 = y; - q->x1 = x + b->xoff2 - b->xoff; - q->y1 = y + b->yoff2 - b->yoff; - } - else - { - q->x0 = *xpos + b->xoff; - q->y0 = *ypos + b->yoff; - q->x1 = *xpos + b->xoff2; - q->y1 = *ypos + b->yoff2; - } + if (align_to_integer) { + float x = (float) STBTT_ifloor((*xpos + b->xoff) + 0.5f); + float y = (float) STBTT_ifloor((*ypos + b->yoff) + 0.5f); + q->x0 = x; + q->y0 = y; + q->x1 = x + b->xoff2 - b->xoff; + q->y1 = y + b->yoff2 - b->yoff; + } else { + q->x0 = *xpos + b->xoff; + q->y0 = *ypos + b->yoff; + q->x1 = *xpos + b->xoff2; + q->y1 = *ypos + b->yoff2; + } - q->s0 = b->x0 * ipw; - q->t0 = b->y0 * iph; - q->s1 = b->x1 * ipw; - q->t1 = b->y1 * iph; + q->s0 = b->x0 * ipw; + q->t0 = b->y0 * iph; + q->s1 = b->x1 * ipw; + q->t1 = b->y1 * iph; - *xpos += b->xadvance; + *xpos += b->xadvance; } ////////////////////////////////////////////////////////////////////////////// @@ -5143,465 +4222,381 @@ STBTT_DEF void stbtt_GetPackedQuad(const stbtt_packedchar* chardata, // sdf computation // -# define STBTT_min(a, b) ((a) < (b) ? (a) : (b)) -# define STBTT_max(a, b) ((a) < (b) ? (b) : (a)) +#define STBTT_min(a,b) ((a) < (b) ? (a) : (b)) +#define STBTT_max(a,b) ((a) < (b) ? (b) : (a)) -static int stbtt__ray_intersect_bezier(float orig[2], - float ray[2], - float q0[2], - float q1[2], - float q2[2], - float hits[2][2]) +static int stbtt__ray_intersect_bezier(float orig[2], float ray[2], float q0[2], float q1[2], float q2[2], float hits[2][2]) { - float q0perp = q0[1] * ray[0] - q0[0] * ray[1]; - float q1perp = q1[1] * ray[0] - q1[0] * ray[1]; - float q2perp = q2[1] * ray[0] - q2[0] * ray[1]; - float roperp = orig[1] * ray[0] - orig[0] * ray[1]; + float q0perp = q0[1]*ray[0] - q0[0]*ray[1]; + float q1perp = q1[1]*ray[0] - q1[0]*ray[1]; + float q2perp = q2[1]*ray[0] - q2[0]*ray[1]; + float roperp = orig[1]*ray[0] - orig[0]*ray[1]; - float a = q0perp - 2 * q1perp + q2perp; - float b = q1perp - q0perp; - float c = q0perp - roperp; + float a = q0perp - 2*q1perp + q2perp; + float b = q1perp - q0perp; + float c = q0perp - roperp; - float s0 = 0., s1 = 0.; - int num_s = 0; + float s0 = 0., s1 = 0.; + int num_s = 0; - if (a != 0.0) - { - float discr = b * b - a * c; - if (discr > 0.0) - { - float rcpna = -1 / a; - float d = (float)STBTT_sqrt(discr); - s0 = (b + d) * rcpna; - s1 = (b - d) * rcpna; - if (s0 >= 0.0 && s0 <= 1.0) - num_s = 1; - if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) - { - if (num_s == 0) - s0 = s1; - ++num_s; - } - } - } - else - { - // 2*b*s + c = 0 - // s = -c / (2*b) - s0 = c / (-2 * b); - if (s0 >= 0.0 && s0 <= 1.0) + if (a != 0.0) { + float discr = b*b - a*c; + if (discr > 0.0) { + float rcpna = -1 / a; + float d = (float) STBTT_sqrt(discr); + s0 = (b+d) * rcpna; + s1 = (b-d) * rcpna; + if (s0 >= 0.0 && s0 <= 1.0) num_s = 1; - } + if (d > 0.0 && s1 >= 0.0 && s1 <= 1.0) { + if (num_s == 0) s0 = s1; + ++num_s; + } + } + } else { + // 2*b*s + c = 0 + // s = -c / (2*b) + s0 = c / (-2 * b); + if (s0 >= 0.0 && s0 <= 1.0) + num_s = 1; + } - if (num_s == 0) - return 0; - else - { - float rcp_len2 = 1 / (ray[0] * ray[0] + ray[1] * ray[1]); - float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; + if (num_s == 0) + return 0; + else { + float rcp_len2 = 1 / (ray[0]*ray[0] + ray[1]*ray[1]); + float rayn_x = ray[0] * rcp_len2, rayn_y = ray[1] * rcp_len2; - float q0d = q0[0] * rayn_x + q0[1] * rayn_y; - float q1d = q1[0] * rayn_x + q1[1] * rayn_y; - float q2d = q2[0] * rayn_x + q2[1] * rayn_y; - float rod = orig[0] * rayn_x + orig[1] * rayn_y; + float q0d = q0[0]*rayn_x + q0[1]*rayn_y; + float q1d = q1[0]*rayn_x + q1[1]*rayn_y; + float q2d = q2[0]*rayn_x + q2[1]*rayn_y; + float rod = orig[0]*rayn_x + orig[1]*rayn_y; - float q10d = q1d - q0d; - float q20d = q2d - q0d; - float q0rd = q0d - rod; + float q10d = q1d - q0d; + float q20d = q2d - q0d; + float q0rd = q0d - rod; - hits[0][0] = q0rd + s0 * (2.0f - 2.0f * s0) * q10d + s0 * s0 * q20d; - hits[0][1] = a * s0 + b; + hits[0][0] = q0rd + s0*(2.0f - 2.0f*s0)*q10d + s0*s0*q20d; + hits[0][1] = a*s0+b; - if (num_s > 1) - { - hits[1][0] = q0rd + s1 * (2.0f - 2.0f * s1) * q10d + s1 * s1 * q20d; - hits[1][1] = a * s1 + b; - return 2; - } - else - { - return 1; - } - } + if (num_s > 1) { + hits[1][0] = q0rd + s1*(2.0f - 2.0f*s1)*q10d + s1*s1*q20d; + hits[1][1] = a*s1+b; + return 2; + } else { + return 1; + } + } } -static int equal(float* a, float* b) +static int equal(float *a, float *b) { - return (a[0] == b[0] && a[1] == b[1]); + return (a[0] == b[0] && a[1] == b[1]); } -static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex* verts) +static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex *verts) { - int i; - float orig[2], ray[2] = {1, 0}; - float y_frac; - int winding = 0; + int i; + float orig[2], ray[2] = { 1, 0 }; + float y_frac; + int winding = 0; - orig[0] = x; - // orig[1] = y; // [DEAR IMGUI] commented double assignment + orig[0] = x; + //orig[1] = y; // [DEAR IMGUI] commented double assignment - // make sure y never passes through a vertex of the shape - y_frac = (float)STBTT_fmod(y, 1.0f); - if (y_frac < 0.01f) - y += 0.01f; - else if (y_frac > 0.99f) - y -= 0.01f; - orig[1] = y; + // make sure y never passes through a vertex of the shape + y_frac = (float) STBTT_fmod(y, 1.0f); + if (y_frac < 0.01f) + y += 0.01f; + else if (y_frac > 0.99f) + y -= 0.01f; + orig[1] = y; - // test a ray from (-infinity,y) to (x,y) - for (i = 0; i < nverts; ++i) - { - if (verts[i].type == STBTT_vline) - { - int x0 = (int)verts[i - 1].x, y0 = (int)verts[i - 1].y; - int x1 = (int)verts[i].x, y1 = (int)verts[i].y; - if (y > STBTT_min(y0, y1) && y < STBTT_max(y0, y1) && x > STBTT_min(x0, x1)) - { - float x_inter = (y - y0) / (y1 - y0) * (x1 - x0) + x0; - if (x_inter < x) - winding += (y0 < y1) ? 1 : -1; + // test a ray from (-infinity,y) to (x,y) + for (i=0; i < nverts; ++i) { + if (verts[i].type == STBTT_vline) { + int x0 = (int) verts[i-1].x, y0 = (int) verts[i-1].y; + int x1 = (int) verts[i ].x, y1 = (int) verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } + if (verts[i].type == STBTT_vcurve) { + int x0 = (int) verts[i-1].x , y0 = (int) verts[i-1].y ; + int x1 = (int) verts[i ].cx, y1 = (int) verts[i ].cy; + int x2 = (int) verts[i ].x , y2 = (int) verts[i ].y ; + int ax = STBTT_min(x0,STBTT_min(x1,x2)), ay = STBTT_min(y0,STBTT_min(y1,y2)); + int by = STBTT_max(y0,STBTT_max(y1,y2)); + if (y > ay && y < by && x > ax) { + float q0[2],q1[2],q2[2]; + float hits[2][2]; + q0[0] = (float)x0; + q0[1] = (float)y0; + q1[0] = (float)x1; + q1[1] = (float)y1; + q2[0] = (float)x2; + q2[1] = (float)y2; + if (equal(q0,q1) || equal(q1,q2)) { + x0 = (int)verts[i-1].x; + y0 = (int)verts[i-1].y; + x1 = (int)verts[i ].x; + y1 = (int)verts[i ].y; + if (y > STBTT_min(y0,y1) && y < STBTT_max(y0,y1) && x > STBTT_min(x0,x1)) { + float x_inter = (y - y0) / (y1 - y0) * (x1-x0) + x0; + if (x_inter < x) + winding += (y0 < y1) ? 1 : -1; + } + } else { + int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); + if (num_hits >= 1) + if (hits[0][0] < 0) + winding += (hits[0][1] < 0 ? -1 : 1); + if (num_hits >= 2) + if (hits[1][0] < 0) + winding += (hits[1][1] < 0 ? -1 : 1); } - } - if (verts[i].type == STBTT_vcurve) - { - int x0 = (int)verts[i - 1].x, y0 = (int)verts[i - 1].y; - int x1 = (int)verts[i].cx, y1 = (int)verts[i].cy; - int x2 = (int)verts[i].x, y2 = (int)verts[i].y; - int ax = STBTT_min(x0, STBTT_min(x1, x2)), ay = STBTT_min(y0, STBTT_min(y1, y2)); - int by = STBTT_max(y0, STBTT_max(y1, y2)); - if (y > ay && y < by && x > ax) - { - float q0[2], q1[2], q2[2]; - float hits[2][2]; - q0[0] = (float)x0; - q0[1] = (float)y0; - q1[0] = (float)x1; - q1[1] = (float)y1; - q2[0] = (float)x2; - q2[1] = (float)y2; - if (equal(q0, q1) || equal(q1, q2)) - { - x0 = (int)verts[i - 1].x; - y0 = (int)verts[i - 1].y; - x1 = (int)verts[i].x; - y1 = (int)verts[i].y; - if (y > STBTT_min(y0, y1) && y < STBTT_max(y0, y1) && x > STBTT_min(x0, x1)) - { - float x_inter = (y - y0) / (y1 - y0) * (x1 - x0) + x0; - if (x_inter < x) - winding += (y0 < y1) ? 1 : -1; - } - } - else - { - int num_hits = stbtt__ray_intersect_bezier(orig, ray, q0, q1, q2, hits); - if (num_hits >= 1) - if (hits[0][0] < 0) - winding += (hits[0][1] < 0 ? -1 : 1); - if (num_hits >= 2) - if (hits[1][0] < 0) - winding += (hits[1][1] < 0 ? -1 : 1); - } - } - } - } - return winding; + } + } + } + return winding; } -static float stbtt__cuberoot(float x) +static float stbtt__cuberoot( float x ) { - if (x < 0) - return -(float)STBTT_pow(-x, 1.0f / 3.0f); - else - return (float)STBTT_pow(x, 1.0f / 3.0f); + if (x<0) + return -(float) STBTT_pow(-x,1.0f/3.0f); + else + return (float) STBTT_pow( x,1.0f/3.0f); } // 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 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 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); + 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 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); - // 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; - } + //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; + } } -STBTT_DEF unsigned char* stbtt_GetGlyphSDF(const stbtt_fontinfo* info, - float scale, - int glyph, - int padding, - unsigned char onedge_value, - float pixel_dist_scale, - int* width, - int* height, - int* xoff, - int* yoff) +STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float scale, int glyph, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) { - float scale_x = scale, scale_y = scale; - int ix0, iy0, ix1, iy1; - int w, h; - unsigned char* data; + float scale_x = scale, scale_y = scale; + int ix0,iy0,ix1,iy1; + int w,h; + unsigned char *data; - // if one scale is 0, use same scale for both - if (scale_x == 0) - scale_x = scale_y; - if (scale_y == 0) - { - if (scale_x == 0) - return NULL; // if both scales are 0, return NULL - scale_y = scale_x; - } + // if one scale is 0, use same scale for both + if (scale_x == 0) scale_x = scale_y; + if (scale_y == 0) { + if (scale_x == 0) return NULL; // if both scales are 0, return NULL + scale_y = scale_x; + } - stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f, 0.0f, &ix0, &iy0, &ix1, &iy1); + stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); - // if empty, return NULL - if (ix0 == ix1 || iy0 == iy1) - return NULL; + // if empty, return NULL + if (ix0 == ix1 || iy0 == iy1) + return NULL; - ix0 -= padding; - iy0 -= padding; - ix1 += padding; - iy1 += padding; + ix0 -= padding; + iy0 -= padding; + ix1 += padding; + iy1 += padding; - w = (ix1 - ix0); - h = (iy1 - iy0); + w = (ix1 - ix0); + h = (iy1 - iy0); - if (width) - *width = w; - if (height) - *height = h; - if (xoff) - *xoff = ix0; - if (yoff) - *yoff = iy0; + if (width ) *width = w; + if (height) *height = h; + if (xoff ) *xoff = ix0; + if (yoff ) *yoff = iy0; - // invert for y-downwards bitmaps - scale_y = -scale_y; + // invert for y-downwards bitmaps + scale_y = -scale_y; - { - int x, y, i, j; - float* precompute; - stbtt_vertex* verts; - int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); - data = (unsigned char*)STBTT_malloc(w * h, info->userdata); - precompute = (float*)STBTT_malloc(num_verts * sizeof(float), info->userdata); + { + int x,y,i,j; + float *precompute; + stbtt_vertex *verts; + int num_verts = stbtt_GetGlyphShape(info, glyph, &verts); + data = (unsigned char *) STBTT_malloc(w * h, info->userdata); + precompute = (float *) STBTT_malloc(num_verts * sizeof(float), info->userdata); - for (i = 0, j = num_verts - 1; i < num_verts; j = i++) - { - if (verts[i].type == STBTT_vline) - { - float x0 = verts[i].x * scale_x, y0 = verts[i].y * scale_y; - float x1 = verts[j].x * scale_x, y1 = verts[j].y * scale_y; - float dist = (float)STBTT_sqrt((x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0)); - precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; - } - else if (verts[i].type == STBTT_vcurve) - { - float x2 = verts[j].x * scale_x, y2 = verts[j].y * scale_y; - float x1 = verts[i].cx * scale_x, y1 = verts[i].cy * scale_y; - float x0 = verts[i].x * scale_x, y0 = verts[i].y * scale_y; - float bx = x0 - 2 * x1 + x2, by = y0 - 2 * y1 + y2; - float len2 = bx * bx + by * by; - if (len2 != 0.0f) - precompute[i] = 1.0f / (bx * bx + by * by); - else - precompute[i] = 0.0f; - } + for (i=0,j=num_verts-1; i < num_verts; j=i++) { + if (verts[i].type == STBTT_vline) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; + float x1 = verts[j].x*scale_x, y1 = verts[j].y*scale_y; + float dist = (float) STBTT_sqrt((x1-x0)*(x1-x0) + (y1-y0)*(y1-y0)); + precompute[i] = (dist == 0) ? 0.0f : 1.0f / dist; + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[j].x *scale_x, y2 = verts[j].y *scale_y; + float x1 = verts[i].cx*scale_x, y1 = verts[i].cy*scale_y; + float x0 = verts[i].x *scale_x, y0 = verts[i].y *scale_y; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float len2 = bx*bx + by*by; + if (len2 != 0.0f) + precompute[i] = 1.0f / (bx*bx + by*by); else - precompute[i] = 0.0f; - } + precompute[i] = 0.0f; + } else + precompute[i] = 0.0f; + } - for (y = iy0; y < iy1; ++y) - { - for (x = ix0; x < ix1; ++x) - { - float val; - float min_dist = 999999.0f; - float sx = (float)x + 0.5f; - float sy = (float)y + 0.5f; - float x_gspace = (sx / scale_x); - float y_gspace = (sy / scale_y); + for (y=iy0; y < iy1; ++y) { + for (x=ix0; x < ix1; ++x) { + float val; + float min_dist = 999999.0f; + float sx = (float) x + 0.5f; + float sy = (float) y + 0.5f; + float x_gspace = (sx / scale_x); + float y_gspace = (sy / scale_y); - int winding = stbtt__compute_crossings_x( - x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs - // to be line vs. non-tesselated curves so a new path + int winding = stbtt__compute_crossings_x(x_gspace, y_gspace, num_verts, verts); // @OPTIMIZE: this could just be a rasterization, but needs to be line vs. non-tesselated curves so a new path - for (i = 0; i < num_verts; ++i) - { - float x0 = verts[i].x * scale_x, y0 = verts[i].y * scale_y; + for (i=0; i < num_verts; ++i) { + float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; - // check against every point here rather than inside line/curve primitives -- @TODO: wrong if - // multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to - // do within line/curve - float dist2 = (x0 - sx) * (x0 - sx) + (y0 - sy) * (y0 - sy); - if (dist2 < min_dist * min_dist) - min_dist = (float)STBTT_sqrt(dist2); + // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve + float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); - if (verts[i].type == STBTT_vline) - { - float x1 = verts[i - 1].x * scale_x, y1 = verts[i - 1].y * scale_y; + if (verts[i].type == STBTT_vline) { + float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; - // coarse culling against bbox - // if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && - // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) - float dist = (float)STBTT_fabs((x1 - x0) * (y0 - sy) - (y1 - y0) * (x0 - sx)) * precompute[i]; - STBTT_assert(i != 0); - if (dist < min_dist) - { - // check position along line - // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) - // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) - float dx = x1 - x0, dy = y1 - y0; - float px = x0 - sx, py = y0 - sy; - // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + - // t^2*dy*dy derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve - float t = -(px * dx + py * dy) / (dx * dx + dy * dy); - if (t >= 0.0f && t <= 1.0f) - min_dist = dist; + // coarse culling against bbox + //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && + // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) + float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + STBTT_assert(i != 0); + if (dist < min_dist) { + // check position along line + // x' = x0 + t*(x1-x0), y' = y0 + t*(y1-y0) + // minimize (x'-sx)*(x'-sx)+(y'-sy)*(y'-sy) + float dx = x1-x0, dy = y1-y0; + float px = x0-sx, py = y0-sy; + // minimize (px+t*dx)^2 + (py+t*dy)^2 = px*px + 2*px*dx*t + t^2*dx*dx + py*py + 2*py*dy*t + t^2*dy*dy + // derivative: 2*px*dx + 2*py*dy + (2*dx*dx+2*dy*dy)*t, set to 0 and solve + float t = -(px*dx + py*dy) / (dx*dx + dy*dy); + if (t >= 0.0f && t <= 1.0f) + min_dist = dist; + } + } else if (verts[i].type == STBTT_vcurve) { + float x2 = verts[i-1].x *scale_x, y2 = verts[i-1].y *scale_y; + float x1 = verts[i ].cx*scale_x, y1 = verts[i ].cy*scale_y; + float box_x0 = STBTT_min(STBTT_min(x0,x1),x2); + float box_y0 = STBTT_min(STBTT_min(y0,y1),y2); + float box_x1 = STBTT_max(STBTT_max(x0,x1),x2); + float box_y1 = STBTT_max(STBTT_max(y0,y1),y2); + // coarse culling against bbox to avoid computing cubic unnecessarily + if (sx > box_x0-min_dist && sx < box_x1+min_dist && sy > box_y0-min_dist && sy < box_y1+min_dist) { + int num=0; + float ax = x1-x0, ay = y1-y0; + float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; + float mx = x0 - sx, my = y0 - sy; + float res[3],px,py,t,it; + float a_inv = precompute[i]; + if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula + float a = 3*(ax*bx + ay*by); + float b = 2*(ax*ax + ay*ay) + (mx*bx+my*by); + float c = mx*ax+my*ay; + if (a == 0.0) { // if a is 0, it's linear + if (b != 0.0) { + res[num++] = -c/b; + } + } else { + float discriminant = b*b - 4*a*c; + if (discriminant < 0) + num = 0; + else { + float root = (float) STBTT_sqrt(discriminant); + res[0] = (-b - root)/(2*a); + res[1] = (-b + root)/(2*a); + num = 2; // don't bother distinguishing 1-solution case, as code below will still work + } } - } - else if (verts[i].type == STBTT_vcurve) - { - float x2 = verts[i - 1].x * scale_x, y2 = verts[i - 1].y * scale_y; - float x1 = verts[i].cx * scale_x, y1 = verts[i].cy * scale_y; - float box_x0 = STBTT_min(STBTT_min(x0, x1), x2); - float box_y0 = STBTT_min(STBTT_min(y0, y1), y2); - float box_x1 = STBTT_max(STBTT_max(x0, x1), x2); - float box_y1 = STBTT_max(STBTT_max(y0, y1), y2); - // coarse culling against bbox to avoid computing cubic unnecessarily - if (sx > box_x0 - min_dist && sx < box_x1 + min_dist && sy > box_y0 - min_dist && - sy < box_y1 + min_dist) - { - int num = 0; - float ax = x1 - x0, ay = y1 - y0; - float bx = x0 - 2 * x1 + x2, by = y0 - 2 * y1 + y2; - float mx = x0 - sx, my = y0 - sy; - float res[3], px, py, t, it; - float a_inv = precompute[i]; - if (a_inv == 0.0) - { // if a_inv is 0, it's 2nd degree so use quadratic formula - float a = 3 * (ax * bx + ay * by); - float b = 2 * (ax * ax + ay * ay) + (mx * bx + my * by); - float c = mx * ax + my * ay; - if (a == 0.0) - { // if a is 0, it's linear - if (b != 0.0) - { - res[num++] = -c / b; - } - } - else - { - float discriminant = b * b - 4 * a * c; - if (discriminant < 0) - num = 0; - else - { - float root = (float)STBTT_sqrt(discriminant); - res[0] = (-b - root) / (2 * a); - res[1] = (-b + root) / (2 * a); - num = 2; // don't bother distinguishing 1-solution case, as code below will - // still work - } - } - } - else - { - float b = 3 * (ax * bx + ay * by) * - a_inv; // could precompute this as it doesn't depend on sample point - float c = (2 * (ax * ax + ay * ay) + (mx * bx + my * by)) * a_inv; - float d = (mx * ax + my * ay) * a_inv; - num = stbtt__solve_cubic(b, c, d, res); - } - if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) - { - t = res[0], it = 1.0f - t; - px = it * it * x0 + 2 * t * it * x1 + t * t * x2; - py = it * it * y0 + 2 * t * it * y1 + t * t * y2; - dist2 = (px - sx) * (px - sx) + (py - sy) * (py - sy); - if (dist2 < min_dist * min_dist) - min_dist = (float)STBTT_sqrt(dist2); - } - if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) - { - t = res[1], it = 1.0f - t; - px = it * it * x0 + 2 * t * it * x1 + t * t * x2; - py = it * it * y0 + 2 * t * it * y1 + t * t * y2; - dist2 = (px - sx) * (px - sx) + (py - sy) * (py - sy); - if (dist2 < min_dist * min_dist) - min_dist = (float)STBTT_sqrt(dist2); - } - if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) - { - t = res[2], it = 1.0f - t; - px = it * it * x0 + 2 * t * it * x1 + t * t * x2; - py = it * it * y0 + 2 * t * it * y1 + t * t * y2; - dist2 = (px - sx) * (px - sx) + (py - sy) * (py - sy); - if (dist2 < min_dist * min_dist) - min_dist = (float)STBTT_sqrt(dist2); - } - } - } - } - if (winding == 0) - min_dist = -min_dist; // if outside the shape, value is negative - val = onedge_value + pixel_dist_scale * min_dist; - if (val < 0) - val = 0; - else if (val > 255) - val = 255; - data[(y - iy0) * w + (x - ix0)] = (unsigned char)val; + } else { + float b = 3*(ax*bx + ay*by) * a_inv; // could precompute this as it doesn't depend on sample point + float c = (2*(ax*ax + ay*ay) + (mx*bx+my*by)) * a_inv; + float d = (mx*ax+my*ay) * a_inv; + num = stbtt__solve_cubic(b, c, d, res); + } + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { + t = res[0], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 2 && res[1] >= 0.0f && res[1] <= 1.0f) { + t = res[1], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + if (num >= 3 && res[2] >= 0.0f && res[2] <= 1.0f) { + t = res[2], it = 1.0f - t; + px = it*it*x0 + 2*t*it*x1 + t*t*x2; + py = it*it*y0 + 2*t*it*y1 + t*t*y2; + dist2 = (px-sx)*(px-sx) + (py-sy)*(py-sy); + if (dist2 < min_dist * min_dist) + min_dist = (float) STBTT_sqrt(dist2); + } + } + } } - } - STBTT_free(precompute, info->userdata); - STBTT_free(verts, info->userdata); - } - return data; + if (winding == 0) + min_dist = -min_dist; // if outside the shape, value is negative + val = onedge_value + pixel_dist_scale * min_dist; + if (val < 0) + val = 0; + else if (val > 255) + val = 255; + data[(y-iy0)*w+(x-ix0)] = (unsigned char) val; + } + } + STBTT_free(precompute, info->userdata); + STBTT_free(verts, info->userdata); + } + return data; } -STBTT_DEF unsigned char* stbtt_GetCodepointSDF(const stbtt_fontinfo* info, - float scale, - int codepoint, - int padding, - unsigned char onedge_value, - float pixel_dist_scale, - int* width, - int* height, - int* xoff, - int* yoff) +STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, float scale, int codepoint, int padding, unsigned char onedge_value, float pixel_dist_scale, int *width, int *height, int *xoff, int *yoff) { - return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, - pixel_dist_scale, width, height, xoff, yoff); + return stbtt_GetGlyphSDF(info, scale, stbtt_FindGlyphIndex(info, codepoint), padding, onedge_value, pixel_dist_scale, width, height, xoff, yoff); } -STBTT_DEF void stbtt_FreeSDF(unsigned char* bitmap, void* userdata) +STBTT_DEF void stbtt_FreeSDF(unsigned char *bitmap, void *userdata) { - STBTT_free(bitmap, userdata); + STBTT_free(bitmap, userdata); } ////////////////////////////////////////////////////////////////////////////// @@ -5610,279 +4605,203 @@ STBTT_DEF void stbtt_FreeSDF(unsigned char* bitmap, void* userdata) // // check if a utf8 string contains a prefix which is the utf16 string; if so return length of matching utf8 string -static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8* s1, - stbtt_int32 len1, - stbtt_uint8* s2, - stbtt_int32 len2) +static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, stbtt_int32 len1, stbtt_uint8 *s2, stbtt_int32 len2) { - stbtt_int32 i = 0; + stbtt_int32 i=0; - // convert utf16 to utf8 and compare the results while converting - while (len2) - { - stbtt_uint16 ch = s2[0] * 256 + s2[1]; - if (ch < 0x80) - { - if (i >= len1) - return -1; - if (s1[i++] != ch) - return -1; - } - else if (ch < 0x800) - { - if (i + 1 >= len1) - return -1; - if (s1[i++] != 0xc0 + (ch >> 6)) - return -1; - if (s1[i++] != 0x80 + (ch & 0x3f)) - return -1; - } - else if (ch >= 0xd800 && ch < 0xdc00) - { - stbtt_uint32 c; - stbtt_uint16 ch2 = s2[2] * 256 + s2[3]; - if (i + 3 >= len1) - return -1; - c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; - if (s1[i++] != 0xf0 + (c >> 18)) - return -1; - if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) - return -1; - if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) - return -1; - if (s1[i++] != 0x80 + ((c)&0x3f)) - return -1; - s2 += 2; // plus another 2 below - len2 -= 2; - } - else if (ch >= 0xdc00 && ch < 0xe000) - { - return -1; - } - else - { - if (i + 2 >= len1) - return -1; - if (s1[i++] != 0xe0 + (ch >> 12)) - return -1; - if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) - return -1; - if (s1[i++] != 0x80 + ((ch)&0x3f)) - return -1; - } - s2 += 2; - len2 -= 2; - } - return i; + // convert utf16 to utf8 and compare the results while converting + while (len2) { + stbtt_uint16 ch = s2[0]*256 + s2[1]; + if (ch < 0x80) { + if (i >= len1) return -1; + if (s1[i++] != ch) return -1; + } else if (ch < 0x800) { + if (i+1 >= len1) return -1; + if (s1[i++] != 0xc0 + (ch >> 6)) return -1; + if (s1[i++] != 0x80 + (ch & 0x3f)) return -1; + } else if (ch >= 0xd800 && ch < 0xdc00) { + stbtt_uint32 c; + stbtt_uint16 ch2 = s2[2]*256 + s2[3]; + if (i+3 >= len1) return -1; + c = ((ch - 0xd800) << 10) + (ch2 - 0xdc00) + 0x10000; + if (s1[i++] != 0xf0 + (c >> 18)) return -1; + if (s1[i++] != 0x80 + ((c >> 12) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((c ) & 0x3f)) return -1; + s2 += 2; // plus another 2 below + len2 -= 2; + } else if (ch >= 0xdc00 && ch < 0xe000) { + return -1; + } else { + if (i+2 >= len1) return -1; + if (s1[i++] != 0xe0 + (ch >> 12)) return -1; + if (s1[i++] != 0x80 + ((ch >> 6) & 0x3f)) return -1; + if (s1[i++] != 0x80 + ((ch ) & 0x3f)) return -1; + } + s2 += 2; + len2 -= 2; + } + return i; } -static int stbtt_CompareUTF8toUTF16_bigendian_internal(char* s1, int len1, char* s2, int len2) +static int stbtt_CompareUTF8toUTF16_bigendian_internal(char *s1, int len1, char *s2, int len2) { - return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*)s1, len1, (stbtt_uint8*)s2, len2); + return len1 == stbtt__CompareUTF8toUTF16_bigendian_prefix((stbtt_uint8*) s1, len1, (stbtt_uint8*) s2, len2); } // returns results in whatever encoding you request... but note that 2-byte encodings // will be BIG-ENDIAN... use stbtt_CompareUTF8toUTF16_bigendian() to compare -STBTT_DEF const char* stbtt_GetFontNameString(const stbtt_fontinfo* font, - int* length, - int platformID, - int encodingID, - int languageID, - int nameID) +STBTT_DEF const char *stbtt_GetFontNameString(const stbtt_fontinfo *font, int *length, int platformID, int encodingID, int languageID, int nameID) { - stbtt_int32 i, count, stringOffset; - stbtt_uint8* fc = font->data; - stbtt_uint32 offset = font->fontstart; - stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); - if (!nm) - return NULL; + stbtt_int32 i,count,stringOffset; + stbtt_uint8 *fc = font->data; + stbtt_uint32 offset = font->fontstart; + stbtt_uint32 nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return NULL; - count = ttUSHORT(fc + nm + 2); - stringOffset = nm + ttUSHORT(fc + nm + 4); - for (i = 0; i < count; ++i) - { - stbtt_uint32 loc = nm + 6 + 12 * i; - if (platformID == ttUSHORT(fc + loc + 0) && encodingID == ttUSHORT(fc + loc + 2) && - languageID == ttUSHORT(fc + loc + 4) && nameID == ttUSHORT(fc + loc + 6)) - { - *length = ttUSHORT(fc + loc + 8); - return (const char*)(fc + stringOffset + ttUSHORT(fc + loc + 10)); - } - } - return NULL; + count = ttUSHORT(fc+nm+2); + stringOffset = nm + ttUSHORT(fc+nm+4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + if (platformID == ttUSHORT(fc+loc+0) && encodingID == ttUSHORT(fc+loc+2) + && languageID == ttUSHORT(fc+loc+4) && nameID == ttUSHORT(fc+loc+6)) { + *length = ttUSHORT(fc+loc+8); + return (const char *) (fc+stringOffset+ttUSHORT(fc+loc+10)); + } + } + return NULL; } -static int stbtt__matchpair(stbtt_uint8* fc, - stbtt_uint32 nm, - stbtt_uint8* name, - stbtt_int32 nlen, - stbtt_int32 target_id, - stbtt_int32 next_id) +static int stbtt__matchpair(stbtt_uint8 *fc, stbtt_uint32 nm, stbtt_uint8 *name, stbtt_int32 nlen, stbtt_int32 target_id, stbtt_int32 next_id) { - stbtt_int32 i; - stbtt_int32 count = ttUSHORT(fc + nm + 2); - stbtt_int32 stringOffset = nm + ttUSHORT(fc + nm + 4); + stbtt_int32 i; + stbtt_int32 count = ttUSHORT(fc+nm+2); + stbtt_int32 stringOffset = nm + ttUSHORT(fc+nm+4); - for (i = 0; i < count; ++i) - { - stbtt_uint32 loc = nm + 6 + 12 * i; - stbtt_int32 id = ttUSHORT(fc + loc + 6); - if (id == target_id) - { - // find the encoding - stbtt_int32 platform = ttUSHORT(fc + loc + 0), encoding = ttUSHORT(fc + loc + 2), - language = ttUSHORT(fc + loc + 4); + for (i=0; i < count; ++i) { + stbtt_uint32 loc = nm + 6 + 12 * i; + stbtt_int32 id = ttUSHORT(fc+loc+6); + if (id == target_id) { + // find the encoding + stbtt_int32 platform = ttUSHORT(fc+loc+0), encoding = ttUSHORT(fc+loc+2), language = ttUSHORT(fc+loc+4); - // is this a Unicode encoding? - if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) - { - stbtt_int32 slen = ttUSHORT(fc + loc + 8); - stbtt_int32 off = ttUSHORT(fc + loc + 10); + // is this a Unicode encoding? + if (platform == 0 || (platform == 3 && encoding == 1) || (platform == 3 && encoding == 10)) { + stbtt_int32 slen = ttUSHORT(fc+loc+8); + stbtt_int32 off = ttUSHORT(fc+loc+10); - // check if there's a prefix match - stbtt_int32 matchlen = - stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc + stringOffset + off, slen); - if (matchlen >= 0) - { - // check for target_id+1 immediately following, with same encoding & language - if (i + 1 < count && ttUSHORT(fc + loc + 12 + 6) == next_id && - ttUSHORT(fc + loc + 12) == platform && ttUSHORT(fc + loc + 12 + 2) == encoding && - ttUSHORT(fc + loc + 12 + 4) == language) - { - slen = ttUSHORT(fc + loc + 12 + 8); - off = ttUSHORT(fc + loc + 12 + 10); - if (slen == 0) - { - if (matchlen == nlen) - return 1; - } - else if (matchlen < nlen && name[matchlen] == ' ') - { - ++matchlen; - if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*)(name + matchlen), nlen - matchlen, - (char*)(fc + stringOffset + off), slen)) - return 1; - } - } - else - { - // if nothing immediately following - if (matchlen == nlen) - return 1; - } - } + // check if there's a prefix match + stbtt_int32 matchlen = stbtt__CompareUTF8toUTF16_bigendian_prefix(name, nlen, fc+stringOffset+off,slen); + if (matchlen >= 0) { + // check for target_id+1 immediately following, with same encoding & language + if (i+1 < count && ttUSHORT(fc+loc+12+6) == next_id && ttUSHORT(fc+loc+12) == platform && ttUSHORT(fc+loc+12+2) == encoding && ttUSHORT(fc+loc+12+4) == language) { + slen = ttUSHORT(fc+loc+12+8); + off = ttUSHORT(fc+loc+12+10); + if (slen == 0) { + if (matchlen == nlen) + return 1; + } else if (matchlen < nlen && name[matchlen] == ' ') { + ++matchlen; + if (stbtt_CompareUTF8toUTF16_bigendian_internal((char*) (name+matchlen), nlen-matchlen, (char*)(fc+stringOffset+off),slen)) + return 1; + } + } else { + // if nothing immediately following + if (matchlen == nlen) + return 1; + } } + } - // @TODO handle other encodings - } - } - return 0; + // @TODO handle other encodings + } + } + return 0; } -static int stbtt__matches(stbtt_uint8* fc, stbtt_uint32 offset, stbtt_uint8* name, stbtt_int32 flags) +static int stbtt__matches(stbtt_uint8 *fc, stbtt_uint32 offset, stbtt_uint8 *name, stbtt_int32 flags) { - stbtt_int32 nlen = (stbtt_int32)STBTT_strlen((char*)name); - stbtt_uint32 nm, hd; - if (!stbtt__isfont(fc + offset)) - return 0; + stbtt_int32 nlen = (stbtt_int32) STBTT_strlen((char *) name); + stbtt_uint32 nm,hd; + if (!stbtt__isfont(fc+offset)) return 0; - // check italics/bold/underline flags in macStyle... - if (flags) - { - hd = stbtt__find_table(fc, offset, "head"); - if ((ttUSHORT(fc + hd + 44) & 7) != (flags & 7)) - return 0; - } + // check italics/bold/underline flags in macStyle... + if (flags) { + hd = stbtt__find_table(fc, offset, "head"); + if ((ttUSHORT(fc+hd+44) & 7) != (flags & 7)) return 0; + } - nm = stbtt__find_table(fc, offset, "name"); - if (!nm) - return 0; + nm = stbtt__find_table(fc, offset, "name"); + if (!nm) return 0; - if (flags) - { - // if we checked the macStyle flags, then just check the family and ignore the subfamily - if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) - return 1; - if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) - return 1; - if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) - return 1; - } - else - { - if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) - return 1; - if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) - return 1; - if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) - return 1; - } + if (flags) { + // if we checked the macStyle flags, then just check the family and ignore the subfamily + if (stbtt__matchpair(fc, nm, name, nlen, 16, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, -1)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } else { + if (stbtt__matchpair(fc, nm, name, nlen, 16, 17)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 1, 2)) return 1; + if (stbtt__matchpair(fc, nm, name, nlen, 3, -1)) return 1; + } - return 0; + return 0; } -static int stbtt_FindMatchingFont_internal(unsigned char* font_collection, char* name_utf8, stbtt_int32 flags) +static int stbtt_FindMatchingFont_internal(unsigned char *font_collection, char *name_utf8, stbtt_int32 flags) { - stbtt_int32 i; - for (i = 0;; ++i) - { - stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); - if (off < 0) - return off; - if (stbtt__matches((stbtt_uint8*)font_collection, off, (stbtt_uint8*)name_utf8, flags)) - return off; - } + stbtt_int32 i; + for (i=0;;++i) { + stbtt_int32 off = stbtt_GetFontOffsetForIndex(font_collection, i); + if (off < 0) return off; + if (stbtt__matches((stbtt_uint8 *) font_collection, off, (stbtt_uint8*) name_utf8, flags)) + return off; + } } -# if defined(__GNUC__) || defined(__clang__) -# pragma GCC diagnostic push -# pragma GCC diagnostic ignored "-Wcast-qual" -# endif +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wcast-qual" +#endif -STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char* data, - int offset, - float pixel_height, - unsigned char* pixels, - int pw, - int ph, - int first_char, - int num_chars, - stbtt_bakedchar* chardata) +STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, + float pixel_height, unsigned char *pixels, int pw, int ph, + int first_char, int num_chars, stbtt_bakedchar *chardata) { - return stbtt_BakeFontBitmap_internal((unsigned char*)data, offset, pixel_height, pixels, pw, ph, first_char, - num_chars, chardata); + return stbtt_BakeFontBitmap_internal((unsigned char *) data, offset, pixel_height, pixels, pw, ph, first_char, num_chars, chardata); } -STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char* data, int index) +STBTT_DEF int stbtt_GetFontOffsetForIndex(const unsigned char *data, int index) { - return stbtt_GetFontOffsetForIndex_internal((unsigned char*)data, index); + return stbtt_GetFontOffsetForIndex_internal((unsigned char *) data, index); } -STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char* data) +STBTT_DEF int stbtt_GetNumberOfFonts(const unsigned char *data) { - return stbtt_GetNumberOfFonts_internal((unsigned char*)data); + return stbtt_GetNumberOfFonts_internal((unsigned char *) data); } -STBTT_DEF int stbtt_InitFont(stbtt_fontinfo* info, const unsigned char* data, int offset) +STBTT_DEF int stbtt_InitFont(stbtt_fontinfo *info, const unsigned char *data, int offset) { - return stbtt_InitFont_internal(info, (unsigned char*)data, offset); + return stbtt_InitFont_internal(info, (unsigned char *) data, offset); } -STBTT_DEF int stbtt_FindMatchingFont(const unsigned char* fontdata, const char* name, int flags) +STBTT_DEF int stbtt_FindMatchingFont(const unsigned char *fontdata, const char *name, int flags) { - return stbtt_FindMatchingFont_internal((unsigned char*)fontdata, (char*)name, flags); + return stbtt_FindMatchingFont_internal((unsigned char *) fontdata, (char *) name, flags); } -STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char* s1, int len1, const char* s2, int len2) +STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const char *s2, int len2) { - return stbtt_CompareUTF8toUTF16_bigendian_internal((char*)s1, len1, (char*)s2, len2); + return stbtt_CompareUTF8toUTF16_bigendian_internal((char *) s1, len1, (char *) s2, len2); } -# if defined(__GNUC__) || defined(__clang__) -# pragma GCC diagnostic pop -# endif +#if defined(__GNUC__) || defined(__clang__) +#pragma GCC diagnostic pop +#endif + +#endif // STB_TRUETYPE_IMPLEMENTATION -#endif // STB_TRUETYPE_IMPLEMENTATION // FULL VERSION HISTORY // diff --git a/extensions/ImGuiEXT/imgui/misc/cpp/imgui_stdlib.cpp b/extensions/ImGuiEXT/imgui/misc/cpp/imgui_stdlib.cpp index 92c69b1db0..dd6bd8a52e 100644 --- a/extensions/ImGuiEXT/imgui/misc/cpp/imgui_stdlib.cpp +++ b/extensions/ImGuiEXT/imgui/misc/cpp/imgui_stdlib.cpp @@ -1,10 +1,6 @@ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) // This is also an example of how you may wrap your own similar types. -// Compatibility: -// - std::string support is only guaranteed to work from C++11. -// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture) - // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string @@ -13,9 +9,9 @@ struct InputTextCallback_UserData { - std::string* Str; - ImGuiInputTextCallback ChainCallback; - void* ChainCallbackUserData; + std::string* Str; + ImGuiInputTextCallback ChainCallback; + void* ChainCallbackUserData; }; static int InputTextCallback(ImGuiInputTextCallbackData* data) @@ -24,8 +20,7 @@ static int InputTextCallback(ImGuiInputTextCallbackData* data) if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) { // Resize string callback - // If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back - // to what we want. + // If for some reason we refuse the new length (BufTextLen) and/or capacity (BufSize) we need to set them back to what we want. std::string* str = user_data->Str; IM_ASSERT(data->Buf == str->c_str()); str->resize(data->BufTextLen); @@ -40,54 +35,38 @@ static int InputTextCallback(ImGuiInputTextCallbackData* data) return 0; } -bool ImGui::InputText(const char* label, - std::string* str, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* user_data) +bool ImGui::InputText(const char* label, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); flags |= ImGuiInputTextFlags_CallbackResize; InputTextCallback_UserData cb_user_data; - cb_user_data.Str = str; - cb_user_data.ChainCallback = callback; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; cb_user_data.ChainCallbackUserData = user_data; return InputText(label, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); } -bool ImGui::InputTextMultiline(const char* label, - std::string* str, - const ImVec2& size, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* user_data) +bool ImGui::InputTextMultiline(const char* label, std::string* str, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); flags |= ImGuiInputTextFlags_CallbackResize; InputTextCallback_UserData cb_user_data; - cb_user_data.Str = str; - cb_user_data.ChainCallback = callback; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; cb_user_data.ChainCallbackUserData = user_data; - return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, - &cb_user_data); + return InputTextMultiline(label, (char*)str->c_str(), str->capacity() + 1, size, flags, InputTextCallback, &cb_user_data); } -bool ImGui::InputTextWithHint(const char* label, - const char* hint, - std::string* str, - ImGuiInputTextFlags flags, - ImGuiInputTextCallback callback, - void* user_data) +bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { IM_ASSERT((flags & ImGuiInputTextFlags_CallbackResize) == 0); flags |= ImGuiInputTextFlags_CallbackResize; InputTextCallback_UserData cb_user_data; - cb_user_data.Str = str; - cb_user_data.ChainCallback = callback; + cb_user_data.Str = str; + cb_user_data.ChainCallback = callback; cb_user_data.ChainCallbackUserData = user_data; - return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, - &cb_user_data); + return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); } diff --git a/extensions/ImGuiEXT/imgui/misc/cpp/imgui_stdlib.h b/extensions/ImGuiEXT/imgui/misc/cpp/imgui_stdlib.h index c9962dcd14..61afc098e5 100644 --- a/extensions/ImGuiEXT/imgui/misc/cpp/imgui_stdlib.h +++ b/extensions/ImGuiEXT/imgui/misc/cpp/imgui_stdlib.h @@ -1,10 +1,6 @@ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) // This is also an example of how you may wrap your own similar types. -// Compatibility: -// - std::string support is only guaranteed to work from C++11. -// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture) - // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string @@ -14,23 +10,9 @@ namespace ImGui { -// ImGui::InputText() with std::string -// Because text input needs dynamic resizing, we need to setup a callback to grow the capacity -IMGUI_API bool InputText(const char* label, - std::string* str, - ImGuiInputTextFlags flags = 0, - ImGuiInputTextCallback callback = NULL, - void* user_data = NULL); -IMGUI_API bool InputTextMultiline(const char* label, - std::string* str, - const ImVec2& size = ImVec2(0, 0), - ImGuiInputTextFlags flags = 0, - ImGuiInputTextCallback callback = NULL, - void* user_data = NULL); -IMGUI_API bool InputTextWithHint(const char* label, - const char* hint, - std::string* str, - ImGuiInputTextFlags flags = 0, - ImGuiInputTextCallback callback = NULL, - void* user_data = NULL); -} // namespace ImGui + // ImGui::InputText() with std::string + // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity + IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); +} diff --git a/extensions/ImGuiEXT/imgui_impl_adxe.cpp b/extensions/ImGuiEXT/imgui_impl_adxe.cpp index 2a30888b92..be53aeb84a 100644 --- a/extensions/ImGuiEXT/imgui_impl_adxe.cpp +++ b/extensions/ImGuiEXT/imgui_impl_adxe.cpp @@ -1,16 +1,77 @@ -/* - * The imgui adxe backend - * refer to - * a. https://github.com/ocornut/imgui/blob/835a5344b01e79aca479e95fa9d36fb5fdef3d14/backends/imgui_impl_glfw.cpp - * b. https://github.com/Xrysnow/cocos2d-x-imgui/blob/master/imgui_impl_cocos2dx.cpp - */ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// Issues: +// [ ] Platform: Multi-viewport support: ParentViewportID not honored, and so io.ConfigViewportsNoDefaultParent has no effect (minor). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. +// Read online: https://github.com/ocornut/imgui/tree/master/docs + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after iniitializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. +// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). +// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + #include "imgui_impl_adxe.h" #include "cocos2d.h" #include "renderer/backend/Backend.h" #include -// clang-format off -// +using namespace cocos2d; +using namespace backend; + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#if __has_warning("-Wzero-as-null-pointer-constant") +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#endif +#endif + // GLFW #include #ifdef _WIN32 @@ -37,26 +98,10 @@ #else #define GLFW_HAS_MOUSE_PASSTHROUGH (0) #endif -// clang-format on +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GET_KEY_NAME (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwGetKeyName() -using namespace cocos2d; -using namespace backend; - -#define CC_PTR_CAST(v, pointer_type) reinterpret_cast(v) - -// TODO: mac metal -#if (defined(CC_USE_GL) || defined(CC_USE_GLES)) -# define CC_IMGUI_ENABLE_MULTI_VIEWPORT 1 -#else -# define CC_IMGUI_ENABLE_MULTI_VIEWPORT 0 -#endif - -// fps macro -#define CC_IMGUI_DEFAULT_DELTA (1 / 60.f) -#define CC_IMGUI_MIN_DELTA (1 / 1000.f) -#define CC_IMGUI_MAX_DELTA (1 / 30.f) - -// ADXE data +// adxe spec data constexpr IndexFormat IMGUI_INDEX_FORMAT = sizeof(ImDrawIdx) == 2 ? IndexFormat::U_SHORT : IndexFormat::U_INT; struct ProgramInfoData @@ -80,28 +125,42 @@ struct SavedRenderStateData bool scissorTest{}; bool depthTest{}; }; +// end of adxe spec -struct ImGui_ImplAdxe_Data + +// GLFW data +enum GlfwClientApi { - GLFWwindow* Window; - // GlfwClientApi ClientApi; - double Time{}; - GLFWwindow* MouseWindow{}; - bool MouseJustPressed[ImGuiMouseButton_COUNT] = {0}; - GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT] = {0}; - GLFWwindow* KeyOwnerWindows[512] = {0}; - bool InstalledCallbacks{}; - bool WantUpdateMonitors{}; + GlfwClientApi_Unknown, + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan +}; + +struct ImGui_ImplGlfw_Data +{ + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + ImVec2 LastValidMousePos; + GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; + bool InstalledCallbacks; + bool WantUpdateMonitors; // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - GLFWwindowfocusfun PrevUserCallbackWindowFocus{}; - GLFWcursorenterfun PrevUserCallbackCursorEnter{}; - GLFWmousebuttonfun PrevUserCallbackMousebutton{}; - GLFWscrollfun PrevUserCallbackScroll{}; - GLFWkeyfun PrevUserCallbackKey{}; - GLFWcharfun PrevUserCallbackChar{}; - GLFWmonitorfun PrevUserCallbackMonitor{}; + GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; + GLFWcursorenterfun PrevUserCallbackCursorEnter; + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; + // ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); } + + // adxe spec data std::chrono::steady_clock::time_point LastFrameTime{}; ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr; @@ -121,32 +180,1334 @@ struct ImGui_ImplAdxe_Data }; // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts -// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple -// windows) instead of multiple Dear ImGui contexts. +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. // FIXME: multi-context support is not well tested and probably dysfunctional in this backend. -// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register -// your own callbacks -// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then -// call our callbacks. -// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little -// bit of extra complexity to it. +// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks +// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. +// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. -static ImGui_ImplAdxe_Data* ImGui_ImplAdxe_GetBackendData() +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { - return ImGui::GetCurrentContext() ? reinterpret_cast(ImGui::GetIO().BackendPlatformUserData) - : nullptr; + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; } // Forward Declarations +static void ImGui_ImplGlfw_UpdateMonitors(); static void ImGui_ImplGlfw_InitPlatformInterface(); static void ImGui_ImplGlfw_ShutdownPlatformInterface(); -static void ImGui_ImplGlfw_UpdateMonitors(); + +// Functions +static const char* ImGui_ImplGlfw_GetClipboardText(void* user_data) +{ + return glfwGetClipboardString((GLFWwindow*)user_data); +} + +static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) +{ + glfwSetClipboardString((GLFWwindow*)user_data, text); +} + +static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) +{ + switch (key) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +static void ImGui_ImplGlfw_UpdateKeyModifiers(int mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiKey_ModCtrl, (mods & GLFW_MOD_CONTROL) != 0); + io.AddKeyEvent(ImGuiKey_ModShift, (mods & GLFW_MOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiKey_ModAlt, (mods & GLFW_MOD_ALT) != 0); + io.AddKeyEvent(ImGuiKey_ModSuper, (mods & GLFW_MOD_SUPER) != 0); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + ImGui_ImplGlfw_UpdateKeyModifiers(mods); + + ImGuiIO& io = ImGui::GetIO(); + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GET_KEY_NAME && !defined(__EMSCRIPTEN__) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + const char* key_name = glfwGetKeyName(key, scancode); + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); +#else + IM_UNUSED(scancode); +#endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackKey != NULL && window == bd->Window) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + ImGui_ImplGlfw_UpdateKeyModifiers(mods); + + if (keycode >= 0 && keycode < IM_ARRAYSIZE(bd->KeyOwnerWindows)) + bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : NULL; + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) + bd->PrevUserCallbackWindowFocus(window, focused); + + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != NULL && window == bd->Window) + bd->PrevUserCallbackCursorPos(window, x, y); + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + x += window_x; + y += window_y; + } + io.AddMousePosEvent((float)x, (float)y); + bd->LastValidMousePos = ImVec2((float)x, (float)y); +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) + bd->PrevUserCallbackCursorEnter(window, entered); + + ImGuiIO& io = ImGui::GetIO(); + if (entered) + { + bd->MouseWindow = window; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = NULL; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackChar != NULL && window == bd->Window) + bd->PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(); + io.AddInputCharacter(c); +} + +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->WantUpdateMonitors = true; +} + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = NULL; + bd->PrevUserCallbackCursorEnter = NULL; + bd->PrevUserCallbackCursorPos = NULL; + bd->PrevUserCallbackMousebutton = NULL; + bd->PrevUserCallbackScroll = NULL; + bd->PrevUserCallbackKey = NULL; + bd->PrevUserCallbackChar = NULL; + bd->PrevUserCallbackMonitor = NULL; +} + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + ImGuiIO& io = ImGui::GetIO(); + IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_glfw"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) +#endif + + bd->Window = window; + bd->Time = 0.0; + bd->WantUpdateMonitors = true; + + io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; + io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; + io.ClipboardUserData = bd->Window; + + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); +#else + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif + glfwSetErrorCallback(prev_error_callback); + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + if (install_callbacks) + ImGui_ImplGlfw_InstallCallbacks(window); + + // Update monitors the first time (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) + ImGui_ImplGlfw_UpdateMonitors(); + glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)bd->Window; +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); +#endif + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplGlfw_InitPlatformInterface(); + + bd->ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); +} + +void ImGui_ImplGlfw_Shutdown() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplGlfw_ShutdownPlatformInterface(); + + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); + + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(bd->MouseCursors[cursor_n]); + + io.BackendPlatformName = NULL; + io.BackendPlatformUserData = NULL; + IM_DELETE(bd); +} + +static void ImGui_ImplGlfw_UpdateMouseData() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGuiID mouse_viewport_id = 0; + const ImVec2 mouse_pos_prev = io.MousePos; + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + ImGuiViewport* viewport = platform_io.Viewports[n]; + GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; + +#ifdef __EMSCRIPTEN__ + const bool is_window_focused = true; +#else + const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; +#endif + if (is_window_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (bd->MouseWindow == NULL) + { + double mouse_x, mouse_y; + glfwGetCursorPos(window, &mouse_x, &mouse_y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + mouse_x += window_x; + mouse_y += window_y; + } + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag. + // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. + // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. +#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) + const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; +#if GLFW_HAS_MOUSE_PASSTHROUGH + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); +#endif + if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) + mouse_viewport_id = viewport->ID; +#else + // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. +#endif + } + + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + io.AddMouseViewportEvent(mouse_viewport_id); +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } +} + +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + return; + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +static void ImGui_ImplGlfw_UpdateMonitors() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + int monitors_count = 0; + GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + platform_io.Monitors.resize(0); + for (int n = 0; n < monitors_count; n++) + { + ImGuiPlatformMonitor monitor; + int x, y; + glfwGetMonitorPos(glfw_monitors[n], &x, &y); + const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); + monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); +#if GLFW_HAS_MONITOR_WORK_AREA + int w, h; + glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); + if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 + { + monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.WorkSize = ImVec2((float)w, (float)h); + } +#endif +#if GLFW_HAS_PER_MONITOR_DPI + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + float x_scale, y_scale; + glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); + monitor.DpiScale = x_scale; +#endif + platform_io.Monitors.push_back(monitor); + } + bd->WantUpdateMonitors = false; +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + + // Setup display size (every frame to accommodate for window resizing) + int w, h; + int display_w, display_h; + glfwGetWindowSize(bd->Window, &w, &h); + glfwGetFramebufferSize(bd->Window, &display_w, &display_h); + io.DisplaySize = ImVec2((float)w, (float)h); + if (w > 0 && h > 0) + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); + if (bd->WantUpdateMonitors) + ImGui_ImplGlfw_UpdateMonitors(); + + // Setup time step + double current_time = glfwGetTime(); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + ImGui_ImplGlfw_UpdateMouseData(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplGlfw_ViewportData +{ + GLFWwindow* Window; + bool WindowOwned; + int IgnoreWindowPosEventFrame; + int IgnoreWindowSizeEventFrame; + + ImGui_ImplGlfw_ViewportData() { Window = NULL; WindowOwned = false; IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } + ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == NULL); } +}; + +static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestClose = true; +} + +// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). +// However: depending on the platform the callback may be invoked at different time: +// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call +// - on Linux it is queued and invoked during glfwPollEvents() +// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only +// ignore recent glfwSetWindowXXX() calls. +static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); + //data->IgnoreWindowPosEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestMove = true; + } +} + +static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); + //data->IgnoreWindowSizeEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestResize = true; + } +} + +static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + viewport->PlatformUserData = vd; + + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem + glfwWindowHint(GLFW_VISIBLE, false); + glfwWindowHint(GLFW_FOCUSED, false); +#if GLFW_HAS_FOCUS_ON_SHOW + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); + #endif + glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); +#if GLFW_HAS_WINDOW_TOPMOST + glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); +#endif + GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : NULL; + vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", NULL, share_window); + vd->WindowOwned = true; + viewport->PlatformHandle = (void*)vd->Window; +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); +#endif + glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + + // Install GLFW callbacks for secondary viewports + glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); + glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); + glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); + glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapInterval(0); + } +} + +static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + if (vd->WindowOwned) + { +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); +#endif + + // Release any keys that were pressed in the window being destroyed and are still held down, + // because we will not receive any release events after window is destroyed. + for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) + if (bd->KeyOwnerWindows[i] == vd->Window) + ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. + + glfwDestroyWindow(vd->Window); + } + vd->Window = NULL; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = NULL; +} + +// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". +// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) +static WNDPROC g_GlfwWndProc = NULL; +static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + if (msg == WM_NCHITTEST) + { + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + return HTTRANSPARENT; + } + return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); +} +#endif + +static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + +#if defined(_WIN32) + // GLFW hack: Hide icon from task bar + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // GLFW hack: install hook for WM_NCHITTEST message handler +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); + if (g_GlfwWndProc == NULL) + g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); +#endif + +#if !GLFW_HAS_FOCUS_ON_SHOW + // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. + // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. + // See https://github.com/glfw/glfw/issues/1189 + // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif +#endif + + glfwShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + glfwGetWindowPos(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); + glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + glfwGetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; +#if __APPLE__ && !GLFW_HAS_OSX_WINDOW_POS_FIX + // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are + // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it + // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based + // on the upper-left corner. + int x, y, width, height; + glfwGetWindowPos(vd->Window, &x, &y); + glfwGetWindowSize(vd->Window, &width, &height); + glfwSetWindowPos(vd->Window, x, y - height + size.y); +#endif + vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); + glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) +{ +#if GLFW_HAS_FOCUS_WINDOW + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwFocusWindow(vd->Window); +#else + // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. + (void)viewport; +#endif +} + +static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; +} + +static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; +} + +#if GLFW_HAS_WINDOW_ALPHA +static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + glfwMakeContextCurrent(vd->Window); +} + +static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapBuffers(vd->Window); + } +} + +//-------------------------------------------------------------------------------------------------------- +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +//-------------------------------------------------------------------------------------------------------- + +// Avoid including so we can build without it +#if GLFW_HAS_VULKAN +#ifndef VULKAN_H_ +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; +enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; +#endif // VULKAN_H_ +extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } +static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(bd); + IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); + VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return (int)err; +} +#endif // GLFW_HAS_VULKAN + +static void ImGui_ImplGlfw_InitPlatformInterface() +{ + // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; +#if GLFW_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; +#endif +#if GLFW_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + vd->Window = bd->Window; + vd->WindowOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->Window; +} + +static void ImGui_ImplGlfw_ShutdownPlatformInterface() +{ + ImGui::DestroyPlatformWindows(); +} + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + + +////////////////////////// adxe spec ///////////////////////// + +#define CC_PTR_CAST(v, pointer_type) reinterpret_cast(v) + + +// fps macro +#define CC_IMGUI_DEFAULT_DELTA (1 / 60.f) +#define CC_IMGUI_MIN_DELTA (1 / 1000.f) +#define CC_IMGUI_MAX_DELTA (1 / 30.f) + +enum +{ + GlfwClientApi_Adxe = 0xadee, +}; + +// adxe spec +bool ImGui_ImplGlfw_InitForAdxe(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, (GlfwClientApi)GlfwClientApi_Adxe); +} + +struct ImGui_ImplAdxe_Data +{ + // adxe spec data + + ImGuiImplCocos2dxLoadFontFun LoadCustomFont = nullptr; + void* LoadCustomFontUserData = nullptr; + + ProgramInfoData ProgramInfo{}; + ProgramInfoData ProgramFontInfo{}; + bool FontDeviceObjectsDirty = false; + Texture2D* FontTexture = nullptr; + Mat4 Projection; + + std::vector> CallbackCommands{}; + std::vector> CustomCommands{}; + Vector ProgramStates{}; + + SavedRenderStateData SavedRenderState{}; +}; + +static bool ImGui_ImplAdxe_CreateFontsTexture(); +static void ImGui_ImplAdxe_DestroyFontsTexture(); +static void ImGui_ImplAdxe_DestroyDeviceObjects(); +static bool ImGui_ImplAdxe_CreateDeviceObjects(); +static void ImGui_ImplAdxe_RenderWindow(ImGuiViewport* viewport, void*); +static void AddRendererCommand(const std::function& f); + static bool ImGui_ImplAdxe_createShaderPrograms(); + +static void ImGui_ImplAdxe_CreateWindow(ImGuiViewport* viewport); +static void ImGui_ImplAdxe_Renderer_RenderWindow(ImGuiViewport* viewport, void*); + +static void ImGui_ImplAdxe_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + const auto window = vd->Window; + AddRendererCommand([=]() { glfwMakeContextCurrent(window); }); + } +} + +static void ImGui_ImplAdxe_SwapBuffers(ImGuiViewport* viewport, void*) +{ + if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + const auto window = vd->Window; + glfwMakeContextCurrent(window); + AddRendererCommand([=]() { + glfwMakeContextCurrent(window); + glfwSwapBuffers(window); + }); + } +} + +static void ImGui_ImplAdxe_InitPlatformInterface() +{ + // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_RenderWindow = ImGui_ImplAdxe_RenderWindow; + platform_io.Platform_CreateWindow = ImGui_ImplAdxe_CreateWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplAdxe_SwapBuffers; + + platform_io.Renderer_RenderWindow = ImGui_ImplAdxe_Renderer_RenderWindow; +} + +void ImGui_ImplAdxe_Init() +{ + auto bd = ImGui_ImplGlfw_GetBackendData(); + auto& io = ImGui::GetIO(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_adxe"; + io.BackendFlags |= + ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + // adxe spec: disable auto load and save + io.IniFilename = nullptr; + + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplAdxe_InitPlatformInterface(); +} + +void ImGui_ImplAdxe_Shutdown() +{ + ImGui_ImplAdxe_DestroyDeviceObjects(); +} + +IMGUI_IMPL_API void ImGui_ImplAdxe_NewFrame() { + auto bd = ImGui_ImplGlfw_GetBackendData(); + bd->CallbackCommands.clear(); + bd->CustomCommands.clear(); + bd->ProgramStates.clear(); + + if (!bd->FontTexture) + ImGui_ImplAdxe_CreateDeviceObjects(); + else if (bd->FontDeviceObjectsDirty) + { // recreate device objects, fonts also should be device objects + ImGui_ImplAdxe_DestroyDeviceObjects(); + ImGui_ImplAdxe_CreateDeviceObjects(); + } +} + +IMGUI_IMPL_API void ImGui_ImplAdxe_SetCustomFontLoader(ImGuiImplCocos2dxLoadFontFun fun, void* userdata) +{ + auto bd = ImGui_ImplGlfw_GetBackendData(); + bd->LoadCustomFont = fun; + bd->LoadCustomFontUserData = userdata; +} + +IMGUI_IMPL_API void* ImGui_ImplAdxe_GetFontsTexture() +{ + auto bd = ImGui_ImplGlfw_GetBackendData(); + return bd->FontTexture; +} + +IMGUI_IMPL_API void ImGui_ImplAdxe_SetDeviceObjectsDirty() +{ + auto bd = ImGui_ImplGlfw_GetBackendData(); + bd->FontDeviceObjectsDirty = true; +} + +static void ImGui_ImplAdxe_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + viewport->PlatformUserData = vd; + + const bool multi_viewport_enabled = !!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable); // adxe spec + + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem + glfwWindowHint(GLFW_VISIBLE, false); + glfwWindowHint(GLFW_FOCUSED, false); +#if GLFW_HAS_FOCUS_ON_SHOW + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); +#endif + glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); +#if GLFW_HAS_WINDOW_TOPMOST + glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); +#endif + GLFWwindow* share_window = multi_viewport_enabled ? bd->Window : nullptr; + + vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); + vd->WindowOwned = true; + viewport->PlatformHandle = (void*)vd->Window; +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); +#endif + glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + + // Install GLFW callbacks for secondary viewports + glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); + glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); + glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); + glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); + + if (multi_viewport_enabled) + { + const auto window = vd->Window; + glfwMakeContextCurrent(window); + glfwSwapInterval(0); + AddRendererCommand([=]() { glfwMakeContextCurrent(window); }); + } +} + +static bool ImGui_ImplAdxe_CreateDeviceObjects() +{ + auto bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->LoadCustomFont) + bd->LoadCustomFont(bd->LoadCustomFontUserData); + + ImGui_ImplAdxe_createShaderPrograms(); + ImGui_ImplAdxe_CreateFontsTexture(); + + bd->FontDeviceObjectsDirty = false; + return true; +} + +static void ImGui_ImplAdxe_DestroyDeviceObjects() +{ + auto bd = ImGui_ImplGlfw_GetBackendData(); + CC_SAFE_RELEASE_NULL(bd->ProgramInfo.program); + CC_SAFE_RELEASE_NULL(bd->ProgramFontInfo.program); + ImGui_ImplAdxe_DestroyFontsTexture(); +} + +static bool ImGui_ImplAdxe_createShaderPrograms() +{ + auto vertex_shader = + "uniform mat4 u_MVPMatrix;\n" + "attribute vec2 a_position;\n" + "attribute vec2 a_texCoord;\n" + "attribute vec4 a_color;\n" + "varying vec2 v_texCoord;\n" + "varying vec4 v_fragmentColor;\n" + "void main()\n" + "{\n" + " v_texCoord = a_texCoord;\n" + " v_fragmentColor = a_color;\n" + " gl_Position = u_MVPMatrix * vec4(a_position.xy, 0.0, 1.0);\n" + "}\n"; + auto fragment_shader = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D u_texture;\n" + "varying vec2 v_texCoord;\n" + "varying vec4 v_fragmentColor;\n" + "void main()\n" + "{\n" + " gl_FragColor = v_fragmentColor * texture2D(u_texture, v_texCoord);\n" + "}\n"; + auto fragment_shader_font = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D u_texture;\n" + "varying vec2 v_texCoord;\n" + "varying vec4 v_fragmentColor;\n" + "void main()\n" + "{\n" + " float a = texture2D(u_texture, v_texCoord).a;\n" + " gl_FragColor = vec4(v_fragmentColor.rgb, v_fragmentColor.a * a);\n" + "}\n"; + + auto bd = ImGui_ImplGlfw_GetBackendData(); + + CC_SAFE_RELEASE(bd->ProgramInfo.program); + CC_SAFE_RELEASE(bd->ProgramFontInfo.program); + bd->ProgramInfo.program = backend::Device::getInstance()->newProgram(vertex_shader, fragment_shader); + bd->ProgramFontInfo.program = backend::Device::getInstance()->newProgram(vertex_shader, fragment_shader_font); + IM_ASSERT(bd->ProgramInfo.program); + IM_ASSERT(bd->ProgramFontInfo.program); + if (!bd->ProgramInfo.program || !bd->ProgramFontInfo.program) + return false; + + for (auto& p : {&bd->ProgramInfo, &bd->ProgramFontInfo}) + { + p->texture = p->program->getUniformLocation(TEXTURE); + p->projection = p->program->getUniformLocation(MVP_MATRIX); + p->position = p->program->getAttributeLocation(POSITION); + p->uv = p->program->getAttributeLocation(TEXCOORD); + p->color = p->program->getAttributeLocation(COLOR); + IM_ASSERT(bool(p->texture)); + IM_ASSERT(bool(p->projection)); + IM_ASSERT(p->position >= 0); + IM_ASSERT(p->uv >= 0); + IM_ASSERT(p->color >= 0); + auto& layout = p->layout; + layout.setAttribute("a_position", p->position, VertexFormat::FLOAT2, 0, false); + layout.setAttribute("a_texCoord", p->uv, VertexFormat::FLOAT2, offsetof(ImDrawVert, uv), false); + layout.setAttribute("a_color", p->color, VertexFormat::UBYTE4, offsetof(ImDrawVert, col), true); + layout.setLayout(sizeof(ImDrawVert)); + } + + return true; +} + +bool ImGui_ImplAdxe_CreateFontsTexture() +{ + auto bd = ImGui_ImplGlfw_GetBackendData(); + // Build texture atlas + ImGuiIO& io = ImGui::GetIO(); + unsigned char* pixels; + int width, height; + // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) + // because it is more likely to be compatible with user's existing shaders. + // If your ImTextureId represent a higher-level concept than just a GL texture id, + // consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); + + CC_SAFE_RELEASE(bd->FontTexture); + bd->FontTexture = new Texture2D(); + + bd->FontTexture->setAntiAliasTexParameters(); + bd->FontTexture->initWithData(pixels, width * height, backend::PixelFormat::A8, width, height); + io.Fonts->TexID = (ImTextureID)bd->FontTexture; + return true; +} + +IMGUI_IMPL_API void ImGui_ImplAdxe_DestroyFontsTexture() +{ + auto bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->FontTexture) + { + ImGui::GetIO().Fonts->TexID = nullptr; + CC_SAFE_RELEASE_NULL(bd->FontTexture); + } +} + static void AddRendererCommand(const std::function& f) { - auto bd = ImGui_ImplAdxe_GetBackendData(); + auto bd = ImGui_ImplGlfw_GetBackendData(); const auto renderer = Director::getInstance()->getRenderer(); auto cmd = std::make_shared(); cmd->init(0.f); @@ -158,7 +1519,7 @@ static void AddRendererCommand(const std::function& f) static void ImGui_ImplAdxe_SaveRenderState(cocos2d::Renderer* renderer) { AddRendererCommand([renderer]() { - auto bd = ImGui_ImplAdxe_GetBackendData(); + auto bd = ImGui_ImplGlfw_GetBackendData(); bd->SavedRenderState.cull = renderer->getCullMode(); bd->SavedRenderState.vp = renderer->getViewport(); bd->SavedRenderState.scissorTest = renderer->getScissorTest(); @@ -184,14 +1545,14 @@ static void ImGui_ImplAdxe_SetupRenderState(cocos2d::Renderer* renderer, const auto T = draw_data->DisplayPos.y; const auto B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; - auto bd = ImGui_ImplAdxe_GetBackendData(); + auto bd = ImGui_ImplGlfw_GetBackendData(); Mat4::createOrthographicOffCenter(L, R, B, T, -1.f, 1.f, &bd->Projection); } static void ImGui_ImplAdxe_RestoreRenderState(cocos2d::Renderer* renderer) { AddRendererCommand([renderer]() { - auto bd = ImGui_ImplAdxe_GetBackendData(); + auto bd = ImGui_ImplGlfw_GetBackendData(); renderer->setCullMode(bd->SavedRenderState.cull); auto& vp = bd->SavedRenderState.vp; renderer->setViewPort(vp.x, vp.y, vp.w, vp.h); @@ -206,7 +1567,7 @@ static void ImGui_ImplAdxe_RestoreRenderState(cocos2d::Renderer* renderer) }); } -void ImGui_ImplAdxe_RenderDrawData(ImDrawData* draw_data) +IMGUI_IMPL_API void ImGui_ImplAdxe_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays // (screen coordinates != framebuffer coordinates) @@ -275,7 +1636,7 @@ void ImGui_ImplAdxe_RenderDrawData(ImDrawData* draw_data) clip_rect.w - clip_rect.y); }); - auto bd = ImGui_ImplAdxe_GetBackendData(); + auto bd = ImGui_ImplGlfw_GetBackendData(); if (typeid(*((Ref*)pcmd->TextureId)) == typeid(Texture2D)) { @@ -324,7 +1685,7 @@ void ImGui_ImplAdxe_RenderDrawData(ImDrawData* draw_data) ImGui_ImplAdxe_RestoreRenderState(renderer); } -void ImGui_ImplAdxe_RenderPlatform() +IMGUI_IMPL_API void ImGui_ImplAdxe_RenderPlatform() { if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { @@ -336,244 +1697,6 @@ void ImGui_ImplAdxe_RenderPlatform() } } -static const char* ImGui_ImplAdxe_GetClipboardText(void* user_data) -{ - return glfwGetClipboardString(CC_PTR_CAST(user_data, GLFWwindow*)); -} - -static void ImGui_ImplAdxe_SetClipboardText(void* user_data, const char* text) -{ - glfwSetClipboardString(CC_PTR_CAST(user_data, GLFWwindow*), text); -} - -void ImGui_ImplAdxe_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - if (bd->PrevUserCallbackMousebutton != nullptr && window == bd->Window) - bd->PrevUserCallbackMousebutton(window, button, action, mods); - - if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed)) - bd->MouseJustPressed[button] = true; -} - -void ImGui_ImplAdxe_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - if (bd->PrevUserCallbackScroll != nullptr && window == bd->Window) - bd->PrevUserCallbackScroll(window, xoffset, yoffset); - - ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; -} - -void ImGui_ImplAdxe_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - if (bd->PrevUserCallbackKey != nullptr && window == bd->Window) - bd->PrevUserCallbackKey(window, key, scancode, action, mods); - - if (key < 0) - return; - ImGuiIO& io = ImGui::GetIO(); - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - - // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; -#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 - io.KeySuper = false; -#else - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -#endif -} - -void ImGui_ImplAdxe_WindowFocusCallback(GLFWwindow* window, int focused) -{ - ImGui_ImplAdxe_Data* bd = ImGui_ImplAdxe_GetBackendData(); - if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) - bd->PrevUserCallbackWindowFocus(window, focused); - - ImGuiIO& io = ImGui::GetIO(); - io.AddFocusEvent(focused != 0); -} - -void ImGui_ImplAdxe_CursorEnterCallback(GLFWwindow* window, int entered) -{ - ImGui_ImplAdxe_Data* bd = ImGui_ImplAdxe_GetBackendData(); - if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) - bd->PrevUserCallbackCursorEnter(window, entered); - - if (entered) - bd->MouseWindow = window; - if (!entered && bd->MouseWindow == window) - bd->MouseWindow = NULL; -} - -void ImGui_ImplAdxe_CharCallback(GLFWwindow* window, unsigned int c) -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - if (bd->PrevUserCallbackChar != nullptr && window == bd->Window) - bd->PrevUserCallbackChar(window, c); - - ImGuiIO& io = ImGui::GetIO(); - io.AddInputCharacter(c); -} - -void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - bd->WantUpdateMonitors = true; -} - -void ImGui_ImplAdxe_SetCustomFontLoader(ImGuiImplCocos2dxLoadFontFun fun, void* userdata) -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - bd->LoadCustomFont = fun; - bd->LoadCustomFontUserData = userdata; -} - -void* ImGui_ImplAdxe_GetFontsTexture() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - return bd->FontTexture; -} - -void ImGui_ImplAdxe_SetDeviceObjectsDirty() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - bd->FontDeviceObjectsDirty = true; -} - -bool ImGui_ImplAdxe_CreateDeviceObjects() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - if (bd->LoadCustomFont) - bd->LoadCustomFont(bd->LoadCustomFontUserData); - - ImGui_ImplAdxe_createShaderPrograms(); - ImGui_ImplAdxe_CreateFontsTexture(); - - bd->FontDeviceObjectsDirty = false; - return true; -} - -void ImGui_ImplAdxe_DestroyDeviceObjects() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - CC_SAFE_RELEASE_NULL(bd->ProgramInfo.program); - CC_SAFE_RELEASE_NULL(bd->ProgramFontInfo.program); - ImGui_ImplAdxe_DestroyFontsTexture(); -} - -static bool ImGui_ImplAdxe_createShaderPrograms() -{ - auto vertex_shader = - "uniform mat4 u_MVPMatrix;\n" - "attribute vec2 a_position;\n" - "attribute vec2 a_texCoord;\n" - "attribute vec4 a_color;\n" - "varying vec2 v_texCoord;\n" - "varying vec4 v_fragmentColor;\n" - "void main()\n" - "{\n" - " v_texCoord = a_texCoord;\n" - " v_fragmentColor = a_color;\n" - " gl_Position = u_MVPMatrix * vec4(a_position.xy, 0.0, 1.0);\n" - "}\n"; - auto fragment_shader = - "#ifdef GL_ES\n" - " precision mediump float;\n" - "#endif\n" - "uniform sampler2D u_texture;\n" - "varying vec2 v_texCoord;\n" - "varying vec4 v_fragmentColor;\n" - "void main()\n" - "{\n" - " gl_FragColor = v_fragmentColor * texture2D(u_texture, v_texCoord);\n" - "}\n"; - auto fragment_shader_font = - "#ifdef GL_ES\n" - " precision mediump float;\n" - "#endif\n" - "uniform sampler2D u_texture;\n" - "varying vec2 v_texCoord;\n" - "varying vec4 v_fragmentColor;\n" - "void main()\n" - "{\n" - " float a = texture2D(u_texture, v_texCoord).a;\n" - " gl_FragColor = vec4(v_fragmentColor.rgb, v_fragmentColor.a * a);\n" - "}\n"; - - auto bd = ImGui_ImplAdxe_GetBackendData(); - - CC_SAFE_RELEASE(bd->ProgramInfo.program); - CC_SAFE_RELEASE(bd->ProgramFontInfo.program); - bd->ProgramInfo.program = backend::Device::getInstance()->newProgram(vertex_shader, fragment_shader); - bd->ProgramFontInfo.program = backend::Device::getInstance()->newProgram(vertex_shader, fragment_shader_font); - IM_ASSERT(bd->ProgramInfo.program); - IM_ASSERT(bd->ProgramFontInfo.program); - if (!bd->ProgramInfo.program || !bd->ProgramFontInfo.program) - return false; - - for (auto& p : {&bd->ProgramInfo, &bd->ProgramFontInfo}) - { - p->texture = p->program->getUniformLocation(TEXTURE); - p->projection = p->program->getUniformLocation(MVP_MATRIX); - p->position = p->program->getAttributeLocation(POSITION); - p->uv = p->program->getAttributeLocation(TEXCOORD); - p->color = p->program->getAttributeLocation(COLOR); - IM_ASSERT(bool(p->texture)); - IM_ASSERT(bool(p->projection)); - IM_ASSERT(p->position >= 0); - IM_ASSERT(p->uv >= 0); - IM_ASSERT(p->color >= 0); - auto& layout = p->layout; - layout.setAttribute("a_position", p->position, VertexFormat::FLOAT2, 0, false); - layout.setAttribute("a_texCoord", p->uv, VertexFormat::FLOAT2, offsetof(ImDrawVert, uv), false); - layout.setAttribute("a_color", p->color, VertexFormat::UBYTE4, offsetof(ImDrawVert, col), true); - layout.setLayout(sizeof(ImDrawVert)); - } - - return true; -} - -bool ImGui_ImplAdxe_CreateFontsTexture() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) - // because it is more likely to be compatible with user's existing shaders. - // If your ImTextureId represent a higher-level concept than just a GL texture id, - // consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height); - - CC_SAFE_RELEASE(bd->FontTexture); - bd->FontTexture = new Texture2D(); - - bd->FontTexture->setAntiAliasTexParameters(); - bd->FontTexture->initWithData(pixels, width * height, backend::PixelFormat::A8, width, height); - io.Fonts->TexID = (ImTextureID)bd->FontTexture; - return true; -} - -void ImGui_ImplAdxe_DestroyFontsTexture() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - if (bd->FontTexture) - { - ImGui::GetIO().Fonts->TexID = nullptr; - CC_SAFE_RELEASE_NULL(bd->FontTexture); - } -} - //-------------------------------------------------------------------------------------------------------- // MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT // This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports @@ -581,7 +1704,7 @@ void ImGui_ImplAdxe_DestroyFontsTexture() // completely ignore this section first.. //-------------------------------------------------------------------------------------------------------- -static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) +static void ImGui_ImplAdxe_Renderer_RenderWindow(ImGuiViewport* viewport, void*) { if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) { @@ -591,792 +1714,3 @@ static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) ImGui_ImplAdxe_RenderDrawData(viewport->DrawData); } -bool ImGui_ImplAdxe_Init(bool install_callbacks /*TODO: need check whether callbacks installed at shutdown*/) -{ - ImGui::CreateContext(); - ImGuiIO& io = ImGui::GetIO(); - - // Setup backend capabilities flags - ImGui_ImplAdxe_Data* bd = new ImGui_ImplAdxe_Data(); - io.BackendPlatformUserData = (void*)bd; - io.BackendPlatformName = "imgui_impl_adxe"; - io.BackendRendererName = "imgui_impl_adxe"; - io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls - // io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls - io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking - - // Enable Multi-Viewport / Platform Windows - // TODO: mac osx have problem when create new window, the game scene will go to black -#if CC_IMGUI_ENABLE_MULTI_VIEWPORT - io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; -#endif - // io.ConfigViewportsNoAutoMerge = true; - // io.ConfigViewportsNoTaskBarIcon = true; - const auto window = static_cast(Director::getInstance()->getOpenGLView())->getWindow(); - // We can honor GetMouseCursor() values (optional) - io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; - // We can honor io.WantSetMousePos requests (optional, rarely used) - io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; - // We can create multi-viewports on the Platform side (optional) - io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; -#if GLFW_HAS_GLFW_HOVERED && CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 - // We can set io.MouseHoveredViewport correctly (optional, not easy) - io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; -#endif - bd->Window = window; - bd->Time = 0.0; - bd->WantUpdateMonitors = true; - - // backend - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; - - // disable auto load and save - io.IniFilename = nullptr; - - // Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array. - io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; - io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; - io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; - io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; - io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; - io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; - io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; - io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; - io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; - io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - - io.SetClipboardTextFn = ImGui_ImplAdxe_SetClipboardText; - io.GetClipboardTextFn = ImGui_ImplAdxe_GetClipboardText; - io.ClipboardUserData = bd->Window; - - // Create mouse cursors - // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, - // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. - // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); - bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); -#if GLFW_HAS_NEW_CURSORS - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); -#else - bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); - bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); -#endif - glfwSetErrorCallback(prev_error_callback); - - // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - bd->PrevUserCallbackWindowFocus = nullptr; - bd->PrevUserCallbackMousebutton = nullptr; - bd->PrevUserCallbackScroll = nullptr; - bd->PrevUserCallbackKey = nullptr; - bd->PrevUserCallbackChar = nullptr; - bd->PrevUserCallbackMonitor = nullptr; - if (install_callbacks) - { - bd->InstalledCallbacks = true; - bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplAdxe_WindowFocusCallback); - bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplAdxe_CursorEnterCallback); - bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplAdxe_MouseButtonCallback); - bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplAdxe_ScrollCallback); - bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplAdxe_KeyCallback); - bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplAdxe_CharCallback); - bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - } - - // Note: monitor callback are broken GLFW 3.2 and earlier (see github.com/glfw/glfw/issues/784) - ImGui_ImplGlfw_UpdateMonitors(); - // Since: required GLFW 3.3, comment follow line - // glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - - // Our mouse update function expect PlatformHandle to be filled for the main viewport - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - main_viewport->PlatformHandle = (void*)bd->Window; - -#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 - main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); -#endif - - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - ImGui_ImplGlfw_InitPlatformInterface(); - return true; -} - -void ImGui_ImplAdxe_Shutdown() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - - if (bd->InstalledCallbacks) - { - // Restore mouse and char callback - glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus); - glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); - glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); - glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); - glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); - glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar); - glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); - } - - // Destroy cursors - for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) - { - glfwDestroyCursor(bd->MouseCursors[cursor_n]); - } - - ImGui_ImplAdxe_DestroyDeviceObjects(); - ImGui::DestroyContext(); - - delete bd; -} - -static void ImGui_ImplAdxe_UpdateMousePosAndButtons() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - - ImGuiIO& io = ImGui::GetIO(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - - const ImVec2 mouse_pos_prev = io.MousePos; - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - io.MouseHoveredViewport = 0; - - // Update mouse buttons - // (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events - // that are shorter than 1 frame) - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - { - - io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0; - bd->MouseJustPressed[i] = false; - } - - for (int n = 0; n < platform_io.Viewports.Size; n++) - { - ImGuiViewport* viewport = platform_io.Viewports[n]; - GLFWwindow* window = CC_PTR_CAST(viewport->PlatformHandle, GLFWwindow*); - -#ifdef __EMSCRIPTEN__ - const bool focused = true; -#else - const bool focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; -#endif - GLFWwindow* mouse_window = (bd->MouseWindow == window || focused) ? window : NULL; - - // Update mouse buttons - if (focused) - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) - io.MouseDown[i] |= glfwGetMouseButton(window, i) != 0; - - // Set OS mouse position from Dear ImGui if requested (rarely used, only when - // ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) (When multi-viewports are enabled, all Dear ImGui - // positions are same as OS positions) - if (io.WantSetMousePos && focused) - glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), - (double)(mouse_pos_prev.y - viewport->Pos.y)); - - // Set Dear ImGui mouse position from OS position - if (mouse_window != NULL) - { - double mouse_x, mouse_y; - glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y); - if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse - // is on the upper-left of the primary monitor) - int window_x, window_y; - glfwGetWindowPos(window, &window_x, &window_y); - io.MousePos = ImVec2((float)mouse_x + window_x, (float)mouse_y + window_y); - } - else - { - // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the - // mouse is on the upper-left corner of the app window) - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); - } - } - - // (Optional) When using multiple viewports: set io.MouseHoveredViewport to the viewport the OS mouse cursor is - // hovering. Important: this information is not easy to provide and many high-level windowing library won't be - // able to provide it correctly, because - // - This is _ignoring_ viewports with the ImGuiViewportFlags_NoInputs flag (pass-through windows). - // - This is _regardless_ of whether another viewport is focused or being dragged from. - // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, imgui will ignore this field and - // infer the information by relying on the rectangles and last focused time of every viewports it knows about. - // It will be unaware of other windows that may be sitting between or over your windows. [GLFW] FIXME: This is - // currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other - // systems. See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. -#if GLFW_HAS_MOUSE_PASSTHROUGH || (GLFW_HAS_WINDOW_HOVERED && defined(_WIN32)) - const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; -# if GLFW_HAS_MOUSE_PASSTHROUGH - glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); -# endif - if (glfwGetWindowAttrib(window, GLFW_HOVERED) && !window_no_input) - io.MouseHoveredViewport = viewport->ID; -#endif - } -} - -static void ImGui_ImplAdxe_UpdateMouseCursor() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || - glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) - return; - - ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - for (int n = 0; n < platform_io.Viewports.Size; n++) - { - GLFWwindow* window = CC_PTR_CAST(platform_io.Viewports[n]->PlatformHandle, GLFWwindow*); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) - { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); - } - else - { - // Show OS mouse cursor - // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works - // here. - glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] - : bd->MouseCursors[ImGuiMouseCursor_Arrow]); - glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); - } - } -} - -static void ImGui_ImplAdxe_UpdateGamepads() -{ - ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) - return; - - // Update gamepad inputs - int axes_count = 0, buttons_count = 0; - -#define MAP_BUTTON(NAV_NO, BUTTON_NO) \ - { \ - if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) \ - io.NavInputs[NAV_NO] = 1.0f; \ - } -#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) \ - { \ - float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; \ - v = (v - V0) / (V1 - V0); \ - if (v > 1.0f) \ - v = 1.0f; \ - if (io.NavInputs[NAV_NO] < v) \ - io.NavInputs[NAV_NO] = v; \ - } - const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); - const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight, 0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); -#undef MAP_BUTTON -#undef MAP_ANALOG - - if (axes_count > 0 && buttons_count > 0) - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - else - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; -} - -static void ImGui_ImplGlfw_UpdateMonitors() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - int monitors_count = 0; - GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); - platform_io.Monitors.resize(0); - for (int n = 0; n < monitors_count; n++) - { - ImGuiPlatformMonitor monitor; - int x, y; - glfwGetMonitorPos(glfw_monitors[n], &x, &y); - const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); -#if GLFW_HAS_MONITOR_WORK_AREA - monitor.MainPos = ImVec2((float)x, (float)y); - monitor.MainSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); - int w, h; - glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); - monitor.WorkPos = ImVec2((float)x, (float)y); - ; - monitor.WorkSize = ImVec2((float)w, (float)h); -#else - monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); - monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); -#endif -#if GLFW_HAS_PER_MONITOR_DPI - // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness - // settings, which generally needs to be set in the manifest or at runtime. - float x_scale, y_scale; - glfwGetMonitorContentScale(glfw_monitors[n], &x_scale, &y_scale); - monitor.DpiScale = x_scale; -#endif - platform_io.Monitors.push_back(monitor); - } - bd->WantUpdateMonitors = false; -} - -void ImGui_ImplAdxe_NewFrame() -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - - // Calculate deltaTime by self to avoid error when pause cocos2d::Director - auto now = std::chrono::steady_clock::now(); - auto deltaTime = - std::chrono::duration_cast(now - bd->LastFrameTime).count() / 1000000.0f; - deltaTime = cocos2d::clampf(deltaTime, CC_IMGUI_MIN_DELTA, CC_IMGUI_MAX_DELTA); - bd->LastFrameTime = now; - - bd->CallbackCommands.clear(); - bd->CustomCommands.clear(); - bd->ProgramStates.clear(); - - if (!bd->FontTexture) - ImGui_ImplAdxe_CreateDeviceObjects(); - else if (bd->FontDeviceObjectsDirty) - { // recreate device objects, fonts also should be device objects - ImGui_ImplAdxe_DestroyDeviceObjects(); - ImGui_ImplAdxe_CreateDeviceObjects(); - } - - ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! Missing call to renderer _NewFrame() function?"); - - // Setup display size (every frame to accommodate for window resizing) - int w, h; - int buffer_w, buffer_h; - glfwGetWindowSize(bd->Window, &w, &h); - glfwGetFramebufferSize(bd->Window, &buffer_w, &buffer_h); - io.DisplaySize = ImVec2((float)w, (float)h); - if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)buffer_w / w, (float)buffer_h / h); - - if (bd->WantUpdateMonitors) - ImGui_ImplGlfw_UpdateMonitors(); - - // Setup time step - io.DeltaTime = deltaTime; - - ImGui_ImplAdxe_UpdateMousePosAndButtons(); - ImGui_ImplAdxe_UpdateMouseCursor(); - - // Update game controllers (if enabled and available) - ImGui_ImplAdxe_UpdateGamepads(); - - ImGui::NewFrame(); -} - -//-------------------------------------------------------------------------------------------------------- -// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT -// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports -// simultaneously. If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you -// completely ignore this section first.. -//-------------------------------------------------------------------------------------------------------- - -// Helper structure we store in the void* RenderUserData field of each ImGuiViewport to easily retrieve our backend -// data. -struct ImGui_ImplGlfw_ViewportData -{ - GLFWwindow* Window; - bool WindowOwned; - int IgnoreWindowPosEventFrame; - int IgnoreWindowSizeEventFrame; - - ImGui_ImplGlfw_ViewportData() - { - Window = NULL; - WindowOwned = false; - IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; - } - ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == NULL); } -}; - -#define IMGUI_GLFW_VD(vp) reinterpret_cast(vp->PlatformUserData) - -static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) -{ - if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) - viewport->PlatformRequestClose = true; -} - -// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). -// However: depending on the platform the callback may be invoked at different time: -// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call -// - on Linux it is queued and invoked during glfwPollEvents() -// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only -// ignore recent glfwSetWindowXXX() calls. -static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) -{ - if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) - { - if (ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport)) - { - bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); - // data->IgnoreWindowPosEventFrame = -1; - if (ignore_event) - return; - } - viewport->PlatformRequestMove = true; - } -} - -static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) -{ - if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) - { - if (ImGui_ImplGlfw_ViewportData* data = IMGUI_GLFW_VD(viewport)) - { - bool ignore_event = (ImGui::GetFrameCount() <= data->IgnoreWindowSizeEventFrame + 1); - // data->IgnoreWindowSizeEventFrame = -1; - if (ignore_event) - return; - } - viewport->PlatformRequestResize = true; - } -} - -static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) -{ - ImGui_ImplAdxe_Data* bd = ImGui_ImplAdxe_GetBackendData(); - ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); - viewport->PlatformUserData = vd; - - const bool multi_viewport_enabled = !!(ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable); - - // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED - // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem - glfwWindowHint(GLFW_VISIBLE, false); - glfwWindowHint(GLFW_FOCUSED, false); -#if GLFW_HAS_FOCUS_ON_SHOW - glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); -#endif - glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); -#if GLFW_HAS_WINDOW_TOPMOST - glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); -#endif - - GLFWwindow* share_window = multi_viewport_enabled ? bd->Window : nullptr; - - vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); - vd->WindowOwned = true; - viewport->PlatformHandle = (void*)vd->Window; -#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 - viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); -#endif - glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); - - // Install GLFW callbacks for secondary viewports - glfwSetWindowFocusCallback(vd->Window, ImGui_ImplAdxe_WindowFocusCallback); - glfwSetCursorEnterCallback(vd->Window, ImGui_ImplAdxe_CursorEnterCallback); - glfwSetMouseButtonCallback(vd->Window, ImGui_ImplAdxe_MouseButtonCallback); - glfwSetScrollCallback(vd->Window, ImGui_ImplAdxe_ScrollCallback); - glfwSetKeyCallback(vd->Window, ImGui_ImplAdxe_KeyCallback); - glfwSetCharCallback(vd->Window, ImGui_ImplAdxe_CharCallback); - glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); - glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); - glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); - if (multi_viewport_enabled) - { - const auto window = vd->Window; - glfwMakeContextCurrent(window); - glfwSwapInterval(0); - AddRendererCommand([=]() { glfwMakeContextCurrent(window); }); - } -} - -static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) -{ - auto bd = ImGui_ImplAdxe_GetBackendData(); - if (ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport)) - { - if (vd->WindowOwned) - { -#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) - HWND hwnd = (HWND)viewport->PlatformHandleRaw; - ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); -#endif - - // Release any keys that were pressed in the window being destroyed and are still held down, - // because we will not receive any release events after window is destroyed. - for (int i = 0; i < IM_ARRAYSIZE(bd->KeyOwnerWindows); i++) - if (bd->KeyOwnerWindows[i] == vd->Window) - ImGui_ImplAdxe_KeyCallback( - vd->Window, i, 0, GLFW_RELEASE, - 0); // Later params are only used for main viewport, on which this function is never called. - - glfwDestroyWindow(vd->Window); - } - vd->Window = NULL; - IM_DELETE(vd); - } - viewport->PlatformUserData = viewport->PlatformHandle = NULL; -} - -// We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". -// In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for -// Linux/OSX!) -#if CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 && GLFW_HAS_GLFW_HOVERED -static WNDPROC g_GlfwWndProc = NULL; -static LRESULT CALLBACK WndProcNoInputs(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) -{ - if (msg == WM_NCHITTEST) - { - // Let mouse pass-through the window. This will allow the back-end to set io.MouseHoveredViewport properly - // (which is OPTIONAL). The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect - // the window behind the one we are dragging. If you cannot easily access those viewport flags from your - // windowing/event code: you may manually synchronize its state e.g. in your main loop after calling - // UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. - ImGuiViewport* viewport = CC_PTR_CAST(::GetPropA(hWnd, "IMGUI_VIEWPORT"), ImGuiViewport*); - if (viewport->Flags & ImGuiViewportFlags_NoInputs) - return HTTRANSPARENT; - } - return ::CallWindowProc(g_GlfwWndProc, hWnd, msg, wParam, lParam); -} -#endif - -static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - -#if defined(_WIN32) - // GLFW hack: Hide icon from task bar - HWND hwnd = (HWND)viewport->PlatformHandleRaw; - if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) - { - LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); - ex_style &= ~WS_EX_APPWINDOW; - ex_style |= WS_EX_TOOLWINDOW; - ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); - } - - // GLFW hack: install hook for WM_NCHITTEST message handler -# if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) - ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); - if (g_GlfwWndProc == NULL) - g_GlfwWndProc = (WNDPROC)::GetWindowLongPtr(hwnd, GWLP_WNDPROC); - ::SetWindowLongPtr(hwnd, GWLP_WNDPROC, (LONG_PTR)WndProcNoInputs); -# endif - -# if !GLFW_HAS_FOCUS_ON_SHOW - // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. - // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW - // window attribute. See https://github.com/glfw/glfw/issues/1189 - // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. - if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) - { - ::ShowWindow(hwnd, SW_SHOWNA); - return; - } -# endif -#endif - - glfwShowWindow(vd->Window); -} - -static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - int x = 0, y = 0; - glfwGetWindowPos(vd->Window, &x, &y); - return ImVec2((float)x, (float)y); -} - -static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); -} - -static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - int w = 0, h = 0; - glfwGetWindowSize(vd->Window, &w, &h); - return ImVec2((float)w, (float)h); -} - -static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); -#if CC_TARGET_PLATFORM == CC_PLATFORM_MAC && !GLFW_HAS_OSX_WINDOW_POS_FIX - // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are - // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it - // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based - // on the upper-left corner. - int x, y, width, height; - glfwGetWindowPos(vd->Window, &x, &y); - glfwGetWindowSize(vd->Window, &width, &height); - glfwSetWindowPos(vd->Window, x, y - height + size.y); -#endif - vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); - glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); -} - -static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - glfwSetWindowTitle(vd->Window, title); -} - -static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) -{ -#if GLFW_HAS_FOCUS_WINDOW - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - glfwFocusWindow(vd->Window); -#else - // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - // - we set that up ahead, will answer that question later. - (void)viewport; -#endif -} - -static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; -} - -static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; -} - -#if GLFW_HAS_WINDOW_ALPHA -static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) -{ - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - glfwSetWindowOpacity(vd->Window, alpha); -} -#endif - -static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) -{ - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - const auto window = vd->Window; - AddRendererCommand([=]() { glfwMakeContextCurrent(window); }); - } -} - -static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) -{ - if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) - { - ImGui_ImplGlfw_ViewportData* vd = IMGUI_GLFW_VD(viewport); - const auto window = vd->Window; - glfwMakeContextCurrent(window); - AddRendererCommand([=]() { - glfwMakeContextCurrent(window); - glfwSwapBuffers(window); - }); - } -} - -// clang-format off -// -//-------------------------------------------------------------------------------------------------------- -// IME (Input Method Editor) basic support for e.g. Asian language users -//-------------------------------------------------------------------------------------------------------- - -// We provide a Win32 implementation because this is such a common issue for IME users -#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) -#define HAS_WIN32_IME 1 -#include -#ifdef _MSC_VER -#pragma comment(lib, "imm32") -#endif -static void ImGui_ImplWin32_SetImeInputPos(ImGuiViewport* viewport, ImVec2 pos) -{ - COMPOSITIONFORM cf = { CFS_FORCE_POSITION, { (LONG)(pos.x - viewport->Pos.x), (LONG)(pos.y - viewport->Pos.y) }, { 0, 0, 0, 0 } }; - if (HWND hwnd = (HWND)viewport->PlatformHandleRaw) - if (HIMC himc = ::ImmGetContext(hwnd)) - { - ::ImmSetCompositionWindow(himc, &cf); - ::ImmReleaseContext(hwnd, himc); - } -} -#else -#define HAS_WIN32_IME 0 -#endif - -// clang-format on - -static void ImGui_ImplGlfw_InitPlatformInterface() -{ - // Register platform interface (will be coupled with a renderer interface) - ImGui_ImplAdxe_Data* bd = ImGui_ImplAdxe_GetBackendData(); - ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); - platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; - platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; - platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; - platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; - platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; - platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; - platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; - platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; - platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; - platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; - platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; - platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; - platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; -#if GLFW_HAS_WINDOW_ALPHA - platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; -#endif - -#if HAS_WIN32_IME - platform_io.Platform_SetImeInputPos = ImGui_ImplWin32_SetImeInputPos; -#endif - // Register main window handle (which is owned by the main application, not by us) - // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for - // main and secondary viewports. - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); - vd->Window = bd->Window; - vd->WindowOwned = false; - main_viewport->PlatformUserData = vd; - main_viewport->PlatformHandle = (void*)bd->Window; -} - -static void ImGui_ImplGlfw_ShutdownPlatformInterface() {} diff --git a/extensions/ImGuiEXT/imgui_impl_adxe.h b/extensions/ImGuiEXT/imgui_impl_adxe.h index c39b90b07d..1ead522b19 100644 --- a/extensions/ImGuiEXT/imgui_impl_adxe.h +++ b/extensions/ImGuiEXT/imgui_impl_adxe.h @@ -1,23 +1,22 @@ #pragma once -#include "imgui/imgui.h" +#include "imgui.h" + +struct GLFWwindow; typedef void (*ImGuiImplCocos2dxLoadFontFun)(void* userdata); -IMGUI_IMPL_API bool ImGui_ImplAdxe_Init(bool install_callbacks); +/// ImGui glfw APIs +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForAdxe(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +/// ImGui adxe render APIs +IMGUI_IMPL_API void ImGui_ImplAdxe_Init(); IMGUI_IMPL_API void ImGui_ImplAdxe_Shutdown(); IMGUI_IMPL_API void ImGui_ImplAdxe_NewFrame(); IMGUI_IMPL_API void ImGui_ImplAdxe_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API void ImGui_ImplAdxe_RenderPlatform(); -// Called by Init/NewFrame/Shutdown -// TODO: maybe hide for internal use only -IMGUI_IMPL_API bool ImGui_ImplAdxe_CreateDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplAdxe_DestroyDeviceObjects(); - -// TODO: check whether needs public this API -IMGUI_IMPL_API bool ImGui_ImplAdxe_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplAdxe_DestroyFontsTexture(); - // Get FontTexture object cocos2d::Texture2D* IMGUI_IMPL_API void ImGui_ImplAdxe_SetCustomFontLoader(ImGuiImplCocos2dxLoadFontFun fun, void* userdata); IMGUI_IMPL_API void* ImGui_ImplAdxe_GetFontsTexture();