From 02f4e3c71a213d4d93adc8f93303a8aa66d714d7 Mon Sep 17 00:00:00 2001 From: BlackMATov Date: Sun, 8 Jan 2023 16:27:43 +0700 Subject: [PATCH] update imgui module --- headers/3rdparty/imgui/imconfig.h | 84 +- headers/3rdparty/imgui/imgui.h | 1632 ++-- headers/3rdparty/imgui/imgui_internal.h | 1899 +++-- headers/3rdparty/imgui/imgui_stdlib.h | 4 - headers/3rdparty/imgui/imstb_rectpack.h | 94 +- headers/3rdparty/imgui/imstb_textedit.h | 122 +- headers/3rdparty/imgui/imstb_truetype.h | 888 +- modules/imgui | 2 +- sources/3rdparty/imgui/imgui.cpp | 9765 +++++++++++++++------- sources/3rdparty/imgui/imgui_demo.cpp | 3974 +++++---- sources/3rdparty/imgui/imgui_draw.cpp | 925 +- sources/3rdparty/imgui/imgui_stdlib.cpp | 4 - sources/3rdparty/imgui/imgui_tables.cpp | 755 +- sources/3rdparty/imgui/imgui_widgets.cpp | 2820 ++++--- sources/enduro2d/core/dbgui.cpp | 2 +- 15 files changed, 14684 insertions(+), 8286 deletions(-) diff --git a/headers/3rdparty/imgui/imconfig.h b/headers/3rdparty/imgui/imconfig.h index ab4c90d0..197fba90 100644 --- a/headers/3rdparty/imgui/imconfig.h +++ b/headers/3rdparty/imgui/imconfig.h @@ -1,63 +1,20 @@ -//----------------------------------------------------------------------------- -// 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. -//----------------------------------------------------------------------------- -// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/branch with your modifications to imconfig.h) -// B) or add configuration directives in your own file and compile with #define IMGUI_USER_CONFIG "myfilename.h" -// If you do so you need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include -// the imgui*.cpp files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. -// 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 #include #include -//---- Define assertion handler. Defaults to calling assert(). -#define IM_ASSERT(_EXPR) E2D_ASSERT(_EXPR) -//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts +#define IM_ASSERT(_EXPR) E2D_ASSERT(_EXPR) -//---- 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. -//#define IMGUI_API __declspec( dllexport ) -//#define IMGUI_API __declspec( dllimport ) - -//---- Don't define obsolete functions/enums names. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. #define IMGUI_DISABLE_OBSOLETE_FUNCTIONS -//---- Don't implement demo windows functionality (ShowDemoWindow()/ShowStyleEditor()/ShowUserGuide() methods will be empty) -// It is very strongly recommended to NOT disable the demo windows during development. Please read the comments in imgui_demo.cpp. #define IMGUI_DISABLE_DEMO_WINDOWS -#define IMGUI_DISABLE_METRICS_WINDOW +#define IMGUI_DISABLE_DEBUG_TOOLS -//---- Don't implement some functions to reduce linkage requirements. -#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. -#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] Don't implement default IME handler. Won't use and link with ImmGetContext/ImmSetCompositionWindow. -#define IMGUI_DISABLE_WIN32_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'). -//#define IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself if you don't want to link with vsnprintf. -//#define IMGUI_DISABLE_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 wrapper so you can implement them yourself. Declare your prototypes in imconfig.h. -//#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_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS +#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS +#define IMGUI_DISABLE_WIN32_FUNCTIONS +#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS -//---- Include imgui_user.h at the end of imgui.h as a convenience -//#define IMGUI_INCLUDE_IMGUI_USER_H - -//---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) -//#define IMGUI_USE_BGRA_PACKED_COLOR - -//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version -// By default the embedded implementations are declared static and not available outside of imgui cpp files. -//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" -//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" -//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION -//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION - -//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. -// This will be inlined as part of ImVec2 and ImVec4 class declarations. -//* #define IM_VEC2_CLASS_EXTRA \ ImVec2(const e2d::v2f& f) { x = f.x; y = f.y; } \ operator e2d::v2f() const { return e2d::v2f(x,y); } @@ -65,32 +22,3 @@ #define IM_VEC4_CLASS_EXTRA \ ImVec4(const e2d::v4f& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ operator e2d::v4f() const { return e2d::v4f(x,y,z,w); } -//*/ - -//---- Using 32-bits vertex indices (default is 16-bits) is one way to allow large meshes with more than 64K vertices. -// Your renderer back-end will need to support it (most example renderer back-ends support both 16/32-bits indices). -// Another way to allow large meshes while keeping 16-bits indices is to handle ImDrawCmd::VtxOffset in your renderer. -// Read about ImGuiBackendFlags_RendererHasVtxOffset for details. -//#define ImDrawIdx unsigned int - -//---- Override ImDrawCallback signature (will need to modify renderer back-ends accordingly) -//struct ImDrawList; -//struct ImDrawCmd; -//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); -//#define ImDrawCallback MyImDrawCallback - -//---- Debug Tools -// Use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging. -//#define IM_DEBUG_BREAK IM_ASSERT(0) -//#define IM_DEBUG_BREAK __debugbreak() -// Have the Item Picker break in the ItemAdd() function instead of ItemHoverable() - which is earlier in the code, will catch a few extra items, allow picking items other than Hovered one. -// This adds a small runtime cost which is why it is not enabled by default. -//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - -//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. -/* -namespace ImGui -{ - void MyFunction(const char* name, const MyMatrix44& v); -} -*/ diff --git a/headers/3rdparty/imgui/imgui.h b/headers/3rdparty/imgui/imgui.h index 26ba8ecc..fc40641f 100644 --- a/headers/3rdparty/imgui/imgui.h +++ b/headers/3rdparty/imgui/imgui.h @@ -1,4 +1,4 @@ -// dear imgui, v1.80 WIP +// dear imgui, v1.89.2 // (headers) // Help: @@ -11,11 +11,23 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues +// 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. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM > 12345') +#define IMGUI_VERSION "1.89.2" +#define IMGUI_VERSION_NUM 18920 +#define IMGUI_HAS_TABLE +#define IMGUI_HAS_VIEWPORT // Viewport WIP branch +#define IMGUI_HAS_DOCK // Docking WIP branch + /* Index of this file: @@ -27,23 +39,23 @@ Index of this file: // [SECTION] ImGuiStyle // [SECTION] ImGuiIO // [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiWindowClass, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) -// [SECTION] Obsolete functions // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) -// [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, 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] Platform interface for multi-viewport support (ImGuiPlatformIO, ImGuiPlatformMonitor, ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [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 #endif -#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) #include "imconfig.h" -#endif #ifndef IMGUI_DISABLE @@ -57,15 +69,6 @@ Index of this file: #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 "1.80 WIP" -#define IMGUI_VERSION_NUM 17909 -#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) @@ -83,25 +86,35 @@ Index of this file: #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. -#if (__cplusplus >= 201100) #define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 -#else -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. -#endif +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. -#if !defined(IMGUI_USE_STB_SPRINTF) && defined(__clang__) -#define IM_FMTARGS(FMT) __attribute__((format(printf, FMT, FMT+1))) -#define IM_FMTLIST(FMT) __attribute__((format(printf, FMT, 0))) -#elif !defined(IMGUI_USE_STB_SPRINTF) && defined(__GNUC__) && defined(__MINGW32__) +#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(__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" @@ -128,6 +141,7 @@ struct ImDrawListSplitter; // Helper to split a draw list into differen struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader +struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). struct ImFontConfig; // Configuration data when adding a font or merging fonts struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data @@ -135,11 +149,13 @@ struct ImColor; // Helper functions to create a color that c struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) struct ImGuiIO; // Main configuration and I/O between your application and ImGui struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiListClipper; // Helper to manually clip large list of items -struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame, used by IMGUI_ONCE_UPON_A_FRAME macro +struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations struct 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 @@ -147,26 +163,31 @@ struct ImGuiTableSortSpecs; // Sorting specifications for a table (often 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; // Viewport (generally ~1 per window to output to at the OS level. Need per-platform support to use multiple viewports) +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) +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction -typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) -typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) -typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() -typedef int ImDrawCornerFlags; // -> enum ImDrawCornerFlags_ // Flags: for ImDrawList::AddRect(), AddRectFilled() etc. -typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList + +// Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions +typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() @@ -178,7 +199,7 @@ typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: f typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() -typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for storage only for now: an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. @@ -191,13 +212,30 @@ typedef int ImGuiTreeNodeFlags; // -> enum ImGuiTreeNodeFlags_ // Flags: f 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. +// 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 -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() + +// 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) @@ -209,48 +247,38 @@ typedef ImWchar32 ImWchar; typedef ImWchar16 ImWchar; #endif -// Basic scalar data types -typedef signed char ImS8; // 8-bit signed integer -typedef unsigned char ImU8; // 8-bit unsigned integer -typedef signed short ImS16; // 16-bit signed integer -typedef unsigned short ImU16; // 16-bit unsigned integer -typedef signed int ImS32; // 32-bit signed integer == int -typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) -#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. + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || 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; } + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions @@ -260,8 +288,9 @@ struct ImVec4 namespace ImGui { // Context creation and access - // Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between imgui contexts. - // None of those functions is reliant on the current context. + // - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. IMGUI_API ImGuiContext* CreateContext(ImFontAtlas* shared_font_atlas = NULL); IMGUI_API void DestroyContext(ImGuiContext* ctx = NULL); // NULL = destroy current context IMGUI_API ImGuiContext* GetCurrentContext(); @@ -278,11 +307,13 @@ namespace ImGui // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. - IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) // Styles @@ -325,26 +356,28 @@ namespace ImGui 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 ImGuiViewport*GetWindowViewport(); // get viewport currently associated to the current window. 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. - // Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). + // 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 SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void 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); // 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 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 @@ -355,11 +388,12 @@ namespace ImGui // - 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(); // + 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 overridden with SetNextWindowContentSize(), in window coordinates // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] @@ -380,13 +414,13 @@ namespace ImGui 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); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + 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). 0.0f = default to ~2/3 of windows width, + IMGUI_API void PushItemWidth(float item_width); // push width of items for common large "item+label" widgets. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -FLT_MIN always align width to the right side). IMGUI_API void PopItemWidth(); IMGUI_API void SetNextItemWidth(float item_width); // set width of the _next_ common large "item+label" widget. >0.0f: width in pixels, <0.0f align xx pixels to the right of window (so -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. @@ -394,6 +428,7 @@ namespace ImGui IMGUI_API void PopTextWrapPos(); // Style read access + // - Use the ShowStyleEditor() function to interactively see/edit the colors. 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 @@ -411,7 +446,7 @@ namespace ImGui // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. - IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. IMGUI_API void Spacing(); // add vertical spacing. IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 @@ -425,8 +460,8 @@ namespace ImGui IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) IMGUI_API void SetCursorPosY(float local_y); // IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. Useful to work with ImDrawList API. - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute screen coordinates (0..io.DisplaySize) or natural OS coordinates when using multiple viewport. + 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) @@ -434,11 +469,15 @@ namespace ImGui IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) // ID stack/scopes - // - Read the FAQ for more details about how ID are handled in dear imgui. If you are creating widgets in a loop you most - // likely want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. - // - The resulting ID are hashes of the entire stack. + // 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 and used as an ID, + // - 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). @@ -471,8 +510,6 @@ namespace ImGui IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); - IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool Checkbox(const char* label, bool* v); IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); @@ -481,9 +518,14 @@ namespace ImGui IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses - // Widgets: Combo Box + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. - // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. + // - 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); @@ -491,15 +533,16 @@ namespace ImGui IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drag Sliders - // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped and can go off-bounds. - // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). - // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits. + // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. - // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); @@ -511,14 +554,14 @@ namespace ImGui IMGUI_API bool DragInt3(const char* label, int v[3], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragInt4(const char* label, int v[4], float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", ImGuiSliderFlags flags = 0); IMGUI_API bool DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed = 1.0f, int v_min = 0, int v_max = 0, const char* format = "%d", const char* format_max = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min = NULL, const void* p_max = NULL, const char* format = NULL, ImGuiSliderFlags flags = 0); + 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. + // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). - // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); @@ -560,7 +603,7 @@ namespace ImGui IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); - IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees @@ -576,11 +619,11 @@ namespace ImGui IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. - IMGUI_API void TreePush(const void* ptr_id = NULL); // " + IMGUI_API void TreePush(const void* ptr_id); // " IMGUI_API void TreePop(); // ~ Unindent()+PopId() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). - IMGUI_API bool CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags = 0); // when 'p_open' isn't NULL, display an additional small close button on upper right of the header + IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. IMGUI_API void SetNextItemOpen(bool is_open, ImGuiCond cond = 0); // set next TreeNode/CollapsingHeader open state. // Widgets: Selectables @@ -590,14 +633,18 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Widgets: List Boxes - // - FIXME: To be consistent with all the newer API, ListBoxHeader/ListBoxFooter should in reality be called BeginListBox/EndListBox. Will rename them. + // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. + // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. + // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth + // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items + IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region + IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); - IMGUI_API bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)); // use if you want to reimplement ListBox() will custom data or interactions. if the function return true, you can output elements then call ListBoxFooter() afterwards. - IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // " - IMGUI_API void ListBoxFooter(); // terminate the scrolling region. only call ListBoxFooter() if ListBoxHeader() returned true! // Widgets: Data Plotting + // - Consider using ImPlot (https://github.com/epezent/implot) 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)); @@ -614,13 +661,14 @@ namespace ImGui // - 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. shortcuts are displayed for convenience but not processed by ImGui at the moment + IMGUI_API bool MenuItem(const char* label, const char* shortcut = NULL, bool selected = false, bool enabled = true); // return true when activated. IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips @@ -638,94 +686,100 @@ namespace ImGui // - 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. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! + // 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 OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. return true when just opened. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) + IMGUI_API void 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. if you can pass a NULL str_id only if the previous item had an id. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! + // - 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: test function + + // 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! // - Full-featured replacement for old Columns API. - // - See Demo->Tables for details. + // - 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 will be pulled from data provided TableSetupColumn() calls) - // - 5. Populate contents + // - 1. Call BeginTable(), early out if returning false. + // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. + // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. + // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. + // - 5. Populate contents: // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. - // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). // TableNextColumn() will automatically wrap-around into the next row if needed. // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! - // - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing - // width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know - // it is not going to contribute to row height. - // In many situations, you may skip submitting contents for every columns but one (e.g. the first one). // - 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! - // ---------------------------------------------------------------------------------------------------------- + // -------------------------------------------------------------------------------------------------------- + // 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 columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(-FLT_MIN, 0), float inner_width = 0.0f); - IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + 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. - IMGUI_API int TableGetColumnIndex(); // return current column index. - IMGUI_API int TableGetRowIndex(); // return current row index. + 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. - // Important: this will not display anything! The name passed to TableSetupColumn() is used by TableHeadersRow() and context-menus. - // - Use TableHeadersRow() to create a row and automatically submit a TableHeader() for each column. - // Headers are required to perform: reordering, sorting, and opening the context menu (but context menu can also be available in columns body using ImGuiTableFlags_ContextMenuInBody). - // - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in some advanced cases (e.g. adding custom widgets in header row). - // - Use TableSetupScrollFreeze() to lock columns (from the right) or rows (from the top) so they stay visible when scrolled. - IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = -1.0f, ImU32 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: Miscellaneous functions - // - Most functions taking 'int column_n' treat the default value of -1 as the same as passing the current column index - // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. Return value will be NULL if no 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 int TableGetColumnCount(); // return number of columns (value passed to BeginTable) - 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. - IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). - IMGUI_API void TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n = -1); // change the color of a cell, row, or column. See ImGuiTableBgTarget_ flags for details. + // - 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) - // Legacy Columns API (2020: prefer using Tables!) + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! + // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). + IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) + IMGUI_API int TableGetColumnIndex(); // return current column index. + IMGUI_API int TableGetRowIndex(); // return current row index. + 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 @@ -737,7 +791,7 @@ namespace ImGui 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. + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. @@ -748,15 +802,20 @@ namespace ImGui // 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! - // - To dock windows: if io.ConfigDockingWithShift == false (default) drag window from their title bar. - // - To dock windows: if io.ConfigDockingWithShift == true: hold SHIFT anywhere while moving windows. - // About DockSpace: + // - 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. - // - DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app. - IMGUI_API void DockSpace(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiDockNodeFlags flags = 0, const ImGuiWindowClass* window_class = NULL); - IMGUI_API ImGuiID DockSpaceOverViewport(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 (FIXME-DOCK) - IMGUI_API void SetNextWindowClass(const ImGuiWindowClass* window_class); // set next window class (rare/advanced uses: provide hints to the platform backend via altered viewport flags and parent/child info) + // - 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? @@ -768,17 +827,28 @@ namespace ImGui IMGUI_API void LogFinish(); // stop logging (close file, etc.) IMGUI_API void LogButtons(); // helper to display buttons for logging to tty/file/clipboard IMGUI_API void LogText(const char* fmt, ...) IM_FMTARGS(1); // pass text data straight to log (without being displayed) + IMGUI_API void LogTextV(const char* fmt, va_list args) IM_FMTLIST(1); // Drag and Drop - // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip as replacement) - IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call when the current item is active. If this return true, you can call SetDragDropPayload() + EndDragDropSource() - IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + // - 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) + // - 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); @@ -789,41 +859,49 @@ namespace ImGui IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. - // Item/Widgets Utilities - // - Most of the functions are referring to the last/previous item we submitted. + // Item/Widgets Utilities and Query Functions + // - Most of the functions are referring to the previous Item that has been submitted. // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? - IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item clicked? (e.g. button/node just clicked on) == IsMouseClicked(mouse_button) && IsItemHovered() + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). - IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. - IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). IMGUI_API bool IsAnyItemHovered(); // is any item hovered? IMGUI_API bool IsAnyItemActive(); // is any item active? IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectSize(); // get size of last item 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. + + // Background/Foreground Draw Lists + 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. + // 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) @@ -836,35 +914,38 @@ namespace ImGui IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); - // Inputs Utilities: Keyboard - // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. - // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. - IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] - IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. - IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate - IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? - IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values: + // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey. + // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined). + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. - // Inputs Utilities: Mouse + // Inputs Utilities: Mouse specific // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') IMGUI_API bool IsMouseDown(ImGuiMouseButton button); // is mouse button held? - IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down) + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, bool repeat = false); // did mouse button clicked? (went from !Down to Down). Same as GetMouseClickedCount() == 1. IMGUI_API bool IsMouseReleased(ImGuiMouseButton button); // did mouse button released? (went from Down to !Down) - IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button); // did mouse button double-clicked? Same as GetMouseClickedCount() == 2. (note that a double-click will also report IsMouseClicked() == true) + IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available - IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // - IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you - IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type - IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. // Clipboard Utilities // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. @@ -874,18 +955,22 @@ namespace ImGui // 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 + IMGUI_API void DebugTextEncoding(const char* text); IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators - // - All those functions are not reliant on the current context. - // - If you reload the contents of imgui.cpp at runtime, you may need to call SetCurrentContext() + SetAllocatorFunctions() again because we use global storage for those. - IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = NULL); + // - Those functions are not reliant on the current context. + // - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() + // for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. + IMGUI_API void SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data = NULL); + IMGUI_API void GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data); IMGUI_API void* MemAlloc(size_t size); IMGUI_API void MemFree(void* ptr); @@ -893,7 +978,6 @@ namespace ImGui // 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 ImGuiViewport* GetMainViewport(); // main viewport. same as GetPlatformIO().MainViewport == GetPlatformIO().Viewports[0]. 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(). @@ -907,6 +991,7 @@ namespace ImGui //----------------------------------------------------------------------------- // Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) enum ImGuiWindowFlags_ { ImGuiWindowFlags_None = 0, @@ -915,7 +1000,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoMove = 1 << 2, // Disable user moving the window ImGuiWindowFlags_NoScrollbar = 1 << 3, // Disable scrollbars (window can still scroll with mouse or programmatically) ImGuiWindowFlags_NoScrollWithMouse = 1 << 4, // Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set. - ImGuiWindowFlags_NoCollapse = 1 << 5, // Disable user collapsing window by double-clicking on it. Also referred to as "window menu button" within a docking node. + 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 @@ -929,7 +1014,7 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) - ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker. + ImGuiWindowFlags_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, @@ -937,19 +1022,17 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] - ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] Allow gamepad/keyboard navigation to cross over parent border to this child (only use on child that have no scrolling!) + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() - 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_DockNodeHost = 1 << 29, // Don't use! For internal use by Begin()/NewFrame() }; // Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) enum ImGuiInputTextFlags_ { ImGuiInputTextFlags_None = 0, @@ -966,16 +1049,19 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_AllowTabInput = 1 << 10, // Pressing TAB input a '\t' character into the text field ImGuiInputTextFlags_CtrlEnterForNewLine = 1 << 11, // In multi-line mode, unfocus with Enter, add new line with Ctrl+Enter (default is opposite: unfocus with Ctrl+Enter, add line with Enter). ImGuiInputTextFlags_NoHorizontalScroll = 1 << 12, // Disable following the cursor horizontally - ImGuiInputTextFlags_AlwaysInsertMode = 1 << 13, // Insert mode + ImGuiInputTextFlags_AlwaysOverwrite = 1 << 13, // Overwrite mode ImGuiInputTextFlags_ReadOnly = 1 << 14, // Read-only mode ImGuiInputTextFlags_Password = 1 << 15, // Password mode, display all characters as '*' ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) - // [Internal] - ImGuiInputTextFlags_Multiline = 1 << 20, // For internal use by InputTextMultiline() - ImGuiInputTextFlags_NoMarkEdited = 1 << 21 // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) + + // Obsolete names (will be removed soon) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior +#endif }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -997,7 +1083,7 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible - ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. @@ -1006,7 +1092,7 @@ enum ImGuiTreeNodeFlags_ // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter -// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). enum ImGuiPopupFlags_ { @@ -1020,18 +1106,18 @@ enum ImGuiPopupFlags_ ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) - ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, }; // Flags for ImGui::Selectable() enum ImGuiSelectableFlags_ { ImGuiSelectableFlags_None = 0, - ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text - ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_AllowItemOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one }; // Flags for ImGui::BeginCombo() @@ -1045,7 +1131,7 @@ enum ImGuiComboFlags_ ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button - ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, }; // Flags for ImGui::BeginTabBar() @@ -1061,25 +1147,25 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, - ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, }; // Flags for ImGui::BeginTabItem() enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. + ImGuiTabItemFlags_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_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) }; // Flags for ImGui::BeginTable() -// - 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. @@ -1087,15 +1173,15 @@ enum ImGuiTabItemFlags_ // - When ScrollX is off: // - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. // - Columns sizing policy allowed: Stretch (default), Fixed/Auto. -// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all). -// - Stretch Columns will share the remaining width. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. // - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. // The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. // (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). // - When ScrollX is on: -// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed or ImGuiTableColumnFlags_WidthAuto. +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed // - Columns sizing policy allowed: Fixed/Auto mostly. -// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. // - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. // - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). // If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. @@ -1103,99 +1189,95 @@ enum ImGuiTabItemFlags_ 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(). + 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 + 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 appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style // Sizing Policy (read above for defaults) - ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. - ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. - 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 overriden by TableSetupColumn(). + 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_NoHostExtendY = 1 << 16, // Disable extending table past the limit set by outer_size.y. Only meaningful when neither ScrollX nor ScrollY are set (data below the limit will be clipped and not visible) - ImGuiTableFlags_NoKeepColumnsVisible = 1 << 17, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. - ImGuiTableFlags_PreciseWidths = 1 << 18, // 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. + 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 << 19, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + 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 << 20, // Default if BordersOuterV is on. Enable outer-most padding. - ImGuiTableFlags_NoPadOuterX = 1 << 21, // Default if BordersOuterV is off. Disable outer-most padding. - ImGuiTableFlags_NoPadInnerX = 1 << 22, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). // Scrolling - ImGuiTableFlags_ScrollX = 1 << 23, // 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 << 24, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. // Sorting - ImGuiTableFlags_SortMulti = 1 << 25, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). - ImGuiTableFlags_SortTristate = 1 << 26, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). // [Internal] Combinations and masks - ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame - - // Obsolete names (will be removed soon) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 - , ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 -#endif + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, }; // Flags for ImGui::TableSetupColumn() enum ImGuiTableColumnFlags_ { // Input configuration flags - ImGuiTableColumnFlags_None = 0, - ImGuiTableColumnFlags_DefaultHide = 1 << 0, // Default as a hidden/disabled column. - ImGuiTableColumnFlags_DefaultSort = 1 << 1, // Default as a sorting column. - ImGuiTableColumnFlags_WidthStretch = 1 << 2, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). - ImGuiTableColumnFlags_WidthFixed = 1 << 3, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). - ImGuiTableColumnFlags_WidthAuto = 1 << 4, // Column will not stretch and keep resizing based on submitted contents (default if table sizing policy is _SizingFixedFit and table is not resizable, or policy is _SizingFixedSame). Generally compatible with using right-most fitting widgets (e.g. SetNextItemWidth(-FLT_MIN)) - 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_NoHeaderWidth = 1 << 12, // Disable header text width contribution to automatic column width. - ImGuiTableColumnFlags_PreferSortAscending = 1 << 13, // Make the initial sort direction Ascending when first sorting on this column (default). - ImGuiTableColumnFlags_PreferSortDescending = 1 << 14, // Make the initial sort direction Descending when first sorting on this column. - ImGuiTableColumnFlags_IndentEnable = 1 << 15, // Use current Indent value when entering cell (default for column 0). - ImGuiTableColumnFlags_IndentDisable = 1 << 16, // 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 << 20, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. - ImGuiTableColumnFlags_IsVisible = 1 << 21, // Status: is visible == is enabled AND not clipped by scrolling. - ImGuiTableColumnFlags_IsSorted = 1 << 22, // Status: is currently part of the sort specs - ImGuiTableColumnFlags_IsHovered = 1 << 23, // Status: is hovered by mouse + 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_WidthAuto, - 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) }; // 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() @@ -1203,26 +1285,28 @@ enum ImGuiTableRowFlags_ // - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. // - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. // - Layer 2: draw with CellBg color if set. -// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. // When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. // If you set the color of RowBg0 target, your color will override the existing RowBg0 color. // If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. enum ImGuiTableBgTarget_ { - ImGuiTableBgTarget_None = 0, - ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) - ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) - ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) }; // Flags for ImGui::IsWindowFocused() enum ImGuiFocusedFlags_ { ImGuiFocusedFlags_None = 0, - ImGuiFocusedFlags_ChildWindows = 1 << 0, // IsWindowFocused(): Return true if any children of the window is focused - ImGuiFocusedFlags_RootWindow = 1 << 1, // IsWindowFocused(): Test from root window (top most parent of the current hierarchy) - ImGuiFocusedFlags_AnyWindow = 1 << 2, // IsWindowFocused(): Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! - ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows + ImGuiFocusedFlags_ChildWindows = 1 << 0, // Return true if any children of the window is focused + ImGuiFocusedFlags_RootWindow = 1 << 1, // Test from root window (top most parent of the current hierarchy) + ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! + ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, }; // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() @@ -1234,13 +1318,21 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_ChildWindows = 1 << 0, // IsWindowHovered() only: Return true if any children of the window is hovered ImGuiHoveredFlags_RootWindow = 1 << 1, // IsWindowHovered() only: Test from root window (top most parent of the current hierarchy) ImGuiHoveredFlags_AnyWindow = 1 << 2, // IsWindowHovered() only: Return true if any window is hovered - ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 3, // Return true even if a popup window is normally blocking access to this item/window - //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 4, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. - ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 5, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 6, // Return true even if the position is obstructed or overlapped by another window - ImGuiHoveredFlags_AllowWhenDisabled = 1 << 7, // Return true even if the item is disabled + ImGuiHoveredFlags_NoPopupHierarchy = 1 << 3, // IsWindowHovered() only: Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_DockHierarchy = 1 << 4, // IsWindowHovered() only: Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) + ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window + //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. + ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 10, // Disable using gamepad/keyboard navigation state when active, always query mouse. ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, - ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Hovering delays (for tooltips) + ImGuiHoveredFlags_DelayNormal = 1 << 11, // Return true after io.HoverDelayNormal elapsed (~0.30 sec) + ImGuiHoveredFlags_DelayShort = 1 << 12, // Return true after io.HoverDelayShort elapsed (~0.10 sec) + ImGuiHoveredFlags_NoSharedDelay = 1 << 13, // Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) }; // Flags for ImGui::DockSpace(), shared/inherited by child nodes. @@ -1254,8 +1346,8 @@ enum ImGuiDockNodeFlags_ 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_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() @@ -1263,8 +1355,8 @@ enum ImGuiDragDropFlags_ { ImGuiDragDropFlags_None = 0, // BeginDragDropSource() flags - ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. - ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. @@ -1273,7 +1365,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. - ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. }; // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. @@ -1315,10 +1407,15 @@ enum ImGuiSortDirection_ ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. }; -// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array -enum ImGuiKey_ +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87). +// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. +// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921 +enum ImGuiKey : int { - ImGuiKey_Tab, + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, @@ -1333,67 +1430,129 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_KeyPadEnter, - ImGuiKey_A, // for text edit CTRL+A: select all - ImGuiKey_C, // for text edit CTRL+C: copy - ImGuiKey_V, // for text edit CTRL+V: paste - ImGuiKey_X, // for text edit CTRL+X: cut - ImGuiKey_Y, // for text edit CTRL+Y: redo - ImGuiKey_Z, // for text edit CTRL+Z: undo - ImGuiKey_COUNT + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_COUNT, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows + ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS). + ImGuiMod_Mask_ = 0xF800, // 5-bits + + // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. + // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). +#else + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0, // First key stored in io.KeysData[0]. Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET). +#endif + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif }; -// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend) -enum ImGuiKeyModFlags_ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. +// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. +// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +enum ImGuiNavInput { - ImGuiKeyModFlags_None = 0, - ImGuiKeyModFlags_Ctrl = 1 << 0, - ImGuiKeyModFlags_Shift = 1 << 1, - ImGuiKeyModFlags_Alt = 1 << 2, - ImGuiKeyModFlags_Super = 1 << 3 -}; - -// Gamepad/Keyboard navigation -// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. -// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. 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) - - // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. - // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. - ImGuiNavInput_KeyMenu_, // toggle menu // = io.KeyAlt - ImGuiNavInput_KeyLeft_, // move left // = Arrow keys - ImGuiNavInput_KeyRight_, // move right - ImGuiNavInput_KeyUp_, // move up - ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, + ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, ImGuiNavInput_COUNT, - ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyMenu_ }; +#endif // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, - ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. - ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. @@ -1408,9 +1567,9 @@ enum ImGuiConfigFlags_ 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) + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. - ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. }; // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. @@ -1424,8 +1583,8 @@ enum ImGuiBackendFlags_ // [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_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() @@ -1461,10 +1620,10 @@ enum ImGuiCol_ ImGuiCol_Separator, ImGuiCol_SeparatorHovered, ImGuiCol_SeparatorActive, - ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, - ImGuiCol_Tab, + ImGuiCol_Tab, // TabItem in a TabBar ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, @@ -1481,7 +1640,7 @@ enum ImGuiCol_ ImGuiCol_TableRowBg, // Table row background (even rows) ImGuiCol_TableRowBgAlt, // Table row background (odd rows) ImGuiCol_TextSelectedBg, - ImGuiCol_DragDropTarget, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active @@ -1493,13 +1652,14 @@ enum ImGuiCol_ // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ { // 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 @@ -1536,7 +1696,7 @@ enum ImGuiButtonFlags_ // [Internal] ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, - ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() @@ -1571,22 +1731,21 @@ enum ImGuiColorEditFlags_ // Defaults Options. You can set application defaults using SetColorEditOptions(). The intent is that you probably don't want to // override them in most of your calls. Let the user choose via the option menu and/or call SetColorEditOptions() once during startup. - ImGuiColorEditFlags__OptionsDefault = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_PickerHueBar, + ImGuiColorEditFlags_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 + // ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText) enum ImGuiSliderFlags_ { ImGuiSliderFlags_None = 0, @@ -1594,11 +1753,11 @@ enum ImGuiSliderFlags_ ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget - ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] + ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] #endif }; @@ -1620,7 +1779,7 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) - ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window @@ -1635,10 +1794,10 @@ enum ImGuiMouseCursor_ enum ImGuiCond_ { ImGuiCond_None = 0, // No condition (always set the variable), same as _Always - ImGuiCond_Always = 1 << 0, // No condition (always set the variable) + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) - ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) }; //----------------------------------------------------------------------------- @@ -1671,6 +1830,7 @@ template void IM_DELETE(T* p) { if (p) { p->~T(); ImGui::MemFree(p // Do NOT use this class as a std::vector replacement in your own code! Many of the structures used by dear imgui can be safely initialized by a zero-memset. //----------------------------------------------------------------------------- +IM_MSVC_RUNTIME_CHECKS_OFF template struct ImVector { @@ -1686,8 +1846,12 @@ struct ImVector // Constructors, destructor inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } - inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } - inline ~ImVector() { if (Data) IM_FREE(Data); } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything + + inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything + 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; } @@ -1697,7 +1861,6 @@ struct ImVector inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Data[i]; } - inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } inline T* begin() { return Data; } inline const T* begin() const { return Data; } inline T* end() { return Data + Size; } @@ -1713,13 +1876,14 @@ struct ImVector inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } inline void pop_back() { IM_ASSERT(Size > 0); Size--; } inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } - inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } @@ -1729,6 +1893,7 @@ struct ImVector inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- // [SECTION] ImGuiStyle @@ -1741,10 +1906,11 @@ struct ImVector 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 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. @@ -1767,7 +1933,7 @@ struct ImGuiStyle float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. - float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. @@ -1775,10 +1941,10 @@ struct ImGuiStyle ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). 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 AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - float CircleSegmentMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. ImVec4 Colors[ImGuiCol_COUNT]; IMGUI_API ImGuiStyle(); @@ -1792,26 +1958,37 @@ struct ImGuiStyle // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + struct ImGuiIO { //------------------------------------------------------------------ - // Configuration (fill once) // Default value + // Configuration // Default value //------------------------------------------------------------------ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels. This is for the default viewport. - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. - const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory. + 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 KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. - void* UserData; // = NULL // Store your own data for retrieval by callbacks. + float HoverDelayNormal; // = 0.30 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayNormal) returns true. + float HoverDelayShort; // = 0.10 sec // Delay on hovering before IsItemHovered(ImGuiHoveredFlags_DelayShort) returns true. + void* UserData; // = NULL // Store your own data. ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts @@ -1834,10 +2011,13 @@ struct ImGuiIO // Miscellaneous options bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. - bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). + bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) - bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected. - float ConfigMemoryCompactTimer; // = 60.0f // [BETA] Free transient windows/tables memory buffers when unused for given amount of time. Set to -1.0f to disable. + bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. //------------------------------------------------------------------ // Platform Functions @@ -1857,27 +2037,35 @@ struct ImGuiIO 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 a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string - // Functions - IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input - IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate - IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string - IMGUI_API void ClearInputCharacters(); // Clear the text input buffer manually + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually + IMGUI_API void ClearInputKeys(); // [Internal] Release all keys //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() @@ -1885,45 +2073,72 @@ 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; // Application framerate estimate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. - int MetricsRenderVertices; // Vertices output during last call to Render() - int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 - int MetricsRenderWindows; // Number of visible windows - int MetricsActiveWindows; // Number of active windows - int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. - ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +#endif //------------------------------------------------------------------ // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ - ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() - ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) - ImVec2 MouseClickedPos[5]; // Position at time of clicking - double MouseClickedTime[5]; // Time of last click (used to figure out double-click) - bool MouseClicked[5]; // Mouse button went from !Down to Down - bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? - bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window. We don't request mouse capture from the application if click started outside ImGui bounds. - bool MouseDownWasDoubleClick[5]; // Track if button down was a double-click - float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) - float MouseDownDurationPrev[5]; // Previous time the mouse button has been down - ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point - float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point - float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) - float KeysDownDurationPrev[512]; // Previous duration the key has been down - float NavInputsDownDuration[ImGuiNavInput_COUNT]; - float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; - float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. - ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 - ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. + float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + 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 + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + 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 PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] + bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; @@ -1974,7 +2189,7 @@ struct ImGuiInputTextCallbackData // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. struct ImGuiSizeCallbackData { - void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). ImVec2 Pos; // Read-only. Window position, for reference. ImVec2 CurrentSize; // Read-only. Current window size. ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. @@ -1990,15 +2205,15 @@ struct ImGuiSizeCallbackData 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. + 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!) - ImGuiDockNodeFlags DockNodeFlagsOverrideClear; // [EXPERIMENTAL] 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() { ClassId = 0; ParentViewportId = 0; ViewportFlagsOverrideSet = ViewportFlagsOverrideClear = 0x00; DockNodeFlagsOverrideSet = DockNodeFlagsOverrideClear = 0x00; DockingAlwaysTabBar = false; DockingAllowUnclassed = true; } + ImGuiWindowClass() { memset(this, 0, sizeof(*this)); ParentViewportId = (ImGuiID)-1; DockingAllowUnclassed = true; } }; // Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() @@ -2047,47 +2262,6 @@ struct ImGuiTableSortSpecs ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } }; -//----------------------------------------------------------------------------- -// [SECTION] Obsolete functions -// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) -// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. -//----------------------------------------------------------------------------- - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -namespace ImGui -{ - // OBSOLETED in 1.79 (from August 2020) - static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! - // OBSOLETED in 1.78 (from June 2020) - // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. - // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); - static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } - static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } - static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } - static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } - // OBSOLETED in 1.77 (from June 2020) - static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } - // OBSOLETED in 1.72 (from April 2019) - static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } - // OBSOLETED in 1.71 (from June 2019) - static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } - // OBSOLETED in 1.70 (from May 2019) - static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } - // OBSOLETED in 1.69 (from Mar 2019) - static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } - // OBSOLETED in 1.66 (from Sep 2018) - static inline void SetScrollHere(float center_ratio=0.5f){ SetScrollHereY(center_ratio); } -} -#endif - //----------------------------------------------------------------------------- // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) //----------------------------------------------------------------------------- @@ -2100,7 +2274,7 @@ namespace ImGui #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. #endif -// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame { @@ -2208,10 +2382,12 @@ struct ImGuiStorage }; // Helper: Manually clip large list of items. -// If you are submitting lots of evenly spaced items and you have a random access to the list, you can perform coarse -// clipping based on visibility to save yourself from processing those items at all. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. -// (Dear ImGui already clip items based on their bounds but it needs to measure text size to do so, whereas manual coarse clipping before submission makes this cost and your own data fetching/submission cost almost null) +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) // Usage: // ImGuiListClipper clipper; // clipper.Begin(1000); // We have 1000 elements, evenly spaced. @@ -2220,30 +2396,30 @@ struct ImGuiStorage // ImGui::Text("line number %d", i); // Generally what happens is: // - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. -// - User code submit one element. +// - User code submit that one element. // - Clipper can measure the height of the first element // - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. // - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { - int DisplayStart; - int DisplayEnd; - - // [Internal] - int ItemsCount; - int StepNo; - int ItemsFrozen; - float ItemsHeight; - float StartPosY; - - IMGUI_API ImGuiListClipper(); - IMGUI_API ~ImGuiListClipper(); + int DisplayStart; // First item to display, updated by each call to Step() + int DisplayEnd; // End of items to display (exclusive) + int ItemsCount; // [Internal] Number of items + float ItemsHeight; // [Internal] Height of item after a first step and item submission can calculate it + float StartPosY; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + void* TempData; // [Internal] Internal data // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step) // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). - IMGUI_API void Begin(int items_count, float items_height = -1.0f); // Automatically called by constructor if you passed 'items_count' or by Step() in Step 1. - IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. - IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + IMGUI_API ImGuiListClipper(); + IMGUI_API ~ImGuiListClipper(); + IMGUI_API void Begin(int items_count, float items_height = -1.0f); + IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. + IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. + + // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. + IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] @@ -2251,6 +2427,8 @@ struct ImGuiListClipper }; // Helpers macros to generate 32-bit encoded colors +// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +#ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 @@ -2264,6 +2442,7 @@ struct ImGuiListClipper #define IM_COL32_A_SHIFT 24 #define IM_COL32_A_MASK 0xFF000000 #endif +#endif #define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_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; } @@ -2318,29 +2497,25 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c #define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, -// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. -// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields. +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. - unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. + unsigned int IdxOffset; // 4 // Start offset in index buffer. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // 4-8 // The draw callback code can access this. ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed -}; -// Vertex index, default to 16-bit -// To allow large meshes with 16-bit indices: set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' and handle ImDrawCmd::VtxOffset in the renderer backend (recommended). -// To use 32-bit indices: override with '#define ImDrawIdx unsigned int' in imconfig.h. -#ifndef ImDrawIdx -typedef unsigned short ImDrawIdx; -#endif + // 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 layout #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT @@ -2353,7 +2528,7 @@ struct ImDrawVert #else // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. -// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif @@ -2391,29 +2566,35 @@ struct ImDrawListSplitter IMGUI_API void SetCurrentChannel(ImDrawList* draw_list, int channel_idx); }; -enum ImDrawCornerFlags_ +// Flags for ImDrawList functions +// (Legacy: bit 0 must always correspond to ImDrawFlags_Closed to be backward compatible with old API using a bool. Bits 1..3 must be unused) +enum ImDrawFlags_ { - ImDrawCornerFlags_None = 0, - ImDrawCornerFlags_TopLeft = 1 << 0, // 0x1 - ImDrawCornerFlags_TopRight = 1 << 1, // 0x2 - ImDrawCornerFlags_BotLeft = 1 << 2, // 0x4 - ImDrawCornerFlags_BotRight = 1 << 3, // 0x8 - ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, // 0x3 - ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, // 0xC - ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, // 0x5 - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, // 0xA - ImDrawCornerFlags_All = 0xF // In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience + ImDrawFlags_None = 0, + ImDrawFlags_Closed = 1 << 0, // PathStroke(), AddPolyline(): specify that shape should be closed (Important: this is always == 1 for legacy reason) + ImDrawFlags_RoundCornersTopLeft = 1 << 4, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-left corner only (when rounding > 0.0f, we default to all corners). Was 0x01. + ImDrawFlags_RoundCornersTopRight = 1 << 5, // AddRect(), AddRectFilled(), PathRect(): enable rounding top-right corner only (when rounding > 0.0f, we default to all corners). Was 0x02. + ImDrawFlags_RoundCornersBottomLeft = 1 << 6, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-left corner only (when rounding > 0.0f, we default to all corners). Was 0x04. + ImDrawFlags_RoundCornersBottomRight = 1 << 7, // AddRect(), AddRectFilled(), PathRect(): enable rounding bottom-right corner only (when rounding > 0.0f, we default to all corners). Wax 0x08. + ImDrawFlags_RoundCornersNone = 1 << 8, // AddRect(), AddRectFilled(), PathRect(): disable rounding on all corners (when rounding > 0.0f). This is NOT zero, NOT an implicit flag! + ImDrawFlags_RoundCornersTop = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersBottom = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersLeft = ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersTopLeft, + ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, + ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, + ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, }; -// Flags for ImDrawList. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// 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_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). - ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list @@ -2422,7 +2603,8 @@ enum ImDrawListFlags_ // Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to // access the current window draw list and draw custom primitives. // You can interleave normal ImGui:: calls and adding primitives to the current draw list. -// All positions are generally in pixel coordinates (generally top-left at 0,0, bottom-right at io.DisplaySize, unless multiple viewports are used), but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well) +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) // Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. struct ImDrawList { @@ -2434,7 +2616,7 @@ struct ImDrawList // [Internal, used while building lists] unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. - const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) @@ -2446,10 +2628,10 @@ struct ImDrawList float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _ClearFreeMemory(); } - IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); IMGUI_API void PushTextureID(ImTextureID texture_id); @@ -2458,14 +2640,15 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. // In future versions we will use textures to provide cheaper and higher-quality circles. - // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); - IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size), rounding_corners_flags: 4 bits corresponding to which corner to round - IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) + IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) IMGUI_API void AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left); IMGUI_API void AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness = 1.0f); IMGUI_API void AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col); @@ -2477,8 +2660,8 @@ struct ImDrawList IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); - IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void 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); 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) @@ -2488,19 +2671,20 @@ struct ImDrawList // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } - inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. - inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; } - IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10); - IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle - IMGUI_API void 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, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All); + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } + inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } + IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); + IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + 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. @@ -2530,17 +2714,21 @@ struct ImDrawList inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } - inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } + inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) #endif // [Internal helpers] 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 @@ -2549,19 +2737,18 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. int CmdListsCount; // Number of ImDrawList* to render int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size - ImVec2 DisplayPos; // Upper-left position of the viewport to render (== upper-left of the orthogonal projection matrix to use) - ImVec2 DisplaySize; // Size of the viewport to render (== io.DisplaySize for the main viewport) (DisplayPos + DisplaySize == lower-right of the orthogonal projection matrix to use) + ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). // Functions - ImDrawData() { Valid = false; Clear(); } - ~ImDrawData() { Clear(); } - void Clear() { Valid = false; CmdLists = NULL; CmdListsCount = TotalVtxCount = TotalIdxCount = 0; DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.f, 0.f); OwnerViewport = NULL; } // The ImDrawList are owned by ImGuiContext! + ImDrawData() { Clear(); } + void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; @@ -2577,8 +2764,8 @@ struct ImFontConfig bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. @@ -2586,7 +2773,7 @@ struct ImFontConfig float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. - unsigned int RasterizerFlags; // 0x00 // Settings for custom font rasterizer (e.g. ImGuiFreeType). Leave as zero if you aren't using one. + unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. @@ -2601,8 +2788,9 @@ struct ImFontConfig // (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { - unsigned int Codepoint : 31; // 0x0000..0xFFFF - unsigned int Visible : 1; // Flag to allow early out when rendering + 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 @@ -2643,7 +2831,7 @@ enum ImFontAtlasFlags_ ImFontAtlasFlags_None = 0, ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) - ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). }; // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: @@ -2662,7 +2850,7 @@ enum ImFontAtlasFlags_ // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, // - Even though many functions are suffixed with "TTF", OTF data is supported just as well. -// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! struct ImFontAtlas { IMGUI_API ImFontAtlas(); @@ -2686,7 +2874,7 @@ struct ImFontAtlas IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() const { return Fonts.Size > 0 && (TexPixelsAlpha8 != NULL || TexPixelsRGBA32 != NULL); } + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -2697,6 +2885,7 @@ struct ImFontAtlas // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs @@ -2710,11 +2899,12 @@ struct ImFontAtlas //------------------------------------------- // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. - // After calling Build(), you can query the rectangle position and render your pixels. - // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), - // so you can render e.g. custom colorful icons and use them as regular glyphs. - // Read docs/FONTS.md for more details about using colorful icons. - // Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. + // - After calling Build(), you can query the rectangle position and render your pixels. + // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of prefered texture format. + // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), + // so you can render e.g. custom colorful icons and use them as regular glyphs. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. IMGUI_API int AddCustomRectRegular(int width, int height); IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } @@ -2727,14 +2917,17 @@ struct ImFontAtlas // Members //------------------------------------------- - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. + 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(). @@ -2746,14 +2939,17 @@ struct ImFontAtlas 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. + // [Internal] Packing data int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ -#endif + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; // Font runtime data and rendering @@ -2774,8 +2970,9 @@ struct ImFont ImFontAtlas* ContainerAtlas; // 4-8 // out // // What we has been loaded into const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. - ImWchar FallbackChar; // 2 // in // = '?' // Replacement character if a glyph isn't found. Only set via SetFallbackChar() - ImWchar EllipsisChar; // 2 // out // = -1 // Character used for ellipsis rendering. + 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] @@ -2795,8 +2992,8 @@ struct ImFont // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; - IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; - IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; // [Internal] Don't use! IMGUI_API void BuildLookupTable(); @@ -2805,12 +3002,75 @@ struct ImFont IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); IMGUI_API void AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst = true); // Makes 'dst' character/glyph points to 'src' character/glyph. Currently needs to be called AFTER fonts have been built. IMGUI_API void SetGlyphVisible(ImWchar c, bool visible); - IMGUI_API void SetFallbackChar(ImWchar c); IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; //----------------------------------------------------------------------------- -// [SECTION] Platform interface for multi-viewport support +// [SECTION] Viewports +//----------------------------------------------------------------------------- + +// 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). +}; + +// - 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. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +struct ImGuiViewport +{ + 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 (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 PlatformWindowCreated; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + 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); } + + // Helpers + ImVec2 GetCenter() const { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } + ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } +}; + +//----------------------------------------------------------------------------- +// [SECTION] 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. @@ -2890,13 +3150,12 @@ struct ImGuiPlatformIO 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 window transparency + 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). // (Optional) Renderer functions (e.g. DirectX, OpenGL, Vulkan) @@ -2917,7 +3176,6 @@ 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") - ImGuiViewport* MainViewport; // Guaranteed to be == Viewports[0] ImVector Viewports; // Main viewports, followed by all secondary viewports. ImGuiPlatformIO() { memset(this, 0, sizeof(*this)); } // Zero clear }; @@ -2932,64 +3190,140 @@ struct ImGuiPlatformMonitor ImGuiPlatformMonitor() { MainPos = MainSize = WorkPos = WorkSize = ImVec2(0, 0); DpiScale = 1.0f; } }; -// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. -enum ImGuiViewportFlags_ +// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. +struct ImGuiPlatformImeData { - ImGuiViewportFlags_None = 0, - ImGuiViewportFlags_NoDecoration = 1 << 0, // 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 << 1, // Platform Window: Disable platform task bar icon (generally set on popups/tooltips, or all windows if ImGuiConfigFlags_ViewportsNoTaskBarIcon is set) - ImGuiViewportFlags_NoFocusOnAppearing = 1 << 2, // Platform Window: Don't take focus when created. - ImGuiViewportFlags_NoFocusOnClick = 1 << 3, // Platform Window: Don't take focus when clicked on. - ImGuiViewportFlags_NoInputs = 1 << 4, // Platform Window: Make mouse pass through so we can drag this window while peaking behind it. - ImGuiViewportFlags_NoRendererClear = 1 << 5, // Platform Window: Renderer doesn't need to clear the framebuffer ahead (because we will fill it entirely). - ImGuiViewportFlags_TopMost = 1 << 6, // Platform Window: Display on top (for tooltips only). - ImGuiViewportFlags_Minimized = 1 << 7, // 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 << 8, // 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 << 9 // Main viewport: can host multiple imgui windows (secondary viewports are associated to a single window). + 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)); } }; -// The viewports created and managed by Dear ImGui. The role of the platform backend is to create the platform/OS windows corresponding to each viewport. -// - Main Area = entire viewport. -// - Work Area = entire viewport minus sections optionally used by menu bars, status bars. Some positioning code will prefer to use this. Window are also trying to stay within this area. -struct ImGuiViewport +//----------------------------------------------------------------------------- +// [SECTION] Obsolete functions and types +// (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) +// Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. +//----------------------------------------------------------------------------- + +namespace ImGui { - ImGuiID ID; // Unique identifier for the viewport - ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ - ImVec2 Pos; // Main Area: Position of the viewport (the imgui coordinates are the same as OS desktop/native coordinates) - ImVec2 Size; // Main Area: Size of the viewport. - 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). - float DpiScale; // 1.0f = 96 DPI = No extra scale. - ImDrawData* DrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). - ImGuiID ParentViewportId; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] +#else + static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } +#endif +} - // 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) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +namespace ImGui +{ + // OBSOLETED in 1.89 (from August 2022) + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) + // OBSOLETED in 1.88 (from May 2022) + static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. + // OBSOLETED in 1.86 (from November 2021) + IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. + // OBSOLETED in 1.85 (from August 2021) + static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + // 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(); } - ImGuiViewport() { ID = 0; Flags = 0; DpiScale = 0.0f; DrawData = NULL; ParentViewportId = 0; RendererUserData = PlatformUserData = PlatformHandle = PlatformHandleRaw = NULL; PlatformRequestMove = PlatformRequestResize = PlatformRequestClose = false; } - ~ImGuiViewport() { IM_ASSERT(PlatformUserData == NULL && RendererUserData == NULL); } + // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 +} - // Access work-area rectangle with GetWorkXXX functions (see comments above) - ImVec2 GetCenter() { return ImVec2(Pos.x + Size.x * 0.5f, Pos.y + Size.y * 0.5f); } - ImVec2 GetWorkPos() { return ImVec2(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y); } - ImVec2 GetWorkSize() { return ImVec2(Size.x - WorkOffsetMin.x + WorkOffsetMax.x, Size.y - WorkOffsetMin.y + WorkOffsetMax.y); } // This not clamped +// 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, }; +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there. +enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) +#define IMGUI_DISABLE_DEBUG_TOOLS +#endif +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + +//----------------------------------------------------------------------------- + #if defined(__clang__) #pragma clang diagnostic pop #elif defined(__GNUC__) #pragma GCC diagnostic pop #endif +#ifdef _MSC_VER +#pragma warning (pop) +#endif + // Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) #ifdef IMGUI_INCLUDE_IMGUI_USER_H #include "imgui_user.h" diff --git a/headers/3rdparty/imgui/imgui_internal.h b/headers/3rdparty/imgui/imgui_internal.h index ea7b7899..aebbce21 100644 --- a/headers/3rdparty/imgui/imgui_internal.h +++ b/headers/3rdparty/imgui/imgui_internal.h @@ -1,4 +1,4 @@ -// dear imgui, v1.80 WIP +// dear imgui, v1.89.2 // (internal structures/api) // You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! @@ -18,18 +18,23 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Inputs support +// [SECTION] Clipper support +// [SECTION] Navigation support // [SECTION] Columns support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support -// [SECTION] Metrics, Debug +// [SECTION] Localization support +// [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) // [SECTION] ImGuiWindowTempData, ImGuiWindow // [SECTION] Tab bar, Tab item support // [SECTION] Table support -// [SECTION] Internal API +// [SECTION] ImGui internal API +// [SECTION] ImFontAtlas internal API // [SECTION] Test Engine specific hooks (imgui_test_engine) */ @@ -42,7 +47,7 @@ Index of this file: //----------------------------------------------------------------------------- #ifndef IMGUI_VERSION -#error Must include imgui.h before imgui_internal.h +#include "imgui.h" #endif #include // FILE*, sscanf @@ -50,10 +55,21 @@ Index of this file: #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(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !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: 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 @@ -63,12 +79,14 @@ Index of this file: #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 @@ -83,6 +101,12 @@ Index of this file: #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 + //----------------------------------------------------------------------------- // [SECTION] Forward declarations //----------------------------------------------------------------------------- @@ -101,9 +125,10 @@ struct ImGuiDockNode; // Docking system node (hold a list of Windo 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 ImGuiLastItemDataBackup; // Backup and restore IsItemHovered() internal data +struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only -struct ImGuiNavMoveResult; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions @@ -117,23 +142,32 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table +struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings struct ImGuiWindow; // Storage for one window -struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame) +struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) +// Enumerations // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. typedef int 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 ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags + +// Flags +typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc. +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions +typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // Flags: for ScrollToItem() and navigation requests typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() @@ -174,27 +208,33 @@ namespace ImStb // Internal Drag and Drop payload types. String starting with '_' are reserved for Dear ImGui. #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__) +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif #endif -// Debug Logging for selected systems. Remove the '((void)0) //' to enable. -//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_VIEWPORT IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_DOCKING IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log -#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_VIEWPORT(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_DOCKING(...) ((void)0) // Disable log +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts -#if (__cplusplus >= 201100) #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") -#else -#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] -#endif // "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. // We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. @@ -218,7 +258,10 @@ namespace ImStb #else #define IM_NEWLINE "\n" #endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override #define IM_TABSIZE (4) +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 #define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds @@ -231,13 +274,27 @@ namespace ImStb #define IMGUI_CDECL #endif +// Warnings +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_MSVC_WARNING_SUPPRESS(XXXX) __pragma(warning(suppress: XXXX)) +#else +#define IM_MSVC_WARNING_SUPPRESS(XXXX) +#endif + // Debug Tools -// Use 'Metrics->Tools->Item Picker' to break into the call-stack of a specific item. +// Use 'Metrics/Debugger->Tools->Item Picker' to break into the call-stack of a specific item. +// This will call IM_DEBUG_BREAK() which you may redefine yourself. See https://github.com/scottt/debugbreak for more reference. #ifndef IM_DEBUG_BREAK -#if defined(__clang__) -#define IM_DEBUG_BREAK() __builtin_debugtrap() -#elif defined (_MSC_VER) +#if defined (_MSC_VER) #define IM_DEBUG_BREAK() __debugbreak() +#elif defined(__clang__) +#define IM_DEBUG_BREAK() __builtin_debugtrap() +#elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) +#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#elif defined(__GNUC__) && defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") +#elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); #else #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! #endif @@ -251,7 +308,8 @@ namespace ImStb // - Helpers: Hashing // - Helpers: Sorting // - Helpers: Bit manipulation -// - Helpers: String, Formatting +// - Helpers: String +// - Helpers: Formatting // - Helpers: UTF-8 <> wchar conversions // - Helpers: ImVec2/ImVec4 operators // - Helpers: Maths @@ -264,17 +322,17 @@ namespace ImStb // - Helper: ImSpan<>, ImSpanAllocator<> // - Helper: ImPool<> // - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex //----------------------------------------------------------------------------- // Helpers: Hashing IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] -#endif // Helpers: Sorting -#define ImQsort qsort +#ifndef ImQsort +static inline void ImQsort(void* base, size_t count, size_t size_of_element, int(IMGUI_CDECL *compare_func)(void const*, void const*)) { if (count > 1) qsort(base, count, size_of_element, compare_func); } +#endif // Helpers: Color Blending IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b); @@ -284,7 +342,7 @@ static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } -// Helpers: String, Formatting +// Helpers: String IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); @@ -297,27 +355,38 @@ IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* bu IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); IMGUI_API void ImStrTrimBlanks(char* str); IMGUI_API const char* ImStrSkipBlank(const char* str); +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: UTF-8 <> wchar conversions -IMGUI_API int ImTextStrToUtf8(char* buf, int 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* buf, int 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 +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); } @@ -333,6 +402,7 @@ static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +IM_MSVC_RUNTIME_CHECKS_RESTORE #endif // Helpers: File System @@ -358,6 +428,7 @@ IMGUI_API ImU64 ImFileWrite(const void* data, ImU64 size, ImU64 coun IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size = NULL, int padding_bytes = 0); // Helpers: Maths +IM_MSVC_RUNTIME_CHECKS_OFF // - Wrapper for standard libs functions. (Note that imgui_demo.cpp does _not_ use them to keep the code easy to copy) #ifndef IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS #define ImFabs(X) fabsf(X) @@ -368,16 +439,23 @@ IMGUI_API void* ImFileLoadToMemory(const char* filename, const char* #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) -#define ImFloorStd(X) floorf(X) // We already uses our own ImFloor() { return (float)(int)v } internally so the standard one wrapper is named differently (it's used by e.g. stb_truetype) +//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision static inline double ImPow(double x, double y) { return pow(x, y); } static inline float ImLog(float x) { return logf(x); } // DragBehaviorT/SliderBehaviorT uses ImLog with either float/double and need the precision static inline double ImLog(double x) { return log(x); } +static inline int ImAbs(int x) { return x < 0 ? -x : x; } static inline float ImAbs(float x) { return fabsf(x); } static inline double ImAbs(double x) { return fabs(x); } -static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument -static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); } +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) @@ -398,14 +476,19 @@ static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t) static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; } static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } -static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; } +static inline float 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; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); @@ -421,20 +504,21 @@ 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) +IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { float x; - ImVec1() { x = 0.0f; } - ImVec1(float _x) { x = _x; } + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } }; // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { short x, y; - ImVec2ih() { x = y = 0; } - ImVec2ih(short _x, short _y) { x = _x; y = _y; } - explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} }; // Helper: ImRect (2D axis aligned bounding-box) @@ -444,15 +528,16 @@ struct IMGUI_API ImRect ImVec2 Min; // Upper-left ImVec2 Max; // Lower-right - ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} - ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} - ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} - ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } 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 @@ -473,13 +558,15 @@ struct IMGUI_API ImRect 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) +inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on range [n..n2) { + n2--; while (n <= n2) { int a_mod = (n & 31); @@ -491,17 +578,19 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) } // Helper: ImBitArray class (wrapper over ImBitArray functions) -// Store 1-bit per value. NOT CLEARED by constructor. -template -struct IMGUI_API ImBitArray +// Store 1-bit per value. +template +struct ImBitArray { ImU32 Storage[(BITCOUNT + 31) >> 5]; - ImBitArray() { } - void ClearBits() { memset(Storage, 0, 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 n1, int n2) { ImBitArraySetBitRange(Storage, n1, n2); } + ImBitArray() { ClearAllBits(); } + void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } + void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } }; // Helper: ImBitVector @@ -547,20 +636,22 @@ struct ImSpan // 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 struct ImSpanAllocator { char* BasePtr; - int TotalSize; - int CurrSpan; + int CurrOff; + int CurrIdx; int Offsets[CHUNKS]; + int Sizes[CHUNKS]; ImSpanAllocator() { memset(this, 0, sizeof(*this)); } - inline void ReserveBytes(int n, size_t sz) { IM_ASSERT(n == CurrSpan && n < CHUNKS); IM_UNUSED(n); Offsets[CurrSpan++] = TotalSize; TotalSize += (int)sz; } - inline int GetArenaSizeInBytes() { return TotalSize; } + 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 && CurrSpan == CHUNKS); return (void*)(BasePtr + Offsets[n]); } - inline void* GetSpanPtrEnd(int n) { IM_ASSERT(n >= 0 && n < CHUNKS && CurrSpan == CHUNKS); return (n + 1 < CHUNKS) ? BasePtr + Offsets[n + 1] : (void*)(BasePtr + TotalSize); } + 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)); } }; @@ -570,41 +661,51 @@ struct ImSpanAllocator // 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 +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) - ImPool() { FreeIdx = 0; } + 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 = 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(); return &Buf[idx]; } + 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); } + 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); } - int GetSize() const { return Buf.Size; } + + // 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 }; // Helper: ImChunkStream<> // Build and iterate a contiguous stream of variable-sized structures. // This is used by Settings to store persistent data while reducing allocation count. -// We store the chunk size first, and align the final size on 4 bytes boundaries (this what the '(X + 3) & ~3' statement is for) +// We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. template -struct IMGUI_API ImChunkStream +struct ImChunkStream { 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 = ((HDR_SZ + sz) + 3u) & ~3u; int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } + T* alloc_chunk(size_t sz) { size_t HDR_SZ = 4; sz = IM_MEMALIGN(HDR_SZ + sz, 4u); int off = Buf.Size; Buf.resize(off + (int)sz); ((int*)(void*)(Buf.Data + off))[0] = (int)sz; return (T*)(void*)(Buf.Data + off + (int)HDR_SZ); } T* begin() { size_t HDR_SZ = 4; if (!Buf.Data) return NULL; return (T*)(void*)(Buf.Data + HDR_SZ); } T* next_chunk(T* p) { size_t HDR_SZ = 4; IM_ASSERT(p >= begin() && p < end()); p = (T*)(void*)((char*)(void*)p + chunk_size(p)); if (p == (T*)(void*)((char*)end() + HDR_SZ)) return (T*)0; IM_ASSERT(p < end()); return p; } int chunk_size(const T* p) { return ((const int*)p)[-1]; } @@ -615,19 +716,48 @@ struct IMGUI_API ImChunkStream }; +// Helper: ImGuiTextIndex<> +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); +}; + //----------------------------------------------------------------------------- // [SECTION] ImDrawList support //----------------------------------------------------------------------------- // ImDrawList: Helper function to calculate a circle's segment count given its radius and a "maximum error" value. -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 12 +// Estimation of number of circle segment based on error is derived using method described in https://stackoverflow.com/a/2244088/15194693 +// Number of segments (N) is calculated using equation: +// N = ceil ( pi / acos(1 - error / r) ) where r > 0, error <= r +// Our equation is significantly simpler that one in the post thanks for choosing segment that is +// perpendicular to X axis. Follow steps in the article from this starting condition and you will +// will get this result. +// +// Rendering circles with an odd number of segments, while mathematically correct will produce +// asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) +#define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) +#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 -#define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(_RAD,_MAXERROR) ImClamp((int)((IM_PI * 2.0f) / ImAcos(((_RAD) - (_MAXERROR)) / (_RAD))), IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX) +#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) -// ImDrawList: You may set this to higher values (e.g. 2 or 3) to increase tessellation of fast rounded corners path. -#ifndef IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER -#define IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER 1 +// 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)) + +// 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. // 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. @@ -641,21 +771,26 @@ struct IMGUI_API ImDrawListSharedData ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + // [Internal] Temp write buffer + ImVector TempBuffer; + // [Internal] Lookup tables - ImVec2 ArcFastVtx[12 * IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER]; // FIXME: Bake rounded corners fill/borders in atlas - ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius (array index + 1) before we calculate it dynamically (to avoid calculation overhead) + 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 SetCircleSegmentMaxError(float max_error); + void SetCircleTessellationMaxError(float max_error); }; struct ImDrawDataBuilder { 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(); } + 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(); }; @@ -663,43 +798,62 @@ struct ImDrawDataBuilder // [SECTION] Widgets support: flags, enums, data structures //----------------------------------------------------------------------------- -// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// Flags used by upcoming items +// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags. +// - output: stored in g.LastItemData.InFlags +// Current window shared by all windows. // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { + // Controlled by user ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false - ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. - ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false - ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false - ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window - ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) - ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. - ImGuiItemFlags_Default_ = 0 + 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_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable() + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. }; -// Storage for LastItem data +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, - ImGuiItemStatusFlags_HoveredRect = 1 << 0, - ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, + ImGuiItemStatusFlags_HoveredRect = 1 << 0, // Mouse position is within item rectangle (does NOT mean that the window is in correct z-order and can be hovered!, this is only one part of the most-common IsItemHovered test) + ImGuiItemStatusFlags_HasDisplayRect = 1 << 1, // 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" because reporting the change allows us to handle clipping with less issues. + ImGuiItemStatusFlags_ToggledSelection = 1 << 3, // Set when Selectable(), TreeNode() reports toggling a selection. We can't report "Selected", only state changes, in order to easily handle clipping with less issues. ImGuiItemStatusFlags_ToggledOpen = 1 << 4, // Set when TreeNode() reports toggling their open state. ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. - ImGuiItemStatusFlags_Deactivated = 1 << 6 // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. + ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. + ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8, // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) + ImGuiItemStatusFlags_Visible = 1 << 9, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). #ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 10, // - ImGuiItemStatusFlags_Opened = 1 << 11, // - ImGuiItemStatusFlags_Checkable = 1 << 12, // - ImGuiItemStatusFlags_Checked = 1 << 13 // + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // #endif }; +// Extend ImGuiInputTextFlags_ +enum ImGuiInputTextFlagsPrivate_ +{ + // [Internal] + ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() + ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data + ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. +}; + // Extend ImGuiButtonFlags_ enum ImGuiButtonFlagsPrivate_ { @@ -713,21 +867,29 @@ enum ImGuiButtonFlagsPrivate_ ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] - ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions + //ImGuiButtonFlags_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_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags) ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, - ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, +}; + +// Extend ImGuiComboFlags_ +enum ImGuiComboFlagsPrivate_ +{ + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() }; // Extend ImGuiSliderFlags_ enum ImGuiSliderFlagsPrivate_ { ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? - ImGuiSliderFlags_ReadOnly = 1 << 21 + ImGuiSliderFlags_ReadOnly = 1 << 21, }; // Extend ImGuiSelectableFlags_ @@ -735,38 +897,39 @@ enum ImGuiSelectableFlagsPrivate_ { // NB: need to be in sync with last value of ImGuiSelectableFlags_ ImGuiSelectableFlags_NoHoldingActiveID = 1 << 20, - ImGuiSelectableFlags_SelectOnClick = 1 << 21, // Override button behavior to react on Click (default is Click+Release) - ImGuiSelectableFlags_SelectOnRelease = 1 << 22, // Override button behavior to react on Release (default is Click+Release) - ImGuiSelectableFlags_SpanAvailWidth = 1 << 23, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) - ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 24, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. + ImGuiSelectableFlags_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_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) - ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26 // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) }; // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ { - ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20, }; enum ImGuiSeparatorFlags_ { - ImGuiSeparatorFlags_None = 0, - ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1, - ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, }; enum ImGuiTextFlags_ { - ImGuiTextFlags_None = 0, - ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, }; enum ImGuiTooltipFlags_ { - ImGuiTooltipFlags_None = 0, - ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0, // Override will clear/ignore previously submitted tooltip (defaults to append) }; // FIXME: this is in development, not exposed/functional as a generic feature yet. @@ -783,7 +946,7 @@ enum ImGuiLogType ImGuiLogType_TTY, ImGuiLogType_File, ImGuiLogType_Buffer, - ImGuiLogType_Clipboard + ImGuiLogType_Clipboard, }; // X/Y enums are fixed to 0/1 so they may be used to index ImVec2 @@ -797,78 +960,14 @@ enum ImGuiAxis enum ImGuiPlotType { ImGuiPlotType_Lines, - ImGuiPlotType_Histogram -}; - -enum ImGuiInputSource -{ - ImGuiInputSource_None = 0, - ImGuiInputSource_Mouse, - ImGuiInputSource_Nav, - ImGuiInputSource_NavKeyboard, // Only used occasionally for storage, not tested/handled by most code - ImGuiInputSource_NavGamepad, // " - ImGuiInputSource_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 + ImGuiPlotType_Histogram, }; enum ImGuiPopupPositionPolicy { ImGuiPopupPositionPolicy_Default, ImGuiPopupPositionPolicy_ComboBox, - ImGuiPopupPositionPolicy_Tooltip + ImGuiPopupPositionPolicy_Tooltip, }; struct ImGuiDataTypeTempStorage @@ -890,14 +989,14 @@ enum ImGuiDataTypePrivate_ { ImGuiDataType_String = ImGuiDataType_COUNT + 1, ImGuiDataType_Pointer, - ImGuiDataType_ID + ImGuiDataType_ID, }; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { - ImGuiCol Col; - ImVec4 BackupValue; + ImGuiCol Col; + ImVec4 BackupValue; }; // Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. @@ -910,8 +1009,21 @@ struct ImGuiStyleMod 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; + ImGuiLayoutType BackupLayout; + + ImGuiComboPreviewData() { memset(this, 0, sizeof(*this)); } +}; + // Stacked storage data for BeginGroup()/EndGroup() -struct ImGuiGroupData +struct IMGUI_API ImGuiGroupData { ImGuiID WindowID; ImVec2 BackupCursorPos; @@ -922,26 +1034,33 @@ struct ImGuiGroupData 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. struct IMGUI_API ImGuiMenuColumns { - float Spacing; - float Width, NextWidth; - float Pos[3], NextWidths[3]; + 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(int count, float spacing, bool clear); - float DeclColumns(float w0, float w1, float w2); - float CalcExtraSpace(float avail_w) const; + 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 { + ImGuiContext* Ctx; // parent dear imgui context ImGuiID ID; // widget id owning the text state int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. @@ -955,11 +1074,9 @@ struct IMGUI_API ImGuiInputTextState bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame - ImGuiInputTextFlags UserFlags; // Temporarily set while we call user's callback - ImGuiInputTextCallback UserCallback; // " - void* UserCallbackData; // " + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. - ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } + ImGuiInputTextState(ImGuiContext* ctx) { memset(this, 0, sizeof(*this)); Ctx = ctx;} void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } int GetUndoAvailCount() const { return Stb.undostate.undo_point; } @@ -971,6 +1088,9 @@ struct IMGUI_API ImGuiInputTextState 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; } }; @@ -979,27 +1099,14 @@ struct ImGuiPopupData { ImGuiID PopupId; // Set on OpenPopup() ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup + ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value int OpenFrameCount; // Set on OpenPopup() ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } -}; - -struct ImGuiNavMoveResult -{ - ImGuiWindow* Window; // Best candidate window - ImGuiID ID; // Best candidate ID - ImGuiID FocusScopeId; // Best candidate focus scope ID - float DistBox; // Best candidate box distance to current NavId - float DistCenter; // Best candidate center distance to current NavId - float DistAxial; - ImRect RectRel; // Best candidate bounding box in window relative space - - ImGuiNavMoveResult() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; DistBox = DistCenter = DistAxial = FLT_MAX; RectRel = ImRect(); } + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } }; enum ImGuiNextWindowDataFlags_ @@ -1015,7 +1122,7 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasScroll = 1 << 7, ImGuiNextWindowDataFlags_HasViewport = 1 << 8, ImGuiNextWindowDataFlags_HasDock = 1 << 9, - ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10 + ImGuiNextWindowDataFlags_HasWindowClass = 1 << 10, }; // Storage for SetNexWindow** functions @@ -1050,7 +1157,7 @@ enum ImGuiNextItemDataFlags_ { ImGuiNextItemDataFlags_None = 0, ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1 + ImGuiNextItemDataFlags_HasOpen = 1 << 1, }; struct ImGuiNextItemData @@ -1065,10 +1172,49 @@ struct ImGuiNextItemData 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; // Full rectangle + ImRect NavRect; // Navigation scoring rectangle (not displayed) + ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) + + ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } +}; + +struct IMGUI_API ImGuiStackSizes +{ + short SizeOfIDStack; + short SizeOfColorStack; + short SizeOfStyleVarStack; + short SizeOfFontStack; + short SizeOfFocusScopeStack; + short SizeOfGroupStack; + short SizeOfItemFlagsStack; + short SizeOfBeginPopupStack; + short SizeOfDisabledStack; + + ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } + void SetToCurrentState(); + void CompareWithCurrentState(); +}; + +// Data saved for each window pushed into the stack +struct ImGuiWindowStackData +{ + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting +}; + struct ImGuiShrinkWidthItem { int Index; float Width; + float InitialWidth; }; struct ImGuiPtrOrIndex @@ -1080,6 +1226,282 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown +#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_MouseViewport, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, // Currently only used by InputText() + ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; }; +struct 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 + { + 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)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } +}; + +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + // Flags for IsKeyPressed(), IsMouseClicked(), Shortcut() + ImGuiInputFlags_None = 0, + ImGuiInputFlags_Repeat = 1 << 0, // Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + + // Flags for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 4, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 5, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // Flags for SetKeyOwner(), SetItemKeyOwner() + ImGuiInputFlags_LockThisFrame = 1 << 6, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + ImGuiInputFlags_LockUntilRelease = 1 << 7, // Access to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. This is useful to make input-owner-aware code steal keys from non-input-owner-aware code. + + // Routing policies for Shortcut() + low-level SetShortcutRouting() + // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. + // - When a policy (other than _RouteAlways) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default: meaning that a simple Shortcut() poll + // will register a route and only succeed when parent window is in the focus stack and if no-one + // with a higher priority is claiming the shortcut. + // - Using ImGuiInputFlags_RouteAlways is roughly equivalent to doing e.g. IsKeyPressed(key) + testing mods. + // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. + // - Can select only 1 policy among all available. + ImGuiInputFlags_RouteFocused = 1 << 8, // (Default) Register focused route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobalLow = 1 << 9, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 10, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText). + ImGuiInputFlags_RouteGlobalHigh = 1 << 11, // Register route globally (highest priority: unlikely you need to use that: will interfere with every active items) + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_RouteAlways = 1 << 12, // Do not register route, poll keys directly. + ImGuiInputFlags_RouteUnlessBgFocused= 1 << 13, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + ImGuiInputFlags_RouteExtraMask_ = ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteExtraMask_, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Clipper support +//----------------------------------------------------------------------------- + +struct ImGuiListClipperRange +{ + int Min; + int Max; + bool PosToIndexConvert; // Begin/End are absolute position (will be converted to indices later) + ImS8 PosToIndexOffsetMin; // Add to Min after converting to indices + ImS8 PosToIndexOffsetMax; // Add to Min after converting to indices + + static ImGuiListClipperRange FromIndices(int min, int max) { ImGuiListClipperRange r = { min, max, false, 0, 0 }; return r; } + static ImGuiListClipperRange FromPositions(float y1, float y2, int off_min, int off_max) { ImGuiListClipperRange r = { (int)y1, (int)y2, true, (ImS8)off_min, (ImS8)off_max }; return r; } +}; + +// Temporary clipper data, buffers shared/reused between instances +struct ImGuiListClipperData +{ + ImGuiListClipper* ListClipper; + float LossynessOffset; + int StepNo; + int ItemsFrozen; + ImVector 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 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) + 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; } +}; + //----------------------------------------------------------------------------- // [SECTION] Columns support //----------------------------------------------------------------------------- @@ -1092,24 +1514,24 @@ enum ImGuiOldColumnFlags_ ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, - ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize + ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, #endif }; struct ImGuiOldColumnData { - float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNormBeforeResize; - ImGuiOldColumnFlags Flags; // Not exposed + ImGuiOldColumnFlags Flags; // Not exposed ImRect ClipRect; ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } @@ -1148,6 +1570,9 @@ struct ImGuiOldColumns // [SECTION] Docking support //----------------------------------------------------------------------------- +#define DOCKING_HOST_DRAW_CHANNEL_BG 0 // Dock host: background fill +#define DOCKING_HOST_DRAW_CHANNEL_FG 1 // Dock host: decorations and contents + #ifdef IMGUI_HAS_DOCK // Extend ImGuiDockNodeFlags_ @@ -1164,9 +1589,10 @@ enum ImGuiDockNodeFlagsPrivate_ 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/node. - ImGuiDockNodeFlags_NoResizeX = 1 << 21, // [EXPERIMENTAL] - ImGuiDockNodeFlags_NoResizeY = 1 << 22, // [EXPERIMENTAL] + 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, @@ -1179,7 +1605,7 @@ enum ImGuiDataAuthority_ { ImGuiDataAuthority_Auto, ImGuiDataAuthority_DockNode, - ImGuiDataAuthority_Window + ImGuiDataAuthority_Window, }; enum ImGuiDockNodeState @@ -1187,15 +1613,17 @@ enum ImGuiDockNodeState ImGuiDockNodeState_Unknown, ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow, ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing, - ImGuiDockNodeState_HostWindowVisible + ImGuiDockNodeState_HostWindowVisible, }; -// sizeof() 116~160 -struct ImGuiDockNode +// sizeof() 156~192 +struct IMGUI_API ImGuiDockNode { ImGuiID ID; - ImGuiDockNodeFlags SharedFlags; // Flags shared by all nodes of a same dockspace hierarchy (inherited from the root node) - ImGuiDockNodeFlags LocalFlags; // Flags specific to this node + 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. @@ -1206,11 +1634,13 @@ struct ImGuiDockNode 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 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. @@ -1222,29 +1652,51 @@ struct ImGuiDockNode 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; + 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 EnableCloseButton :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; - bool MarkedForPosSizeWrite :1; // Update by DockNodeTreeUpdatePosSize() write-filtering ImGuiDockNode(ImGuiID id); ~ImGuiDockNode(); bool IsRootNode() const { return ParentNode == NULL; } - bool IsDockSpace() const { return (LocalFlags & ImGuiDockNodeFlags_DockSpace) != 0; } - bool IsFloatingNode() const { return ParentNode == NULL && (LocalFlags & ImGuiDockNodeFlags_DockSpace) == 0; } - bool IsCentralNode() const { return (LocalFlags & ImGuiDockNodeFlags_CentralNode) != 0; } - bool IsHiddenTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_HiddenTabBar) != 0; } // Hidden tab bar can be shown back by clicking the small triangle - bool IsNoTabBar() const { return (LocalFlags & ImGuiDockNodeFlags_NoTabBar) != 0; } // Never show a tab bar + 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; } - ImGuiDockNodeFlags GetMergedFlags() const { return SharedFlags | LocalFlags; } 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; } +}; + +// 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. +enum ImGuiWindowDockStyleCol +{ + ImGuiWindowDockStyleCol_Text, + ImGuiWindowDockStyleCol_Tab, + ImGuiWindowDockStyleCol_TabHovered, + ImGuiWindowDockStyleCol_TabActive, + ImGuiWindowDockStyleCol_TabUnfocused, + ImGuiWindowDockStyleCol_TabUnfocusedActive, + ImGuiWindowDockStyleCol_COUNT +}; + +struct ImGuiWindowDockStyle +{ + ImU32 Colors[ImGuiWindowDockStyleCol_COUNT]; }; struct ImGuiDockContext @@ -1253,7 +1705,7 @@ struct ImGuiDockContext ImVector Requests; ImVector NodesSettings; bool WantFullRebuild; - ImGuiDockContext() { WantFullRebuild = false; } + ImGuiDockContext() { memset(this, 0, sizeof(*this)); } }; #endif // #ifdef IMGUI_HAS_DOCK @@ -1262,41 +1714,46 @@ struct ImGuiDockContext // [SECTION] Viewport support //----------------------------------------------------------------------------- -#ifdef IMGUI_HAS_VIEWPORT - // ImGuiViewport Private/Internals fields (cardinal sin: we are using inheritance!) -// Note that every instance of ImGuiViewport is in fact a ImGuiViewportP. +// 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 LastFrameDrawLists[2]; // Last frame number the background (0) and foreground (1) draw lists were used - 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 + 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 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) - 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. + 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 CurrWorkOffsetMin; // Work area top-left offset being increased during the frame - ImVec2 CurrWorkOffsetMax; // Work area bottom-right offset being decreased during the frame + 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 = LastFrameDrawLists[0] = LastFrameDrawLists[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]); } - ImRect GetMainRect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - ImRect GetWorkRect() const { return ImRect(Pos.x + WorkOffsetMin.x, Pos.y + WorkOffsetMin.y, Pos.x + Size.x + WorkOffsetMax.x, Pos.y + Size.y + WorkOffsetMax.y); } - void ClearRequestFlags() { PlatformRequestClose = PlatformRequestMove = PlatformRequestResize = false; } + ImGuiViewportP() { Idx = -1; LastFrameActive = DrawListsLastFrame[0] = DrawListsLastFrame[1] = LastFrontMostStampCount = -1; LastNameHash = 0; Alpha = LastAlpha = 1.0f; PlatformMonitor = -1; 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 + + // 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); } }; -#endif // #ifdef IMGUI_HAS_VIEWPORT - //----------------------------------------------------------------------------- // [SECTION] Settings support //----------------------------------------------------------------------------- @@ -1337,11 +1794,54 @@ struct ImGuiSettingsHandler }; //----------------------------------------------------------------------------- -// [SECTION] Metrics, Debug +// [SECTION] Localization support //----------------------------------------------------------------------------- +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_DockingHideTabBar, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + + +//----------------------------------------------------------------------------- +// [SECTION] Metrics, Debug Tools +//----------------------------------------------------------------------------- + +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 0, + ImGuiDebugLogFlags_EventFocus = 1 << 1, + ImGuiDebugLogFlags_EventPopup = 1 << 2, + ImGuiDebugLogFlags_EventNav = 1 << 3, + ImGuiDebugLogFlags_EventClipper = 1 << 4, + ImGuiDebugLogFlags_EventIO = 1 << 5, + ImGuiDebugLogFlags_EventDocking = 1 << 6, + ImGuiDebugLogFlags_EventViewport = 1 << 7, + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventDocking | ImGuiDebugLogFlags_EventViewport, + ImGuiDebugLogFlags_OutputToTTY = 1 << 10, // Also send output to TTY +}; + struct ImGuiMetricsConfig { + bool ShowDebugLog; + bool ShowStackTool; bool ShowWindowsRects; bool ShowWindowsBeginOrder; bool ShowTablesRects; @@ -1353,30 +1853,36 @@ struct ImGuiMetricsConfig ImGuiMetricsConfig() { - ShowWindowsRects = false; - ShowWindowsBeginOrder = false; - ShowTablesRects = false; + ShowDebugLog = ShowStackTool = ShowWindowsRects = ShowWindowsBeginOrder = ShowTablesRects = false; ShowDrawCmdMesh = true; ShowDrawCmdBoundingBoxes = true; ShowDockingNodes = false; - ShowWindowsRectsType = -1; - ShowTablesRectsType = -1; + ShowWindowsRectsType = ShowTablesRectsType = -1; } }; -struct IMGUI_API ImGuiStackSizes +struct ImGuiStackLevelInfo { - short SizeOfIDStack; - short SizeOfColorStack; - short SizeOfStyleVarStack; - short SizeOfFontStack; - short SizeOfFocusScopeStack; - short SizeOfGroupStack; - short SizeOfBeginPopupStack; + ImGuiID ID; + ImS8 QueryFrameCount; // >= 1: Query in progress + bool QuerySuccess; // Obtained result from DebugHookIdInfo() + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. - ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } - void SetToCurrentState(); - void CompareWithCurrentState(); + ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } +}; + +// State for Stack tool queries +struct ImGuiStackTool +{ + int LastActiveFrame; + int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level + ImGuiID QueryId; // ID to query details for + ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; + + ImGuiStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -1384,10 +1890,11 @@ 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 }; +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; @@ -1397,7 +1904,7 @@ struct ImGuiContextHook }; //----------------------------------------------------------------------------- -// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiContext (main Dear ImGui context) //----------------------------------------------------------------------------- struct ImGuiContext @@ -1406,6 +1913,8 @@ struct ImGuiContext 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; @@ -1423,32 +1932,32 @@ struct ImGuiContext bool WithinEndChild; // Set within EndChild() bool GcCompactAll; // Request full GC bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() - ImGuiID TestEngineHookIdInfo; // Will call test engine hooks: ImGuiTestEngineHook_IdInfo() from GetID() void* TestEngine; // Test engine user data // Windows state ImVector Windows; // Windows, sorted in display order, back to front - ImVector WindowsFocusOrder; // Windows, sorted in focus order, back to front. (FIXME: We could only store root windows here! Need to sort out the Docking equivalent which is RootWindowDockStop and is unfortunately a little more dynamic) + ImVector 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; + 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* HoveredRootWindow; // == HoveredWindow ? HoveredWindow->RootWindow : NULL, merely a shortcut to avoid null test in some situation. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. - 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->RootWindow. + 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; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; // Item/widgets state and tracking information + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; - bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. - bool HoveredIdPreviousFrameUsingMouseWheel; bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active @@ -1461,10 +1970,6 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; - bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. - ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) - ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. - ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) @@ -1476,19 +1981,36 @@ struct ImGuiContext ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency) +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' +#endif + // Next window/item data - ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + ImGuiID CurrentFocusScopeId; // == g.FocusScopeStack.back() + ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions + ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) + ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions // 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 FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() 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. @@ -1496,63 +2018,67 @@ struct ImGuiContext 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' + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiID NavId; // Focused item for navigation ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) - ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() - ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0 - ImGuiID NavJustTabbedId; // Just tabbed to this id. + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) + ImGuiID NavActivateInputId; // ~~ IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadInput) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. + ImGuiActivateFlags NavActivateFlags; ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). - ImGuiKeyModFlags NavJustMovedToKeyMods; + ImGuiKeyChord NavJustMovedToKeyMods; ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. + ImGuiActivateFlags NavNextActivateFlags; ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. - 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 + + // 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 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 + 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; + ImGuiKeyChord NavMoveKeyMods; + ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) + ImGuiDir NavMoveDirForDebug; ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? - ImGuiNavMoveResult NavMoveResultLocal; // Best move request candidate within NavWindow - ImGuiNavMoveResult NavMoveResultLocalVisibleSet; // Best move request candidate within NavWindow that are mostly visible (when using ImGuiNavMoveFlags_AlsoScoreVisibleSet flag) - ImGuiNavMoveResult NavMoveResultOther; // Best move request candidate within NavWindow's flattened hierarchy (when using ImGuiWindowFlags_NavFlattened flag) - ImGuiWindow* NavWrapRequestWindow; // Window which requested trying nav wrap-around. - ImGuiNavMoveFlags NavWrapRequestFlags; // Wrap-around operation flags. + 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) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; - - // Legacy Focus/Tabbing system (older than Nav, active even if Nav is disabled, misnamed. FIXME-NAV: This needs a redesign!) - ImGuiWindow* FocusRequestCurrWindow; // - ImGuiWindow* FocusRequestNextWindow; // - int FocusRequestCurrCounterRegular; // Any item being requested for focus, stored as an index (we on layout to be stable between the frame pressing TAB and the next frame, semi-ouch) - int FocusRequestCurrCounterTabStop; // Tab item being requested for focus, stored as an index - int FocusRequestNextCounterRegular; // Stored for next frame - int FocusRequestNextCounterTabStop; // " - bool FocusTabPressed; // + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; // Render float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) @@ -1577,10 +2103,15 @@ struct ImGuiContext ImVector DragDropPayloadBufHeap; // We don't expose the ImVector<> directly, ImGuiPayload only holds pointer+size unsigned char DragDropPayloadBufLocal[16]; // Local buffer for small payloads - // Table + // Clipper + int ClipperTempDataStacked; + ImVector ClipperTempData; + + // Tables ImGuiTable* CurrentTable; - ImPool Tables; - ImVector CurrentTableStack; + 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; @@ -1590,31 +2121,40 @@ struct ImGuiContext ImVector CurrentTabBarStack; ImVector ShrinkWidthBuffer; + // Hover Delay system + ImGuiID HoverDelayId; + ImGuiID HoverDelayIdPreviousFrame; + float HoverDelayTimer; // Currently used IsItemHovered(), generally inferred from g.HoveredIdTimer but kept uncleared until clear timer elapse. + float HoverDelayClearTimer; // Currently used IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + // Widget state - ImVec2 LastValidMousePos; + ImVec2 MouseLastValidPos; ImGuiInputTextState InputTextState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - float ColorEditLastHue; // Backup of last Hue associated to LastColor[3], so we can restore Hue in lossy RGB<>HSV round trips - float ColorEditLastSat; // Backup of last Saturation associated to LastColor[3], so we can restore Saturation in lossy RGB<>HSV round trips - float ColorEditLastColor[3]; + float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditLastColor; // RGB value with alpha set to 0. ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. + ImGuiComboPreviewData ComboPreviewData; + float SliderGrabClickOffset; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; float DragCurrentAccum; // Accumulator for dragging modification. Always high-precision, not rounded by end-user precision settings float DragSpeedDefaultRatio; // If speed == 0.0f, uses (max-min) * DragSpeedDefaultRatio float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? - int TooltipOverrideCount; - float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) + float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() + short DisabledStackSize; + short TooltipOverrideCount; ImVector 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; + 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 @@ -1629,12 +2169,18 @@ struct ImGuiContext 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 + + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; // 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; @@ -1642,20 +2188,29 @@ struct ImGuiContext int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) - ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this id + ImU8 DebugItemPickerMouseButton; + ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID ImGuiMetricsConfig DebugMetricsConfig; + ImGuiStackTool DebugStackTool; + ImGuiDockNode* DebugHoveredDockNode; // Hovered dock node. // Misc - float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. int FramerateSecPerFrameIdx; + int FramerateSecPerFrameCount; float FramerateSecPerFrameAccum; - int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags - int WantCaptureKeyboardNextFrame; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " int WantTextInputNextFrame; - char TempBuffer[1024 * 3 + 1]; // Temporary text buffer + ImVector TempBuffer; // Temporary text buffer ImGuiContext(ImFontAtlas* shared_font_atlas) + : InputTextState(this) { Initialized = false; ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; @@ -1669,22 +2224,20 @@ struct ImGuiContext WithinFrameScope = WithinFrameScopeWithImplicitWindow = WithinEndChild = false; GcCompactAll = false; TestEngineHookItems = false; - TestEngineHookIdInfo = 0; TestEngine = NULL; WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; - HoveredRootWindow = NULL; HoveredWindowUnderMovingWindow = NULL; - HoveredDockNode = NULL; MovingWindow = NULL; WheelingWindow = NULL; - WheelingWindowTimer = 0.0f; + WheelingWindowStartFrame = -1; + WheelingWindowReleaseTimer = 0.0f; + DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; - HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; @@ -1696,14 +2249,10 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; - ActiveIdUsingMouseWheel = false; - ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingNavInputMask = 0x00; - ActiveIdUsingKeyInputMask = 0x00; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; - ActiveIdMouseButton = 0; + ActiveIdMouseButton = -1; ActiveIdPreviousFrame = 0; ActiveIdPreviousFrameIsAlive = false; ActiveIdPreviousFrameHasBeenEditedBefore = false; @@ -1711,20 +2260,29 @@ struct ImGuiContext LastActiveId = 0; LastActiveIdTimer = 0.0f; + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ActiveIdUsingNavInputMask = 0x00; +#endif + + CurrentFocusScopeId = 0; + CurrentItemFlags = ImGuiItemFlags_None; + BeginMenuCount = 0; + CurrentDpiScale = 0.0f; CurrentViewport = NULL; MouseViewport = MouseLastHoveredViewport = NULL; + PlatformLastFocusedViewportId = 0; ViewportFrontMostStampCount = 0; NavWindow = NULL; - NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavInputId = 0; - NavJustTabbedId = NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; - NavJustMovedToKeyMods = ImGuiKeyModFlags_None; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; + NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; + NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; + NavJustMovedToKeyMods = ImGuiMod_None; NavInputSource = ImGuiInputSource_None; - NavScoringRect = ImRect(); - NavScoringCount = 0; NavLayer = ImGuiNavLayer_Main; - NavIdTabCounter = INT_MAX; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; @@ -1733,23 +2291,23 @@ struct ImGuiContext 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; + NavMoveSubmitted = false; + NavMoveScoringItems = false; + NavMoveForwardToNextFrame = false; + NavMoveFlags = ImGuiNavMoveFlags_None; + NavMoveScrollFlags = ImGuiScrollFlags_None; + NavMoveKeyMods = ImGuiMod_None; + NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; + NavScoringDebugCount = 0; + NavTabbingDir = 0; + NavTabbingCounter = 0; + ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab; + ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; - FocusRequestCurrWindow = FocusRequestNextWindow = NULL; - FocusRequestCurrCounterRegular = FocusRequestCurrCounterTabStop = INT_MAX; - FocusRequestNextCounterRegular = FocusRequestNextCounterTabStop = INT_MAX; - FocusTabPressed = false; - DimBgRatio = 0.0f; MouseCursor = ImGuiMouseCursor_Arrow; @@ -1765,46 +2323,62 @@ struct ImGuiContext DragDropHoldJustPressedId = 0; memset(DragDropPayloadBufLocal, 0, sizeof(DragDropPayloadBufLocal)); + ClipperTempDataStacked = 0; + CurrentTable = NULL; + TablesTempDataStacked = 0; CurrentTabBar = NULL; - LastValidMousePos = ImVec2(0.0f, 0.0f); + HoverDelayId = HoverDelayIdPreviousFrame = 0; + HoverDelayTimer = HoverDelayClearTimer = 0.0f; + TempInputId = 0; - ColorEditOptions = ImGuiColorEditFlags__OptionsDefault; + ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; ColorEditLastHue = ColorEditLastSat = 0.0f; - ColorEditLastColor[0] = ColorEditLastColor[1] = ColorEditLastColor[2] = FLT_MAX; + ColorEditLastColor = 0; + SliderGrabClickOffset = 0.0f; SliderCurrentAccum = 0.0f; SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; ScrollbarClickDeltaToGrabCenter = 0.0f; + DisabledAlphaBackup = 0.0f; + DisabledStackSize = 0; TooltipOverrideCount = 0; - TooltipSlowDelay = 0.50f; - PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); - PlatformImePosViewport = 0; + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission + PlatformImeViewport = 0; PlatformLocaleDecimalPoint = '.'; SettingsLoaded = false; SettingsDirtyTimer = 0.0f; + HookIdNext = 0; + + memset(LocalizationTable, 0, sizeof(LocalizationTable)); LogEnabled = false; LogType = ImGuiLogType_None; + LogNextPrefix = LogNextSuffix = NULL; LogFile = NULL; LogLinePosY = FLT_MAX; LogLineFirstItem = false; LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; + DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLocateFrames = 0; DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; DebugItemPickerBreakId = 0; + DebugHoveredDockNode = NULL; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); - FramerateSecPerFrameIdx = 0; + FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; - memset(TempBuffer, 0, sizeof(TempBuffer)); } }; @@ -1821,26 +2395,23 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 CursorPos; // Current emitting position, in absolute coordinates. ImVec2 CursorPosPrevLine; ImVec2 CursorStartPos; // Initial position after Begin(), generally ~ window position + WindowPadding. - ImVec2 CursorMaxPos; // Used to implicitly calculate the size of our contents, always growing during the frame. Used to calculate window->ContentSize at the beginning of next frame + ImVec2 CursorMaxPos; // Used to implicitly calculate ContentSize at the beginning of next frame, for scrolling range and auto-resize. Always growing during the frame. + ImVec2 IdealMaxPos; // Used to implicitly calculate ContentSizeIdeal at the beginning of next frame, for auto-resize only. Always growing during the frame. ImVec2 CurrLineSize; ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. ImVec1 GroupOffset; - - // Last item status - ImGuiID LastItemId; // ID for last item - ImGuiItemStatusFlags LastItemStatusFlags; // Status flags for last item (see ImGuiItemStatusFlags_) - ImRect LastItemRect; // Interaction rect for last item - ImRect LastItemDisplayRect; // End-user display rect for last item (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) + 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) - int NavLayerActiveMask; // Which layers have been written to (result from previous frame) - int NavLayerActiveMaskNext; // Which layers have been written to (accumulator for current frame) - ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending + short NavLayersActiveMask; // Which layers have been written to (result from previous frame) + short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) bool NavHideHighlightOneFrame; bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) @@ -1856,17 +2427,13 @@ struct IMGUI_API ImGuiWindowTempData int CurrentTableIdx; // Current table index (into g.Tables) ImGuiLayoutType LayoutType; ImGuiLayoutType ParentLayoutType; // Layout type of parent window at the time of Begin() - int FocusCounterRegular; // (Legacy Focus/Tabbing system) Sequential counter, start at -1 and increase as assigned via FocusableItemRegister() (FIXME-NAV: Needs redesign) - int FocusCounterTabStop; // (Legacy Focus/Tabbing system) Same, but only count widgets which you can Tab through. // Local parameters stacks // We store the current settings outside of the vectors to increase memory locality (reduce cache misses). The vectors are rarely modified. Also it allows us to not heap allocate for short-lived windows which are not using those settings. - ImGuiItemFlags ItemFlags; // == g.ItemFlagsStack.back() - float ItemWidth; // == ItemWidthStack.back(). 0.0: default, >0.0: width in pixels, <0.0: align xx pixels to the right of window - float TextWrapPos; // == TextWrapPosStack.back() [empty == -1.0f] - ImVector ItemWidthStack; - ImVector TextWrapPosStack; - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting + 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 @@ -1876,7 +2443,7 @@ struct IMGUI_API ImGuiWindow 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 + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. 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 @@ -1884,12 +2451,17 @@ struct IMGUI_API ImGuiWindow ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed ImVec2 ContentSize; // Size of contents/scrollable client area (calculated from the extents reach of the cursor) from previous frame. Does not include window decoration or window padding. + ImVec2 ContentSizeIdeal; ImVec2 ContentSizeExplicit; // Size of contents/scrollable client area explicitly request by the user via SetNextWindowContentSize(). ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. float WindowBorderSize; // Window border size at the time of Begin(). + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") + ImGuiID 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; @@ -1908,11 +2480,14 @@ struct IMGUI_API ImGuiWindow bool Appearing; // Set during the frame where the window is appearing (or re-appearing) bool Hidden; // Do not display (== HiddenFrames*** > 0) bool IsFallbackWindow; // Set on the "Debug##Default" window. + bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() bool HasCloseButton; // Set when the window has a close button (p_open != NULL) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) - short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0. - short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues. + short BeginCountPreviousFrame; // Number of Begin() during the previous frame + short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. + short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. + short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. 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; @@ -1921,6 +2496,7 @@ struct IMGUI_API ImGuiWindow 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. @@ -1955,30 +2531,35 @@ struct IMGUI_API ImGuiWindow ImDrawList* DrawList; // == &DrawListInst (for backward compatibility reason with code using imgui_internal.h we keep this a pointer) ImDrawList DrawListInst; - ImGuiWindow* ParentWindow; // If we are a child _or_ popup window, this is pointing to our parent. Otherwise NULL. - ImGuiWindow* RootWindow; // Point to ourself or first ancestor that is not a child window == Top-level window. - ImGuiWindow* RootWindowDockStop; // 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* 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 + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy int MemoryDrawListVtxCapacity; 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; - 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 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 DockTabIsVisible :1; // Is our window visible this frame? ~~ is the corresponding tab selected? - bool DockTabWantClose :1; public: ImGuiWindow(ImGuiContext* context, const char* name); @@ -1987,12 +2568,9 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetID(int n); - ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); - ImGuiID GetIDNoKeepAlive(const void* ptr); - ImGuiID GetIDNoKeepAlive(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); - // We don't use g.FontSize because the window may be != g.CurrentWidow. + // We don't use g.FontSize because the window may be != g.CurrentWindow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale * 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; } @@ -2001,19 +2579,6 @@ public: ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; -// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data. -struct ImGuiLastItemDataBackup -{ - ImGuiID LastItemId; - ImGuiItemStatusFlags LastItemStatusFlags; - ImRect LastItemRect; - ImRect LastItemDisplayRect; - - ImGuiLastItemDataBackup() { Backup(); } - void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; } - void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; } -}; - //----------------------------------------------------------------------------- // [SECTION] Tab bar, Tab item support //----------------------------------------------------------------------------- @@ -2023,19 +2588,20 @@ enum ImGuiTabBarFlagsPrivate_ { ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] ImGuiTabBarFlags_IsFocused = 1 << 21, - ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; // Extend ImGuiTabItemFlags_ 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_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() 32~40 bytes) +// Storage for one active tab item (sizeof() 48 bytes) struct ImGuiTabItem { ImGuiID ID; @@ -2046,22 +2612,23 @@ struct ImGuiTabItem float Offset; // Position relative to beginning of tab float Width; // Width currently displayed float ContentWidth; // Width of label, stored during BeginTabItem() call - ImS16 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused + ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable ImS16 IndexDuringLayout; // Index only used during TabBarLayout() bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = BeginOrder = IndexDuringLayout = -1; } + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; // Storage for a tab bar (sizeof() 152 bytes) -struct ImGuiTabBar +struct IMGUI_API ImGuiTabBar { ImVector Tabs; ImGuiTabBarFlags Flags; ImGuiID ID; // Zero for tab-bars used by docking ImGuiID SelectedTabId; // Selected tab/window - ImGuiID NextSelectedTabId; + ImGuiID NextSelectedTabId; // Next selected tab/window. Will also trigger a scrolling animation ImGuiID VisibleTabId; // Can occasionally be != SelectedTabId (e.g. when previewing contents for CTRL+TAB preview) int CurrFrameVisible; int PrevFrameVisible; @@ -2077,7 +2644,7 @@ struct ImGuiTabBar float ScrollingRectMinX; float ScrollingRectMaxX; ImGuiID ReorderRequestTabId; - ImS8 ReorderRequestDir; + ImS16 ReorderRequestOffset; ImS8 BeginCount; bool WantLayout; bool VisibleTabWasSubmitted; @@ -2095,7 +2662,7 @@ struct ImGuiTabBar { if (tab->Window) return tab->Window->Name; - IM_ASSERT(tab->NameOffset != -1 && (int)tab->NameOffset < TabsNames.Buf.Size); + IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); return TabsNames.Buf.Data + tab->NameOffset; } }; @@ -2104,8 +2671,6 @@ struct ImGuiTabBar // [SECTION] Table support //----------------------------------------------------------------------------- -#ifdef IMGUI_HAS_TABLE - #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() @@ -2144,10 +2709,11 @@ struct ImGuiTableColumn ImGuiTableColumnIdx NextEnabledColumn; // Index of next enabled/visible column within Columns[], -1 if last enabled/visible column ImGuiTableColumnIdx SortOrder; // Index of this column within sort specs, -1 if not sorting on this column, 0 for single-sort, may be >0 on multi-sort ImGuiTableDrawChannelIdx DrawChannelCurrent; // Index within DrawSplitter.Channels[] - ImGuiTableDrawChannelIdx DrawChannelFrozen; - ImGuiTableDrawChannelIdx DrawChannelUnfrozen; - bool IsEnabled; // Is the column not marked Hidden by the user? (even if off view, e.g. clipped by scrolling). - bool IsEnabledNextFrame; + 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. @@ -2182,12 +2748,23 @@ struct ImGuiTableCellData ImGuiTableColumnIdx Column; // Column number }; -// FIXME-TABLE: transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData -struct ImGuiTable +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs, does that needs they could be moved to ImGuiTableTempData ?) +struct ImGuiTableInstanceData +{ + float LastOuterHeight; // Outer height from last frame + float LastFirstRowHeight; // Height of first row from last frame (FIXME: this is used as "header height" and may be reworked) + float LastFrozenHeight; // Height of frozen section from last frame + + ImGuiTableInstanceData() { LastOuterHeight = LastFirstRowHeight = LastFrozenHeight = 0.0f; } +}; + +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData +struct IMGUI_API ImGuiTable { ImGuiID ID; ImGuiTableFlags Flags; 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. @@ -2223,11 +2800,10 @@ struct ImGuiTable float CellPaddingY; float CellSpacingX1; // Spacing between non-bordered cells float CellSpacingX2; - float LastOuterHeight; // Outer height from last frame - float LastFirstRowHeight; // Height of first row from last frame float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. float ColumnsGivenWidth; // Sum of current column width float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns float ResizedColumnNextWidth; float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. @@ -2235,25 +2811,19 @@ struct ImGuiTable ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is ImRect WorkRect; ImRect InnerClipRect; - ImRect BgClipRect; // We use this to cpu-clip cell background color fill + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. - ImRect HostBackupWorkRect; // Backup of InnerWindow->WorkRect at the end of BeginTable() - ImRect HostBackupParentWorkRect; // Backup of InnerWindow->ParentWorkRect at the end of BeginTable() ImRect HostBackupInnerClipRect; // Backup of InnerWindow->ClipRect during PushTableBackground()/PopTableBackground() - 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() 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; // We carry our own ImDrawList splitter to allow recursion (FIXME: could be stored outside, worst case we need 1 splitter per recursing table) + ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. ImGuiTableColumnSortSpecs SortSpecsSingle; - ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would work be good. + 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) @@ -2267,9 +2837,10 @@ struct ImGuiTable 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 RightMostEnabledColumn; // Index of right-most non-hidden 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) @@ -2277,7 +2848,7 @@ struct ImGuiTable 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 accross columns after the freezing line. Index within DrawSplitter.Channels[] + 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(). @@ -2291,12 +2862,37 @@ struct ImGuiTable bool IsResetAllRequest; bool IsResetDisplayOrderRequest; bool IsUnfrozenRows; // Set when we got past the frozen row. - bool IsOuterRectAutoFitX; // Set when outer_size.x == 0.0f in BeginTable(), scrolling is disabled, and there are stretch columns. + bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. bool MemoryCompacted; bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis - IMGUI_API ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } - IMGUI_API ~ImGuiTable() { IM_FREE(RawData); } + ImGuiTable() { memset(this, 0, sizeof(*this)); LastFrameActive = -1; } + ~ImGuiTable() { IM_FREE(RawData); } +}; + +// Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). +// - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. +// - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +struct IMGUI_API ImGuiTableTempData +{ + int TableIndex; // Index in g.Tables.Buf[] pool + float LastTimeActive; // Last timestamp this structure was used + + ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() + ImDrawListSplitter DrawSplitter; + + 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() + + ImGuiTableTempData() { memset(this, 0, sizeof(*this)); LastTimeActive = -1.0f; } }; // sizeof() ~ 12 @@ -2337,10 +2933,8 @@ struct ImGuiTableSettings ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } }; -#endif // #ifdef IMGUI_HAS_TABLE - //----------------------------------------------------------------------------- -// [SECTION] Internal API +// [SECTION] ImGui internal API // No guarantee of forward compatibility here! //----------------------------------------------------------------------------- @@ -2356,15 +2950,17 @@ namespace ImGui IMGUI_API ImGuiWindow* FindWindowByID(ImGuiID id); IMGUI_API ImGuiWindow* FindWindowByName(const char* name); IMGUI_API void UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window); - IMGUI_API ImVec2 CalcWindowExpectedSize(ImGuiWindow* window); - IMGUI_API bool IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent); + 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 ImRect GetWindowAllowedExtentRect(ImGuiWindow* window); IMGUI_API void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond = 0); IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + 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); @@ -2372,6 +2968,9 @@ namespace ImGui IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); + IMGUI_API void BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* above_window); + IMGUI_API int FindWindowDisplayIndex(ImGuiWindow* window); + IMGUI_API ImGuiWindow* FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* window); // Fonts, drawing IMGUI_API void SetCurrentFont(ImFont* font); @@ -2379,10 +2978,11 @@ namespace ImGui 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(). + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); IMGUI_API void StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node); @@ -2390,13 +2990,18 @@ namespace ImGui IMGUI_API void UpdateMouseMovingWindowEndFrame(); // Generic context hooks - IMGUI_API void AddContextHook(ImGuiContext* context, const ImGuiContextHook* hook); + 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 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 SetWindowViewport(ImGuiWindow* window, 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(); @@ -2405,22 +3010,33 @@ namespace ImGui IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + // Scrolling - IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); IMGUI_API void SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio); - IMGUI_API ImVec2 ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect); + + // Early work-in-progress API (ScrollToItem() will become public) + IMGUI_API void ScrollToItem(ImGuiScrollFlags flags = 0); + IMGUI_API void ScrollToRect(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); + IMGUI_API ImVec2 ScrollToRectEx(ImGuiWindow* window, const ImRect& rect, ImGuiScrollFlags flags = 0); +//#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& rect) { ScrollToRect(window, rect, ImGuiScrollFlags_KeepVisibleEdgeY); } +//#endif // Basic Accessors - inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemId; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) - inline ImGuiItemStatusFlags GetItemStatusFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.LastItemStatusFlags; } + inline 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; } - inline ImGuiItemFlags GetItemsFlags() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.ItemFlags; } IMGUI_API void SetActiveID(ImGuiID id, ImGuiWindow* window); IMGUI_API void SetFocusID(ImGuiID id, ImGuiWindow* window); IMGUI_API void ClearActiveID(); @@ -2433,70 +3049,143 @@ namespace ImGui // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); - IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. + IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); - IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged); - IMGUI_API void SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); - IMGUI_API bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id); // Return true if focus is requested - IMGUI_API void FocusableItemUnregister(ImGuiWindow* window); + IMGUI_API 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 void PushItemFlag(ImGuiItemFlags option, bool enabled); - IMGUI_API void PopItemFlag(); IMGUI_API bool IsItemToggledSelection(); // Was the last item selection toggled? (after Selectable(), TreeNode() etc. We only returns toggle _event_ in order to handle clipping correctly) IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); + // Parameter stacks (shared) + 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); // 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(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags); + IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); + IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); + // 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); + + // Combos + IMGUI_API bool BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags); + IMGUI_API bool BeginComboPreview(); + IMGUI_API void EndComboPreview(); + // 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 NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags); + IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); - IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); - IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); - IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. - IMGUI_API void SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id); - IMGUI_API void SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); - - // 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() + IMGUI_API void SetNavWindow(ImGuiWindow* window); + 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(); - inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } - inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } - inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline ImGuiKeyChord ConvertShortcutMod(ImGuiKeyChord key_chord) { ImGuiContext& g = *GImGui; IM_ASSERT_PARANOID(key_chord & ImGuiMod_Shortcut); return (key_chord & ~ImGuiMod_Shortcut) | (g.IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); } + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiKey key) + { + ImGuiContext& g = *GImGui; + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl); + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiKey key); + IMGUI_API void GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } - inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } - inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } - IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(key); IM_ASSERT(IsNamedKey(key)); return &GImGui->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + + // [EXPERIMENTAL] Shortcut Routing + // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) + // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) + // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. + // - Multiple read sites may use the same owner id and will all get the granted route. + // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location. + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); // Docking // (some functions are only declared in imgui.cpp, see Docking section) @@ -2504,18 +3193,22 @@ namespace ImGui 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 DockContextUpdateUndocking(ImGuiContext* ctx); - IMGUI_API void DockContextUpdateDocking(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 DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos); + IMGUI_API ImGuiDockNode*DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id); 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 ImGuiDockNode* GetWindowDockNode() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DockNode; } + 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); @@ -2546,10 +3239,24 @@ namespace ImGui IMGUI_API void DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name); IMGUI_API void DockBuilderFinish(ImGuiID node_id); + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() + // Drag and Drop + IMGUI_API bool IsDragDropActive(); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb); // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); @@ -2573,6 +3280,7 @@ namespace ImGui IMGUI_API void TablePopBackgroundChannel(); // Tables: Internals + inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } IMGUI_API ImGuiTable* TableFindByID(ImGuiID id); IMGUI_API bool BeginTableEx(const char* name, ImGuiID id, int columns_count, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0, 0), float inner_width = 0.0f); IMGUI_API void TableBeginInitMemory(ImGuiTable* table, int columns_count); @@ -2583,7 +3291,9 @@ namespace ImGui IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); IMGUI_API void TableDrawBorders(ImGuiTable* table); IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); @@ -2601,6 +3311,7 @@ namespace ImGui IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); IMGUI_API void TableRemove(ImGuiTable* table); IMGUI_API void TableGcCompactTransientBuffers(ImGuiTable* table); + IMGUI_API void TableGcCompactTransientBuffers(ImGuiTableTempData* table); IMGUI_API void TableGcCompactSettings(); // Tables: Settings @@ -2608,7 +3319,7 @@ namespace ImGui IMGUI_API void TableSaveSettings(ImGuiTable* table); IMGUI_API void TableResetSettings(ImGuiTable* table); IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); - IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); + IMGUI_API void TableSettingsAddSettingsHandler(); IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); @@ -2619,10 +3330,12 @@ namespace ImGui 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 dir); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); - IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); @@ -2636,51 +3349,49 @@ namespace ImGui 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, int rounding_corners_flags = ~0); + IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. - IMGUI_API void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL); + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); - IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void 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); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] - inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } - inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } -#endif + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); + 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, ImDrawCornerFlags rounding_corners); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); - IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); - IMGUI_API ImGuiID GetWindowResizeID(ImGuiWindow* window, int n); // 0..3: corners, 4..7: borders + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + // Widgets: Window Decorations + IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); + IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_node); + 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 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); + // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); - IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); - IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). @@ -2689,14 +3400,14 @@ namespace ImGui 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 T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); @@ -2705,7 +3416,7 @@ namespace ImGui IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } - inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -2724,57 +3435,99 @@ namespace ImGui IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Debug Log + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); + // Debug Tools IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); } + IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } - + IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); + IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); IMGUI_API void 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 DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); + IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); + IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) + // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() + inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! +#endif } // namespace ImGui -// ImFontAtlas internals -IMGUI_API bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); -IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); -IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int atlas_x, int atlas_y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); -IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas internal API +//----------------------------------------------------------------------------- + +// This structure is likely to evolve as we add support for incremental atlas updates +struct ImFontBuilderIO +{ + bool (*FontBuilder_Build)(ImFontAtlas* atlas); +}; + +// Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); +IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); +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, ...); +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 -#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA)); -#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) if (g.TestEngineHookIdInfo == id) ImGuiTestEngineHook_IdInfo(&g, _TYPE, _ID, (const void*)(_DATA), (const void*)(_DATA2)); #else -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) do { } while (0) -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) do { } while (0) -#define IMGUI_TEST_ENGINE_LOG(_FMT,...) do { } while (0) -#define IMGUI_TEST_ENGINE_ID_INFO(_ID,_TYPE,_DATA) do { } while (0) -#define IMGUI_TEST_ENGINE_ID_INFO2(_ID,_TYPE,_DATA,_DATA2) do { } while (0) +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) #endif //----------------------------------------------------------------------------- diff --git a/headers/3rdparty/imgui/imgui_stdlib.h b/headers/3rdparty/imgui/imgui_stdlib.h index f860b0c7..61afc098 100644 --- a/headers/3rdparty/imgui/imgui_stdlib.h +++ b/headers/3rdparty/imgui/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 diff --git a/headers/3rdparty/imgui/imstb_rectpack.h b/headers/3rdparty/imgui/imstb_rectpack.h index ff2a85df..f6917e7a 100644 --- a/headers/3rdparty/imgui/imstb_rectpack.h +++ b/headers/3rdparty/imgui/imstb_rectpack.h @@ -1,15 +1,19 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_rect_pack.h 1.00. -// Those changes would need to be pushed into nothings/stb: -// - Added STBRP__CDECL +// This is a slightly modified version of stb_rect_pack.h 1.01. // Grep for [DEAR IMGUI] to find the changes. - -// stb_rect_pack.h - v1.00 - public domain - rectangle packing +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. // Does not do rotation. // +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// // Not necessarily the awesomest packing method, but better than // the totally naive one in stb_truetype (which is primarily what // this is meant to replace). @@ -34,13 +38,14 @@ // Minor features // Martins Mozeiko // github:IntellectualKitty -// +// // Bugfixes / warning fixes // Jeremy Jaussaud // Fabian Giesen // // Version history: // +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section // 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result @@ -81,11 +86,10 @@ typedef struct stbrp_context stbrp_context; typedef struct stbrp_node stbrp_node; typedef struct stbrp_rect stbrp_rect; -#ifdef STBRP_LARGE_RECTS typedef int stbrp_coord; -#else -typedef unsigned short stbrp_coord; -#endif + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); // Assign packed locations to rectangles. The rectangles are of type @@ -213,10 +217,9 @@ struct stbrp_context #define STBRP_ASSERT assert #endif -// [DEAR IMGUI] Added STBRP__CDECL #ifdef _MSC_VER #define STBRP__NOTUSED(v) (void)(v) -#define STBRP__CDECL __cdecl +#define STBRP__CDECL __cdecl #else #define STBRP__NOTUSED(v) (void)sizeof(v) #define STBRP__CDECL @@ -262,9 +265,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) { int i; -#ifndef STBRP_LARGE_RECTS - STBRP_ASSERT(width <= 0xffff && height <= 0xffff); -#endif for (i=0; i < num_nodes-1; ++i) nodes[i].next = &nodes[i+1]; @@ -283,11 +283,7 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, context->extra[0].y = 0; context->extra[0].next = &context->extra[1]; context->extra[1].x = (stbrp_coord) width; -#ifdef STBRP_LARGE_RECTS context->extra[1].y = (1<<30); -#else - context->extra[1].y = 65535; -#endif context->extra[1].next = NULL; } @@ -433,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; - STBRP_ASSERT(y <= best_y); + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] best_y = y; best_waste = waste; best = prev; @@ -441,7 +437,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt } } tail = tail->next; - } + } } fr.prev_link = best; @@ -529,7 +525,6 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i return res; } -// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_height_compare(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; @@ -541,7 +536,6 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b) return (p->w > q->w) ? -1 : (p->w < q->w); } -// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_original_order(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; @@ -549,12 +543,6 @@ static int STBRP__CDECL rect_original_order(const void *a, const void *b) return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); } -#ifdef STBRP_LARGE_RECTS -#define STBRP__MAXVAL 0xffffffff -#else -#define STBRP__MAXVAL 0xffff -#endif - STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) { int i, all_rects_packed = 1; @@ -602,38 +590,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ diff --git a/headers/3rdparty/imgui/imstb_textedit.h b/headers/3rdparty/imgui/imstb_textedit.h index 76446709..a8a82311 100644 --- a/headers/3rdparty/imgui/imstb_textedit.h +++ b/headers/3rdparty/imgui/imstb_textedit.h @@ -1,10 +1,11 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_textedit.h 1.13. +// This is a slightly modified version of stb_textedit.h 1.14. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000) // Grep for [DEAR IMGUI] to find the changes. -// stb_textedit.h - v1.13 - public domain - Sean Barrett +// stb_textedit.h - v1.14 - public domain - Sean Barrett // Development of this library was sponsored by RAD Game Tools // // This C header file implements the guts of a multi-line text-editing @@ -19,7 +20,7 @@ // texts, as its performance does not scale and it has limited undo). // // Non-trivial behaviors are modelled after Windows text controls. -// +// // // LICENSE // @@ -35,6 +36,7 @@ // // VERSION HISTORY // +// 1.14 (2021-07-11) page up/down, various fixes // 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield @@ -58,6 +60,7 @@ // Ulf Winklemann: move-by-word in 1.1 // Fabian Giesen: secondary key inputs in 1.5 // Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 // // Bugfixes: // Scott Graham @@ -93,8 +96,8 @@ // moderate sizes. The undo system does no memory allocations, so // it grows STB_TexteditState by the worst-case storage which is (in bytes): // -// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT -// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT // // // Implementation mode: @@ -217,20 +220,20 @@ // call this with the mouse x,y on a mouse down; it will update the cursor // and reset the selection start/end to the cursor point. the x,y must // be relative to the text widget, with (0,0) being the top left. -// +// // drag: // call this with the mouse x,y on a mouse drag/up; it will update the // cursor and the selection end point -// +// // cut: // call this to delete the current selection; returns true if there was // one. you should FIRST copy the current selection to the system paste buffer. // (To copy, just copy the current selection out of the string yourself.) -// +// // paste: // call this to paste text at the current cursor point or over the current // selection if there is one. -// +// // key: // call this for keyboard inputs sent to the textfield. you can use it // for "key down" events or for "translated" key events. if you need to @@ -241,7 +244,7 @@ // clear. STB_TEXTEDIT_KEYTYPE defaults to int, but you can #define it to // anything other type you wante before including. // -// +// // When rendering, you can read the cursor position and selection state from // the STB_TexteditState. // @@ -522,29 +525,14 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s 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; - } + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + 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; return; } @@ -555,9 +543,13 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s STB_TEXTEDIT_LAYOUTROW(&r, str, i); if (n < i + r.num_chars) break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] prev_start = i; i += r.num_chars; find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + break; // [DEAR IMGUI] } find->first_char = first = i; @@ -716,9 +708,7 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta state->has_preferred_x = 0; return 1; } - // 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; } @@ -764,7 +754,7 @@ retry: state->insert_mode = !state->insert_mode; break; #endif - + case STB_TEXTEDIT_K_UNDO: stb_text_undo(str, state); state->has_preferred_x = 0; @@ -779,7 +769,7 @@ retry: // 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 + else if (state->cursor > 0) --state->cursor; state->has_preferred_x = 0; @@ -828,7 +818,7 @@ retry: #ifdef STB_TEXTEDIT_MOVEWORDRIGHT case STB_TEXTEDIT_K_WORDRIGHT: - if (STB_TEXT_HAS_SELECTION(state)) + if (STB_TEXT_HAS_SELECTION(state)) stb_textedit_move_to_last(str, state); else { state->cursor = STB_TEXTEDIT_MOVEWORDRIGHT(str, state->cursor); @@ -922,7 +912,7 @@ retry: } break; } - + case STB_TEXTEDIT_K_UP: case STB_TEXTEDIT_K_UP | STB_TEXTEDIT_K_SHIFT: case STB_TEXTEDIT_K_PGUP: @@ -1014,7 +1004,7 @@ retry: } state->has_preferred_x = 0; break; - + #ifdef STB_TEXTEDIT_K_TEXTSTART2 case STB_TEXTEDIT_K_TEXTSTART2: #endif @@ -1031,7 +1021,7 @@ retry: 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 @@ -1410,38 +1400,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ diff --git a/headers/3rdparty/imgui/imstb_truetype.h b/headers/3rdparty/imgui/imstb_truetype.h index b4bdbd86..35c827e6 100644 --- a/headers/3rdparty/imgui/imstb_truetype.h +++ b/headers/3rdparty/imgui/imstb_truetype.h @@ -1,10 +1,19 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_truetype.h 1.20. +// This is a slightly modified version of stb_truetype.h 1.26. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. -// stb_truetype.h - v1.20 - public domain -// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= // // This library processes TrueType files: // parse files @@ -37,11 +46,11 @@ // Daniel Ribeiro Maciel // // Bug/warning reports/fixes: -// "Zer" on mollyrocket Fabian "ryg" Giesen -// Cass Everitt Martins Mozeiko -// stoiko (Haemimont Games) Cap Petschulat -// Brian Hook Omar Cornut -// Walter van Niftrik github:aloucks +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege // David Gow Peter LaValle // David Given Sergey Popov // Ivan-Assen Ivanov Giumo X. Clanjor @@ -49,11 +58,17 @@ // Johan Duparc Thomas Fields // Hou Qiming Derek Vinyard // Rob Loach Cort Stratton -// Kenney Phillis Jr. github:oyvindjam -// Brian Costabile github:vassvik -// +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) +// // VERSION HISTORY // +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning // 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) GPOS kerning, STBTT_fmod // 1.18 (2018-01-29) add missing function @@ -212,7 +227,7 @@ // // Advancing for the next character: // Call GlyphHMetrics, and compute 'current_point += SF * advance'. -// +// // // ADVANCED USAGE // @@ -248,19 +263,6 @@ // recommend it. // // -// SOURCE STATISTICS (based on v0.6c, 2050 LOC) -// -// Documentation & header file 520 LOC \___ 660 LOC documentation -// Sample code 140 LOC / -// Truetype parsing 620 LOC ---- 620 LOC TrueType -// Software rasterization 240 LOC \. -// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation -// Bitmap management 100 LOC / -// Baked bitmap interface 70 LOC / -// Font name matching & access 150 LOC ---- 150 -// C runtime library abstraction 60 LOC ---- 60 -// -// // PERFORMANCE MEASUREMENTS FOR 1.06: // // 32-bit 64-bit @@ -275,8 +277,8 @@ //// SAMPLE PROGRAMS //// // -// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless -// +// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless. +// See "tests/truetype_demo_win32.c" for a complete version. #if 0 #define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation #include "stb_truetype.h" @@ -302,6 +304,8 @@ void my_stbtt_initfont(void) void my_stbtt_print(float x, float y, char *text) { // assume orthographic projection with units = screen pixels, origin at top left + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, ftex); glBegin(GL_QUADS); @@ -309,10 +313,10 @@ void my_stbtt_print(float x, float y, char *text) if (*text >= 32 && *text < 128) { stbtt_aligned_quad q; stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 - glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0); - glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0); - glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1); - glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1); + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); } ++text; } @@ -350,7 +354,7 @@ int main(int argc, char **argv) } return 0; } -#endif +#endif // // Output: // @@ -364,9 +368,9 @@ int main(int argc, char **argv) // :@@. M@M // @@@o@@@@ // :M@@V:@@. -// +// ////////////////////////////////////////////////////////////////////////////// -// +// // Complete program: print "Hello World!" banner, with bugs // #if 0 @@ -667,7 +671,7 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, cons // 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 -// at the source to of stbtt_PackFontRanges() and create a custom version +// at the source to of stbtt_PackFontRanges() and create a custom version // using these functions, e.g. call GatherRects multiple times, // building up a single array of rects, then call PackRects once, // then call RenderIntoRects repeatedly. This may result in a @@ -719,7 +723,7 @@ struct stbtt_fontinfo int numGlyphs; // number of glyphs, needed for range checking - int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf int index_map; // a cmap mapping for our chosen character encoding int indexToLocFormat; // format needed to map from glyph index to glyph @@ -802,6 +806,18 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); // as above, but takes one or more glyph indices for greater efficiency +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) ////////////////////////////////////////////////////////////////////////////// // @@ -846,6 +862,12 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); // frees the data allocated above +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + ////////////////////////////////////////////////////////////////////////////// // // BITMAP RENDERING @@ -975,7 +997,7 @@ STBTT_DEF unsigned char * stbtt_GetCodepointSDF(const stbtt_fontinfo *info, floa // and computing from that can allow drop-out prevention). // // The algorithm has not been optimized at all, so expect it to be slow -// if computing lots of characters or very large sizes. +// if computing lots of characters or very large sizes. @@ -1347,6 +1369,22 @@ static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) return stbtt__cff_get_index(&cff); } +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) { stbtt_uint32 cmap, t; @@ -1426,6 +1464,8 @@ static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, in else info->numGlyphs = 0xffff; + info->svg = -1; + // find a cmap encoding table we understand *now* to avoid searching // later. (todo: could make this installable) // the same regardless of glyph. @@ -1509,12 +1549,12 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep search += 2; { - stbtt_uint16 offset, start; + stbtt_uint16 offset, start, last; stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); - STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); - if (unicode_codepoint < start) + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) return 0; offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); @@ -1732,7 +1772,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s 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 + // 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 @@ -1774,7 +1814,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s } } num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); - } else if (numberOfContours == -1) { + } else if (numberOfContours < 0) { // Compound shapes. int more = 1; stbtt_uint8 *comp = data + g + 10; @@ -1785,7 +1825,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s 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; @@ -1815,7 +1855,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s 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]); @@ -1841,7 +1881,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s if (comp_verts) STBTT_free(comp_verts, info->userdata); return 0; } - if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); if (vertices) STBTT_free(vertices, info->userdata); vertices = tmp; @@ -1851,9 +1891,6 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s // More components ? more = flags & (1<<5); } - } else if (numberOfContours < 0) { - // @TODO other compound variations? - STBTT_assert(0); } else { // numberOfCounters == 0, do nothing } @@ -1971,7 +2008,7 @@ static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int gly start = end; } } - if (fdselector == -1) stbtt__new_buf(NULL, 0); + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); } @@ -2107,7 +2144,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); has_subrs = 1; } - // fallthrough + // FALLTHROUGH case 0x1D: // callgsubr if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); v = (int) s[--sp]; @@ -2212,7 +2249,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st } break; default: - if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + if (b0 != 255 && b0 != 28 && b0 < 32) return STBTT__CSERR("reserved operator"); // push immediate @@ -2282,7 +2319,49 @@ STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_inde } } -static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { stbtt_uint8 *data = info->data + info->kern; stbtt_uint32 needle, straw; @@ -2312,245 +2391,225 @@ static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph return 0; } -static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) { - stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); - switch(coverageFormat) { - case 1: { - stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); - // Binary search. - stbtt_int32 l=0, r=glyphCount-1, m; - int straw, needle=glyph; - while (l <= r) { - stbtt_uint8 *glyphArray = coverageTable + 4; - stbtt_uint16 glyphID; - m = (l + r) >> 1; - glyphID = ttUSHORT(glyphArray + 2 * m); - straw = glyphID; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else { - return m; - } + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; } - } break; + } + break; + } - case 2: { - stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); - stbtt_uint8 *rangeArray = coverageTable + 4; + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; - // Binary search. - stbtt_int32 l=0, r=rangeCount-1, m; - int strawStart, strawEnd, needle=glyph; - while (l <= r) { - stbtt_uint8 *rangeRecord; - m = (l + r) >> 1; - rangeRecord = rangeArray + 6 * m; - strawStart = ttUSHORT(rangeRecord); - strawEnd = ttUSHORT(rangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else { - stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); - return startCoverageIndex + glyph - strawStart; - } + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; } - } break; + } + break; + } - default: { - // There are no other cases. - STBTT_assert(0); - } break; - } + default: return -1; // unsupported + } - return -1; + return -1; } static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) { - stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); - switch(classDefFormat) - { - case 1: { - stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); - stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); - stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; - if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) - return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classDef1ValueArray + 2 * glyphCount; - } break; + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; - case 2: { - stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); - stbtt_uint8 *classRangeRecords = classDefTable + 4; + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } - // Binary search. - stbtt_int32 l=0, r=classRangeCount-1, m; - int strawStart, strawEnd, needle=glyph; - while (l <= r) { - stbtt_uint8 *classRangeRecord; - m = (l + r) >> 1; - classRangeRecord = classRangeRecords + 6 * m; - strawStart = ttUSHORT(classRangeRecord); - strawEnd = ttUSHORT(classRangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else - return (stbtt_int32)ttUSHORT(classRangeRecord + 4); - } + default: + return -1; // Unsupported definition type, return an error. + } - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classRangeRecords + 6 * classRangeCount; - } break; - - default: { - // There are no other cases. - STBTT_assert(0); - } break; - } - - return -1; + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; } // Define to STBTT_assert(x) if you want to break on unimplemented formats. #define STBTT_GPOS_TODO_assert(x) -static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { - stbtt_uint16 lookupListOffset; - stbtt_uint8 *lookupList; - stbtt_uint16 lookupCount; - stbtt_uint8 *data; - stbtt_int32 i; + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; - if (!info->gpos) return 0; + if (!info->gpos) return 0; - data = info->data + info->gpos; + data = info->data + info->gpos; - if (ttUSHORT(data+0) != 1) return 0; // Major version 1 - if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 - lookupListOffset = ttUSHORT(data+8); - lookupList = data + lookupListOffset; - lookupCount = ttUSHORT(lookupList); + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); - for (i=0; i= pairSetCount) return 0; - // Binary search. - while (l <= r) { - stbtt_uint16 secondGlyph; - stbtt_uint8 *pairValue; - m = (l + r) >> 1; - pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; - secondGlyph = ttUSHORT(pairValue); - straw = secondGlyph; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else { - stbtt_int16 xAdvance = ttSHORT(pairValue + 2); - return xAdvance; - } - } - } break; + needle=glyph2; + r=pairValueCount-1; + l=0; - case 2: { - stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); - stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } - stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); - stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); - int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); - int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); - stbtt_uint16 class1Count = ttUSHORT(table + 12); - stbtt_uint16 class2Count = ttUSHORT(table + 14); - STBTT_assert(glyph1class < class1Count); - STBTT_assert(glyph2class < class2Count); + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; - // TODO: Support more formats. - STBTT_GPOS_TODO_assert(valueFormat1 == 4); - if (valueFormat1 != 4) return 0; - STBTT_GPOS_TODO_assert(valueFormat2 == 0); - if (valueFormat2 != 0) return 0; + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed - if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { - stbtt_uint8 *class1Records = table + 16; - stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); - stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); - return xAdvance; - } - } break; - - default: { - // There are no other cases. - STBTT_assert(0); - break; - } // [DEAR IMGUI] removed ; - } - } - break; - } // [DEAR IMGUI] removed ; + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } default: - // TODO: Implement other stuff. - break; - } - } + return 0; // Unsupported position format + } + } + } - return 0; + return 0; } STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) @@ -2559,8 +2618,7 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int if (info->gpos) xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); - - if (info->kern) + else if (info->kern) xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); return xAdvance; @@ -2621,6 +2679,45 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) STBTT_free(v, info->userdata); } +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + ////////////////////////////////////////////////////////////////////////////// // // antialiasing software rasterizer @@ -2746,7 +2843,7 @@ static stbtt__active_edge *stbtt__new_active(stbtt__hheap *hh, stbtt__edge *e, i 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); @@ -2824,7 +2921,7 @@ static void stbtt__fill_active_edges(unsigned char *scanline, int len, stbtt__ac } } } - + e = e->next; } } @@ -2970,6 +3067,23 @@ static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edg } } +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) { float y_bottom = y_top+1; @@ -3024,13 +3138,13 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, float height; // simple case, only spans one pixel int x = (int) x_top; - height = sy1 - sy0; + height = (sy1 - sy0) * e->direction; STBTT_assert(x >= 0 && x < len); - scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; - scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled } else { int x,x1,x2; - float y_crossing, step, sign, area; + float y_crossing, y_final, step, sign, area; // covers 2+ pixels if (x_top > x_bottom) { // flip scanline vertically; signed area is the same @@ -3042,32 +3156,83 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, dx = -dx; dy = -dy; t = x0, x0 = xb, xb = t; - // [DEAR IMGUI] Fix static analyzer warning - (void)dx; // [ImGui: fix static analyzer warning] } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); x1 = (int) x_top; x2 = (int) x_bottom; // compute intersection with y axis at x1+1 - y_crossing = (x1+1 - x0) * dy + y_top; + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; sign = e->direction; - // area of the rectangle covered from y0..y_crossing - area = sign * (y_crossing-sy0); - // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) - scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); - step = sign * dy; + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + for (x = x1+1; x < x2; ++x) { - scanline[x] += area + step/2; + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 area += step; } - y_crossing += dy * (x2 - (x1+1)); + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); - STBTT_assert(STBTT_fabs(area) <= 1.01f); - - scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + // the rest of the line is filled based on the total height of the line segment in this pixel scanline_fill[x2] += sign * (sy1-sy0); } } else { @@ -3075,6 +3240,9 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, // clipping logic. since this does not match the intended use // of this library, we use a different, very slow brute // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box int x; for (x=0; x < len; ++x) { // cases: @@ -3554,7 +3722,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info { int ix0,iy0,ix1,iy1; stbtt__bitmap gbm; - stbtt_vertex *vertices; + stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); if (scale_x == 0) scale_x = scale_y; @@ -3577,7 +3745,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info 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) { @@ -3588,7 +3756,7 @@ STBTT_DEF unsigned char *stbtt_GetGlyphBitmapSubpixel(const stbtt_fontinfo *info } 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) { @@ -3600,7 +3768,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixel(const stbtt_fontinfo *info, unsigne int ix0,iy0; stbtt_vertex *vertices; int num_verts = stbtt_GetGlyphShape(info, glyph, &vertices); - stbtt__bitmap gbm; + stbtt__bitmap gbm; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale_x, scale_y, shift_x, shift_y, &ix0,&iy0,0,0); gbm.pixels = output; @@ -3622,7 +3790,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmap(const stbtt_fontinfo *info, unsigned char * 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); -} +} 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) { @@ -3637,7 +3805,7 @@ STBTT_DEF void stbtt_MakeCodepointBitmapSubpixel(const stbtt_fontinfo *info, uns 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); -} +} 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) { @@ -3762,7 +3930,7 @@ static void stbrp_init_target(stbrp_context *con, int pw, int ph, stbrp_node *no con->y = 0; con->bottom_y = 0; STBTT__NOTUSED(nodes); - STBTT__NOTUSED(num_nodes); + STBTT__NOTUSED(num_nodes); } static void stbrp_pack_rects(stbrp_context *con, stbrp_rect *rects, int num_rects) @@ -3989,6 +4157,7 @@ static float stbtt__oversample_shift(int oversample) STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { int i,j,k; + int missing_glyph_added = 0; k=0; for (i=0; i < num_ranges; ++i) { @@ -4000,7 +4169,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb int x0,y0,x1,y1; int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; int glyph = stbtt_FindGlyphIndex(info, codepoint); - if (glyph == 0 && spc->skip_missing) { + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { rects[k].w = rects[k].h = 0; } else { stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, @@ -4010,6 +4179,8 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb &x0,&y0,&x1,&y1); rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; } ++k; } @@ -4044,7 +4215,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info // rects array must be big enough to accommodate all characters in the given ranges STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { - int i,j,k, return_value = 1; + int i,j,k, missing_glyph = -1, return_value = 1; // save current values int old_h_over = spc->h_oversample; @@ -4109,6 +4280,13 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const bc->yoff = (float) y0 * recip_v + sub_y; bc->xoff2 = (x0 + r->w) * recip_h + sub_x; bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; } else { return_value = 0; // if any fail, report failure } @@ -4132,7 +4310,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) { stbtt_fontinfo info; - int i,j,n, return_value; // [DEAR IMGUI] removed = 1 + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; //stbrp_context *context = (stbrp_context *) spc->pack_info; stbrp_rect *rects; @@ -4147,7 +4325,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char 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; @@ -4158,7 +4336,7 @@ STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char n = stbtt_PackFontRangesGatherRects(spc, &info, ranges, num_ranges, rects); stbtt_PackFontRangesPackRects(spc, rects, n); - + return_value = stbtt_PackFontRangesRenderIntoRects(spc, &info, ranges, num_ranges, rects); STBTT_free(rects, spc->user_allocator_context); @@ -4301,15 +4479,14 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex float y_frac; int winding = 0; - orig[0] = x; - //orig[1] = y; // [DEAR IMGUI] commmented double assignment - // make sure y never passes through a vertex of the shape y_frac = (float) STBTT_fmod(y, 1.0f); if (y_frac < 0.01f) y += 0.01f; else if (y_frac > 0.99f) y -= 0.01f; + + orig[0] = x; orig[1] = y; // test a ray from (-infinity,y) to (x,y) @@ -4319,7 +4496,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex 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) + if (x_inter < x) winding += (y0 < y1) ? 1 : -1; } } @@ -4345,7 +4522,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex 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) + if (x_inter < x) winding += (y0 < y1) ? 1 : -1; } } else { @@ -4357,7 +4534,7 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex if (hits[1][0] < 0) winding += (hits[1][1] < 0 ? -1 : 1); } - } + } } } return winding; @@ -4371,35 +4548,35 @@ static float stbtt__cuberoot( float x ) return (float) STBTT_pow( x,1.0f/3.0f); } -// x^3 + c*x^2 + b*x + a = 0 +// x^3 + a*x^2 + b*x + c = 0 static int stbtt__solve_cubic(float a, float b, float c, float* r) { - float s = -a / 3; - float p = b - a*a / 3; - float q = a * (2*a*a - 9*b) / 27 + c; + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; float p3 = p*p*p; - float d = q*q + 4*p3 / 27; - if (d >= 0) { - float z = (float) STBTT_sqrt(d); - float u = (-q + z) / 2; - float v = (-q - z) / 2; - u = stbtt__cuberoot(u); - v = stbtt__cuberoot(v); - r[0] = s + u + v; - return 1; - } else { - float u = (float) STBTT_sqrt(-p/3); - float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative - float m = (float) STBTT_cos(v); + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; - r[0] = s + u * 2 * m; - r[1] = s - u * (m + n); - r[2] = s - u * (m - n); + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); - return 3; + return 3; } } @@ -4410,12 +4587,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc int w,h; unsigned char *data; - // if one scale is 0, use same scale for both - if (scale_x == 0) scale_x = scale_y; - if (scale_y == 0) { - if (scale_x == 0) return NULL; // if both scales are 0, return NULL - scale_y = scale_x; - } + if (scale == 0) return NULL; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); @@ -4438,7 +4610,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc // invert for y-downwards bitmaps scale_y = -scale_y; - + { int x,y,i,j; float *precompute; @@ -4481,18 +4653,17 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc for (i=0; i < num_verts; ++i) { float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; - // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve - float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); - if (dist2 < min_dist*min_dist) - min_dist = (float) STBTT_sqrt(dist2); - - if (verts[i].type == STBTT_vline) { + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + // coarse culling against bbox //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) - float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; STBTT_assert(i != 0); if (dist < min_dist) { // check position along line @@ -4519,7 +4690,8 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc float ax = x1-x0, ay = y1-y0; float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; float mx = x0 - sx, my = y0 - sy; - float res[3],px,py,t,it; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; float a_inv = precompute[i]; if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula float a = 3*(ax*bx + ay*by); @@ -4546,6 +4718,10 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc float d = (mx*ax+my*ay) * a_inv; num = stbtt__solve_cubic(b, c, d, res); } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { t = res[0], it = 1.0f - t; px = it*it*x0 + 2*t*it*x1 + t*t*x2; @@ -4587,7 +4763,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc 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) { @@ -4605,7 +4781,7 @@ 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; @@ -4644,7 +4820,7 @@ static stbtt_int32 stbtt__CompareUTF8toUTF16_bigendian_prefix(stbtt_uint8 *s1, s 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); } @@ -4773,7 +4949,7 @@ STBTT_DEF int stbtt_BakeFontBitmap(const unsigned char *data, int offset, 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) @@ -4805,6 +4981,12 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const // FULL VERSION HISTORY // +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod // 1.18 (2018-01-29) add missing function // 1.17 (2017-07-23) make more arguments const; doc fix @@ -4866,38 +5048,38 @@ This software is available under 2 licenses -- choose whichever you prefer. ------------------------------------------------------------------------------ ALTERNATIVE A - MIT License Copyright (c) 2017 Sean Barrett -Permission is hereby granted, free of charge, to any person obtaining a copy of -this software and associated documentation files (the "Software"), to deal in -the Software without restriction, including without limitation the rights to -use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies -of the Software, and to permit persons to whom the Software is furnished to do +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: -The above copyright notice and this permission notice shall be included in all +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ ALTERNATIVE B - Public Domain (www.unlicense.org) This is free and unencumbered software released into the public domain. -Anyone is free to copy, modify, publish, use, compile, sell, or distribute this -software, either in source code form or as a compiled binary, for any purpose, +Anyone is free to copy, modify, publish, use, compile, sell, or distribute this +software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. -In jurisdictions that recognize copyright laws, the author or authors of this -software dedicate any and all copyright interest in the software to the public -domain. We make this dedication for the benefit of the public at large and to -the detriment of our heirs and successors. We intend this dedication to be an -overt act of relinquishment in perpetuity of all present and future rights to +In jurisdictions that recognize copyright laws, the author or authors of this +software dedicate any and all copyright interest in the software to the public +domain. We make this dedication for the benefit of the public at large and to +the detriment of our heirs and successors. We intend this dedication to be an +overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN +ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ------------------------------------------------------------------------------ */ diff --git a/modules/imgui b/modules/imgui index 70703da7..d822c653 160000 --- a/modules/imgui +++ b/modules/imgui @@ -1 +1 @@ -Subproject commit 70703da7829ba74a92a08fe3c6fe0664c39c97c9 +Subproject commit d822c65317ba881798bed8fce9ffba267d27dada diff --git a/sources/3rdparty/imgui/imgui.cpp b/sources/3rdparty/imgui/imgui.cpp index bbe9a7fa..c4063eb5 100644 --- a/sources/3rdparty/imgui/imgui.cpp +++ b/sources/3rdparty/imgui/imgui.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.80 WIP +// dear imgui, v1.89.2 // (main code and documentation) // Help: @@ -11,15 +11,19 @@ // - FAQ http://dearimgui.org/faq // - Homepage & latest https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/3488 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/5243 (please post your screenshots/video there!) +// - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary -// - Wiki https://github.com/ocornut/imgui/wiki // - Issues & support https://github.com/ocornut/imgui/issues +// 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.org". +// 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. @@ -61,11 +65,13 @@ CODE // [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage // [SECTION] ImGuiTextFilter -// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex // [SECTION] ImGuiListClipper // [SECTION] STYLING // [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] INPUTS // [SECTION] ERROR CHECKING // [SECTION] LAYOUT // [SECTION] SCROLLING @@ -75,10 +81,13 @@ CODE // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS +// [SECTION] LOCALIZATION // [SECTION] VIEWPORTS, PLATFORM WINDOWS // [SECTION] DOCKING // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) */ @@ -96,6 +105,7 @@ CODE - Easy to hack and improve. - Minimize setup and maintenance. - Minimize state storage on user side. + - Minimize state synchronization. - Portable, minimize dependencies, run on target (consoles, phones, etc.). - Efficient runtime and memory consumption. @@ -119,14 +129,13 @@ CODE - Hold SHIFT or use mouse to select text. - CTRL+Left/Right to word jump. - CTRL+Shift+Left/Right to select words. - - CTRL+A our Double-Click to select all. + - CTRL+A or Double-Click to select all. - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ - CTRL+Z,CTRL+Y to undo/redo. - ESCAPE to revert text to its original value. - - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets + - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets PROGRAMMER GUIDE @@ -134,17 +143,17 @@ CODE READ FIRST ---------- - - Remember to read the FAQ (https://www.dearimgui.org/faq) - - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction - or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs. + - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) + - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or + destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). - You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in the FAQ. + You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances. - For every application frame your UI code will be called only once. This is in contrast to e.g. Unity's own implementation of an IMGUI, + For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. - - Our origin are on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. + - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). If you get an assert, read the messages and comments around the assert. @@ -157,8 +166,8 @@ CODE HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- - - Overwrite all the sources files except for imconfig.h (if you have made modification to your copy of imconfig.h) - - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over master. + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) + - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes. If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed @@ -173,12 +182,12 @@ CODE - 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 shared library (DLL). + It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL). - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types. - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them. - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide. Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render" - phases of your own application. All rendering information are stored into command-lists that you will retrieve after calling ImGui::Render(). + 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. @@ -186,7 +195,7 @@ CODE HOW A SIMPLE APPLICATION MAY LOOK LIKE -------------------------------------- EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder). - The sub-folders in examples/ contains examples applications following this structure. + The sub-folders in examples/ contain examples applications following this structure. // Application init: create a dear imgui context, setup some options, load fonts ImGui::CreateContext(); @@ -236,11 +245,11 @@ CODE unsigned char* pixels = NULL; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - // At this point you've got the texture data and you need to upload that your your graphic system: + // At this point you've got the texture data and you need to upload that to your graphic system: // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - io.Fonts->TexID = (void*)texture; + io.Fonts->SetTexID((void*)texture); // Application main loop while (true) @@ -250,12 +259,12 @@ CODE io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) io.DisplaySize.x = 1920.0f; // set the current display width io.DisplaySize.y = 1280.0f; // set the current display height here - io.MousePos = my_mouse_pos; // set the mouse position - io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states - io.MouseDown[1] = my_mouse_buttons[1]; + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states // Call NewFrame(), after this point you can use ImGui::* functions anytime - // (So you want to try calling NewFrame() as early as you can in your mainloop to be able to use Dear ImGui everywhere) + // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) ImGui::NewFrame(); // Most of your application code here @@ -275,21 +284,23 @@ CODE // Shutdown ImGui::DestroyContext(); - To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest your application, + To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! Please read the FAQ and example applications for details about this! HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- - The backends in impl_impl_XXX.cpp files contains many working implementations of a rendering function. + The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. - void void MyImGuiRenderFunction(ImDrawData* draw_data) + void MyImGuiRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -304,26 +315,31 @@ CODE } else { - // The texture for the draw call is specified by pcmd->TextureId. - // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->TextureId); + // 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 supports it. + // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches // (some elements visible outside their bounds) but you can fix that once everything else works! - // - Clipping coordinates are provided in imgui coordinates space (from draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize) - // In a single viewport application, draw_data->DisplayPos will always be (0,0) and draw_data->DisplaySize will always be == io.DisplaySize. - // However, in the interest of supporting multi-viewport applications in the future (see 'viewport' branch on github), - // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) - ImVec2 pos = draw_data->DisplayPos; - MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); // Render 'pcmd->ElemCount/3' indexed triangles. // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. - MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); } - idx_buffer += pcmd->ElemCount; } } } @@ -332,37 +348,33 @@ CODE USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS ------------------------------------------ - The gamepad/keyboard navigation is fairly functional and keeps being improved. - - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! - - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 + - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - Keyboard: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag - will be set. For more advanced uses, you may want to read from: + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. + - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), + the io.WantCaptureKeyboard flag will be set. For more advanced uses, you may want to read from: - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. Please reach out if you think the game vs navigation input sharing could be improved. - Gamepad: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). - Note that io.NavInputs[] is cleared by EndFrame(). - - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: - 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We uses a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - Application: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. + - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo - to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - Mouse: - - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. 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 as moving back and forth!) + (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.) @@ -372,19 +384,124 @@ CODE Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix. Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code. - When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. + When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - (Docking/Viewport Branch) - - 2020/XX/XX (1.XX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that: +(Docking/Viewport Branch) + - 2022/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. - - 2020/XX/XX (1.XX) - Moved IME support functions from io.ImeSetInputScreenPosFn, io.ImeWindowHandle to the PlatformIO api. - - - 2020/12/21 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex + - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings + - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. + - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. + - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019): + - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList() + - ImFont::GlyphRangesBuilder -> use ImFontGlyphRangesBuilder + - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID(). + - if you are using official backends from the source tree: you have nothing to do. + - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID(). + - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags. + - ImDrawCornerFlags_TopLeft -> use ImDrawFlags_RoundCornersTopLeft + - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight + - ImDrawCornerFlags_None -> use ImDrawFlags_RoundCornersNone etc. + flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API. + breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners": + - rounding == 0.0f + flags == 0 --> meant no rounding --> unchanged (common use) + - rounding > 0.0f + flags != 0 --> meant rounding --> unchanged (common use) + - rounding == 0.0f + flags != 0 --> meant no rounding --> unchanged (unlikely use) + - rounding > 0.0f + flags == 0 --> meant no rounding --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f. + this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok. + the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts. + legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise). + - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018): + - ImGui::SetScrollHere() -> use ImGui::SetScrollHereY() + - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing. + - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future. + - 2021/02/22 (1.82) - (*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. + - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags. + - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API. + - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018): - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit(). - ImGuiCol_ModalWindowDarkening -> use ImGuiCol_ModalWindowDimBg - ImGuiInputTextCallback -> use ImGuiTextEditCallback @@ -407,7 +524,7 @@ CODE - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently). - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton. - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory. - - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result. + - 2020/09/21 (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). @@ -416,7 +533,7 @@ CODE - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct. - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f. see https://github.com/ocornut/imgui/issues/3361 for all details. - kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version were removed directly as they were most unlikely ever used. + 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. @@ -436,7 +553,7 @@ CODE - ImGuiStyleVar_ChildWindowRounding -> use ImGuiStyleVar_ChildRounding - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap - IMGUI_DISABLE_TEST_WINDOWS -> use IMGUI_DISABLE_DEMO_WINDOWS - - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was the vaguely documented and rarely if ever used). Instead we added an explicit PrimUnreserve() API. + - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API. - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it). - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert. - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency. @@ -464,7 +581,7 @@ CODE - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete). - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete). - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete). - - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrary small value! + - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value! - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already). - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete). @@ -559,12 +676,12 @@ CODE - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset. - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity. - - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetId() and use it instead of passing string to BeginChild(). + - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild(). - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it. - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc. - - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully breakage should be minimal. + - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal. - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore. - If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. + If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar. This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color: ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); } If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color. @@ -572,7 +689,7 @@ CODE - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection. - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen). - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. - - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref github issue #337). + - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337). - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337) - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete). - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert. @@ -603,7 +720,7 @@ CODE - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete). - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount. - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence - - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely be used. Sorry! + - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry! - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete). - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete). - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons. @@ -627,9 +744,9 @@ CODE - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader. - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels. - old: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..]; - - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->TexId = YourTexIdentifier; + - new: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier); you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation. - - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID. + - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID() - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix) - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) @@ -658,7 +775,7 @@ CODE =========== Q: Where is the documentation? - A: This library is poorly documented at the moment and expects of the user to be acquainted with C/C++. + A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. - Run the examples/ and explore them. - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - The demo covers most features of Dear ImGui, so you can read the code and see its output. @@ -668,7 +785,7 @@ CODE - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. - Your programming IDE is your friend, find the type or function declaration to find comments - associated to it. + associated with it. Q: What is this library called? Q: Which version should I get? @@ -681,24 +798,26 @@ CODE Q: How to get started? A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. - Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or to my application? + Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - >> See https://www.dearimgui.org/faq for fully detailed answer. You really want to read this. + >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. Q. How can I enable keyboard controls? Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) - Q: I integrated Dear ImGui in my engine and little squares are showing instead of text.. - Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around.. - Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries.. + Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... + Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... + Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... >> See https://www.dearimgui.org/faq Q&A: Usage ---------- - Q: Why is my widget not reacting when I click on it? - Q: How can I have widgets with an empty label? - Q: How can I have multiple widgets with the same label? - Q: How can I display an image? What is ImTextureID, how does it works? + Q: About the ID Stack system.. + - Why is my widget not reacting when I click on it? + - How can I have widgets with an empty label? + - How can I have multiple widgets with the same label? + - How can I have multiple windows with the same label? + Q: How can I display an image? What is ImTextureID, how does it work? Q: How can I use my own math types instead of ImVec2/ImVec4? Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I display custom shapes? (using low-level ImDrawList API) @@ -727,16 +846,16 @@ CODE ============== Q: How can I help? - A: - Businesses: please reach out to "contact AT dearimgui.org" if you work in a place using Dear ImGui! + A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. - This is among the most useful thing you can do for Dear ImGui. With increased funding we can hire more people working on this project. + This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. - Individuals: you can support continued development via PayPal donations. See README. - - If you are experienced with Dear ImGui and C++, look at the github issues, look at the Wiki, read docs/TODO.txt + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. - You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/3488). Visuals are ideal as they inspire other programmers. - But even without visuals, disclosing your use of dear imgui help the library grow credibility, and help other teams and programmers with taking decisions. - - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on github or privately). + 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). */ @@ -757,7 +876,6 @@ CODE #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 @@ -765,6 +883,11 @@ CODE #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] 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 @@ -799,6 +922,9 @@ CODE #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -819,7 +945,7 @@ CODE #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) -// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size @@ -841,9 +967,9 @@ static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time 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_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. Affect FindHoveredWindow(). +static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. -static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. // Docking static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA = 0.50f; // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport. @@ -871,6 +997,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSetti // Platform Dependents default implementation for IO functions static const char* GetClipboardTextFn_DefaultImpl(void* user_data); static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); namespace ImGui { @@ -878,44 +1005,56 @@ namespace ImGui static void NavUpdate(); static void NavUpdateWindowing(); static void NavUpdateWindowingOverlay(); -static void NavUpdateMoveResult(); -static void NavUpdateInitResult(); +static void NavUpdateCancelRequest(); +static void NavUpdateCreateMoveRequest(); +static void NavUpdateCreateTabbingRequest(); static float NavUpdatePageUpPageDown(); static inline void NavUpdateAnyRequestFlag(); +static void NavUpdateCreateWrappingRequest(); static void NavEndFrame(); -static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand); -static void NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel); -static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, ImGuiID id); +static bool NavScoreItem(ImGuiNavItemData* result); +static void NavApplyItemToResult(ImGuiNavItemData* result); +static void NavProcessItem(); +static void NavProcessItemForTabbingRequest(ImGuiID id); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); +static void NavRestoreLayer(ImGuiNavLayer layer); +static void NavRestoreHighlightAfterMove(); static int FindWindowFocusIndex(ImGuiWindow* window); -// Error Checking +// Error Checking and Debug Tools static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); +static void UpdateDebugToolItemPicker(); +static void UpdateDebugToolStackQueries(); + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); // Misc static void UpdateSettings(); -static void UpdateMouseInputs(); -static void UpdateMouseWheel(); -static void UpdateTabFocus(); -static void UpdateDebugToolItemPicker(); static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, 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 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 DestroyViewport(ImGuiViewportP* viewport); static void UpdateViewportsNewFrame(); static void UpdateViewportsEndFrame(); -static void UpdateSelectWindowViewport(ImGuiWindow* window); +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 void SetCurrentViewport(ImGuiWindow* window, ImGuiViewportP* viewport); static bool GetWindowAlwaysWantOwnViewport(ImGuiWindow* window); static int FindPlatformMonitorForPos(const ImVec2& pos); static int FindPlatformMonitorForRect(const ImRect& r); @@ -927,27 +1066,33 @@ static void UpdateViewportPlatformMonitor(ImGuiViewportP* viewport); // [SECTION] CONTEXT AND MEMORY ALLOCATORS //----------------------------------------------------------------------------- +// DLL users: +// - Heaps and globals are not shared across DLL boundaries! +// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from. +// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL). +// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility. +// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in). + // Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL. -// ImGui::CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext(). -// 1) Important: globals are not shared across DLL boundaries! If you use DLLs or any form of hot-reloading: you will need to call -// SetCurrentContext() (with the pointer you got from CreateContext) from each unique static/DLL boundary, and after each hot-reloading. -// In your debugger, add GImGui to your watch window and notice how its value changes depending on which location you are currently stepping into. -// 2) Important: Dear ImGui functions are not thread-safe because of this pointer. -// If you want thread-safety to allow N threads to access N different contexts, you can: -// - Change this variable to use thread local storage so each thread can refer to a different context, in imconfig.h: -// struct ImGuiContext; -// extern thread_local ImGuiContext* MyImGuiTLS; -// #define GImGui MyImGuiTLS -// And then define MyImGuiTLS in one of your cpp file. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. -// - Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 -// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from different namespace. +// - ImGui::CreateContext() will automatically set this pointer if it is NULL. +// Change to a different context by calling ImGui::SetCurrentContext(). +// - Important: Dear ImGui functions are not thread-safe because of this pointer. +// If you want thread-safety to allow N threads to access N different contexts: +// - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h: +// struct ImGuiContext; +// extern thread_local ImGuiContext* MyImGuiTLS; +// #define GImGui MyImGuiTLS +// And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword. +// - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586 +// - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace. +// - DLL users: read comments above. #ifndef GImGui ImGuiContext* GImGui = NULL; #endif // Memory Allocator functions. Use SetAllocatorFunctions() to change them. -// If you use DLL hotreloading you might need to call SetAllocatorFunctions() after reloading code from this file. -// Otherwise, you probably don't want to modify them mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction. +// - DLL users: read comments above. #ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); } @@ -955,10 +1100,9 @@ static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_d static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; } static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); } #endif - -static void* (*GImAllocatorAllocFunc)(size_t size, void* user_data) = MallocWrapper; -static void (*GImAllocatorFreeFunc)(void* ptr, void* user_data) = FreeWrapper; -static void* GImAllocatorUserData = NULL; +static ImGuiMemAllocFunc GImAllocatorAllocFunc = MallocWrapper; +static ImGuiMemFreeFunc GImAllocatorFreeFunc = FreeWrapper; +static void* GImAllocatorUserData = NULL; //----------------------------------------------------------------------------- // [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO) @@ -966,7 +1110,8 @@ static void* GImAllocatorUserData = NULL; ImGuiStyle::ImGuiStyle() { - Alpha = 1.0f; // Global alpha applies to everything in ImGui + 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. @@ -988,12 +1133,12 @@ ImGuiStyle::ImGuiStyle() ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar - GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. - TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. @@ -1001,10 +1146,10 @@ ImGuiStyle::ImGuiStyle() DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. - CircleSegmentMaxError = 1.60f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. // Default theme ImGui::StyleColorsDark(this); @@ -1043,7 +1188,7 @@ ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); - IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here. + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Settings ConfigFlags = ImGuiConfigFlags_None; @@ -1051,14 +1196,18 @@ ImGuiIO::ImGuiIO() DisplaySize = ImVec2(-1.0f, -1.0f); DeltaTime = 1.0f / 60.0f; IniSavingRate = 5.0f; - IniFilename = "imgui.ini"; + 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; + HoverDelayNormal = 0.30f; + HoverDelayShort = 0.10f; UserData = NULL; Fonts = NULL; @@ -1086,7 +1235,10 @@ ImGuiIO::ImGuiIO() #else ConfigMacOSXBehaviors = false; #endif + ConfigInputTrickleEventQueue = true; ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; ConfigMemoryCompactTimer = 60.0f; @@ -1097,36 +1249,48 @@ ImGuiIO::ImGuiIO() GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; 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); MouseDragThreshold = 6.0f; for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; + BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API void ImGuiIO::AddInputCharacter(unsigned int c) { - if (c != 0) - InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); } // UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so // we should save the high surrogate. void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { - if (c == 0 && InputQueueSurrogate == 0) + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) return; if ((c & 0xFC00) == 0xD800) // High surrogate, must save { if (InputQueueSurrogate != 0) - InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); InputQueueSurrogate = c; return; } @@ -1135,39 +1299,274 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) if (InputQueueSurrogate != 0) { if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate - InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); - else if (IM_UNICODE_CODEPOINT_MAX == (0xFFFF)) // Codepoint will not fit in ImWchar (extra parenthesis around 0xFFFF somehow fixes -Wunreachable-code with Clang) - cp = 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 cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000); +#endif + } + InputQueueSurrogate = 0; } - InputQueueCharacters.push_back(cp); + AddInputCharacter((unsigned)cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { + if (!AppAcceptingEvents) + return; while (*utf8_chars != 0) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); if (c != 0) - InputQueueCharacters.push_back((ImWchar)c); + AddInputCharacter(c); } } +// FIXME: Perhaps we could clear queued events as well? void ImGuiIO::ClearInputCharacters() { InputQueueCharacters.resize(0); } +// FIXME: Perhaps we could clear queued events as well? +void ImGuiIO::ClearInputKeys() +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + memset(KeysDown, 0, sizeof(KeysDown)); +#endif + for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + { + KeysData[n].Down = false; + KeysData[n].DownDuration = -1.0f; + KeysData[n].DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; +} + +static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1) +{ + ImGuiContext& g = *GImGui; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself) + + // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + if (BackendUsingLegacyKeyArrays == -1) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + BackendUsingLegacyKeyArrays = 0; +#endif + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + + // Build native->imgui map so old user code can still call key functions with native 0..511 values. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; + if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key)) + return; + KeyMap[legacy_key] = key; + KeyMap[key] = legacy_key; +#else + IM_UNUSED(key); + IM_UNUSED(native_legacy_index); +#endif +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (most mouse/API will only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::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); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseViewport); + const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport; + if (latest_viewport_id == viewport_id) + return; + + 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) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(&g.IO == this && "Can only add events to current context."); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); +} + //----------------------------------------------------------------------------- // [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) { - IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau() + IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau() ImVec2 p_last = p1; ImVec2 p_closest; float p_closest_dist2 = FLT_MAX; @@ -1289,14 +1688,14 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, int ImStricmp(const char* str1, const char* str2) { int d; - while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } return d; } int ImStrnicmp(const char* str1, const char* str2, size_t count) { int d = 0; - while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } return d; } @@ -1363,14 +1762,14 @@ const char* ImStristr(const char* haystack, const char* haystack_end, const char if (!needle_end) needle_end = needle + strlen(needle); - const char un0 = (char)toupper(*needle); + const char un0 = (char)ImToUpper(*needle); while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) { - if (toupper(*haystack) == un0) + if (ImToUpper(*haystack) == un0) { const char* b = needle + 1; for (const char* a = haystack + 1; b < needle_end; a++, b++) - if (toupper(*a) != toupper(*b)) + if (ImToUpper(*a) != ImToUpper(*b)) break; if (b == needle_end) return haystack; @@ -1414,8 +1813,12 @@ const char* ImStrSkipBlank(const char* str) // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) #ifdef IMGUI_USE_STB_SPRINTF #define STB_SPRINTF_IMPLEMENTATION +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else #include "stb_sprintf.h" #endif +#endif #if defined(_MSC_VER) && !defined(vsnprintf) #define vsnprintf _vsnprintf @@ -1455,6 +1858,25 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) } #endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + va_list args; + va_start(args, fmt); + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + va_end(args); +} + +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } +} + // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. @@ -1690,7 +2112,7 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) } // Based on stb_to_utf8() from github.com/nothings/stb/ -static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) +static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c) { if (c < 0x80) { @@ -1725,6 +2147,13 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c) return 0; } +const char* ImTextCharToUtf8(char out_buf[5], unsigned int c) +{ + int count = ImTextCharToUtf8_inline(out_buf, 5, c); + out_buf[count] = 0; + return out_buf; +} + // Not optimal but we very rarely use this function. int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end) { @@ -1741,20 +2170,20 @@ static inline int ImTextCountUtf8BytesFromChar(unsigned int c) return 3; } -int ImTextStrToUtf8(char* buf, int buf_size, const ImWchar* in_text, const ImWchar* in_text_end) +int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end) { - char* buf_out = buf; - const char* buf_end = buf + buf_size; - while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text) + 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) { unsigned int c = (unsigned int)(*in_text++); if (c < 0x80) - *buf_out++ = (char)c; + *buf_p++ = (char)c; else - buf_out += ImTextCharToUtf8(buf_out, (int)(buf_end - buf_out - 1), c); + buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c); } - *buf_out = 0; - return (int)(buf_out - buf); + *buf_p = 0; + return (int)(buf_p - out_buf); } int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end) @@ -1889,7 +2318,7 @@ void ImGuiStorage::BuildSortByKey() { struct StaticFunc { - static int IMGUI_CDECL PairCompareByID(const void* lhs, const void* rhs) + static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs) { // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that. if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1; @@ -1897,8 +2326,7 @@ void ImGuiStorage::BuildSortByKey() return 0; } }; - if (Data.Size > 1) - ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairCompareByID); + ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID); } int ImGuiStorage::GetInt(ImGuiID key, int default_val) const @@ -2010,18 +2438,15 @@ void ImGuiStorage::SetAllInt(int v) //----------------------------------------------------------------------------- // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" -ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 { + InputBuf[0] = 0; + CountGrep = 0; if (default_filter) { ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); Build(); } - else - { - InputBuf[0] = 0; - CountGrep = 0; - } } bool ImGuiTextFilter::Draw(const char* label, float width) @@ -2108,7 +2533,7 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const } //----------------------------------------------------------------------------- -// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex //----------------------------------------------------------------------------- // On some platform vsnprintf() takes va_list by reference and modifies it. @@ -2176,6 +2601,20 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) va_end(args_copy); } +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper // This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed @@ -2190,9 +2629,10 @@ static bool GetSkipItemForListClipping() return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); } -// Helper to calculate coarse clipping of large list of evenly sized items. -// NB: Prefer using the ImGuiListClipper higher-level helper if you can! Read comments and instructions there on how those use this sort of pattern. -// NB: 'items_count' is only used to clamp the result, if you don't know your count you can use INT_MAX +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy helper to calculate coarse clipping of large list of evenly sized items. +// This legacy API is not ideal because it assumes we will return a single contiguous rectangle. +// Prefer using ImGuiListClipper which can returns non-contiguous ranges. void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) { ImGuiContext& g = *GImGui; @@ -2210,21 +2650,24 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items 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); @@ -2232,17 +2675,42 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items *out_items_display_start = start; *out_items_display_end = end; } +#endif -static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) +static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) +{ + if (ranges.Size - offset <= 1) + return; + + // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries) + for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end) + for (int i = offset; i < sort_end + offset; ++i) + if (ranges[i].Min > ranges[i + 1].Min) + ImSwap(ranges[i], ranges[i + 1]); + + // Now fuse ranges together as much as possible. + for (int i = 1 + offset; i < ranges.Size; i++) + { + IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert); + if (ranges[i - 1].Max < ranges[i].Min) + continue; + ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min); + ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max); + ranges.erase(ranges.Data + i); + i--; + } +} + +static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height) { // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor. // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue. - // The clipper should probably have a 4th step to display the last item in a regular manner. + // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek? ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; float off_y = pos_y - window->DC.CursorPos.y; window->DC.CursorPos.y = pos_y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y); + window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y); window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage. window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y); // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list. if (ImGuiOldColumns* columns = window->DC.CurrentColumns) @@ -2258,6 +2726,15 @@ static void SetCursorPosYAndSetupForPrevLine(float pos_y, float line_height) } } +static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n) +{ + // StartPosY starts from ItemsFrozen hence the subtraction + // Perform the add and multiply with double to allow seeking through larger ranges + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight); + ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight); +} + ImGuiListClipper::ImGuiListClipper() { memset(this, 0, sizeof(*this)); @@ -2266,16 +2743,14 @@ ImGuiListClipper::ImGuiListClipper() ImGuiListClipper::~ImGuiListClipper() { - IM_ASSERT(ItemsCount == -1 && "Forgot to call End(), or to Step() until false?"); + End(); } -// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 -// Use case B: Begin() called from constructor with items_height>0 -// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int items_count, float items_height) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); if (ImGuiTable* table = g.CurrentTable) if (table->IsInsideRow) @@ -2284,127 +2759,196 @@ void ImGuiListClipper::Begin(int items_count, float items_height) StartPosY = window->DC.CursorPos.y; ItemsHeight = items_height; ItemsCount = items_count; - ItemsFrozen = 0; - StepNo = 0; DisplayStart = -1; DisplayEnd = 0; + + // Acquire temporary buffer + if (++g.ClipperTempDataStacked > g.ClipperTempData.Size) + g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData()); + ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->Reset(this); + data->LossynessOffset = window->DC.CursorStartPosLossyness.y; + TempData = data; } void ImGuiListClipper::End() { - if (ItemsCount < 0) // Already ended - return; + ImGuiContext& g = *GImGui; + if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) + { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); - // In theory here we should assert that ImGui::GetCursorPosY() == StartPosY + DisplayEnd * ItemsHeight, but it feels saner to just seek at the end and not assert/crash the user. - if (ItemsCount < INT_MAX && DisplayStart >= 0) - SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); + // Restore temporary buffer and fix back pointers which may be invalidated when nesting + IM_ASSERT(data->ListClipper == this); + data->StepNo = data->Ranges.Size; + if (--g.ClipperTempDataStacked > 0) + { + data = &g.ClipperTempData[g.ClipperTempDataStacked - 1]; + data->ListClipper->TempData = data; + } + TempData = NULL; + } ItemsCount = -1; - StepNo = 3; } -bool ImGuiListClipper::Step() +void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max) +{ + ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. + IM_ASSERT(item_min <= item_max); + if (item_min < item_max) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); +} + +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); ImGuiTable* table = g.CurrentTable; if (table && table->IsInsideRow) ImGui::TableEndRow(table); // No items - if (ItemsCount == 0 || GetSkipItemForListClipping()) - { - End(); + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) return false; - } - // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) - if (StepNo == 0) + // While we are in frozen row state, keep displaying items one by one, unclipped + // FIXME: Could be stored as a table-agnostic state. + if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) { - // While we are in frozen row state, keep displaying items one by one, unclipped - // FIXME: Could be stored as a table-agnostic state. - if (table != NULL && !table->IsUnfrozenRows) - { - DisplayStart = ItemsFrozen; - DisplayEnd = ItemsFrozen + 1; - ItemsFrozen++; - return true; - } - - StartPosY = window->DC.CursorPos.y; - if (ItemsHeight <= 0.0f) - { - // Submit the first item so we can measure its height (generally it is 0..1) - DisplayStart = ItemsFrozen; - DisplayEnd = ItemsFrozen + 1; - StepNo = 1; - return true; - } - - // Already has item height (given by user in Begin): skip to calculating step - DisplayStart = DisplayEnd; - StepNo = 2; - } - - // Step 1: the clipper infer height from first element - if (StepNo == 1) - { - IM_ASSERT(ItemsHeight <= 0.0f); - if (table) - { - const float pos_y1 = table->RowPosY1; // Using this instead of StartPosY to handle clipper straddling the frozen row - const float pos_y2 = table->RowPosY2; // Using this instead of CursorPos.y to take account of tallest cell. - ItemsHeight = pos_y2 - pos_y1; - window->DC.CursorPos.y = pos_y2; - } - else - { - ItemsHeight = window->DC.CursorPos.y - StartPosY; - } - IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); - StepNo = 2; - } - - // Reached end of list - if (DisplayEnd >= ItemsCount) - { - End(); - return false; - } - - // Step 2: calculate the actual range of elements to display, and position the cursor before the first element - if (StepNo == 2) - { - IM_ASSERT(ItemsHeight > 0.0f); - - int already_submitted = DisplayEnd; - ImGui::CalcListClipping(ItemsCount - already_submitted, ItemsHeight, &DisplayStart, &DisplayEnd); - DisplayStart += already_submitted; - DisplayEnd += already_submitted; - - // Seek cursor - if (DisplayStart > already_submitted) - SetCursorPosYAndSetupForPrevLine(StartPosY + (DisplayStart - ItemsFrozen) * ItemsHeight, ItemsHeight); - - StepNo = 3; + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; return true; } - // Step 3: the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), - // Advance the cursor to the end of the list and then returns 'false' to end the loop. - if (StepNo == 3) + // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height) + bool calc_clipping = false; + if (data->StepNo == 0) { - // Seek cursor - if (ItemsCount < INT_MAX) - SetCursorPosYAndSetupForPrevLine(StartPosY + (ItemsCount - ItemsFrozen) * ItemsHeight, ItemsHeight); // advance cursor - ItemsCount = -1; - return false; + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) + { + // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) + data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); + data->StepNo = 1; + return true; + } + calc_clipping = true; // If on the first step with known item height, calculate clipping. } - IM_ASSERT(0); + // Step 1: Let the clipper infer height from first range + if (clipper->ItemsHeight <= 0.0f) + { + IM_ASSERT(data->StepNo == 1); + if (table) + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + if (affected_by_floating_point_precision) + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. + } + + // Step 0 or 1: Calculate the actual ranges of visible elements. + const int already_submitted = clipper->DisplayEnd; + if (calc_clipping) + { + if (g.LogEnabled) + { + // If logging is active, do not perform any clipping + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); + } + else + { + // Add range selected to be included for navigation + const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (is_nav_request) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); + + // Add focused/active item + ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); + if (g.NavId != 0 && window->NavLastIds[0] == g.NavId) + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0)); + + // Add visible range + const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0; + const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0; + data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max)); + } + + // Convert position ranges to item index ranges + // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. + // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, + // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. + for (int i = 0; i < data->Ranges.Size; i++) + if (data->Ranges[i].PosToIndexConvert) + { + int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount); + data->Ranges[i].PosToIndexConvert = false; + } + ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); + } + + // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. + if (data->StepNo < data->Ranges.Size) + { + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart); + data->StepNo++; + return true; + } + + // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), + // Advance the cursor to the end of the list and then returns 'false' to end the loop. + if (clipper->ItemsCount < INT_MAX) + ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount); + return false; } +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *GImGui; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + //----------------------------------------------------------------------------- // [SECTION] STYLING //----------------------------------------------------------------------------- @@ -2471,6 +3015,11 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) void ImGui::PopStyleColor(int count) { ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow."); + count = g.ColorStack.Size; + } while (count > 0) { ImGuiColorMod& backup = g.ColorStack.back(); @@ -2488,9 +3037,15 @@ struct ImGuiStyleVarInfo 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 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 @@ -2554,6 +3109,11 @@ void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) void ImGui::PopStyleVar(int count) { ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow."); + count = g.StyleVarStack.Size; + } while (count > 0) { // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. @@ -2770,7 +3330,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con int ellipsis_char_count = 1; if (ellipsis_char == (ImWchar)-1) { - ellipsis_char = (ImWchar)'.'; + ellipsis_char = font->DotChar; ellipsis_char_count = 3; } const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); @@ -2830,8 +3390,8 @@ void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, const float border_size = g.Style.FrameBorderSize; if (border && border_size > 0.0f) { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size); + window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); } } @@ -2842,8 +3402,8 @@ void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding) const float border_size = g.Style.FrameBorderSize; if (border_size > 0.0f) { - window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size); - window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + 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); } } @@ -2869,16 +3429,268 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl bool fully_visible = window->ClipRect.Contains(display_rect); if (!fully_visible) window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); - window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS); + window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS); if (!fully_visible) window->DrawList->PopClipRect(); } if (flags & ImGuiNavHighlightFlags_TypeThin) { - window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, ~0, 1.0f); + window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f); } } +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (int n = 0; n < g.Viewports.Size; n++) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + ImGuiViewportP* viewport = g.Viewports[n]; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale * viewport->DpiScale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: ###xxx suffixes must be same in ALL languages +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, + { ImGuiLocKey_DockingHideTabBar, "Hide tab bar###HideTabBar" }, +}; + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; + viewport->Idx = 0; + viewport->PlatformWindowCreated = true; + viewport->Flags = ImGuiViewportFlags_OwnedByApp; + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + g.PlatformIO.Viewports.push_back(g.Viewports[0]); + +#ifdef IMGUI_HAS_DOCK + // Initialize Docking + DockContextInitialize(&g); +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) + ImGuiContext& g = *GImGui; + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + // Destroy platform windows + DestroyPlatformWindows(); + + // Shutdown extensions + DockContextShutdown(&g); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + + g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].HookId == hook_id) + g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (int n = 0; n < g.Hooks.Size; n++) + if (g.Hooks[n].Type == hook_type) + g.Hooks[n].Callback(&g, &g.Hooks[n]); +} + + //----------------------------------------------------------------------------- // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) //----------------------------------------------------------------------------- @@ -2894,6 +3706,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst ViewportAllowPlatformMonitorExtend = -1; 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; @@ -2909,25 +3722,23 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst DrawList = &DrawListInst; DrawList->_Data = &context->DrawListSharedData; DrawList->_OwnerName = Name; + IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); } ImGuiWindow::~ImGuiWindow() { IM_ASSERT(DrawList == &DrawListInst); IM_DELETE(Name); - for (int i = 0; i != ColumnsStorage.Size; i++) - ColumnsStorage[i].~ImGuiOldColumns(); + ColumnsStorage.clear_destruct(); } ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } @@ -2935,11 +3746,9 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; } @@ -2947,44 +3756,9 @@ ImGuiID ImGuiWindow::GetID(int n) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); -#endif - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_Pointer, ptr); -#endif - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); -#ifdef IMGUI_ENABLE_TEST_ENGINE - ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO(id, ImGuiDataType_S32, (intptr_t)n); -#endif + if (g.DebugHookIdInfo == id) + ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; } @@ -2992,9 +3766,8 @@ ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) { ImGuiID seed = IDStack.back(); - const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) }; + ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); - ImGui::KeepAliveID(id); return id; } @@ -3044,12 +3817,25 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) { ImGuiContext& g = *GImGui; + + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // Set active id g.ActiveIdIsJustActivated = (g.ActiveId != id); if (g.ActiveIdIsJustActivated) { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); g.ActiveIdTimer = 0.0f; g.ActiveIdHasBeenPressedBefore = false; g.ActiveIdHasBeenEditedBefore = false; + g.ActiveIdMouseButton = -1; if (id != 0) { g.LastActiveId = id; @@ -3064,15 +3850,16 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) if (id) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse; } // Clear declaration of inputs claimed by the widget // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) - g.ActiveIdUsingMouseWheel = false; g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask = 0x00; +#endif } void ImGui::ClearActiveID() @@ -3085,7 +3872,6 @@ void ImGui::SetHoveredID(ImGuiID id) ImGuiContext& g = *GImGui; g.HoveredId = id; g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } @@ -3096,6 +3882,8 @@ ImGuiID ImGui::GetHoveredID() return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } +// This is called by ItemAdd(). +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). void ImGui::KeepAliveID(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -3108,14 +3896,14 @@ void ImGui::KeepAliveID(ImGuiID id) void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). - // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); g.ActiveIdHasBeenEditedThisFrame = true; g.ActiveIdHasBeenEditedBefore = true; - g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; } static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) @@ -3124,20 +3912,26 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla // FIXME-OPT: This could be cached/stored within the window. ImGuiContext& g = *GImGui; if (g.NavWindow) - if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindow) - if (focused_root_window->WasActive && focused_root_window != window->RootWindow) + if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree) + if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree) { // For the purpose of those flags we differentiate "standard popup" from "modal popup" - // NB: The order of those two tests is important because Modal windows are also Popups. + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; if (focused_root_window->Flags & ImGuiWindowFlags_Modal) - return false; - if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - return false; + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!ImGui::IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; } // Filter by viewport if (window->Viewport != g.MouseViewport) - if (g.MovingWindow == NULL || window->RootWindow != g.MovingWindow->RootWindow) + if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree) return false; return true; @@ -3150,40 +3944,71 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavDisableMouseHover && !g.NavDisableHighlight) - return IsItemFocused(); + if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) + { + if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) + return false; + 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 for bounding box overlap, as updated as ItemAdd() - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) - return false; - IM_ASSERT((flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) == 0); // Flags not supported by this function + // Done with rectangle culling so we can perform heavier checks now + // Test if we are hovering the right window (our window could be behind another window) + // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) + // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable + // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was + // the test that has been running for a long while. + if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + return false; - // Test if we are hovering the right window (our window could be behind another window) - // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable to use IsItemHovered() after EndChild() itself. - // Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was the test that has been running for a long while. - //if (g.HoveredWindow != window) - // return false; - if (g.HoveredRootWindow != window->RootWindow && !(flags & ImGuiHoveredFlags_AllowWhenOverlapped)) - return false; + // 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 another item is active (e.g. being dragged) - if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) - if (g.ActiveId != 0 && g.ActiveId != window->DC.LastItemId && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + // Test if interactions on this window are blocked by an active popup or modal. + // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck)) return false; - // Test if 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; - // Test if the item is disabled - if ((window->DC.ItemFlags & 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; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + float delay; + if (flags & ImGuiHoveredFlags_DelayNormal) + delay = g.IO.HoverDelayNormal; + else if (flags & ImGuiHoveredFlags_DelayShort) + delay = g.IO.HoverDelayShort; + else + delay = 0.0f; + if (delay > 0.0f) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id)) + g.HoverDelayTimer = 0.0f; + g.HoverDelayId = hover_delay_id; + return g.HoverDelayTimer >= delay; + } - // Special handling for calling after Begin() which represent the title bar or tab. - // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. - if ((window->DC.LastItemId == window->ID || window->DC.LastItemId == window->MoveId) && window->WriteAccessed) - return false; return true; } @@ -3201,9 +4026,10 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; - if (g.NavDisableMouseHover) - return false; - if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None) || (window->DC.ItemFlags & ImGuiItemFlags_Disabled)) + + // Done with rectangle culling so we can perform heavier checks now. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) { g.HoveredIdDisabled = true; return false; @@ -3212,85 +4038,57 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level // hover test in widgets code. We could also decide to split this function is two. if (id != 0) - { SetHoveredID(id); + // When disabled we'll return false but still set HoveredId + if (item_flags & ImGuiItemFlags_Disabled) + { + // Release active id if turning disabled + if (g.ActiveId == id) + ClearActiveID(); + g.HoveredIdDisabled = true; + return false; + } + + if (id != 0) + { // [DEBUG] Item Picker tool! // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered - // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. - // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + // items if we performed the test in ItemAdd(), but that would incur a small runtime cost. if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); if (g.DebugItemPickerBreakId == id) IM_DEBUG_BREAK(); } + if (g.NavDisableMouseHover) + return false; + return true; } -bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id, bool clip_even_when_logged) +// FIXME: This is inlined/duplicated in ItemAdd() +bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) if (id == 0 || (id != g.ActiveId && id != g.NavId)) - if (clip_even_when_logged || !g.LogEnabled) + if (!g.LogEnabled) return true; return false; } // This is also inlined in ItemAdd() // Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! -void ImGui::SetLastItemData(ImGuiWindow* window, ImGuiID item_id, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) -{ - window->DC.LastItemId = item_id; - window->DC.LastItemStatusFlags = item_flags; - window->DC.LastItemRect = item_rect; -} - -// Process TAB/Shift+TAB. Be mindful that this function may _clear_ the ActiveID when tabbing out. -bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id) +void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) { ImGuiContext& g = *GImGui; - - // Increment counters - const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - window->DC.FocusCounterRegular++; - if (is_tab_stop) - window->DC.FocusCounterTabStop++; - - // Process TAB/Shift-TAB to tab *OUT* of the currently focused item. - // (Note that we can always TAB out of a widget that doesn't allow tabbing in) - if (g.ActiveId == id && g.FocusTabPressed && !IsActiveIdUsingKey(ImGuiKey_Tab) && g.FocusRequestNextWindow == NULL) - { - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterTabStop = window->DC.FocusCounterTabStop + (g.IO.KeyShift ? (is_tab_stop ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items. - } - - // Handle focus requests - if (g.FocusRequestCurrWindow == window) - { - if (window->DC.FocusCounterRegular == g.FocusRequestCurrCounterRegular) - return true; - if (is_tab_stop && window->DC.FocusCounterTabStop == g.FocusRequestCurrCounterTabStop) - { - g.NavJustTabbedId = id; - return true; - } - - // If another item is about to be focused, we clear our own active id - if (g.ActiveId == id) - ClearActiveID(); - } - - return false; -} - -void ImGui::FocusableItemUnregister(ImGuiWindow* window) -{ - window->DC.FocusCounterRegular--; - window->DC.FocusCounterTabStop--; + 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) @@ -3322,7 +4120,7 @@ void* ImGui::MemAlloc(size_t size) { if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations++; - return GImAllocatorAllocFunc(size, GImAllocatorUserData); + return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); } // IM_FREE() == ImGui::MemFree() @@ -3331,7 +4129,7 @@ void ImGui::MemFree(void* ptr) if (ptr) if (ImGuiContext* ctx = GImGui) ctx->IO.MetricsActiveAllocations--; - return GImAllocatorFreeFunc(ptr, GImAllocatorUserData); + return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } const char* ImGui::GetClipboardText() @@ -3352,66 +4150,6 @@ const char* ImGui::GetVersion() return IMGUI_VERSION; } -// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself -// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module -ImGuiContext* ImGui::GetCurrentContext() -{ - return GImGui; -} - -void ImGui::SetCurrentContext(ImGuiContext* ctx) -{ -#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC - IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. -#else - GImGui = ctx; -#endif -} - -void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) -{ - GImAllocatorAllocFunc = alloc_func; - GImAllocatorFreeFunc = free_func; - GImAllocatorUserData = user_data; -} - -ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) -{ - ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); - if (GImGui == NULL) - SetCurrentContext(ctx); - Initialize(ctx); - return ctx; -} - -void ImGui::DestroyContext(ImGuiContext* ctx) -{ - if (ctx == NULL) - ctx = GImGui; - Shutdown(ctx); - if (GImGui == ctx) - SetCurrentContext(NULL); - IM_DELETE(ctx); -} - -// No specific ordering/dependency support, will see as needed -void ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) -{ - ImGuiContext& g = *ctx; - IM_ASSERT(hook->Callback != NULL); - g.Hooks.push_back(*hook); -} - -// Call context hooks (used by e.g. test engine) -// We assume a small number of hooks so all stored in same array -void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) -{ - ImGuiContext& g = *ctx; - for (int n = 0; n < g.Hooks.Size; n++) - if (g.Hooks[n].Type == hook_type) - g.Hooks[n].Callback(&g, &g.Hooks[n]); -} - ImGuiIO& ImGui::GetIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); @@ -3428,7 +4166,8 @@ ImGuiPlatformIO& ImGui::GetPlatformIO() ImDrawData* ImGui::GetDrawData() { ImGuiContext& g = *GImGui; - return g.Viewports[0]->DrawDataP.Valid ? &g.Viewports[0]->DrawDataP : NULL; + ImGuiViewportP* viewport = g.Viewports[0]; + return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL; } double ImGui::GetTime() @@ -3455,12 +4194,12 @@ static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist } // Our ImDrawList system requires that there is always a command - if (viewport->LastFrameDrawLists[drawlist_no] != g.FrameCount) + if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) { draw_list->_ResetForNewFrame(); draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); - viewport->LastFrameDrawLists[drawlist_no] = g.FrameCount; + viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; } return draw_list; } @@ -3472,8 +4211,8 @@ ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) ImDrawList* ImGui::GetBackgroundDrawList() { - ImGuiWindow* window = GImGui->CurrentWindow; - return GetBackgroundDrawList(window->Viewport); + ImGuiContext& g = *GImGui; + return GetBackgroundDrawList(g.CurrentWindow->Viewport); } ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) @@ -3483,8 +4222,8 @@ ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) ImDrawList* ImGui::GetForegroundDrawList() { - ImGuiWindow* window = GImGui->CurrentWindow; - return GetForegroundDrawList(window->Viewport); + ImGuiContext& g = *GImGui; + return GetForegroundDrawList(g.CurrentWindow->Viewport); } ImDrawListSharedData* ImGui::GetDrawListSharedData() @@ -3501,11 +4240,12 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) FocusWindow(window); SetActiveID(window->MoveId, window); g.NavDisableHighlight = true; + g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos; g.ActiveIdNoClearOnFocusLoss = true; - g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; + SetActiveIdUsingAllKeyboardKeys(); bool can_move_window = true; - if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) + if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove)) can_move_window = false; if (ImGuiDockNode* node = window->DockNodeAsHost) if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove)) @@ -3553,36 +4293,44 @@ void ImGui::UpdateMouseMovingWindowNewFrame() // 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. KeepAliveID(g.ActiveId); - IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindow); - ImGuiWindow* moving_window = g.MovingWindow->RootWindow; - if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) + IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree); + ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree; + + // 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->Active) || 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. + { moving_window->Viewport->Pos = pos; + moving_window->Viewport->UpdateWorkRect(); + } } FocusWindow(g.MovingWindow); } 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. + } - ClearActiveID(); g.MovingWindow = NULL; + ClearActiveID(); } } else @@ -3609,13 +4357,13 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (g.NavWindow && g.NavWindow->Appearing) return; - // Click on void to focus window and start moving + // 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!) 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->RootWindowDockStop : NULL; + 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) @@ -3647,11 +4395,13 @@ void ImGui::UpdateMouseMovingWindowEndFrame() // Find the top-most window between HoveredWindow and the top-most Modal Window. // This is where we can trim the popup stack. ImGuiWindow* modal = GetTopMostPopupModal(); - bool hovered_window_above_modal = g.HoveredWindow && IsWindowAbove(g.HoveredWindow, modal); + bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal)); ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true); } } +// This is called during NewFrame()->UpdateViewportsNewFrame() only. +// Need to keep in sync with SetWindowPos() static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) { window->Pos += delta; @@ -3661,8 +4411,7 @@ static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta) window->DC.CursorPos += delta; window->DC.CursorStartPos += delta; window->DC.CursorMaxPos += delta; - window->DC.LastItemRect.Translate(delta); - window->DC.LastItemDisplayRect.Translate(delta); + window->DC.IdealMaxPos += delta; } static void ScaleWindow(ImGuiWindow* window, float scale) @@ -3679,192 +4428,12 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window) return (window->Active) && (!window->Hidden); } -static void ImGui::UpdateMouseInputs() -{ - ImGuiContext& g = *GImGui; - - // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) - if (IsMousePosValid(&g.IO.MousePos)) - g.IO.MousePos = g.LastValidMousePos = ImFloor(g.IO.MousePos); - - // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) - g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; - else - g.IO.MouseDelta = ImVec2(0.0f, 0.0f); - if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) - g.NavDisableMouseHover = false; - - g.IO.MousePosPrev = g.IO.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) - { - g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; - g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; - g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; - g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; - g.IO.MouseDoubleClicked[i] = false; - if (g.IO.MouseClicked[i]) - { - if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) - { - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) - g.IO.MouseDoubleClicked[i] = true; - g.IO.MouseClickedTime[i] = -g.IO.MouseDoubleClickTime * 2.0f; // Mark as "old enough" so the third click isn't turned into a double-click - } - else - { - g.IO.MouseClickedTime[i] = g.Time; - } - g.IO.MouseClickedPos[i] = g.IO.MousePos; - g.IO.MouseDownWasDoubleClick[i] = g.IO.MouseDoubleClicked[i]; - g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; - } - else if (g.IO.MouseDown[i]) - { - // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); - g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); - g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); - } - if (!g.IO.MouseDown[i] && !g.IO.MouseReleased[i]) - g.IO.MouseDownWasDoubleClick[i] = false; - if (g.IO.MouseClicked[i]) // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation - g.NavDisableMouseHover = false; - } -} - -static void StartLockWheelingWindow(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (g.WheelingWindow == window) - return; - g.WheelingWindow = window; - g.WheelingWindowRefMousePos = g.IO.MousePos; - g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; -} - -void ImGui::UpdateMouseWheel() -{ - ImGuiContext& g = *GImGui; - - // Reset the locked window if we move the mouse or after the timer elapses - if (g.WheelingWindow != NULL) - { - g.WheelingWindowTimer -= g.IO.DeltaTime; - if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) - g.WheelingWindowTimer = 0.0f; - if (g.WheelingWindowTimer <= 0.0f) - { - g.WheelingWindow = NULL; - g.WheelingWindowTimer = 0.0f; - } - } - - if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) - return; - - if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) - return; - - ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; - if (!window || window->Collapsed) - return; - - // Zoom / Scale window - // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) - { - StartLockWheelingWindow(window); - const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); - const float scale = new_font_scale / window->FontWindowScale; - window->FontWindowScale = new_font_scale; - if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) - { - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); - } - return; - } - - // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent - - // Vertical Mouse Wheel scrolling - const float wheel_y = (g.IO.MouseWheel != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_y != 0.0f && !g.IO.KeyCtrl) - { - StartLockWheelingWindow(window); - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) - window = window->ParentWindow; - if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) - { - float max_step = window->InnerRect.GetHeight() * 0.67f; - float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); - SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); - } - } - - // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - const float wheel_x = (g.IO.MouseWheelH != 0.0f && !g.IO.KeyShift) ? g.IO.MouseWheelH : (g.IO.MouseWheel != 0.0f && g.IO.KeyShift) ? g.IO.MouseWheel : 0.0f; - if (wheel_x != 0.0f && !g.IO.KeyCtrl) - { - StartLockWheelingWindow(window); - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) - window = window->ParentWindow; - if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) - { - float max_step = window->InnerRect.GetWidth() * 0.67f; - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); - SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); - } - } -} - -void ImGui::UpdateTabFocus() -{ - ImGuiContext& g = *GImGui; - - // Pressing TAB activate widget focus - g.FocusTabPressed = (g.NavWindow && g.NavWindow->Active && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab)); - if (g.ActiveId == 0 && g.FocusTabPressed) - { - // Note that SetKeyboardFocusHere() sets the Next fields mid-frame. To be consistent we also - // manipulate the Next fields even, even though they will be turned into Curr fields by the code below. - g.FocusRequestNextWindow = g.NavWindow; - g.FocusRequestNextCounterRegular = INT_MAX; - if (g.NavId != 0 && g.NavIdTabCounter != INT_MAX) - g.FocusRequestNextCounterTabStop = g.NavIdTabCounter + 1 + (g.IO.KeyShift ? -1 : 1); - else - g.FocusRequestNextCounterTabStop = g.IO.KeyShift ? -1 : 0; - } - - // Turn queued focus request into current one - g.FocusRequestCurrWindow = NULL; - g.FocusRequestCurrCounterRegular = g.FocusRequestCurrCounterTabStop = INT_MAX; - if (g.FocusRequestNextWindow != NULL) - { - ImGuiWindow* window = g.FocusRequestNextWindow; - g.FocusRequestCurrWindow = window; - if (g.FocusRequestNextCounterRegular != INT_MAX && window->DC.FocusCounterRegular != -1) - g.FocusRequestCurrCounterRegular = ImModPositive(g.FocusRequestNextCounterRegular, window->DC.FocusCounterRegular + 1); - if (g.FocusRequestNextCounterTabStop != INT_MAX && window->DC.FocusCounterTabStop != -1) - g.FocusRequestCurrCounterTabStop = ImModPositive(g.FocusRequestNextCounterTabStop, window->DC.FocusCounterTabStop + 1); - g.FocusRequestNextWindow = NULL; - g.FocusRequestNextCounterRegular = g.FocusRequestNextCounterTabStop = INT_MAX; - } - - g.NavIdTabCounter = INT_MAX; -} - // 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; + 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. @@ -3876,63 +4445,65 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() // Modal windows prevents mouse from hovering behind them. ImGuiWindow* modal_window = GetTopMostPopupModal(); - if (modal_window && g.HoveredRootWindow && !IsWindowChildOf(g.HoveredRootWindow, 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; + // 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(g.IO.MouseDown); i++) + 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) + if (!mouse_avail && !mouse_dragging_extern_payload) clear_hovered_windows = true; if (clear_hovered_windows) - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; + 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; -} - -ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() -{ - ImGuiContext& g = *GImGui; - ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; - if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } - if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } - if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } - if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } - return key_mod_flags; + io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } void ImGui::NewFrame() @@ -3940,6 +4511,12 @@ void ImGui::NewFrame() 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. + // This deferred removal avoid issues of removal while iterating the hook vector + for (int n = g.Hooks.Size - 1; n >= 0; n--) + if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_) + g.Hooks.erase(&g.Hooks[n]); + CallContextHooks(&g, ImGuiContextHookType_NewFramePre); // Check and assert for various common IO and Configuration mistakes @@ -3961,8 +4538,14 @@ void ImGui::NewFrame() g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx]; g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime; g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame); - g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX; + 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; + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) UpdateViewportsNewFrame(); // Setup current font and draw list shared data @@ -3973,9 +4556,9 @@ 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 = ImVec4(virtual_space.Min.x, virtual_space.Min.y, virtual_space.Max.x, virtual_space.Max.y); + g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; - g.DrawListSharedData.SetCircleSegmentMaxError(g.Style.CircleSegmentMaxError); + g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); g.DrawListSharedData.InitialFlags = ImDrawListFlags_None; if (g.Style.AntiAliasedLines) g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines; @@ -4008,15 +4591,20 @@ void ImGui::NewFrame() if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; - g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; g.HoveredIdDisabled = false; - // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) - if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveId) g.ActiveIdTimer += g.IO.DeltaTime; g.LastActiveIdTimer += g.IO.DeltaTime; @@ -4032,8 +4620,41 @@ void ImGui::NewFrame() if (g.ActiveId == 0) { g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask = 0x00; +#endif + } + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (g.ActiveId == 0) + g.ActiveIdUsingNavInputMask = 0; + else if (g.ActiveIdUsingNavInputMask != 0) + { + // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } + // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); } + if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) + SetKeyOwner(ImGuiKey_Escape, g.ActiveId); + if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) + IM_ASSERT(0); // Other values unsupported + } +#endif + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverDelayIdPreviousFrame = g.HoverDelayId; + if (g.HoverDelayId != 0) + { + //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags + g.HoverDelayTimer += g.IO.DeltaTime; + g.HoverDelayClearTimer = 0.0f; + g.HoverDelayId = 0; + } + else if (g.HoverDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + g.HoverDelayClearTimer += g.IO.DeltaTime; + if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate + g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. } // Drag and drop @@ -4044,12 +4665,17 @@ void ImGui::NewFrame() g.DragDropWithinTarget = false; g.DragDropHoldJustPressedId = 0; + // Close popups on focus lost (currently wip/opt-in) + //if (g.IO.AppFocusLost) + // ClosePopupsExceptModals(); + // 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(); @@ -4059,7 +4685,7 @@ void ImGui::NewFrame() // Undocking // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame) - DockContextUpdateUndocking(&g); + DockContextNewFrameUpdateUndocking(&g); // Find hovered window // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame) @@ -4076,25 +4702,25 @@ void ImGui::NewFrame() g.MouseCursor = ImGuiMouseCursor_Arrow; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default - 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); + IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* window = g.Windows[i]; window->WasActive = window->Active; - window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; // Garbage collect transient buffers of recently unused windows if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) @@ -4105,6 +4731,9 @@ 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.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; @@ -4118,19 +4747,21 @@ void ImGui::NewFrame() g.CurrentWindowStack.resize(0); g.BeginPopupStack.resize(0); g.ItemFlagsStack.resize(0); - g.ItemFlagsStack.push_back(ImGuiItemFlags_Default_); + g.ItemFlagsStack.push_back(ImGuiItemFlags_None); g.GroupStack.resize(0); - ClosePopupsOverWindow(g.NavWindow, false); // Docking - DockContextUpdateDocking(&g); + 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(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + g.DebugLocateId = 0; // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. - // This fallback is particularly important as it avoid ImGui:: calls from crashing. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. g.WithinFrameScopeWithImplicitWindow = true; SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); @@ -4139,159 +4770,6 @@ 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; - ImGui::SetMouseCursor(ImGuiMouseCursor_Hand); - if (ImGui::IsKeyPressedMap(ImGuiKey_Escape)) - g.DebugItemPickerActive = false; - if (ImGui::IsMouseClicked(0) && hovered_id) - { - g.DebugItemPickerBreakId = hovered_id; - g.DebugItemPickerActive = false; - } - ImGui::SetNextWindowBgAlpha(0.60f); - ImGui::BeginTooltip(); - ImGui::Text("HoveredId: 0x%08X", hovered_id); - ImGui::Text("Press ESC to abort picking."); - ImGui::TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); - ImGui::EndTooltip(); - } -} - -void ImGui::Initialize(ImGuiContext* context) -{ - ImGuiContext& g = *context; - IM_ASSERT(!g.Initialized && !g.SettingsLoaded); - - // Add .ini handle for ImGuiWindow type - { - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHashStr("Window"); - ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; - ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; - ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; - ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; - ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); - } - -#ifdef IMGUI_HAS_TABLE - // Add .ini handle for ImGuiTable type - TableSettingsInstallHandler(context); -#endif // #ifdef IMGUI_HAS_TABLE - -#ifdef IMGUI_HAS_DOCK - // Create default viewport - ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); - viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID; - viewport->Idx = 0; - viewport->PlatformWindowCreated = true; - g.Viewports.push_back(viewport); - g.PlatformIO.MainViewport = g.Viewports[0]; // Make it accessible in public-facing GetPlatformIO() immediately (before the first call to EndFrame) - g.PlatformIO.Viewports.push_back(g.Viewports[0]); - - // Extensions - DockContextInitialize(&g); -#endif // #ifdef IMGUI_HAS_DOCK - - g.Initialized = true; -} - -// This function is merely here to free heap allocations. -void ImGui::Shutdown(ImGuiContext* context) -{ - // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) - ImGuiContext& g = *context; - if (g.IO.Fonts && g.FontAtlasOwnedByContext) - { - g.IO.Fonts->Locked = false; - IM_DELETE(g.IO.Fonts); - } - g.IO.Fonts = NULL; - - // Cleanup of other data are conditional on actually having initialized Dear ImGui. - if (!g.Initialized) - return; - - // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) - if (g.SettingsLoaded && g.IO.IniFilename != NULL) - { - ImGuiContext* backup_context = GImGui; - SetCurrentContext(&g); - SaveIniSettingsToDisk(g.IO.IniFilename); - SetCurrentContext(backup_context); - } - - // Destroy platform windows - ImGuiContext* backup_context = ImGui::GetCurrentContext(); - SetCurrentContext(context); - DestroyPlatformWindows(); - SetCurrentContext(backup_context); - - // Shutdown extensions - DockContextShutdown(&g); - - CallContextHooks(&g, ImGuiContextHookType_Shutdown); - - // Clear everything else - for (int i = 0; i < g.Windows.Size; i++) - IM_DELETE(g.Windows[i]); - g.Windows.clear(); - g.WindowsFocusOrder.clear(); - g.WindowsTempSortBuffer.clear(); - g.CurrentWindow = NULL; - g.CurrentWindowStack.clear(); - g.WindowsById.Clear(); - g.NavWindow = NULL; - g.HoveredWindow = g.HoveredRootWindow = g.HoveredWindowUnderMovingWindow = NULL; - g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; - g.MovingWindow = NULL; - g.ColorStack.clear(); - g.StyleVarStack.clear(); - g.FontStack.clear(); - g.OpenPopupStack.clear(); - g.BeginPopupStack.clear(); - - g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL; - for (int i = 0; i < g.Viewports.Size; i++) - IM_DELETE(g.Viewports[i]); - g.Viewports.clear(); - - g.TabBars.Clear(); - g.CurrentTabBarStack.clear(); - g.ShrinkWidthBuffer.clear(); - - g.Tables.Clear(); - g.CurrentTableStack.clear(); - g.DrawChannelsTempMergeBuffer.clear(); - - g.ClipboardHandlerData.clear(); - g.MenusIdSubmittedThisFrame.clear(); - g.InputTextState.ClearFreeMemory(); - - g.SettingsWindows.clear(); - g.SettingsHandlers.clear(); - - if (g.LogFile) - { -#ifndef IMGUI_DISABLE_TTY_FUNCTIONS - if (g.LogFile != stdout) -#endif - ImFileClose(g.LogFile); - g.LogFile = NULL; - } - g.LogBuffer.clear(); - - g.Initialized = false; -} - // FIXME: Add a more explicit sort order in the window structure. static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) { @@ -4310,8 +4788,7 @@ 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]; @@ -4323,11 +4800,10 @@ 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. @@ -4360,8 +4836,11 @@ static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* d static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = window->Viewport; g.IO.MetricsRenderWindows++; - AddDrawListToDrawData(&window->Viewport->DrawDataBuilder.Layers[layer], window->DrawList); + 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]; @@ -4370,11 +4849,15 @@ static void AddWindowToDrawData(ImGuiWindow* window, int layer) } } -// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) -static void AddRootWindowToDrawData(ImGuiWindow* window) +static inline int GetWindowDisplayLayer(ImGuiWindow* window) { - int layer = (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; - AddWindowToDrawData(window, layer); + return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0; +} + +// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu) +static inline void AddRootWindowToDrawData(ImGuiWindow* window) +{ + AddWindowToDrawData(window, GetWindowDisplayLayer(window)); } void ImDrawDataBuilder::FlattenIntoSingleLayer() @@ -4404,6 +4887,7 @@ 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; @@ -4412,12 +4896,14 @@ static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVectorTotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = viewport->Pos; draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; - draw_data->FramebufferScale = ImGui::GetIO().DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis? + 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; } } @@ -4449,58 +4935,115 @@ static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window) return window; } -static void ImGui::EndFrameDrawDimmedBackgrounds() +static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + ImGuiViewportP* viewport = window->Viewport; + ImRect viewport_rect = viewport->GetMainRect(); + + // Draw behind window by moving the draw command at the FRONT of the draw list + { + // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, + // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. + ImDrawList* draw_list = window->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) + { + ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList; + 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(); + } +} + +ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window) { ImGuiContext& g = *GImGui; - - // 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); - } - - // Draw modal whitening background between CTRL-TAB list - if (dim_bg_for_window_list && g.NavWindowingTargetAnim->Active) + ImGuiWindow* bottom_most_visible_window = parent_window; + for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--) { - // 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.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; - ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindow)->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->RootWindowDockStop->DockIsActive) - if (window->RootWindow != window->RootWindowDockStop) - RenderRectFilledWithHole(draw_list, window->RootWindow->Rect(), window->RootWindowDockStop->Rect(), GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio), g.Style.WindowRounding); - - // Draw navigation selection/windowing rectangle border - float rounding = ImMax(window->WindowRounding, g.Style.WindowRounding); + ImGuiViewport* viewport = window->Viewport; + float distance = g.FontSize; 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); - draw_list->PopClipRect(); + 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); } } @@ -4519,14 +5062,12 @@ 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; @@ -4534,12 +5075,12 @@ 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) @@ -4590,13 +5131,16 @@ void ImGui::EndFrame() g.IO.Fonts->Locked = false; // Clear Input data for next frame + g.IO.AppFocusLost = false; g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize(0); - memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } +// Prepare the data for rendering so you can call GetDrawData() +// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all: +// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend) void ImGui::Render() { ImGuiContext& g = *GImGui; @@ -4604,6 +5148,7 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); + const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); g.FrameCountRendered = g.FrameCount; g.IO.MetricsRenderWindows = 0; @@ -4620,11 +5165,12 @@ 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->RootWindow : 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]) AddRootWindowToDrawData(window); } @@ -4632,9 +5178,13 @@ void ImGui::Render() if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]); - 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]); + // Draw modal/window whitening backgrounds + if (first_render_of_frame) + RenderDimmedBackgrounds(); + + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); // Setup ImDrawData structures for end-user g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; @@ -4643,22 +5193,14 @@ void ImGui::Render() ImGuiViewportP* viewport = g.Viewports[n]; 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) - { - 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)); - } - // Add foreground ImDrawList (for each active viewport) if (viewport->DrawLists[1] != NULL) AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); - g.IO.MetricsRenderVertices += viewport->DrawData->TotalVtxCount; - g.IO.MetricsRenderIndices += viewport->DrawData->TotalIdxCount; + ImDrawData* draw_data = viewport->DrawData; + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; + g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } CallContextHooks(&g, ImGuiContextHookType_RenderPost); @@ -4683,7 +5225,11 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL); // Round - text_size.x = IM_FLOOR(text_size.x + 0.95f); + // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out. + // FIXME: Investigate using ceilf or e.g. + // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c + // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html + text_size.x = IM_FLOOR(text_size.x + 0.99999f); return text_size; } @@ -4707,10 +5253,11 @@ static void FindHoveredWindow() hovered_window = g.MovingWindow; ImVec2 padding_regular = g.Style.TouchExtraPadding; - ImVec2 padding_for_resize_from_edges = g.IO.ConfigWindowsResizeFromEdges ? ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)) : padding_regular; + ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular; for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* window = g.Windows[i]; + IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer. if (!window->Active || window->Hidden) continue; if (window->Flags & ImGuiWindowFlags_NoMouseInputs) @@ -4724,7 +5271,7 @@ static void FindHoveredWindow() if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) bb.Expand(padding_regular); else - bb.Expand(padding_for_resize_from_edges); + bb.Expand(padding_for_resize); if (!bb.Contains(g.IO.MousePos)) continue; @@ -4740,255 +5287,25 @@ static void FindHoveredWindow() if (hovered_window == NULL) hovered_window = window; - if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindow != g.MovingWindow->RootWindow)) + 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.HoveredRootWindow = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL; 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; if (g.ActiveId) - { - ImGuiWindow* window = g.CurrentWindow; - return g.ActiveId == window->DC.LastItemId; - } + return g.ActiveId == g.LastItemData.ID; return false; } @@ -4996,21 +5313,17 @@ bool ImGui::IsItemActivated() { ImGuiContext& g = *GImGui; if (g.ActiveId) - { - ImGuiWindow* window = g.CurrentWindow; - if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId) + if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID) return true; - } return false; } bool ImGui::IsItemDeactivated() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDeactivated) - return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Deactivated) != 0; - return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId); + 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); } bool ImGui::IsItemDeactivatedAfterEdit() @@ -5023,19 +5336,20 @@ bool ImGui::IsItemDeactivatedAfterEdit() bool ImGui::IsItemFocused() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - if (g.NavId != window->DC.LastItemId || g.NavId == 0) + if (g.NavId != g.LastItemData.ID || g.NavId == 0) 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. - if (window->DC.LastItemId == window->ID && window->WriteAccessed) + ImGuiWindow* window = g.CurrentWindow; + if (g.LastItemData.ID == window->ID && window->WriteAccessed) return false; return true; } +// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()! +// Most widgets have specific reactions based on mouse-up/down state, mouse position etc. bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) { return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None); @@ -5044,13 +5358,13 @@ bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button) bool ImGui::IsItemToggledOpen() { ImGuiContext& g = *GImGui; - return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false; } bool ImGui::IsItemToggledSelection() { ImGuiContext& g = *GImGui; - return (g.CurrentWindow->DC.LastItemStatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; } bool ImGui::IsAnyItemHovered() @@ -5073,14 +5387,14 @@ bool ImGui::IsAnyItemFocused() bool ImGui::IsItemVisible() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->ClipRect.Overlaps(window->DC.LastItemRect); + ImGuiContext& g = *GImGui; + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; } bool ImGui::IsItemEdited() { - ImGuiWindow* window = GetCurrentWindowRead(); - return (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_Edited) != 0; + ImGuiContext& g = *GImGui; + 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. @@ -5088,39 +5402,45 @@ bool ImGui::IsItemEdited() void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; - ImGuiID id = g.CurrentWindow->DC.LastItemId; + ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdAllowOverlap = true; if (g.ActiveId == id) g.ActiveIdAllowOverlap = true; } -void ImGui::SetItemUsingMouseWheel() +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function. +void ImGui::SetActiveIdUsingAllKeyboardKeys() { ImGuiContext& g = *GImGui; - ImGuiID id = g.CurrentWindow->DC.LastItemId; - if (g.HoveredId == id) - g.HoveredIdUsingMouseWheel = true; - if (g.ActiveId == id) - g.ActiveIdUsingMouseWheel = true; + IM_ASSERT(g.ActiveId != 0); + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; + NavMoveRequestCancel(); +} + +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; } ImVec2 ImGui::GetItemRectMin() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Min; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Min; } ImVec2 ImGui::GetItemRectMax() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.Max; + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.Max; } ImVec2 ImGui::GetItemRectSize() { - ImGuiWindow* window = GetCurrentWindowRead(); - return window->DC.LastItemRect.GetSize(); + ImGuiContext& g = *GImGui; + return g.LastItemData.Rect.GetSize(); } bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) @@ -5136,22 +5456,22 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b ImVec2 size = ImFloor(size_arg); const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) + size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues) if (size.y <= 0.0f) size.y = ImMax(content_avail.y + size.y, 4.0f); SetNextWindowSize(size); // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. - char title[256]; + const char* temp_window_name; if (name) - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id); + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); else - ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id); + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); const float backup_border_size = g.Style.ChildBorderSize; if (!border) g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(title, NULL, flags); + bool ret = Begin(temp_window_name, NULL, flags); g.Style.ChildBorderSize = backup_border_size; ImGuiWindow* child_window = g.CurrentWindow; @@ -5164,7 +5484,7 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayerActiveMask != 0 || child_window->DC.NavHasScroll)) + if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) { FocusWindow(child_window); NavInitWindow(child_window, false); @@ -5211,13 +5531,13 @@ void ImGui::EndChild() ImGuiWindow* parent_window = g.CurrentWindow; ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); ItemSize(sz); - if ((window->DC.NavLayerActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) { ItemAdd(bb, window->ChildId); RenderNavHighlight(bb, window->ChildId); - // When browsing a window that has no activable items (scroll only) we keep a highlight on the child - if (window->DC.NavLayerActiveMask == 0 && window == g.NavWindow) + // 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); } else @@ -5225,8 +5545,11 @@ void ImGui::EndChild() // Not navigable into ItemAdd(bb, 0); } + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } // Helper to create a child window / scrolling region that looks like a normal widget frame. @@ -5271,7 +5594,7 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->ViewportPos = main_viewport->Pos; if (settings->ViewportId) { @@ -5286,6 +5609,29 @@ static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settin 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 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); + const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; + if ((just_created || child_flag_changed) && !new_is_explicit_child) + { + IM_ASSERT(!g.WindowsFocusOrder.contains(window)); + g.WindowsFocusOrder.push_back(window); + window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1); + } + else if (!just_created && child_flag_changed && new_is_explicit_child) + { + IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window); + for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++) + g.WindowsFocusOrder[n]->FocusOrder--; + g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder); + window->FocusOrder = -1; + } + window->IsExplicitChild = new_is_explicit_child; +} + static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -5297,7 +5643,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags 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. - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->Pos = main_viewport->Pos + ImVec2(60, 60); window->ViewportPos = main_viewport->Pos; @@ -5310,7 +5656,7 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); ApplyWindowSettings(window, settings); } - window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { @@ -5326,11 +5672,11 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } - g.WindowsFocusOrder.push_back(window); if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) g.Windows.push_front(window); // Quite slow but rare and only once else g.Windows.push_back(window); + return window; } @@ -5344,9 +5690,10 @@ static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window) return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window; } -static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size) +static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) { ImGuiContext& g = *GImGui; + ImVec2 new_size = size_desired; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { // Using -1,-1 on either X/Y axis to preserve the current size. @@ -5372,32 +5719,40 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size { ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window); new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f); + new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows } return new_size; } -static ImVec2 CalcWindowContentSize(ImGuiWindow* window) +static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) { - if (window->Collapsed) - if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) - return window->ContentSize; - if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) - return window->ContentSize; + bool preserve_old_content_sizes = false; + if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + preserve_old_content_sizes = true; + else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0) + preserve_old_content_sizes = true; + if (preserve_old_content_sizes) + { + *content_size_current = window->ContentSize; + *content_size_ideal = window->ContentSizeIdeal; + return; + } - ImVec2 sz; - sz.x = IM_FLOOR((window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - sz.y = IM_FLOOR((window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - return sz; + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - ImVec2 size_decorations = ImVec2(0.0f, window->TitleBarHeight() + window->MenuBarHeight()); + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + size_decorations; + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize @@ -5412,20 +5767,19 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? - ImVec2 avail_size = window->Viewport->Size; + ImVec2 avail_size = window->Viewport->WorkSize; if (window->ViewportOwned) avail_size = ImVec2(FLT_MAX, FLT_MAX); 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 - g.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. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - size_decorations.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - size_decorations.y < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; if (will_have_scrollbar_y) @@ -5434,19 +5788,21 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont } } -ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window) +ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window) { - ImVec2 size_contents = CalcWindowContentSize(window); - ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents); + ImVec2 size_contents_current; + ImVec2 size_contents_ideal; + CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal); + ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal); ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit); return size_final; } -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; } @@ -5465,53 +5821,64 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co *out_size = size_constrained; } +// Data for resizing from corner struct ImGuiResizeGripDef { ImVec2 CornerPosN; ImVec2 InnerDir; int AngleMin12, AngleMax12; }; - static const ImGuiResizeGripDef resize_grip_def[4] = { - { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right - { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left - { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) - { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }, // Upper-right (Unused) + { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 }, // Lower-right + { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 }, // Lower-left + { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 }, // Upper-left (Unused) + { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 } // Upper-right (Unused) }; +// Data for resizing from borders struct ImGuiResizeBorderDef { ImVec2 InnerDir; - ImVec2 CornerPosN1, CornerPosN2; + ImVec2 SegmentN1, SegmentN2; float OuterAngle; }; - static const ImGuiResizeBorderDef resize_border_def[4] = { - { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Top + { ImVec2(+1, 0), ImVec2(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(1, 1), ImVec2(0, 1), IM_PI * 0.50f }, // Bottom - { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f } // Left + { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up + { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f } // Down }; static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness) { ImRect rect = window->Rect(); - if (thickness == 0.0f) rect.Max -= ImVec2(1, 1); - if (border_n == 0) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } // Top - if (border_n == 1) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } // Right - if (border_n == 2) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } // Bottom - if (border_n == 3) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } // Left + if (thickness == 0.0f) + rect.Max -= ImVec2(1, 1); + if (border_n == ImGuiDir_Left) { return ImRect(rect.Min.x - thickness, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x + thickness, rect.Max.y - perp_padding); } + if (border_n == ImGuiDir_Up) { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness, rect.Max.x - perp_padding, rect.Min.y + thickness); } + if (border_n == ImGuiDir_Down) { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y + thickness); } IM_ASSERT(0); return ImRect(); } // 0..3: corners (Lower-right, Lower-left, Unused, Unused) -// 4..7: borders (Top, Right, Bottom, Left) -ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) +ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n) { - IM_ASSERT(n >= 0 && n <= 7); + IM_ASSERT(n >= 0 && n < 4); + ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; + id = ImHashStr("#RESIZE", 0, id); + id = ImHashData(&n, sizeof(int), id); + return id; +} + +// Borders (Left, Right, Up, Down) +ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) +{ + IM_ASSERT(dir >= 0 && dir < 4); + int n = (int)dir + 4; ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID; id = ImHashStr("#RESIZE", 0, id); id = ImHashData(&n, sizeof(int), id); @@ -5519,7 +5886,7 @@ ImGuiID ImGui::GetWindowResizeID(ImGuiWindow* window, int n) } // Handle resize for: Resize Grips, Borders, Gamepad -// Return true when using auto-fit (double click on resize grip) +// Return true when using auto-fit (double-click on resize grip) static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; @@ -5527,14 +5894,14 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) return false; - if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. return false; bool ret_auto_fit = false; const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); - const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f; + const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); @@ -5556,20 +5923,22 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s PushID("#RESIZE"); for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { - const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; - const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); + const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n]; + const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN); // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window - ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.InnerDir * grip_hover_inner_size); + bool hovered, held; + ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size); if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); - bool hovered, held; - ButtonBehavior(resize_rect, window->GetID(resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); + ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - if (held && g.IO.MouseDoubleClicked[0] && resize_grip_n == 0) + if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) { // Manual auto-fit when double-clicking size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); @@ -5580,39 +5949,42 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s { // Resize from any of the four corners // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(grip.InnerDir * grip_hover_outer_size, grip.InnerDir * -grip_hover_inner_size, grip.CornerPosN); // Corner of the window corresponding to our corner grip - ImVec2 clamp_min = ImVec2(grip.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, grip.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(grip.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, grip.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + 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, grip.CornerPosN, &pos_target, &size_target); + CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); } + + // Only lower-left grip is visible before hovering/activating if (resize_grip_n == 0 || held || hovered) resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip); } for (int border_n = 0; border_n < resize_border_count; border_n++) { + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; + bool hovered, held; - ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); - ButtonBehavior(border_rect, window->GetID(border_n + 4), &hovered, &held, ImGuiButtonFlags_FlattenChildren); + ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); + ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) { - g.MouseCursor = (border_n & 1) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; + g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; if (held) *border_held = border_n; } if (held) { + ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); ImVec2 border_target = window->Pos; - ImVec2 border_posn; - if (border_n == 0) { border_posn = ImVec2(0, 0); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Top - if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Right - if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Bottom - if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS); } // Left - ImVec2 clamp_min = ImVec2(border_n == 1 ? visibility_rect.Min.x : -FLT_MAX, border_n == 2 ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(border_n == 3 ? visibility_rect.Max.x : +FLT_MAX, border_n == 0 ? visibility_rect.Max.y : +FLT_MAX); + 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, border_posn, &pos_target, &size_target); + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); } } PopID(); @@ -5621,23 +5993,31 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s window->DC.NavLayerCurrent = ImGuiNavLayer_Main; // Navigation resize (keyboard/gamepad) - if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. + if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window) { - ImVec2 nav_resize_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && g.IO.KeyShift) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); - if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + ImVec2 nav_resize_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) { const float NAV_RESIZE_SPEED = 600.0f; - nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); - nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size g.NavWindowingToggleLayer = false; g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } } } @@ -5657,12 +6037,12 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s return ret_auto_fit; } -static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; - if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) - size_for_clamping.y = window->TitleBarHeight(); + if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost)) + size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here. window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } @@ -5672,16 +6052,16 @@ static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window) float rounding = window->WindowRounding; float border_size = window->WindowBorderSize; if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground)) - window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size); + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size); int border_held = window->ResizeBorderHeld; if (border_held != -1) { const ImGuiResizeBorderDef& def = resize_border_def[border_held]; ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.CornerPosN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), false, ImMax(2.0f, border_size)); // Thicker than usual + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual } if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) { @@ -5703,15 +6083,17 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar window->SkipItems = false; // Draw window + handle manual resize - // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. const float window_rounding = window->WindowRounding; const float window_border_size = window->WindowBorderSize; if (window->Collapsed) { // Title bar only - float backup_border_size = style.FrameBorderSize; + const 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); + if (window->ViewportOwned) + title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse) RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); g.Style.FrameBorderSize = backup_border_size; } @@ -5725,11 +6107,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar 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 - bg_col = (bg_col | IM_COL32_A_MASK); + bg_col |= IM_COL32_A_MASK; // No alpha if (is_docking_transparent_payload) window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; } @@ -5751,8 +6132,19 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar if (override_alpha) bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT); } - window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot); + + // Render, for docked windows and host windows we ensure bg goes before decorations + if (window->DockIsActive) + window->DockNode->LastBgColor = bg_col; + ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList; + if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost)) + bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); + 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(DOCKING_HOST_DRAW_CHANNEL_FG); } + 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, @@ -5760,7 +6152,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar 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, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop); } // Menu bar @@ -5768,7 +6160,7 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar { ImRect menu_bar_rect = window->MenuBarRect(); menu_bar_rect.ClipWith(window->Rect()); // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them. - window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawCornerFlags_Top); + window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop); if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y) window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize); } @@ -5781,8 +6173,10 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar float unhide_sz_hit = ImFloor(g.FontSize * 0.55f); ImVec2 p = node->Pos; ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit)); + ImGuiID unhide_id = window->GetID("#UNHIDE"); + KeepAliveID(unhide_id); bool hovered, held; - if (ButtonBehavior(r, window->GetID("#UNHIDE"), &hovered, &held, ImGuiButtonFlags_FlattenChildren)) + if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren)) node->WantHiddenTabBarToggle = true; else if (held && IsMouseDragging(0)) StartMouseMovingWindowOrNode(window, node, true); @@ -5818,8 +6212,8 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar } } +// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead. // Render title text, collapse button, close button -// When inside a dock node, this is handled in DockNodeUpdateTabBar() instead. void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open) { ImGuiContext& g = *GImGui; @@ -5830,8 +6224,9 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None); // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer) - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus; + // 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 @@ -5868,16 +6263,15 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl *p_open = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.ItemFlags = item_flags_backup; + g.CurrentItemFlags = item_flags_backup; // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker) // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code.. - const char* UNSAVED_DOCUMENT_MARKER = "*"; - const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f; + 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); // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button, - // while uncentered title text will still reach edges correct. + // while uncentered title text will still reach edges correctly. if (pad_l > style.FramePadding.x) pad_l += g.Style.ItemInnerSpacing.x; if (pad_r > style.FramePadding.x) @@ -5891,28 +6285,36 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl } ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y); - ImRect clip_r(layout_r.Min.x, layout_r.Min.y, layout_r.Max.x + g.Style.ItemInnerSpacing.x, layout_r.Max.y); - //if (g.IO.KeyCtrl) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG] - RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r); + 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 = ImVec2(ImMax(layout_r.Min.x, layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, layout_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f); - ImVec2 off = ImVec2(0.0f, IM_FLOOR(-g.FontSize * 0.25f)); - RenderTextClipped(marker_pos + off, layout_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_r); + 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.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f; + if (marker_pos.x > layout_r.Min.x) + { + RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text)); + 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] + 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->RootWindowDockStop = 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->RootWindow = parent_window->RootWindow; + window->RootWindowDockTree = parent_window->RootWindowDockTree; if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost)) - window->RootWindowDockStop = parent_window->RootWindowDockStop; + 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))) // FIXME: simply use _NoTitleBar ? window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight; while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened) { @@ -5921,6 +6323,38 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags } } +// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) +// should be positioned behind that modal window, unless the window was created inside the modal begin-stack. +// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. +// - Window // FindBlockingModal() returns Modal1 +// - Window // .. returns Modal1 +// - Modal1 // .. returns Modal2 +// - Window // .. returns Modal2 +// - Window // .. returns Modal2 +// - Modal2 // .. returns Modal2 +static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.OpenPopupStack.Size <= 0) + return NULL; + + // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. + for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + { + ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) + continue; + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. + break; + for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) + if (IsWindowWithinBeginStackOf(window, parent)) + return popup_window; // Place window above its begin stack parent. + } + return NULL; +} + // Push a new Dear ImGui window to add widgets to. // - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair. // - Begin/End can be called multiple times during the frame with the same window name to append content. @@ -5953,22 +6387,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame); window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow); - // Update the Appearing flag - bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); + // 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 if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed window_just_activated_by_user |= (window != popup_ref.Window); } - window->Appearing = (window_just_activated_by_user || window_just_appearing_after_hidden_for_resize); - if (window->Appearing) - SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); // Update Flags, LastFrameActive, BeginOrderXXX fields + const bool window_was_appearing = window->Appearing; if (first_begin_of_the_frame) { + UpdateWindowInFocusOrderList(window, window_just_created, flags); + window->Appearing = window_just_activated_by_user; + if (window->Appearing) + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); window->FlagsPreviousFrame = window->Flags; window->Flags = (ImGuiWindowFlags)flags; window->LastFrameActive = current_frame; @@ -5990,20 +6425,33 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { 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; if (has_dock_node || new_auto_dock_node) { BeginDocked(window, p_open); flags = window->Flags; if (window->DockIsActive) + { IM_ASSERT(window->DockNode != NULL); + g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints + } - // Docking currently override constraints - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; + // Amend the Appearing flag + if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing) + { + window->Appearing = true; + SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true); + } + } + else + { + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; } } // 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(); + ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? 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)); @@ -6013,26 +6461,37 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Add to stack // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() - g.CurrentWindowStack.push_back(window); 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); + if (flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount++; + + // Update ->RootWindow and others pointers (before any possible call to FocusWindow) + if (first_begin_of_the_frame) + { + UpdateWindowParentAndRootLinks(window, flags, parent_window); + window->ParentWindowInBeginStack = parent_window_in_stack; + } + + // Add to focus scope stack + PushFocusScope(window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; g.CurrentWindow = NULL; + // Add to popup stack if (flags & ImGuiWindowFlags_Popup) { ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; g.BeginPopupStack.push_back(popup_ref); window->PopupId = popup_ref.PopupId; } - if (window_just_appearing_after_hidden_for_resize && !(flags & ImGuiWindowFlags_ChildWindow)) - window->NavLastIds[0] = 0; - - // Update ->RootWindow and others pointers (before any possible call to FocusWindow) - if (first_begin_of_the_frame) - UpdateWindowParentAndRootLinks(window, flags, parent_window); - // Process SetNextWindow***() calls // (FIXME: Consider splitting the HasXXX flags into X/Y components bool window_pos_set_by_api = false; @@ -6090,12 +6549,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { // Initialize const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); window->Active = true; window->HasCloseButton = (p_open != NULL); window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); window->IDStack.resize(1); window->DrawList->_ResetForNewFrame(); window->DC.CurrentTableIdx = -1; + if (flags & ImGuiWindowFlags_DockNodeHost) + { + window->DrawList->ChannelsSplit(2); + window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // 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) @@ -6118,7 +6583,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - window->ContentSize = CalcWindowContentSize(window); + 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. if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; if (window->HiddenFramesCannotSkipItems > 0) @@ -6141,14 +6610,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Size.x = window->SizeFull.x = 0.f; if (!window_size_y_set_by_api) window->Size.y = window->SizeFull.y = 0.f; - window->ContentSize = ImVec2(0.f, 0.f); + window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f); } } // SELECT VIEWPORT // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes. - UpdateSelectWindowViewport(window); + WindowSelectViewport(window); SetCurrentViewport(window, window->Viewport); window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f; SetCurrentWindow(window); @@ -6170,19 +6639,23 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !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. ImRect title_bar_rect = window->TitleBarRect(); - if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseDoubleClicked[0]) + if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2) window->WantCollapseToggle = true; if (window->WantCollapseToggle) { window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; MarkIniSettingsDirty(window); - FocusWindow(window); } } else @@ -6193,10 +6666,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight(); + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + // Calculate auto-fit size, handle automatic resize - const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSize); - bool use_current_size_for_scrollbar_x = window_just_created; - bool use_current_size_for_scrollbar_y = window_just_created; + const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. @@ -6233,9 +6713,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; - // Decoration size - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - // POSITION // Popup latch its initial position, will position itself when it appears next frame @@ -6281,82 +6758,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } - bool viewport_rect_changed = false; if (window->ViewportOwned) - { - // Synchronize window --> viewport in most situations - // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM - if (window->Viewport->PlatformRequestMove) - { - window->Pos = window->Viewport->Pos; - MarkIniSettingsDirty(window); - } - else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) - { - viewport_rect_changed = true; - window->Viewport->Pos = window->Pos; - } - - if (window->Viewport->PlatformRequestResize) - { - window->Size = window->SizeFull = window->Viewport->Size; - MarkIniSettingsDirty(window); - } - else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) - { - viewport_rect_changed = true; - window->Viewport->Size = window->Size; - } - - // 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. - 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; - ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear; - const bool is_modal = (flags & ImGuiWindowFlags_Modal) != 0; - const bool is_short_lived_floating_window = (flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0; - if (flags & ImGuiWindowFlags_Tooltip) - viewport_flags |= ImGuiViewportFlags_TopMost; - if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) - viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; - if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) - viewport_flags |= ImGuiViewportFlags_NoDecoration; - - // 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) - // 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. - if (is_short_lived_floating_window && !is_modal) - viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; - - // We can overwrite viewport flags using ImGuiWindowClass (advanced users) - // We don't default to the main viewport because. - if (window->WindowClass.ParentViewportId) - window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId; - else if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack) - window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; - else - window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; - if (window->WindowClass.ViewportFlagsOverrideSet) - viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; - if (window->WindowClass.ViewportFlagsOverrideClear) - viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; - - // We also tell the backend that clearing the platform window won't be necessary, as our window is filling the viewport and we have disabled BgAlpha - if (!(flags & ImGuiWindowFlags_NoBackground)) - viewport_flags &= ~ImGuiViewportFlags_NoRendererClear; - - window->Viewport->Flags = viewport_flags; - } + WindowSyncOwnedViewport(window, parent_window_in_stack); // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. @@ -6368,26 +6771,19 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. // 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)) { if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f) { - ClampWindowRect(window, visibility_rect); + ClampWindowPos(window, visibility_rect); } else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0) { - if (window->Viewport->PlatformMonitor == -1) - { - // Fallback for "lost" window (e.g. a monitor disconnected): we move the window back over the main viewport - SetWindowPos(window, g.Viewports[0]->Pos + style.DisplayWindowPadding, ImGuiCond_Always); - } - else - { - ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->Viewport->PlatformMonitor]; - visibility_rect.Min = monitor.WorkPos + visibility_padding; - visibility_rect.Max = monitor.WorkPos + monitor.WorkSize - visibility_padding; - ClampWindowRect(window, visibility_rect); - } + // 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; + ClampWindowPos(window, visibility_rect); } } window->Pos = ImFloor(window->Pos); @@ -6411,8 +6807,36 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) want_focus = true; 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; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + } +#endif + // Decide if we are going to handle borders and resize grips const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive); @@ -6433,6 +6857,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->Viewport->Pos = window->Pos; if (!window->Viewport->PlatformRequestResize) window->Viewport->Size = window->Size; + window->Viewport->UpdateWorkRect(); viewport_rect = window->Viewport->GetMainRect(); } @@ -6445,9 +6870,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (!window->Collapsed) { // When reading the current size we need to read it after size constraints have been applied. - // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. - ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); - ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; @@ -6457,10 +6883,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->ScrollbarX && !window->ScrollbarY) window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; } // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) - // Update various regions. Variables they depends on should be set above in this function. + // Update various regions. Variables they depend on should be set above in this function. // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. // Outer rectangle @@ -6479,13 +6909,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Inner rectangle // Not affected by window border size. Used by: // - InnerClipRect - // - ScrollToBringRectIntoView() + // - ScrollToRectEx() // - NavUpdatePageUpPageDown() // - Scrollbar() - window->InnerRect.Min.x = window->Pos.x; - window->InnerRect.Min.y = window->Pos.y + decoration_up_height; - window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; - window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; // Inner clipping rectangle. // Will extend a little bit outside the normal work region. @@ -6518,6 +6948,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Apply scrolling window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; // DRAWING @@ -6526,37 +6957,23 @@ 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->RootWindow) || (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. + // 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. - // 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. + // 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; @@ -6569,20 +6986,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) 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. @@ -6592,8 +6995,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - BeginTabBar() for right-most edge const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); - const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; @@ -6604,31 +7007,39 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. // Used by: // - Mouse wheel scrolling + many other things - window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; - window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) - window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, decoration_up_height + window->WindowPadding.y - window->Scroll.y); + + // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. + // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; + window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); + window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); window->DC.CursorPos = window->DC.CursorStartPos; window->DC.CursorPosPrevLine = window->DC.CursorPos; window->DC.CursorMaxPos = window->DC.CursorStartPos; + window->DC.IdealMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; - window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext; - window->DC.NavLayerActiveMaskNext = 0x00; + window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; + window->DC.NavLayersActiveMaskNext = 0x00; window->DC.NavHideHighlightOneFrame = false; window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); window->DC.MenuBarAppending = false; - window->DC.MenuColumns.Update(3, style.ItemSpacing.x, window_just_activated_by_user); + window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); window->DC.TreeDepth = 0; window->DC.TreeJumpToParentOnPopMask = 0x00; window->DC.ChildWindows.resize(0); @@ -6636,7 +7047,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.CurrentColumns = NULL; window->DC.LayoutType = ImGuiLayoutType_Vertical; window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical; - window->DC.FocusCounterRegular = window->DC.FocusCounterTabStop = -1; window->DC.ItemWidth = window->ItemWidthDefault; window->DC.TextWrapPos = -1.0f; // disabled @@ -6652,7 +7062,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (want_focus) { FocusWindow(window); - NavInitWindow(window, false); + NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls } // Close requested by platform window @@ -6662,14 +7072,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { 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. - IMGUI_DEBUG_LOG_VIEWPORT("Window '%s' PlatformRequestClose\n", window->Name); + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' PlatformRequestClose\n", window->Name); *p_open = false; } } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive) - RenderWindowTitleBarContents(window, title_bar_rect, name, p_open); + RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open); // Clear hit test shape every frame window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0; @@ -6678,8 +7088,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope. // Maybe we can support CTRL+C on every element? /* - if (g.ActiveId == move_id) - if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + //if (g.NavWindow == window && g.ActiveId == 0) + if (g.ActiveId == window->MoveId) + if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) LogToClipboard(); */ @@ -6688,26 +7099,33 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // 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.ConfigDockingWithShift == g.IO.KeyShift)) - if ((window->RootWindow->Flags & ImGuiWindowFlags_NoDocking) == 0) + 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. if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking)) - if (g.MovingWindow == NULL || g.MovingWindow->RootWindow != window) - if ((window == window->RootWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost)) + 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. if (window->DockIsActive) - SetLastItemData(window, window->ID, window->DockTabItemStatusFlags, window->DockTabItemRect); + SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect); else - SetLastItemData(window, window->MoveId, 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); + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab #ifdef IMGUI_ENABLE_TEST_ENGINE if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) - IMGUI_TEST_ENGINE_ITEM_ADD(window->DC.LastItemRect, window->DC.LastItemId); + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); #endif } else @@ -6717,10 +7135,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } - // Pull/inherit current state - window->DC.ItemFlags = g.ItemFlagsStack.back(); // Inherit from shared stack - window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : 0; // Inherit from parent only // -V595 - if (!(flags & ImGuiWindowFlags_DockNodeHost)) PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); @@ -6750,9 +7164,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar). IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive)); if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow?? - if (!g.LogEnabled) + { + const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) window->HiddenFramesCanSkipItems = 1; + } // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) @@ -6766,14 +7183,32 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->HiddenFramesCanSkipItems = 1; // Update the Hidden flag - window->Hidden = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0) || (window->HiddenFramesForRenderOnly > 0); + bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0); + window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0); + + // Disable inputs for requested number of frames + if (window->DisableInputsFrames > 0) + { + window->DisableInputsFrames--; + window->Flags |= ImGuiWindowFlags_NoInputs; + } // Update the SkipItems flag, used to early out of all items functions (no layout required) bool skip_items = false; - if (window->Collapsed || !window->Active || window->Hidden) + if (window->Collapsed || !window->Active || hidden_regular) if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0) skip_items = true; window->SkipItems = skip_items; + + // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value. + if (window->SkipItems) + window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask; + + // 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. + if (window->SkipItems && !window->Appearing) + IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177 } return !window->SkipItems; @@ -6801,22 +7236,29 @@ void ImGui::End() EndColumns(); if (!(window->Flags & ImGuiWindowFlags_DockNodeHost)) // Pop inner window clip rectangle PopClipRect(); + PopFocusScope(); // Stop logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging LogFinish(); + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + // 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 host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding; // Pop from window stack - g.CurrentWindowStack.pop_back(); + g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + g.BeginMenuCount--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - window->DC.StackSizesOnBegin.CompareWithCurrentState(); - SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back()); + 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); } @@ -6824,22 +7266,29 @@ void ImGui::End() void ImGui::BringWindowToFocusFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; + IM_ASSERT(window == window->RootWindow); + + const int cur_order = window->FocusOrder; + IM_ASSERT(g.WindowsFocusOrder[cur_order] == window); if (g.WindowsFocusOrder.back() == window) return; - for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the top-most window - if (g.WindowsFocusOrder[i] == window) - { - memmove(&g.WindowsFocusOrder[i], &g.WindowsFocusOrder[i + 1], (size_t)(g.WindowsFocusOrder.Size - i - 1) * sizeof(ImGuiWindow*)); - g.WindowsFocusOrder[g.WindowsFocusOrder.Size - 1] = window; - break; - } + + const int new_order = g.WindowsFocusOrder.Size - 1; + for (int n = cur_order; n < new_order; n++) + { + g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1]; + g.WindowsFocusOrder[n]->FocusOrder--; + IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n); + } + g.WindowsFocusOrder[new_order] = window; + window->FocusOrder = (short)new_order; } void ImGui::BringWindowToDisplayFront(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindow* current_front_window = g.Windows.back(); - if (current_front_window == window || current_front_window->RootWindow == window) // 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 if (g.Windows[i] == window) @@ -6864,6 +7313,34 @@ 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) { @@ -6871,24 +7348,22 @@ void ImGui::FocusWindow(ImGuiWindow* window) if (g.NavWindow != window) { - g.NavWindow = window; + SetNavWindow(window); if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; - g.NavInitRequest = false; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId - g.NavFocusScopeId = 0; - g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; - //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); + g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0; + g.NavIdIsAlive = false; + + // Close popups if any + ClosePopupsOverWindow(window, false); } - // Close popups if any - ClosePopupsOverWindow(window, false); - // Move the root window to the top of the pile - IM_ASSERT(window == NULL || window->RootWindow != NULL); - ImGuiWindow* focus_front_window = window ? window->RootWindowDockStop : NULL; - ImGuiWindow* display_front_window = window ? window->RootWindow : NULL; + IM_ASSERT(window == NULL || window->RootWindowDockTree != 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); @@ -6896,7 +7371,7 @@ void ImGui::FocusWindow(ImGuiWindow* 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->RootWindowDockStop != focus_front_window) + if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window) if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host) ClearActiveID(); @@ -6907,7 +7382,7 @@ 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); @@ -6918,19 +7393,24 @@ void ImGui::FocusWindow(ImGuiWindow* window) void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) { ImGuiContext& g = *GImGui; - int start_idx = g.WindowsFocusOrder.Size - 1; if (under_this_window != NULL) { - int under_this_window_idx = FindWindowFocusIndex(under_this_window); - if (under_this_window_idx != -1) - start_idx = under_this_window_idx - 1; + // 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. ImGuiWindow* window = g.WindowsFocusOrder[i]; - if (window != ignore_window && window->WasActive && window->RootWindowDockStop == window) + IM_ASSERT(window == window->RootWindow); + if (window != ignore_window && window->WasActive) if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) { // FIXME-DOCK: This is failing (lagging by one frame) for docked windows. @@ -6945,6 +7425,7 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind FocusWindow(NULL); } +// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. void ImGui::SetCurrentFont(ImFont* font) { ImGuiContext& g = *GImGui; @@ -6982,24 +7463,56 @@ void ImGui::PopFont() void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - ImGuiItemFlags item_flags = window->DC.ItemFlags; + ImGuiItemFlags item_flags = g.CurrentItemFlags; IM_ASSERT(item_flags == g.ItemFlagsStack.back()); if (enabled) item_flags |= option; else item_flags &= ~option; - window->DC.ItemFlags = item_flags; + g.CurrentItemFlags = item_flags; g.ItemFlagsStack.push_back(item_flags); } void ImGui::PopItemFlag() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; 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(); - window->DC.ItemFlags = g.ItemFlagsStack.back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); +} + +// BeginDisabled()/EndDisabled() +// - 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. +// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag() +void ImGui::BeginDisabled(bool disabled) +{ + ImGuiContext& g = *GImGui; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + if (!was_disabled && disabled) + { + 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; + IM_ASSERT(g.DisabledStackSize > 0); + g.DisabledStackSize--; + bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + //PopItemFlag(); + g.ItemFlagsStack.pop_back(); + g.CurrentItemFlags = g.ItemFlagsStack.back(); + if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0) + g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); } // FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. @@ -7026,18 +7539,49 @@ void ImGui::PopButtonRepeat() void ImGui::PushTextWrapPos(float wrap_pos_x) { ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos); window->DC.TextWrapPos = wrap_pos_x; - window->DC.TextWrapPosStack.push_back(wrap_pos_x); } void ImGui::PopTextWrapPos() { ImGuiWindow* window = GetCurrentWindow(); + window->DC.TextWrapPos = window->DC.TextWrapPosStack.back(); window->DC.TextWrapPosStack.pop_back(); - window->DC.TextWrapPos = window->DC.TextWrapPosStack.empty() ? -1.0f : window->DC.TextWrapPosStack.back(); } -bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) +static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy) +{ + 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; @@ -7045,7 +7589,7 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) { if (window == potential_parent) return true; - window = window->ParentWindow; + window = window->ParentWindowInBeginStack; } return false; } @@ -7053,6 +7597,12 @@ bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent) bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below) { ImGuiContext& g = *GImGui; + + // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array + const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below); + if (display_layer_delta != 0) + return display_layer_delta > 0; + for (int i = g.Windows.Size - 1; i >= 0; i--) { ImGuiWindow* candidate_window = g.Windows[i]; @@ -7066,41 +7616,34 @@ 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; + ImGuiWindow* ref_window = g.HoveredWindow; + ImGuiWindow* cur_window = g.CurrentWindow; + if (ref_window == NULL) + return false; - if (flags & ImGuiHoveredFlags_AnyWindow) + if ((flags & ImGuiHoveredFlags_AnyWindow) == 0) { - if (g.HoveredWindow == NULL) + 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; } - else - { - switch (flags & (ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows)) - { - case ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow == NULL || g.HoveredWindow->RootWindowDockStop != g.CurrentWindow->RootWindowDockStop) - return false; - break; - case ImGuiHoveredFlags_RootWindow: - if (g.HoveredWindow != g.CurrentWindow->RootWindowDockStop) - return false; - break; - case ImGuiHoveredFlags_ChildWindows: - if (g.HoveredWindow == NULL || !IsWindowChildOf(g.HoveredWindow, g.CurrentWindow)) - return false; - break; - default: - if (g.HoveredWindow != g.CurrentWindow) - return false; - break; - } - } - 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; } @@ -7108,22 +7651,24 @@ 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->RootWindowDockStop == g.CurrentWindow->RootWindowDockStop; - case ImGuiFocusedFlags_RootWindow: - return g.NavWindow == g.CurrentWindow->RootWindowDockStop; - 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() @@ -7143,7 +7688,7 @@ bool ImGui::IsWindowDocked() // 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->RootWindowDockStop && !(window->Flags & ImGuiWindowFlags_NoNavFocus); + return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus); } float ImGui::GetWindowWidth() @@ -7179,8 +7724,13 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) const ImVec2 old_pos = window->Pos; window->Pos = ImFloor(pos); ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); + // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here. 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; } @@ -7212,26 +7762,19 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); // Set - if (size.x > 0.0f) - { - window->AutoFitFramesX = 0; + ImVec2 old_size = window->SizeFull; + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + if (size.x <= 0.0f) + window->AutoFitOnlyGrows = false; + else window->SizeFull.x = IM_FLOOR(size.x); - } - else - { - window->AutoFitFramesX = 2; + if (size.y <= 0.0f) window->AutoFitOnlyGrows = false; - } - if (size.y > 0.0f) - { - window->AutoFitFramesY = 0; + else window->SizeFull.y = IM_FLOOR(size.y); - } - else - { - window->AutoFitFramesY = 2; - window->AutoFitOnlyGrows = false; - } + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); } void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) @@ -7339,7 +7882,7 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = size; + g.NextWindowData.ContentSizeVal = ImFloor(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) @@ -7441,33 +7984,55 @@ void ImGui::ActivateItem(ImGuiID id) { ImGuiContext& g = *GImGui; g.NavNextActivateId = id; + g.NavNextActivateFlags = ImGuiActivateFlags_None; } void ImGui::PushFocusScope(ImGuiID id) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); - window->DC.NavFocusScopeIdCurrent = id; + g.FocusScopeStack.push_back(id); + g.CurrentFocusScopeId = id; } void ImGui::PopFocusScope() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? - window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0; } +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! void ImGui::SetKeyboardFocusHere(int offset) { - IM_ASSERT(offset >= -1); // -1 is allowed but not below ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - g.FocusRequestNextWindow = window; - g.FocusRequestNextCounterRegular = window->DC.FocusCounterRegular + 1 + offset; - g.FocusRequestNextCounterTabStop = INT_MAX; + IM_ASSERT(offset >= -1); // -1 is allowed but not below + IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + if (offset == -1) + { + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); + } + else + { + g.NavTabbingDir = 1; + g.NavTabbingCounter = offset + 1; + } } void ImGui::SetItemDefaultFocus() @@ -7476,15 +8041,17 @@ void ImGui::SetItemDefaultFocus() ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; - if (g.NavWindow == window->RootWindowForNav && (g.NavInitRequest || g.NavInitResultId != 0) && g.NavLayer == g.NavWindow->DC.NavLayerCurrent) - { - g.NavInitRequest = false; - g.NavInitResultId = g.NavWindow->DC.LastItemId; - g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos); - NavUpdateAnyRequestFlag(); - if (!IsItemVisible()) - SetScrollHereY(); - } + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) + return; + + g.NavInitRequest = false; + g.NavInitResultId = g.LastItemData.ID; + g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); + NavUpdateAnyRequestFlag(); + + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!IsItemVisible()) + ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); } void ImGui::SetStateStorage(ImGuiStorage* tree) @@ -7503,7 +8070,7 @@ void ImGui::PushID(const char* str_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id); + ImGuiID id = window->GetID(str_id); window->IDStack.push_back(id); } @@ -7511,7 +8078,7 @@ void ImGui::PushID(const char* str_id_begin, const char* str_id_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + ImGuiID id = window->GetID(str_id_begin, str_id_end); window->IDStack.push_back(id); } @@ -7519,7 +8086,7 @@ void ImGui::PushID(const void* ptr_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + ImGuiID id = window->GetID(ptr_id); window->IDStack.push_back(id); } @@ -7527,7 +8094,7 @@ void ImGui::PushID(int int_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(int_id); + ImGuiID id = window->GetID(int_id); window->IDStack.push_back(id); } @@ -7536,6 +8103,8 @@ void ImGui::PushOverrideID(ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL); window->IDStack.push_back(id); } @@ -7545,11 +8114,9 @@ void ImGui::PushOverrideID(ImGuiID id) ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) { ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); -#ifdef IMGUI_ENABLE_TEST_ENGINE ImGuiContext& g = *GImGui; - IMGUI_TEST_ENGINE_ID_INFO2(id, ImGuiDataType_String, str, str_end); -#endif + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } @@ -7591,15 +8158,1277 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) } +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + + int index; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); + if (IsLegacyKey(key)) + index = (g.IO.KeyMap[key] != -1) ? g.IO.KeyMap[key] : key; // Remap native->imgui or imgui->native + else + index = key; +#else + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); + index = key - ImGuiKey_NamedKey_BEGIN; +#endif + return &g.IO.KeysData[index]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +ImGuiKey ImGui::GetKeyIndex(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKey(key)); + const ImGuiKeyData* key_data = GetKeyData(key); + return (ImGuiKey)(key_data - g.IO.KeysData); +} +#endif + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); +#else + if (IsLegacyKey(key)) + { + ImGuiIO& io = GetIO(); + if (io.KeyMap[key] == -1) + return "N/A"; + IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key])); + key = (ImGuiKey)io.KeyMap[key]; + } +#endif + if (key == ImGuiKey_None) + return "None"; + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// ImGuiMod_Shortcut is translated to either Ctrl or Super. +void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size) +{ + ImGuiContext& g = *GImGui; + if (key_chord & ImGuiMod_Shortcut) + key_chord = ConvertShortcutMod(key_chord); + ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", + GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_None; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_None) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + owner_data->OwnerCurr = routing_entry->RoutingCurr; + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + if (key_chord & ImGuiMod_Shortcut) + key_chord = ConvertShortcutMod(key_chord); + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + IM_ASSERT(IsNamedKey(key)); + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobalHigh +// - 1: ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobalLow +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (flags & ImGuiInputFlags_RouteFocused) + { + ImGuiContext& g = *GImGui; + ImGuiWindow* focused = g.NavWindow; + + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + if (focused != NULL && focused->RootWindow == location->RootWindow) + for (int next_score = 3; focused != NULL; next_score++) + { + if (focused == location) + { + IM_ASSERT(next_score < 255); + return next_score; + } + focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path + } + return 255; + } + + // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional + if (flags & ImGuiInputFlags_RouteGlobal) + return 2; + if (flags & ImGuiInputFlags_RouteGlobalLow) + return 254; + return 0; +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) +// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut. +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + if (flags & ImGuiInputFlags_RouteAlways) + return true; + + const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = routing_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + return routing_data->RoutingCurr == routing_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + + bool pressed = (t == 0.0f); + if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0)) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Expand for touch input + const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); + if (!rect_for_touch.Contains(g.IO.MousePos)) + return false; + if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (io.BackendUsingLegacyKeyArrays == 0) + { + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. + for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + } + else + { + if (g.FrameCount == 0) + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); + + // Build reverse KeyMap (Named -> Legacy) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + if (io.KeyMap[n] != -1) + { + IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); + io.KeyMap[io.KeyMap[n]] = n; + } + + // Import legacy keys into new ones + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) + { + const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); + IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); + io.KeysData[key].Down = io.KeysDown[n]; + if (key != n) + io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends + io.BackendUsingLegacyKeyArrays = 1; + } + if (io.BackendUsingLegacyKeyArrays == 1) + { + GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl; + GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift; + GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt; + GetKeyData(ImGuiMod_Super)->Down = io.KeySuper; + } + } + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) + { + #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) + #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); + #undef NAV_MAP_KEY + } +#endif +#endif + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyXXX values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + { + io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; + io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + } + + // Update keys + for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++) + { + ImGuiKeyData* key_data = &io.KeysData[i]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_None; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + io.MousePosPrev = io.MousePos; + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + 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); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + if (io.MouseClicked[i]) + g.NavDisableMouseHover = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImFloor(window->Size * scale); + window->SizeFull = ImFloor(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // (we avoid doing it on OSX as it the OS input layer handles this already) + const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; + if (swap_axis) + { + wheel.x = wheel.y; + wheel.y = 0.0f; + } + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; } + if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("%s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + io.MouseDown[button] = e->MouseButton.Down; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_MouseViewport) + { + io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) + break; + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + + // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + io.KeysDown[key_data_index] = key_data->Down; + if (io.KeyMap[key_data_index] != -1) + io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; +#endif + } + else if (e->Type == ImGuiInputEventType_Text) + { + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + g.IO.ClearInputKeys(); +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrModKey(key)) + return ImGuiKeyOwner_None; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_None; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrModKey(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_None) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + if (!SetShortcutRouting(key_chord, owner_id, flags)) + return false; + + if (key_chord & ImGuiMod_Shortcut) + key_chord = ConvertShortcutMod(key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(mods); + + if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_)))) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + + return true; +} + + //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures than what imgui.cpp sees, which is problematic. -// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +// If this triggers you have an issue: +// - Most commonly: mismatched headers and compiled code version. +// - Or: mismatched configuration #define, compilation settings, packing pragma etc. +// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui, +// which is way it is required you put them in your imconfig file (and not just before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; @@ -7613,12 +9442,44 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si return !error; } +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + static void ImGui::ErrorCheckNewFrameSanityChecks() { ImGuiContext& g = *GImGui; // Check user IM_ASSERT macro - // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means you assert macro is incorrectly defined! + // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined! // If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block. // This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.) // #define IM_ASSERT(EXPR) if (SomeCode(EXPR)) SomeMoreCode(); // Wrong! @@ -7631,19 +9492,21 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->Fonts.Size > 0 && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); - IM_ASSERT(g.IO.Fonts->Fonts[0]->IsLoaded() && "Font Atlas not built. Did you call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()?"); + IM_ASSERT(g.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.CircleSegmentMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); - for (int n = 0; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) - if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); +#endif // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) @@ -7682,6 +9545,7 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++) { 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(mon.DpiScale != 0.0f); @@ -7697,13 +9561,13 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. - // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), // while still correctly asserting on mid-frame key press events. - const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags(); - IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); - IM_UNUSED(key_mod_flags); + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); - // Recover from errors + // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). //ErrorCheckEndFrameRecover(); // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you @@ -7734,58 +9598,15 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi { // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations" ImGuiContext& g = *GImGui; - while (g.CurrentWindowStack.Size > 0) + while (g.CurrentWindowStack.Size > 0) //-V1044 { -#ifdef IMGUI_HAS_TABLE - 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(); - } -#endif + 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); @@ -7799,6 +9620,66 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi } } +// Must be called before End()/EndChild() +void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data) +{ + ImGuiContext& g = *GImGui; + while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); + EndTable(); + } + + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin; + IM_ASSERT(window != NULL); + while (g.CurrentTabBar != NULL) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name); + EndTabBar(); + } + while (window->DC.TreeDepth > 0) + { + if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name); + TreePop(); + } + while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name); + EndGroup(); + } + while (window->IDStack.Size > 1) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name); + PopID(); + } + while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name); + EndDisabled(); + } + while (g.ColorStack.Size > stack_sizes->SizeOfColorStack) + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col)); + PopStyleColor(); + } + while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name); + PopItemFlag(); + } + while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); + PopStyleVar(); + } + while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); + PopFocusScope(); + } +} + // Save current stack sizes for later compare void ImGuiStackSizes::SetToCurrentState() { @@ -7810,7 +9691,9 @@ void ImGuiStackSizes::SetToCurrentState() SizeOfFontStack = (short)g.FontStack.Size; SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size; SizeOfGroupStack = (short)g.GroupStack.Size; + SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size; SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size; + SizeOfDisabledStack = (short)g.DisabledStackSize; } // Compare to detect usage errors @@ -7828,6 +9711,8 @@ void ImGuiStackSizes::CompareWithCurrentState() // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them. IM_ASSERT(SizeOfGroupStack == g.GroupStack.Size && "BeginGroup/EndGroup Mismatch!"); IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!"); + IM_ASSERT(SizeOfDisabledStack == g.DisabledStackSize && "BeginDisabled/EndDisabled Mismatch!"); + IM_ASSERT(SizeOfItemFlagsStack >= g.ItemFlagsStack.Size && "PushItemFlag/PopItemFlag Mismatch!"); IM_ASSERT(SizeOfColorStack >= g.ColorStack.Size && "PushStyleColor/PopStyleColor Mismatch!"); IM_ASSERT(SizeOfStyleVarStack >= g.StyleVarStack.Size && "PushStyleVar/PopStyleVar Mismatch!"); IM_ASSERT(SizeOfFontStack >= g.FontStack.Size && "PushFont/PopFont Mismatch!"); @@ -7862,10 +9747,9 @@ void ImGuiStackSizes::CompareWithCurrentState() // - GetContentRegionMaxAbs() [Internal] // - GetContentRegionAvail(), // - GetWindowContentRegionMin(), GetWindowContentRegionMax() -// - GetWindowContentRegionWidth() // - BeginGroup() // - EndGroup() -// Also see in imgui_widgets: tab bars, columns. +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. //----------------------------------------------------------------------------- // Advance cursor given item size for layout. @@ -7882,14 +9766,16 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; - const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); // Always align ourselves on pixel boundaries //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; + window->DC.CursorPosPrevLine.y = line_y1; window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] @@ -7898,28 +9784,35 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) window->DC.CurrLineSize.y = 0.0f; window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } -void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) -{ - ItemSize(bb.GetSize(), text_baseline_y); -} - // Declare item bounding box for clipping and interaction. // Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface // declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + + // Directional navigation processing if (id != 0) { - // Navigation processing runs prior to clipping early-out + KeepAliveID(id); + + // Runs prior to clipping early-out // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of @@ -7928,26 +9821,20 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayerActiveMaskNext |= (1 << window->DC.NavLayerCurrent); - if (g.NavId == id || g.NavAnyRequest) - if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) - if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(window, nav_bb_arg ? *nav_bb_arg : bb, id); - - // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() -#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - if (id == g.DebugItemPickerBreakId) + if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav)) { - IM_DEBUG_BREAK(); - g.DebugItemPickerBreakId = 0; + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(); } -#endif - } - // Equivalent to calling SetLastItemData() - window->DC.LastItemId = id; - window->DC.LastItemRect = bb; - window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None; + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.org/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } g.NextItemData.Flags = ImGuiNextItemDataFlags_None; #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -7956,14 +9843,28 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) #endif // Clipping test - const bool is_clipped = IsClippedEx(bb, id, false); - if (is_clipped) - return false; + // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) + //const bool is_clipped = IsClippedEx(bb, id); + //if (is_clipped) + // return false; + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (!g.LogEnabled) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0 && id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); +#endif //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; if (IsMouseHoveringRect(bb.Min, bb.Max)) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HoveredRect; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; return true; } @@ -7974,25 +9875,28 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg) // spacing_w >= 0 : enforce spacing amount void ImGui::SameLine(float offset_from_start_x, float spacing_w) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; - ImGuiContext& g = *GImGui; if (offset_from_start_x != 0.0f) { - if (spacing_w < 0.0f) spacing_w = 0.0f; + if (spacing_w < 0.0f) + spacing_w = 0.0f; window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } else { - if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } window->DC.CurrLineSize = window->DC.PrevLineSize; window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; } ImVec2 ImGui::GetCursorScreenPos() @@ -8001,11 +9905,15 @@ ImVec2 ImGui::GetCursorScreenPos() return window->DC.CursorPos; } +// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc. +// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50) +// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos... void ImGui::SetCursorScreenPos(const ImVec2& pos) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos = pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; } // User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. @@ -8032,21 +9940,24 @@ void ImGui::SetCursorPos(const ImVec2& local_pos) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos = window->Pos - window->Scroll + local_pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; } void ImGui::SetCursorPosX(float x) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; } void ImGui::SetCursorPosY(float y) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; } ImVec2 ImGui::GetCursorStartPos() @@ -8079,12 +9990,13 @@ void ImGui::SetNextItemWidth(float item_width) g.NextItemData.Width = item_width; } +// FIXME: Remove the == 0.0f behavior? void ImGui::PushItemWidth(float item_width) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width); - window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } @@ -8095,18 +10007,19 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) const ImGuiStyle& style = g.Style; const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components - 1; i++) + for (int i = 0; i < components - 2; i++) window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = window->DC.ItemWidthStack.back(); + window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } void ImGui::PopItemWidth() { ImGuiWindow* window = GetCurrentWindow(); + window->DC.ItemWidth = window->DC.ItemWidthStack.back(); window->DC.ItemWidthStack.pop_back(); - window->DC.ItemWidth = window->DC.ItemWidthStack.empty() ? window->ItemWidthDefault : window->DC.ItemWidthStack.back(); } // Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth(). @@ -8135,7 +10048,8 @@ float ImGui::CalcItemWidth() // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) @@ -8221,14 +10135,9 @@ 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. +// FIXME-OPT: Could we safely early out on ->SkipItems? void ImGui::BeginGroup() { ImGuiContext& g = *GImGui; @@ -8244,6 +10153,7 @@ void ImGui::BeginGroup() group_data.BackupCurrLineSize = window->DC.CurrLineSize; group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; + group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.EmitItem = true; @@ -8252,7 +10162,7 @@ void ImGui::BeginGroup() window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } void ImGui::EndGroup() @@ -8264,6 +10174,9 @@ void ImGui::EndGroup() ImGuiGroupData& group_data = g.GroupStack.back(); IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; @@ -8273,7 +10186,7 @@ void ImGui::EndGroup() window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; if (g.LogEnabled) - g.LogLinePosY = -FLT_MAX; // To enforce Log carriage return + g.LogLinePosY = -FLT_MAX; // To enforce a carriage return if (!group_data.EmitItem) { @@ -8283,28 +10196,33 @@ void ImGui::EndGroup() window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset); // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now. ItemSize(group_bb.GetSize()); - ItemAdd(group_bb, 0); + ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. - // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. // Also if you grep for LastItemId you'll notice it is only used in that context. // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true); if (group_contains_curr_active_id) - window->DC.LastItemId = g.ActiveId; + g.LastItemData.ID = g.ActiveId; else if (group_contains_prev_active_id) - window->DC.LastItemId = g.ActiveIdPreviousFrame; - window->DC.LastItemRect = group_bb; + g.LastItemData.ID = g.ActiveIdPreviousFrame; + g.LastItemData.Rect = group_bb; + + // Forward Hovered flag + const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0; + if (group_contains_curr_hovered_id) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; // Forward Edited flag if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; // Forward Deactivated flag - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDeactivated; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated; if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame) - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Deactivated; + 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] @@ -8331,63 +10249,109 @@ static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, fl static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) { ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) { - float center_x_ratio = window->ScrollTargetCenterRatio.x; - float scroll_target_x = window->ScrollTarget.x; - float snap_x_min = 0.0f; - float snap_x_max = window->ScrollMax.x + window->Size.x; - if (window->ScrollTargetEdgeSnapDist.x > 0.0f) - scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); - scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - window->ScrollbarSizes.x); - } - if (window->ScrollTarget.y < FLT_MAX) - { - float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - float center_y_ratio = window->ScrollTargetCenterRatio.y; - float scroll_target_y = window->ScrollTarget.y; - float snap_y_min = 0.0f; - float snap_y_max = window->ScrollMax.y + window->Size.y - decoration_up_height; - if (window->ScrollTargetEdgeSnapDist.y > 0.0f) - scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); - scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - window->ScrollbarSizes.y - decoration_up_height); - } - scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); - scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, window->ScrollMax.x); - scroll.y = ImMin(scroll.y, window->ScrollMax.y); + if (window->ScrollTarget[axis] < FLT_MAX) + { + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); + } + scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); } return scroll; } -// Scroll to keep newly navigated item fully into view -ImVec2 ImGui::ScrollToBringRectIntoView(ImGuiWindow* window, const ImRect& item_rect) +void ImGui::ScrollToItem(ImGuiScrollFlags flags) { ImGuiContext& g = *GImGui; - ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); - //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + ImGuiWindow* window = g.CurrentWindow; + ScrollToRectEx(window, g.LastItemData.NavRect, flags); +} - ImVec2 delta_scroll; - if (!window_rect.Contains(item_rect)) +void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ScrollToRectEx(window, item_rect, flags); +} + +// Scroll to keep newly navigated item fully into view +ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) +{ + ImGuiContext& g = *GImGui; + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] + + // Check that only one behavior is selected per axis + IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); + IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_)); + + // Defaults + ImGuiScrollFlags in_flags = flags; + if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX) + flags |= ImGuiScrollFlags_KeepVisibleEdgeX; + if ((flags & ImGuiScrollFlags_MaskY_) == 0) + flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; + + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) { - if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x) - SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x - g.Style.ItemSpacing.x, 0.0f); - else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x) - SetScrollFromPosX(window, item_rect.Max.x - window->Pos.x + g.Style.ItemSpacing.x, 1.0f); - if (item_rect.Min.y < window_rect.Min.y) - SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y - g.Style.ItemSpacing.y, 0.0f); - else if (item_rect.Max.y >= window_rect.Max.y) - SetScrollFromPosY(window, item_rect.Max.y - window->Pos.y + g.Style.ItemSpacing.y, 1.0f); - - ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); - delta_scroll = next_scroll - window->Scroll; + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) + SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); + else if (item_rect.Max.x >= scroll_rect.Max.x) + SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) + { + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); } + if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) + { + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) + SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); + else if (item_rect.Max.y >= scroll_rect.Max.y) + SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); + } + else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) + { + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); + } + + ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); + ImVec2 delta_scroll = next_scroll - window->Scroll; + // Also scroll parent window to keep us into view if necessary - if (window->Flags & ImGuiWindowFlags_ChildWindow) - delta_scroll += ScrollToBringRectIntoView(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll)); + if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow)) + { + // FIXME-SCROLL: May be an option? + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX; + if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0) + in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY; + delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags); + } return delta_scroll; } @@ -8447,7 +10411,7 @@ void ImGui::SetScrollY(float scroll_y) // - local_pos = (absolution_pos - window->Pos) // - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, // and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. -// - They mostly exists because of legacy API. +// - They mostly exist because of legacy API. // Following the rules above, when trying to work with scrolling code, consider that: // - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! // - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense @@ -8455,7 +10419,7 @@ void ImGui::SetScrollY(float scroll_y) void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset window->ScrollTargetCenterRatio.x = center_x_ratio; window->ScrollTargetEdgeSnapDist.x = 0.0f; } @@ -8463,8 +10427,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - local_y -= window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect - window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset window->ScrollTargetCenterRatio.y = center_y_ratio; window->ScrollTargetEdgeSnapDist.y = 0.0f; } @@ -8486,8 +10449,8 @@ void ImGui::SetScrollHereX(float center_x_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_x = g.Style.ItemSpacing.x; - float target_pos_x = ImLerp(window->DC.LastItemRect.Min.x - spacing_x, window->DC.LastItemRect.Max.x + spacing_x, center_x_ratio); + 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 @@ -8499,7 +10462,7 @@ void ImGui::SetScrollHereY(float center_y_ratio) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - float spacing_y = g.Style.ItemSpacing.y; + 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 @@ -8513,10 +10476,10 @@ void ImGui::SetScrollHereY(float center_y_ratio) void ImGui::BeginTooltip() { - BeginTooltipEx(ImGuiWindowFlags_None, ImGuiTooltipFlags_None); + BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); } -void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags tooltip_flags) +void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) { ImGuiContext& g = *GImGui; @@ -8545,7 +10508,7 @@ void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, ImGuiTooltipFlags toolt ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount); } ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking; - Begin(window_name, NULL, flags | extra_flags); + Begin(window_name, NULL, flags | extra_window_flags); } void ImGui::EndTooltip() @@ -8556,7 +10519,7 @@ void ImGui::EndTooltip() void ImGui::SetTooltipV(const char* fmt, va_list args) { - BeginTooltipEx(0, ImGuiTooltipFlags_OverridePreviousTooltip); + BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); TextV(fmt, args); EndTooltip(); } @@ -8624,10 +10587,27 @@ ImGuiWindow* ImGui::GetTopMostPopupModal() return NULL; } +ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() +{ + ImGuiContext& g = *GImGui; + for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--) + if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window) + if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup)) + return popup; + return NULL; +} + void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X\n", str_id, id); + OpenPopupEx(id, popup_flags); +} + +void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) +{ + OpenPopupEx(id, popup_flags); } // Mark popup as open (toggle toward open state). @@ -8647,13 +10627,13 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; - popup_ref.SourceWindow = g.NavWindow; + popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). popup_ref.OpenFrameCount = g.FrameCount; popup_ref.OpenParentId = parent_window->IDStack.back(); popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; - IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); if (g.OpenPopupStack.Size < current_stack_size + 1) { g.OpenPopupStack.push_back(popup_ref); @@ -8706,12 +10686,13 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow) // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3: // Window -> Popup1 -> Popup2 -> Popup3 - // - Each popups may contain child windows, which is why we compare ->RootWindow! + // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree! // Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child bool ref_window_is_descendent_of_popup = false; for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++) if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window) - if (popup_window->RootWindow == ref_window->RootWindow) + //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE + if (IsWindowWithinBeginStackOf(ref_window, popup_window)) { ref_window_is_descendent_of_popup = true; break; @@ -8722,24 +10703,40 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { - IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } +void ImGui::ClosePopupsExceptModals() +{ + ImGuiContext& g = *GImGui; + + int popup_count_to_keep; + for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) + { + ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; + if (!window || window->Flags & ImGuiWindowFlags_Modal) + break; + } + if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below + ClosePopupToLevel(popup_count_to_keep, true); +} + void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); // Trim open popup stack - ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow; g.OpenPopupStack.resize(remaining); if (restore_focus_to_window_under_popup) { + ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window; if (focus_window && !focus_window->WasActive && popup_window) { // Fallback @@ -8769,13 +10766,13 @@ void ImGui::CloseCurrentPopup() ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window; bool close_parent = false; if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu)) - if (parent_popup_window == NULL || !(parent_popup_window->Flags & ImGuiWindowFlags_Modal)) + if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar)) close_parent = true; if (!close_parent) break; popup_idx--; } - IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); ClosePopupToLevel(popup_idx, true); // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. @@ -8797,7 +10794,7 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) char name[20]; if (flags & ImGuiWindowFlags_ChildMenu) - ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth + ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth else ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame @@ -8818,7 +10815,8 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) return false; } flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; - return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); } // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. @@ -8839,8 +10837,8 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window. if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0) { - ImGuiViewportP* viewport = window->WasActive ? window->Viewport : (ImGuiViewportP*)GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport? - SetNextWindowPos(viewport->GetMainRect().GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f)); + 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; @@ -8862,7 +10860,7 @@ void ImGui::EndPopup() 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); @@ -8878,28 +10876,41 @@ 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) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_); if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup)) { - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + 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); } } // This is a helper to handle the simplest case of associating one named popup to one given widget. -// - You can pass a NULL str_id to use the identifier of the last item. -// - You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). -// - This is essentially the same as calling OpenPopupOnItemClick() + BeginPopup() but written to avoid -// computing the ID twice because BeginPopupContextXXX functions may be called very frequently. +// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id. +// - To create a popup with a specific identifier, pass it in str_id. +// - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call. +// - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id. +// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). +// This is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); +// return BeginPopup(id); +// Which is essentially the same as: +// id = str_id ? GetID(str_id) : GetItemID(); +// if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) +// OpenPopup(id); +// return BeginPopup(id); +// The main difference being that this is tweaked to avoid computing the ID twice. bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict! - IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item) + 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); @@ -8908,7 +10919,8 @@ bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flag bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (!str_id) str_id = "window_context"; ImGuiID id = window->GetID(str_id); @@ -8921,7 +10933,8 @@ bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_fl bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (!str_id) str_id = "void_context"; ImGuiID id = window->GetID(str_id); @@ -8978,7 +10991,7 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); - // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) continue; if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) @@ -9012,7 +11025,7 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s } // Note that this is used for popups, which can overlap the non work-area of individual viewports. -ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) +ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImRect r_screen; @@ -9026,8 +11039,7 @@ ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) else { // Use the full viewport area (not work area) for popups - r_screen.Min = window->Viewport->Pos; - r_screen.Max = window->Viewport->Pos + window->Viewport->Size; + 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)); @@ -9037,13 +11049,14 @@ ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow* window) ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) { ImGuiContext& g = *GImGui; + + 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. 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). - ImRect r_outer = GetWindowAllowedExtentRect(window); 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 @@ -9053,16 +11066,13 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) } if (window->Flags & ImGuiWindowFlags_Popup) { - ImRect r_outer = GetWindowAllowedExtentRect(window); - 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; ImVec2 ref_pos = NavCalcPreferredRefPos(); - ImRect r_outer = GetWindowAllowedExtentRect(window); ImRect r_avoid; 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); @@ -9078,26 +11088,32 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existence of SetNavID vs SetNavIDWithRectRel vs SetFocusID is incredibly messy and confusing, -// and needs some explanation or serious refactoring. -void ImGui::SetNavID(ImGuiID id, int nav_layer, ImGuiID focus_scope_id) +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavWindow(ImGuiWindow* window) { ImGuiContext& g = *GImGui; - IM_ASSERT(g.NavWindow); - IM_ASSERT(nav_layer == 0 || nav_layer == 1); - g.NavId = id; - g.NavFocusScopeId = focus_scope_id; - g.NavWindow->NavLastIds[nav_layer] = id; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); } -void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) +void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; - SetNavID(id, nav_layer, focus_scope_id); + IM_ASSERT(g.NavWindow != NULL); + IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); + g.NavId = id; + g.NavLayer = nav_layer; + g.NavFocusScopeId = focus_scope_id; + g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; - g.NavMousePosDirty = true; - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) @@ -9105,18 +11121,18 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); - // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; - if (g.NavWindow != window) - g.NavInitRequest = false; - g.NavWindow = window; g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + g.NavFocusScopeId = g.CurrentFocusScopeId; window->NavLastIds[nav_layer] = id; - if (window->DC.LastItemId == id) - window->NavRectRel[nav_layer] = ImRect(window->DC.LastItemRect.Min - window->Pos, window->DC.LastItemRect.Max - window->Pos); + if (g.LastItemData.ID == id) + window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); if (g.ActiveIdSource == ImGuiInputSource_Nav) g.NavDisableMouseHover = true; @@ -9147,7 +11163,7 @@ 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); @@ -9155,15 +11171,17 @@ 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(ImGuiNavMoveResult* result, ImRect cand) +static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (g.NavLayer != window->DC.NavLayerCurrent) return false; - const ImRect& curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) - g.NavScoringCount++; + // FIXME: Those are not good variables names + ImRect cand = g.LastItemData.NavRect; // Current item nav rectangle + const ImRect curr = g.NavScoringRect; // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width) + g.NavScoringDebugCount++; // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring if (window->ParentWindow == g.NavWindow) @@ -9175,7 +11193,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) } // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items) - // For example, this ensure that items in one column are not reached when moving vertically from items in another column. + // For example, this ensures that items in one column are not reached when moving vertically from items in another column. NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect); // Compute distance between boxes @@ -9213,7 +11231,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) 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) - quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; + quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; } #if IMGUI_DEBUG_NAV_SCORING @@ -9225,24 +11243,24 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); - draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf); + draw_list->AddText(cand.Max, ~0U, buf); } else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. { - 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 - // Is it in the quadrant we're interesting in moving to? + // Is it in the quadrant we're interested in moving to? bool new_best = false; - 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) @@ -9264,7 +11282,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) // 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 + if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance new_best = true; } } @@ -9277,7 +11295,7 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) // 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; @@ -9286,34 +11304,38 @@ static bool ImGui::NavScoreItem(ImGuiNavMoveResult* result, ImRect cand) return new_best; } -static void ImGui::NavApplyItemToResult(ImGuiNavMoveResult* result, ImGuiWindow* window, ImGuiID id, const ImRect& nav_bb_rel) +static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) { + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; result->Window = window; - result->ID = id; - result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; - result->RectRel = nav_bb_rel; + result->ID = g.LastItemData.ID; + result->FocusScopeId = g.CurrentFocusScopeId; + result->InFlags = g.LastItemData.InFlags; + result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); } // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) -static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id) +// This is called after LastItemData is set. +static void ImGui::NavProcessItem() { ImGuiContext& g = *GImGui; - //if (!g.IO.NavActive) // [2017/10/06] Removed this possibly redundant test but I am not sure of all the side-effects yet. Some of the feature here will need to work regardless of using a _NoNavInputs flag. - // return; - - const ImGuiItemFlags item_flags = window->DC.ItemFlags; - const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos); + ImGuiWindow* window = g.CurrentWindow; + const ImGuiID id = g.LastItemData.ID; + const ImRect nav_bb = g.LastItemData.NavRect; + const ImGuiItemFlags item_flags = g.LastItemData.InFlags; // Process Init Request - if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) { // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0) + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResultId == 0) { g.NavInitResultId = id; - g.NavInitResultRectRel = nav_bb_rel; + g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); } - if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus)) + if (candidate_for_nav_default_focus) { g.NavInitRequest = false; // Found a match, clear request NavUpdateAnyRequestFlag(); @@ -9321,74 +11343,161 @@ static void ImGui::NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, con } // Process Move Request (scoring for navigation) - // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy) - if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) + if (g.NavMoveScoringItems) { - ImGuiNavMoveResult* 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)) + { + 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. + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. g.NavLayer = window->DC.NavLayerCurrent; - g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + g.NavFocusScopeId = g.CurrentFocusScopeId; g.NavIdIsAlive = true; - g.NavIdTabCounter = window->DC.FocusCounterTabStop; - window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position) + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + } +} + +// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest(). +// Note that SetKeyboardFocusHere() API calls are considered tabbing requests! +// - Case 1: no nav/active id: set result to first eligible item, stop storing. +// - Case 2: tab forward: on ref id set counter, on counter elapse store result +// - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request +// - Case 4: tab backward: store all results, on ref id pick prev, stop storing +// - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) + ImGuiNavItemData* result = &g.NavMoveResultLocal; + if (g.NavTabbingDir == +1) + { + // Tab Forward or SetKeyboardFocusHere() with >= 0 + if (g.NavTabbingResultFirst.ID == 0) + NavApplyItemToResult(&g.NavTabbingResultFirst); + if (--g.NavTabbingCounter == 0) + NavMoveRequestResolveWithLastItem(result); + else if (g.NavId == id) + g.NavTabbingCounter = 1; + } + else if (g.NavTabbingDir == -1) + { + // Tab Backward + if (g.NavId == id) + { + if (result->ID) + { + g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); + } + } + else + { + NavApplyItemToResult(result); + } + } + else if (g.NavTabbingDir == 0) + { + // Tab Init + if (g.NavTabbingResultFirst.ID == 0) + NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); } } 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.NavMoveResultLocal.Clear(); + g.NavMoveResultLocalVisible.Clear(); + g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; // Ensure request doesn't need more processing + NavApplyItemToResult(result); + NavUpdateAnyRequestFlag(); } void ImGui::NavMoveRequestCancel() { ImGuiContext& g = *GImGui; - g.NavMoveRequest = false; + 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.NavMoveForwardToNextFrame = true; g.NavMoveDir = move_dir; g.NavMoveClipDir = clip_dir; - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - g.NavMoveRequestFlags = move_flags; - g.NavWindow->NavRectRel[g.NavLayer] = bb_rel; + 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). @@ -9396,7 +11505,7 @@ void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags mov static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window) { ImGuiWindow* parent = nav_window; - while (parent && parent->RootWindowDockStop != parent && (parent->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (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; @@ -9414,23 +11523,39 @@ static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window) return window; } -static void NavRestoreLayer(ImGuiNavLayer layer) +void ImGui::NavRestoreLayer(ImGuiNavLayer layer) { ImGuiContext& g = *GImGui; - g.NavLayer = layer; - if (layer == 0) - g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow); + if (layer == ImGuiNavLayer_Main) + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } ImGuiWindow* window = g.NavWindow; if (window->NavLastIds[layer] != 0) - ImGui::SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, g.NavWindow->NavRectRel[layer]); + { + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); + } else - ImGui::NavInitWindow(window, true); + { + g.NavLayer = layer; + NavInitWindow(window, true); + } +} + +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); } @@ -9438,16 +11563,24 @@ static inline void ImGui::NavUpdateAnyRequestFlag() // This needs to be called before we submit any widget (aka in or before Begin) void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) { + // FIXME: ChildWindow test here is wrong for docking ImGuiContext& g = *GImGui; IM_ASSERT(window == g.NavWindow); + + if (window->Flags & ImGuiWindowFlags_NoNavInputs) + { + g.NavId = 0; + g.NavFocusScopeId = window->NavRootFocusScopeId; + return; + } + bool init_for_nav = false; - if (!(window->Flags & ImGuiWindowFlags_NoNavInputs)) - if (!(window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) - init_for_nav = true; + if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit) + init_for_nav = true; IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { - SetNavID(0, g.NavLayer, 0); + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); g.NavInitRequest = true; g.NavInitRequestFromMove = false; g.NavInitResultId = 0; @@ -9457,66 +11590,59 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) else { g.NavId = window->NavLastIds[0]; - g.NavFocusScopeId = 0; + g.NavFocusScopeId = window->NavRootFocusScopeId; } } static ImVec2 ImGui::NavCalcPreferredRefPos() { ImGuiContext& g = *GImGui; - if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow) + ImGuiWindow* window = g.NavWindow; + if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) { // Mouse (we need a fallback in case the mouse becomes invalid after being used) - if (IsMousePosValid(&g.IO.MousePos)) - return g.IO.MousePos; - return g.LastValidMousePos; + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); } else { - // When navigation is active and mouse is disabled, decide on an arbitrary position around the bottom left of the currently navigated item. - const ImRect& rect_rel = g.NavWindow->NavRectRel[g.NavLayer]; - ImVec2 pos = g.NavWindow->Pos + ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); - ImRect visible_rect = g.NavWindow->Viewport->GetMainRect(); - return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // 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. } } -float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) { ImGuiContext& g = *GImGui; - if (mode == ImGuiInputReadMode_Down) - return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); - const float t = g.IO.NavInputsDownDuration[n]; - if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. - return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); - if (t < 0.0f) - return 0.0f; - if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. - return (t == 0.0f) ? 1.0f : 0.0f; - if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); - if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); - if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); - return 0.0f; -} - -ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) -{ - ImVec2 delta(0.0f, 0.0f); - if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); - if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta *= slow_factor; - if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= fast_factor; - return delta; + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; } static void ImGui::NavUpdate() @@ -9525,86 +11651,46 @@ static void ImGui::NavUpdate() 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 + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); - // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) - // (do it before we map Keyboard input!) - bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_NavGamepad) - { - if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f - || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) - g.NavInputSource = ImGuiInputSource_NavGamepad; - } - - // Update Keyboard->Nav inputs mapping + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; if (nav_keyboard_active) - { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; } } 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; - if (io.KeyAlt && !io.KeyCtrl) // AltGR is Alt+Ctrl, also even on keyboards without AltGR we don't want Alt+Ctrl to open menu. - io.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f; - #undef NAV_MAP_KEY - } - memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) - io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove)) - NavUpdateInitResult(); + if (g.NavInitResultId != 0) + NavInitRequestApplyResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; 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) @@ -9618,120 +11704,55 @@ static void ImGui::NavUpdate() io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL); // Process NavCancel input (to close a popup, get back to parent, clear focus) - if (IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) - { - IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); - if (g.ActiveId != 0) - { - if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) - ClearActiveID(); - } - else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow && g.NavWindow != g.NavWindow->RootWindowDockStop) - { - // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; - IM_ASSERT(child_window->ChildId != 0); - FocusWindow(parent_window); - SetNavID(child_window->ChildId, 0, 0); - // Reassigning with same value, we're being explicit here. - g.NavIdIsAlive = false; // -V1048 - if (g.NavDisableMouseHover) - g.NavMousePosDirty = true; - } - 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 if (g.NavLayer != ImGuiNavLayer_Main) - { - // Leave the "menu" layer - NavRestoreLayer(ImGuiNavLayer_Main); - } - else - { - // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were - 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; + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; + g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false))); + const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput)); + const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false))); if (g.ActiveId == 0 && activate_pressed) + { g.NavActivateId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferTweak; + } + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) + { + g.NavActivateInputId = g.NavId; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + } if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) g.NavActivateDownId = g.NavId; if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) g.NavActivatePressedId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed)) - g.NavInputId = g.NavId; } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; 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) @@ -9739,65 +11760,57 @@ static void ImGui::NavUpdate() // *Fallback* manual-scroll with Nav directional keys when window has no navigable item ImGuiWindow* window = g.NavWindow; const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest) + const 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 + // *Normal* Manual scroll with LStick // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); - if (scroll_dir.x != 0.0f && window->ScrollbarX) - SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); - if (scroll_dir.y != 0.0f) - SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); - } - - // 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_NavGamepad && g.NavLayer == ImGuiNavLayer_Main) - { - ImGuiWindow* window = g.NavWindow; - ImRect window_rect_rel(window->InnerRect.Min - window->Pos - ImVec2(1, 1), window->InnerRect.Max - window->Pos + ImVec2(1, 1)); - if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + if (nav_gamepad_active) { - 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; + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); } } - // 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; + // Always prioritize mouse highlight if navigation is disabled + if (!nav_keyboard_active && !nav_gamepad_active) + { + g.NavDisableHighlight = true; + g.NavDisableMouseHover = set_mouse_pos = false; + } + + // Update mouse position if requested + // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) + if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) + { + io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); + io.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); + } + + // [DEBUG] + g.NavScoringDebugCount = 0; #if IMGUI_DEBUG_NAV_RECTS if (g.NavWindow) { ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); - if (1) { for (int layer = 0; layer < 2; layer++) draw_list->AddRect(g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Min, g.NavWindow->Pos + g.NavWindow->NavRectRel[layer].Max, IM_COL32(255,200,0,255)); } // [DEBUG] + if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG] if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } } #endif } -static void ImGui::NavUpdateInitResult() +void ImGui::NavInitRequestApplyResult() { // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void) ImGuiContext& g = *GImGui; @@ -9805,36 +11818,178 @@ static void ImGui::NavUpdateInitResult() return; // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); + SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result if (g.NavInitRequestFromMove) - SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); - else - SetNavID(g.NavInitResultId, g.NavLayer, 0); - g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel; + 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; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + + if (g.NavMoveForwardToNextFrame && window != NULL) { - // 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 ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } } + g.NavMoveClipDir = g.NavMoveDir; + g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); + } + + // Update PageUp/PageDown/Home/End scroll + // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? + 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 an init request (will be used as a fallback if the direction fails to find a match) + if (g.NavMoveSubmitted && g.NavId == 0) + { + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->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 all movements are relative + // (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (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 = 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 allow us to remove extraneous ImFabs() calls in NavScoreItem(). + //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] + //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] + } + g.NavScoringRect = scoring_rect; + g.NavScoringNoClipRect.Add(scoring_rect); +} + +void ImGui::NavUpdateCreateTabbingRequest() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.NavWindow; + IM_ASSERT(g.NavMoveDir == ImGuiDir_None); + if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) + return; + + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + if (!tab_pressed) + return; + + // Initiate tabbing request + // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) + // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. + // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. + //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + g.NavTabbingCounter = -1; +} + +// Apply result from previous frame navigation directional move request. Always called from NavUpdate() +void ImGui::NavMoveRequestApplyResult() +{ + ImGuiContext& g = *GImGui; +#if 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 are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + if (result == NULL) + { + if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + NavRestoreHighlightAfterMove(); return; } - // Select which result to use - ImGuiNavMoveResult* 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; + 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) @@ -9845,107 +12000,180 @@ static void ImGui::NavUpdateMoveResult() // 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.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + } + if (g.ActiveId != result->ID) + ClearActiveID(); if (g.NavId != result->ID) { // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; - g.NavJustMovedToKeyMods = g.NavMoveRequestKeyMods; + g.NavJustMovedToKeyMods = g.NavMoveKeyMods; } + + // Focus IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); - SetNavIDWithRectRel(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + + // 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; + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None))) + return; + + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); + if (g.ActiveId != 0) + { + 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 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) + { + // Close open popup/menu + 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 = 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) - 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 + if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) + return 0.0f; + + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out + return 0.0f; + + if (g.NavLayer != ImGuiNavLayer_Main) + NavRestoreLayer(ImGuiNavLayer_Main); + + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) { - if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll) + // Fallback manual-scroll when window has no navigable item + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) + SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); + else if (home_pressed) + SetScrollY(window, 0.0f); + 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; } @@ -9959,66 +12187,76 @@ 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]; - - ImGuiDir clip_dir = g.NavMoveDir; - if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = - ImMax(window->SizeFull.x, window->ContentSize.x + window->WindowPadding.x * 2.0f) - window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) - { - bb_rel.TranslateY(-bb_rel.GetHeight()); - clip_dir = ImGuiDir_Up; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) - { - bb_rel.Min.x = bb_rel.Max.x = -window->Scroll.x; - if (move_flags & ImGuiNavMoveFlags_WrapX) - { - bb_rel.TranslateY(+bb_rel.GetHeight()); - clip_dir = ImGuiDir_Down; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = - ImMax(window->SizeFull.y, window->ContentSize.y + window->WindowPadding.y * 2.0f) - window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) - { - bb_rel.TranslateX(-bb_rel.GetWidth()); - clip_dir = ImGuiDir_Left; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY))) - { - bb_rel.Min.y = bb_rel.Max.y = -window->Scroll.y; - if (move_flags & ImGuiNavMoveFlags_WrapY) - { - bb_rel.TranslateX(+bb_rel.GetWidth()); - clip_dir = ImGuiDir_Right; - } - NavMoveRequestForward(g.NavMoveDir, clip_dir, bb_rel, move_flags); - } - } + // 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(); } -static int ImGui::FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N) +static void ImGui::NavUpdateCreateWrappingRequest() { ImGuiContext& g = *GImGui; - for (int i = g.WindowsFocusOrder.Size - 1; i >= 0; i--) - if (g.WindowsFocusOrder[i] == window) - return i; - return -1; + 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.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) +{ + 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) @@ -10042,7 +12280,10 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) if (!window_target) window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); if (window_target) // Don't reset windowing target if there's a single window in the list + { g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } g.NavWindowingToggleLayer = false; } @@ -10052,6 +12293,8 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) static void ImGui::NavUpdateWindowing() { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiWindow* apply_focus_window = NULL; bool apply_toggle_layer = false; @@ -10063,32 +12306,37 @@ static void ImGui::NavUpdateWindowing() // Fade out if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL) { - g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f); + g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f); if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) 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 && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard); + // Start CTRL+Tab or Square+L/R window selection + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { - g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindowDockStop; + g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; - g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true; - g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer + g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; } // Gamepad update - g.NavWindowingTimer += g.IO.DeltaTime; - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad) + 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)); // Select window to focus - const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); if (focus_change_dir != 0) { NavUpdateWindowingHighlightWindow(focus_change_dir); @@ -10096,7 +12344,7 @@ static void ImGui::NavUpdateWindowing() } // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) - if (!IsNavInputDown(ImGuiNavInput_Menu)) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) { g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. if (g.NavWindowingToggleLayer && g.NavWindow) @@ -10108,58 +12356,88 @@ static void ImGui::NavUpdateWindowing() } // Keyboard: Focus - if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard) + if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (IsKeyPressedMap(ImGuiKey_Tab, true)) - NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1); - if (!g.IO.KeyCtrl) + if (keyboard_next_window || keyboard_prev_window) + NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) apply_focus_window = g.NavWindowingTarget; } // Keyboard: Press and Release ALT to toggle menu layer - // FIXME: We lack an explicit IO variable for "is the imgui window focused", so compare mouse validity to detect the common case of backend clearing releases all keys on ALT-TAB - if (IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Pressed)) + // - 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 (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None)) + { g.NavWindowingToggleLayer = true; - if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && g.NavWindowingToggleLayer && IsNavInputTest(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released)) - if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev)) - apply_toggle_layer = true; + g.NavInputSource = ImGuiInputSource_Keyboard; + } + if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) + { + // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) + // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // We cancel toggling nav layer if an owner has claimed the key. + if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + g.NavWindowingToggleLayer = false; + + // Apply layer toggle on release + // Important: 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 (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer) + if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) + if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) + apply_toggle_layer = true; + if (!IsKeyDown(ImGuiMod_Alt)) + g.NavWindowingToggleLayer = false; + } // Move window if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { - ImVec2 move_delta; - if (g.NavInputSource == ImGuiInputSource_NavKeyboard && !g.IO.KeyShift) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard, ImGuiInputReadMode_Down); - if (g.NavInputSource == ImGuiInputSource_NavGamepad) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); - if (move_delta.x != 0.0f || move_delta.y != 0.0f) + ImVec2 nav_move_dir; + if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); + if (g.NavInputSource == ImGuiInputSource_Gamepad) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; - const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well - ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; - SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); - MarkIniSettingsDirty(moving_window); + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; g.NavDisableMouseHover = true; + ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } } } // Apply final focus - if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindowDockStop)) + if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow)) { ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL; ClearActiveID(); - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; + NavRestoreHighlightAfterMove(); apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); ClosePopupsOverWindow(apply_focus_window, false); FocusWindow(apply_focus_window); if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); - // If the window only has a menu layer, select it directly - if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu)) + // If the window has ONLY a menu layer (no main layer), select it directly + // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame, + // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since + // the target window as already been previewed once. + // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases, + // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask* + // won't be valid. + if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu)) g.NavLayer = ImGuiNavLayer_Menu; // Request OS level focus @@ -10172,10 +12450,12 @@ static void ImGui::NavUpdateWindowing() // Apply menu/layer toggle if (apply_toggle_layer && g.NavWindow) { + ClearActiveID(); + // Move to parent menu if necessary ImGuiWindow* new_nav_window = g.NavWindow; while (new_nav_window->ParentWindow - && (new_nav_window->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 + && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0) new_nav_window = new_nav_window->ParentWindow; @@ -10185,15 +12465,18 @@ static void ImGui::NavUpdateWindowing() FocusWindow(new_nav_window); new_nav_window->NavLastChildNavWindow = old_nav_window; } - g.NavDisableHighlight = false; - g.NavDisableMouseHover = true; - // When entering a regular menu bar with the Alt key, we always reinitialize the navigation ID. It however persist on docking tab tabs. - const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayerActiveMask & (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[ImGuiNavLayer_Menu] = 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(); + } } } @@ -10201,12 +12484,12 @@ static void ImGui::NavUpdateWindowing() static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) { if (window->Flags & ImGuiWindowFlags_Popup) - return "(Popup)"; + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) - return "(Main menu bar)"; + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); if (window->DockNodeAsHost) - return "(Dock node)"; - return "(Untitled)"; + return "(Dock node)"; // Not normally shown to user. + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). @@ -10220,14 +12503,15 @@ void ImGui::NavUpdateWindowingOverlay() if (g.NavWindowingListWindow == NULL) g.NavWindowingListWindow = FindWindowByName("###NavWindowingList"); - ImGuiViewportP* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ (ImGuiViewportP*)GetMainViewport(); + const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport(); SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX)); - SetNextWindowPos(viewport->Pos + viewport->Size * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f); Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings); for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--) { ImGuiWindow* window = g.WindowsFocusOrder[n]; + IM_ASSERT(window != NULL); // Fix static analyzers if (!IsWindowNavFocusable(window)) continue; const char* label = window->Name; @@ -10244,6 +12528,12 @@ void ImGui::NavUpdateWindowingOverlay() // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + void ImGui::ClearDragDrop() { ImGuiContext& g = *GImGui; @@ -10258,45 +12548,63 @@ void ImGui::ClearDragDrop() memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); } -// Call when current ID is active. // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() +// If the item has an identifier: +// - This assume/require the item to be activated (typically via ButtonBehavior). +// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button. +// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag. +// If the item has no identifier: +// - Currently always assume left mouse button. bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button, + // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic). + ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; + bool source_drag_active = false; ImGuiID source_id = 0; ImGuiID source_parent_id = 0; - ImGuiMouseButton mouse_button = ImGuiMouseButton_Left; if (!(flags & ImGuiDragDropFlags_SourceExtern)) { - source_id = window->DC.LastItemId; - if (source_id != 0 && g.ActiveId != source_id) // Early out for most common case - return false; - if (g.IO.MouseDown[mouse_button] == false) - return false; - - if (source_id == 0) + source_id = g.LastItemData.ID; + if (source_id != 0) { + // Common path: items with ID + if (g.ActiveId != source_id) + return false; + if (g.ActiveIdMouseButton != -1) + mouse_button = g.ActiveIdMouseButton; + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + g.ActiveIdAllowOverlap = false; + } + else + { + // Uncommon path: items without ID + if (g.IO.MouseDown[mouse_button] == false || window->SkipItems) + return false; + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) + return false; + // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to: - // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag, C) Swallow your programmer pride. + // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag. if (!(flags & ImGuiDragDropFlags_SourceAllowNullID)) { IM_ASSERT(0); return false; } - // Early out - if ((window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window)) - return false; - - // Magic fallback (=somehow reprehensible) to handle items with no assigned ID, e.g. Text(), Image() + // Magic fallback to handle items with no assigned ID, e.g. Text(), Image() // We build a throwaway ID based on current ID stack + relative AABB of items in window. - // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING OF THE WIDGET, so if your widget moves your dragging operation will be canceled. + // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled. // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. - source_id = window->DC.LastItemId = window->GetIDFromRectangle(window->DC.LastItemRect); - bool is_hovered = ItemHoverable(window->DC.LastItemRect, source_id); + // Rely on keeping other window->LastItemXXX fields intact. + source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); @@ -10305,19 +12613,13 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker. g.ActiveIdAllowOverlap = is_hovered; } - else - { - g.ActiveIdAllowOverlap = false; - } if (g.ActiveId != source_id) return false; source_parent_id = window->IDStack.back(); source_drag_active = IsMouseDragging(mouse_button); - // Disable navigation and key inputs while dragging - g.ActiveIdUsingNavDirMask = ~(ImU32)0; - g.ActiveIdUsingNavInputMask = ~(ImU32)0; - g.ActiveIdUsingKeyInputMask = ~(ImU64)0; + // Disable navigation and key inputs while dragging + cancel existing request if any + SetActiveIdUsingAllKeyboardKeys(); } else { @@ -10352,13 +12654,13 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) { ImGuiWindow* tooltip_window = g.CurrentWindow; - tooltip_window->SkipItems = true; + tooltip_window->Hidden = tooltip_window->SkipItems = true; tooltip_window->HiddenFramesCanSkipItems = 1; } } if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) - window->DC.LastItemStatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; + g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect; return true; } @@ -10421,6 +12723,7 @@ 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); } @@ -10432,7 +12735,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree) return false; IM_ASSERT(id != 0); if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId)) @@ -10448,7 +12751,7 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) } // We don't use BeginDragDropTargetCustom() and duplicate its code because: -// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. // 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. // Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) bool ImGui::BeginDragDropTarget() @@ -10458,16 +12761,19 @@ bool ImGui::BeginDragDropTarget() return false; ImGuiWindow* window = g.CurrentWindow; - if (!(window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HoveredRect)) + if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect)) return false; ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow; - if (hovered_window == NULL || window->RootWindow != hovered_window->RootWindow) + if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems) return false; - const ImRect& display_rect = (window->DC.LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? window->DC.LastItemDisplayRect : window->DC.LastItemRect; - ImGuiID id = window->DC.LastItemId; + const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; + ImGuiID id = g.LastItemData.ID; if (id == 0) + { id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } if (g.DragDropPayload.SourceId == id) return false; @@ -10508,16 +12814,9 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop // Render default drop visuals payload.Preview = was_accepted_previously; - flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - { - // FIXME-DRAG: Settle on a proper default visuals for drop target. - r.Expand(3.5f); - bool push_clip_rect = !window->ClipRect.Contains(r); - if (push_clip_rect) window->DrawList->PushClipRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1)); - window->DrawList->AddRect(r.Min, r.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, ~0, 2.0f); - if (push_clip_rect) window->DrawList->PopClipRect(); - } + 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() @@ -10527,10 +12826,16 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop return &payload; } +// FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb) +{ + GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); +} + const ImGuiPayload* ImGui::GetDragDropPayload() { ImGuiContext& g = *GImGui; - return g.DragDropActive ? &g.DragDropPayload : NULL; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; } // We don't really use/need this now, but added it for the sake of consistency and because we might need it later. @@ -10550,14 +12855,8 @@ void ImGui::EndDragDropTarget() //----------------------------------------------------------------------------- // Pass text data straight to log (without being displayed) -void ImGui::LogText(const char* fmt, ...) +static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args) { - ImGuiContext& g = *GImGui; - if (!g.LogEnabled) - return; - - va_list args; - va_start(args, fmt); if (g.LogFile) { g.LogBuffer.Buf.resize(0); @@ -10568,59 +12867,88 @@ void ImGui::LogText(const char* fmt, ...) { g.LogBuffer.appendfv(fmt, args); } +} + +void ImGui::LogText(const char* fmt, ...) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + va_list args; + va_start(args, fmt); + LogTextV(g, fmt, args); va_end(args); } +void ImGui::LogTextV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (!g.LogEnabled) + return; + + LogTextV(g, fmt, args); +} + // Internal version that takes a position to decide on newline placement and pad items according to their depth. // We split text into individual lines to add current tree level padding +// FIXME: This code is a little complicated perhaps, considering simplifying the whole system. void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + const char* prefix = g.LogNextPrefix; + const char* suffix = g.LogNextSuffix; + g.LogNextPrefix = g.LogNextSuffix = NULL; + if (!text_end) text_end = FindRenderedTextEnd(text, text_end); - const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + 1); + const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1); if (ref_pos) g.LogLinePosY = ref_pos->y; if (log_new_line) + { + LogText(IM_NEWLINE); g.LogLineFirstItem = true; + } - const char* text_remaining = text; - if (g.LogDepthRef > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth + if (prefix) + LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here. + + // Re-adjust padding if we have popped out of our starting depth + if (g.LogDepthRef > window->DC.TreeDepth) g.LogDepthRef = window->DC.TreeDepth; const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef); + + const char* text_remaining = text; for (;;) { - // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry. - // We don't add a trailing \n to allow a subsequent item on the same line to be captured. + // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry. + // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured. const char* line_start = text_remaining; const char* line_end = ImStreolRange(line_start, text_end); - const bool is_first_line = (line_start == text); const bool is_last_line = (line_end == text_end); - if (!is_last_line || (line_start != line_end)) + if (line_start != line_end || !is_last_line) { - const int char_count = (int)(line_end - line_start); - if (log_new_line || !is_first_line) - LogText(IM_NEWLINE "%*s%.*s", tree_depth * 4, "", char_count, line_start); - else if (g.LogLineFirstItem) - LogText("%*s%.*s", tree_depth * 4, "", char_count, line_start); - else - LogText(" %.*s", char_count, line_start); + const int line_length = (int)(line_end - line_start); + const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1; + LogText("%*s%.*s", indentation, "", line_length, line_start); g.LogLineFirstItem = false; + if (*line_end == '\n') + { + LogText(IM_NEWLINE); + g.LogLineFirstItem = true; + } } - else if (log_new_line) - { - // An empty "" string at a different Y position should output a carriage return. - LogText(IM_NEWLINE); - break; - } - if (is_last_line) break; text_remaining = line_end + 1; } + + if (suffix) + LogRenderedText(ref_pos, suffix, suffix + strlen(suffix)); } // Start logging/capturing text output @@ -10633,12 +12961,21 @@ void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth) IM_ASSERT(g.LogBuffer.empty()); g.LogEnabled = true; g.LogType = type; + g.LogNextPrefix = g.LogNextSuffix = NULL; g.LogDepthRef = window->DC.TreeDepth; g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault); g.LogLinePosY = FLT_MAX; g.LogLineFirstItem = true; } +// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText) +void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix) +{ + ImGuiContext& g = *GImGui; + g.LogNextPrefix = prefix; + g.LogNextSuffix = suffix; +} + void ImGui::LogToTTY(int auto_open_depth) { ImGuiContext& g = *GImGui; @@ -10855,6 +13192,20 @@ ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) return CreateNewWindowSettings(name); } +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); +} + +void ImGui::RemoveSettingsHandler(const char* type_name) +{ + ImGuiContext& g = *GImGui; + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); +} + ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; @@ -10880,7 +13231,8 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); if (!file_data) return; - LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); IM_FREE(file_data); } @@ -11082,7 +13434,7 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl buf->appendf("Collapsed=%d\n", settings->Collapsed); if (settings->DockId != 0) { - // Write DockId as 4 digits if possible. Automatic DockId are small numbers, but full explicit DockSpace() are full ImGuiID range. + //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 @@ -11095,6 +13447,18 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl } +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + + //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- @@ -11112,7 +13476,8 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl // - UpdateViewportsNewFrame() [Internal] // - UpdateViewportsEndFrame() [Internal] // - AddUpdateViewport() [Internal] -// - UpdateSelectWindowViewport() [Internal] +// - WindowSelectViewport() [Internal] +// - WindowSyncOwnedViewport() [Internal] // - UpdatePlatformWindows() // - RenderPlatformWindowsDefault() // - FindPlatformMonitorForPos() [Internal] @@ -11128,6 +13493,7 @@ ImGuiViewport* ImGui::GetMainViewport() return g.Viewports[0]; } +// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236) ImGuiViewport* ImGui::FindViewportByID(ImGuiID id) { ImGuiContext& g = *GImGui; @@ -11157,7 +13523,7 @@ 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("[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 @@ -11165,8 +13531,12 @@ void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* view g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport); } -static void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) { + // 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); @@ -11199,6 +13569,7 @@ 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]; @@ -11221,13 +13592,14 @@ static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImG return true; } +// FIXME: handle 0 to N host viewports static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window) { ImGuiContext& g = *GImGui; return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]); } -// 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!) void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos) { @@ -11266,7 +13638,7 @@ 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) +ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos) { ImGuiContext& g = *GImGui; ImGuiViewportP* best_candidate = NULL; @@ -11318,7 +13690,7 @@ static void ImGui::UpdateViewportsNewFrame() 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_CanHostOtherWindows); + AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); g.CurrentDpiScale = 0.0f; g.CurrentViewport = NULL; @@ -11331,22 +13703,7 @@ static void ImGui::UpdateViewportsNewFrame() // 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; } @@ -11358,6 +13715,7 @@ static void ImGui::UpdateViewportsNewFrame() // 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 if (viewport->PlatformRequestMove) viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport); if (viewport->PlatformRequestResize) @@ -11368,15 +13726,16 @@ static void ImGui::UpdateViewportsNewFrame() // Update/copy monitor info UpdateViewportPlatformMonitor(viewport); - // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. - viewport->WorkOffsetMin = viewport->CurrWorkOffsetMin; - viewport->WorkOffsetMax = viewport->CurrWorkOffsetMax; - viewport->CurrWorkOffsetMin = viewport->CurrWorkOffsetMax = ImVec2(0.0f, 0.0f); + // 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)) @@ -11407,6 +13766,17 @@ static void ImGui::UpdateViewportsNewFrame() viewport->DpiScale = new_dpi_scale; } + // Update fallback monitor + 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; + } + if (!viewports_enabled) { g.MouseViewport = main_viewport; @@ -11420,17 +13790,14 @@ static void ImGui::UpdateViewportsNewFrame() { 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) + // 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) @@ -11440,7 +13807,8 @@ 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; @@ -11449,6 +13817,7 @@ static void ImGui::UpdateViewportsNewFrame() // - 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. 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; @@ -11463,7 +13832,6 @@ static void ImGui::UpdateViewportsNewFrame() static void ImGui::UpdateViewportsEndFrame() { ImGuiContext& g = *GImGui; - g.PlatformIO.MainViewport = g.Viewports[0]; g.PlatformIO.Viewports.resize(0); for (int i = 0; i < g.Viewports.Size; i++) { @@ -11487,9 +13855,10 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); + flags |= ImGuiViewportFlags_IsPlatformWindow; if (window != NULL) { - if (g.MovingWindow && g.MovingWindow->RootWindow == window) + if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window) flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing; if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs)) flags |= ImGuiViewportFlags_NoInputs; @@ -11500,9 +13869,10 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id); if (viewport) { - if (!viewport->PlatformRequestMove) + // Always update for main viewport as we are already pulling correct platform pos/size (see #4900) + if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) viewport->Pos = pos; - if (!viewport->PlatformRequestResize) + if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID) viewport->Size = size; viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags } @@ -11517,7 +13887,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const viewport->Flags = flags; UpdateViewportPlatformMonitor(viewport); g.Viewports.push_back(viewport); - IMGUI_DEBUG_LOG_VIEWPORT("Add Viewport %08X (%s)\n", id, window->Name); + IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? 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 @@ -11534,6 +13904,7 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const viewport->Window = window; viewport->LastFrameActive = g.FrameCount; + viewport->UpdateWorkRect(); IM_ASSERT(window == NULL || viewport->ID == window->ID); if (window != NULL) @@ -11542,15 +13913,39 @@ ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const 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("[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::UpdateSelectWindowViewport(ImGuiWindow* window) +static void ImGui::WindowSelectViewport(ImGuiWindow* window) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; window->ViewportAllowPlatformMonitorExtend = -1; // Restore main viewport if multi-viewport is not supported by the backend - ImGuiViewportP* main_viewport = g.Viewports[0]; + ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport(); if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)) { SetWindowViewport(window, main_viewport); @@ -11568,7 +13963,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0) { // By default inherit from parent window - if (window->Viewport == NULL && window->ParentWindow && !window->ParentWindow->IsFallbackWindow) + 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 @@ -11591,8 +13986,15 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) 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; @@ -11601,7 +14003,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) { window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None); } - else if (g.MovingWindow && g.MovingWindow->RootWindow == window && IsMousePosValid()) + 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); @@ -11610,7 +14012,8 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) { // 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); } @@ -11619,7 +14022,7 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) if (window->Viewport == NULL) if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport)) 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) { @@ -11635,14 +14038,14 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) 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. const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true; 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); + IMGUI_DEBUG_LOG_VIEWPORT("[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; @@ -11670,6 +14073,92 @@ static void ImGui::UpdateSelectWindowViewport(ImGuiWindow* window) // window->Flags |= ImGuiWindowFlags_NoTitleBar; } +void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack) +{ + ImGuiContext& g = *GImGui; + + bool viewport_rect_changed = false; + + // Synchronize window --> viewport in most situations + // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM + if (window->Viewport->PlatformRequestMove) + { + window->Pos = window->Viewport->Pos; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0) + { + viewport_rect_changed = true; + window->Viewport->Pos = window->Pos; + } + + if (window->Viewport->PlatformRequestResize) + { + window->Size = window->SizeFull = window->Viewport->Size; + MarkIniSettingsDirty(window); + } + else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0) + { + 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. + 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; + 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; + if (window_flags & ImGuiWindowFlags_Tooltip) + viewport_flags |= ImGuiViewportFlags_TopMost; + if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon; + if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window) + viewport_flags |= ImGuiViewportFlags_NoDecoration; + + // 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) + // 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. + if (is_short_lived_floating_window && !is_modal) + viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick; + + // We can overwrite viewport flags using ImGuiWindowClass (advanced users) + if (window->WindowClass.ViewportFlagsOverrideSet) + viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet; + if (window->WindowClass.ViewportFlagsOverrideClear) + viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear; + + // We can also tell the backend that clearing the platform window won't be necessary, + // as our window background is filling the viewport and we have disabled BgAlpha. + // FIXME: Work on support for per-viewport transparency (#2766) + if (!(window_flags & ImGuiWindowFlags_NoBackground)) + viewport_flags |= ImGuiViewportFlags_NoRendererClear; + + window->Viewport->Flags = viewport_flags; + + // Update parent viewport ID + // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport()) + 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)) + window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID; + else + window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID; +} + // Called by user at the end of the main loop, after EndFrame() // This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api. void ImGui::UpdatePlatformWindows() @@ -11703,10 +14192,10 @@ void ImGui::UpdatePlatformWindows() continue; // Create window - bool is_new_platform_window = (viewport->PlatformWindowCreated == false); + const 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("[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); @@ -11764,7 +14253,7 @@ 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(); @@ -11785,8 +14274,14 @@ void ImGui::UpdatePlatformWindows() } // Store a tag so we can infer z-order easily from all our windows - if (focused_viewport && focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) - focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; + // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag + // will keep the front most stamp instead of losing it back to their parent viewport. + if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID) + { + if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount) + focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount; + g.PlatformLastFocusedViewportId = focused_viewport->ID; + } } } @@ -11876,6 +14371,17 @@ static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport) viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect()); } +// Return value is always != NULL, but don't hold on it across frames. +const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p) +{ + ImGuiContext& g = *GImGui; + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p; + int monitor_idx = viewport->PlatformMonitor; + if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size) + return &g.PlatformIO.Monitors[monitor_idx]; + return &g.FallbackMonitor; +} + void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport) { ImGuiContext& g = *GImGui; @@ -11929,6 +14435,53 @@ void ImGui::DestroyPlatformWindows() // Docking: Settings //----------------------------------------------------------------------------- +//----------------------------------------------------------------------------- +// Typical Docking call flow: (root level is generally public API): +//----------------------------------------------------------------------------- +// - NewFrame() new dear imgui frame +// | DockContextNewFrameUpdateUndocking() - process queued undocking requests +// | - DockContextProcessUndockWindow() - process one window undocking request +// | - DockContextProcessUndockNode() - process one whole node undocking request +// | DockContextNewFrameUpdateUndocking() - process queue docking requests, create floating dock nodes +// | - update g.HoveredDockNode - [debug] update node hovered by mouse +// | - DockContextProcessDock() - process one docking request +// | - DockNodeUpdate() +// | - DockNodeUpdateForRootNode() +// | - DockNodeUpdateFlagsAndCollapse() +// | - DockNodeFindInfo() +// | - destroy unused node or tab bar +// | - create dock node host window +// | - Begin() etc. +// | - DockNodeStartMouseMovingWindow() +// | - DockNodeTreeUpdatePosSize() +// | - DockNodeTreeUpdateSplitter() +// | - draw node background +// | - DockNodeUpdateTabBar() - create/update tab bar for a docking node +// | - DockNodeAddTabBar() +// | - DockNodeUpdateWindowMenu() +// | - DockNodeCalcTabBarLayout() +// | - BeginTabBarEx() +// | - TabItemEx() calls +// | - EndTabBar() +// | - BeginDockableDragDropTarget() +// | - DockNodeUpdate() - recurse into child nodes... +//----------------------------------------------------------------------------- +// - DockSpace() user submit a dockspace into a window +// | Begin(Child) - create a child window +// | DockNodeUpdate() - call main dock node update function +// | End(Child) +// | ItemSize() +//----------------------------------------------------------------------------- +// - Begin() +// | BeginDocked() +// | BeginDockableDragDropSource() +// | BeginDockableDragDropTarget() +// | - DockNodePreviewDockRender() +//----------------------------------------------------------------------------- +// - EndFrame() +// | DockContextEndFrame() +//----------------------------------------------------------------------------- + //----------------------------------------------------------------------------- // Docking: Internal Types //----------------------------------------------------------------------------- @@ -11991,14 +14544,14 @@ struct ImGuiDockNodeSettings ImGuiID ID; ImGuiID ParentNodeId; ImGuiID ParentWindowId; - ImGuiID SelectedWindowId; + 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() { ID = ParentNodeId = ParentWindowId = SelectedWindowId = 0; SplitAxis = ImGuiAxis_None; Depth = 0; Flags = ImGuiDockNodeFlags_None; } + ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; } }; //----------------------------------------------------------------------------- @@ -12015,7 +14568,6 @@ namespace ImGui 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 @@ -12030,7 +14582,8 @@ namespace ImGui static void DockNodeHideHostWindow(ImGuiDockNode* node); static void DockNodeUpdate(ImGuiDockNode* node); static void DockNodeUpdateForRootNode(ImGuiDockNode* node); - static void DockNodeUpdateVisibleFlagAndInactiveChilds(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); @@ -12038,9 +14591,9 @@ namespace ImGui 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 DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, 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); + 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; } @@ -12049,7 +14602,7 @@ namespace ImGui // 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 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); @@ -12079,8 +14632,9 @@ namespace ImGui // - DockContextShutdown() // - DockContextClearNodes() // - DockContextRebuildNodes() -// - DockContextUpdateUndocking() -// - DockContextUpdateDocking() +// - DockContextNewFrameUpdateUndocking() +// - DockContextNewFrameUpdateDocking() +// - DockContextEndFrame() // - DockContextFindNodeByID() // - DockContextBindNodeToWindow() // - DockContextGenNodeID() @@ -12129,8 +14683,9 @@ void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear // (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; + ImGuiContext& g = *ctx; + ImGuiDockContext* dc = &ctx->DockContext; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n"); SaveIniSettingsToMemory(); ImGuiID root_id = 0; // Rebuild all DockContextClearNodes(ctx, root_id, false); @@ -12139,10 +14694,10 @@ void ImGui::DockContextRebuildNodes(ImGuiContext* ctx) } // Docking context update function, called by NewFrame() -void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx) +void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx) { ImGuiContext& g = *ctx; - ImGuiDockContext* dc = &ctx->DockContext; + ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) { if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0) @@ -12183,21 +14738,23 @@ void ImGui::DockContextUpdateUndocking(ImGuiContext* ctx) } // Docking context update function, called by NewFrame() -void ImGui::DockContextUpdateDocking(ImGuiContext* ctx) +void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx) { ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) return; - // Store hovered dock node. We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut. - g.HoveredDockNode = NULL; + // [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. + g.DebugHoveredDockNode = NULL; if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow) { if (hovered_window->DockNodeAsHost) - g.HoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); - else if (hovered_window->RootWindowDockStop->DockNode) - g.HoveredDockNode = hovered_window->RootWindowDockStop->DockNode; + g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos); + else if (hovered_window->RootWindow->DockNode) + g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode; } // Process Docking requests @@ -12214,7 +14771,23 @@ void ImGui::DockContextUpdateDocking(ImGuiContext* ctx) DockNodeUpdate(node); } -static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) +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(DOCKING_HOST_DRAW_CHANNEL_BG); + node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags); + } +} + +ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id) { return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id); } @@ -12222,7 +14795,8 @@ static ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID 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. We should poke in ctx->Nodes to find a suitable ID faster. + // 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. ImGuiID id = 0x0001; while (DockContextFindNodeByID(ctx, id) != NULL) id++; @@ -12232,13 +14806,14 @@ 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. + ImGuiContext& g = *ctx; if (id == 0) id = DockContextGenNodeID(ctx); else IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL); // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings! - IMGUI_DEBUG_LOG_DOCKING("DockContextAddNode 0x%08X\n", id); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id); ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id); ctx->DockContext.Nodes.SetVoidPtr(node->ID, node); return node; @@ -12249,7 +14824,7 @@ static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiContext& g = *ctx; ImGuiDockContext* dc = &ctx->DockContext; - IMGUI_DEBUG_LOG_DOCKING("DockContextRemoveNode 0x%08X\n", node->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID); IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node); IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL); IM_ASSERT(node->Windows.Size == 0); @@ -12348,7 +14923,7 @@ static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx) remove |= (data_root->CountChildWindows == 0); if (remove) { - IMGUI_DEBUG_LOG_DOCKING("DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID); DockSettingsRemoveNodeReferences(&settings->ID, 1); settings->ID = 0; } @@ -12373,9 +14948,9 @@ static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDoc node->ParentNode->ChildNodes[0] = node; else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL) node->ParentNode->ChildNodes[1] = node; - node->SelectedTabId = settings->SelectedWindowId; + node->SelectedTabId = settings->SelectedTabId; node->SplitAxis = (ImGuiAxis)settings->SplitAxis; - node->LocalFlags |= (settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_); + 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. @@ -12467,9 +15042,9 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) 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("[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->Name, 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("[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; @@ -12481,7 +15056,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) if (payload_node && payload_node->IsLeafNode()) 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 @@ -12508,7 +15083,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) ImGuiDir split_dir = req->DockSplitDir; if (split_dir != ImGuiDir_None) { - // Split into one, one side will be our payload node unless we are dropping a loose window + // 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; @@ -12517,7 +15092,7 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) new_node->HostWindow = node->HostWindow; node = new_node; } - node->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar; + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); if (node != payload_node) { @@ -12555,8 +15130,8 @@ 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->LocalFlags |= ImGuiDockNodeFlags_CentralNode; - 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; } @@ -12593,23 +15168,49 @@ void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req) MarkIniSettingsDirty(); } +// 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). +// 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). +static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport) +{ + if (ref_viewport == NULL) + return size; + + ImGuiContext& g = *GImGui; + ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f); + if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) + { + const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport); + 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); - IM_UNUSED(ctx); + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref); 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->DockTabIsVisible = false; + window->DockNodeIsVisible = window->DockTabIsVisible = false; + window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport); + MarkIniSettingsDirty(); } void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { - IMGUI_DEBUG_LOG_DOCKING("DockContextProcessUndockNode node %08X\n", node->ID); + ImGuiContext& g = *ctx; + IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID); IM_ASSERT(node->IsLeafNode()); IM_ASSERT(node->Windows.Size >= 1); @@ -12617,15 +15218,16 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) { // 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; 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); node = new_node; } else { - // Otherwise extract our node and merging our sibling back into the parent node. + // 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; node->ParentNode->ChildNodes[index_in_parent] = NULL; @@ -12633,28 +15235,33 @@ void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node) 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_Window; + for (int n = 0; n < node->Windows.Size; n++) + { + ImGuiWindow* window = node->Windows[n]; + window->Flags &= ~ImGuiWindowFlags_ChildWindow; + if (window->ParentWindow) + window->ParentWindow->DC.ChildWindows.find_erase(window); + UpdateWindowParentAndRootLinks(window, window->Flags, NULL); + } + node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode; + 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_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos) { - if (split_outer) - { - IM_ASSERT(0); - } - else - { - ImGuiDockPreviewData split_data; - DockNodePreviewDockSetup(target, target_node, payload, &split_data, false, split_outer); - if (split_data.DropRectsDraw[split_dir+1].IsInverted()) - return false; - *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); - return true; - } - return false; + // 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. + if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None) + split_outer = true; + ImGuiDockPreviewData split_data; + DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer); + if (split_data.DropRectsDraw[split_dir+1].IsInverted()) + return false; + *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter(); + return true; } //----------------------------------------------------------------------------- @@ -12670,7 +15277,8 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* // - ImGuiDockNodeFindInfoResults // - DockNodeFindInfo() // - DockNodeFindWindowByID() -// - DockNodeUpdateVisibleFlagAndInactiveChilds() +// - DockNodeUpdateFlagsAndCollapse() +// - DockNodeUpdateHasCentralNodeFlag() // - DockNodeUpdateVisibleFlag() // - DockNodeStartMouseMovingWindow() // - DockNodeUpdate() @@ -12692,14 +15300,16 @@ bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* ImGuiDockNode::ImGuiDockNode(ImGuiID id) { ID = id; - SharedFlags = LocalFlags = ImGuiDockNodeFlags_None; + SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None; ParentNode = ChildNodes[0] = ChildNodes[1] = NULL; TabBar = NULL; SplitAxis = ImGuiAxis_None; State = ImGuiDockNodeState_Unknown; + LastBgColor = IM_COL32_WHITE; HostWindow = VisibleWindow = NULL; CentralNode = OnlyNodeWithWindows = NULL; + CountNodeWithWindows = 0; LastFrameAlive = LastFrameActive = LastFrameFocused = -1; LastFocusedNodeId = 0; SelectedTabId = 0; @@ -12707,9 +15317,9 @@ ImGuiDockNode::ImGuiDockNode(ImGuiID id) AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode; AuthorityForViewport = ImGuiDataAuthority_Auto; IsVisible = true; - IsFocused = HasCloseButton = HasWindowMenuButton = EnableCloseButton = false; + IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false; + IsBgDrawnThisFrame = false; WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false; - MarkedForPosSizeWrite = false; } ImGuiDockNode::~ImGuiDockNode() @@ -12724,10 +15334,16 @@ 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->HiddenFramesCanSkipItems = window->Active ? 1 : 2; +} + static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar) { ImGuiContext& g = *GImGui; (void)g; @@ -12738,7 +15354,13 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b DockNodeRemoveWindow(window->DockNode, window, 0); } IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); - IMGUI_DEBUG_LOG_DOCKING("DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name); + IMGUI_DEBUG_LOG_DOCKING("[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() + 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; @@ -12747,14 +15369,6 @@ static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, b window->DockIsActive = (node->Windows.Size > 1); window->DockTabWantClose = false; - // If more than 2 windows appeared on the same frame, we'll create a new hosting DockNode from the point of the second window submission. - // Then we need to hide the first window (after its been output) otherwise it would be visible as a standalone window for one frame. - if (node->HostWindow == NULL && node->Windows.Size == 2 && node->Windows[0]->WasActive == false) - { - node->Windows[0]->Hidden = true; - node->Windows[0]->HiddenFramesCanSkipItems = 1; - } - // 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()) @@ -12793,15 +15407,18 @@ static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window { ImGuiContext& g = *GImGui; IM_ASSERT(window->DockNode == node); - //IM_ASSERT(window->RootWindow == node->HostWindow); + //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); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name); window->DockNode = NULL; window->DockIsActive = window->DockTabWantClose = false; window->DockId = save_dock_id; - UpdateWindowParentAndRootLinks(window, window->Flags & ~ImGuiWindowFlags_ChildWindow, NULL); // Update immediately + 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; @@ -12812,7 +15429,8 @@ 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; @@ -12820,7 +15438,7 @@ 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); @@ -12839,6 +15457,7 @@ 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("[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; @@ -12880,15 +15499,12 @@ static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* s src_node->TabBar = NULL; } - for (int n = 0; n < src_node->Windows.Size; n++) + // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar(). + for (ImGuiWindow* window : src_node->Windows) { - // 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->DockIsActive = false; - DockNodeAddWindow(dst_node, window, move_tab_bar ? false : true); - } + window->DockNode = NULL; + window->DockIsActive = false; + DockNodeAddWindow(dst_node, window, !move_tab_bar); } src_node->Windows.clear(); @@ -12929,36 +15545,36 @@ 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; - 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(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."); - results->CentralNode = node; + 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) @@ -12972,7 +15588,7 @@ 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); @@ -12985,13 +15601,15 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod // 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++) { ImGuiWindow* window = node->Windows[window_n]; @@ -13000,7 +15618,7 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount); 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) { @@ -13014,16 +15632,17 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod } DockNodeRemoveWindow(node, window, node->ID); window_n--; + continue; } - else - { - node->LocalFlags &= ~window->WindowClass.DockNodeFlagsOverrideClear; - node->LocalFlags |= 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->GetMergedFlags(); + ImGuiDockNodeFlags node_flags = node->MergedFlags; if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar()) node->WantHiddenTabBarToggle = true; node->WantHiddenTabBarUpdate = false; @@ -13034,14 +15653,33 @@ static void ImGui::DockNodeUpdateVisibleFlagAndInactiveChilds(ImGuiDockNode* nod // Apply toggles at a single point of the frame (here!) if (node->Windows.Size > 1) - node->LocalFlags &= ~ImGuiDockNodeFlags_HiddenTabBar; + node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar); else if (node->WantHiddenTabBarToggle) - node->LocalFlags ^= ImGuiDockNodeFlags_HiddenTabBar; + node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar); node->WantHiddenTabBarToggle = false; 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 @@ -13065,22 +15703,23 @@ static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWind // 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; + // 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. // 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++) @@ -13090,6 +15729,27 @@ 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) +{ + // Remove ourselves from any previous different host window + // This can happen if a user mistakenly does (see #4295 for details): + // - N+0: DockBuilderAddNode(id, 0) // missing ImGuiDockNodeFlags_DockSpace + // - N+1: NewFrame() // will create floating host window for that node + // - N+1: DockSpace(id) // requalify node as dockspace, moving host window + if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node) + node->HostWindow->DockNodeAsHost = NULL; + + host_window->DockNodeAsHost = node; + node->HostWindow = host_window; } static void ImGui::DockNodeUpdate(ImGuiDockNode* node) @@ -13097,7 +15757,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) ImGuiContext& g = *GImGui; IM_ASSERT(node->LastFrameActive != g.FrameCount); node->LastFrameAlive = g.FrameCount; - node->MarkedForPosSizeWrite = false; + node->IsBgDrawnThisFrame = false; node->CentralNode = node->OnlyNodeWithWindows = NULL; if (node->IsRootNode()) @@ -13109,9 +15769,14 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* 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) 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) @@ -13141,7 +15806,7 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow; node->WantCloseAll = false; node->WantCloseTabId = 0; - node->HasCloseButton = node->HasWindowMenuButton = node->EnableCloseButton = false; + node->HasCloseButton = node->HasWindowMenuButton = false; node->LastFrameActive = g.FrameCount; if (node->WantMouseMove && node->Windows.Size == 1) @@ -13174,7 +15839,20 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) } } - const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + const ImGuiDockNodeFlags node_flags = node->MergedFlags; + + // 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; + 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. + ImGuiWindow* window = node->Windows[window_n]; + node->HasCloseButton |= window->HasCloseButton; + window->DockIsActive = (node->Windows.Size > 1); + } + if (node_flags & ImGuiDockNodeFlags_NoCloseButton) + node->HasCloseButton = false; // Bind or create host window ImGuiWindow* host_window = NULL; @@ -13183,25 +15861,11 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) { // [Explicit root dockspace node] IM_ASSERT(node->HostWindow); - node->EnableCloseButton = false; - node->HasCloseButton = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; - node->HasWindowMenuButton = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; host_window = node->HostWindow; } else { // [Automatic root or child nodes] - node->EnableCloseButton = false; - node->HasCloseButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; - node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0; - 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. - ImGuiWindow* window = node->Windows[window_n]; - window->DockIsActive = (node->Windows.Size > 1); - node->EnableCloseButton |= window->HasCloseButton; - } - if (node->IsRootNode() && node->IsVisible) { ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL; @@ -13236,13 +15900,14 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) 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(); beginned_into_host_window = true; - node->HostWindow = host_window = g.CurrentWindow; - host_window->DockNodeAsHost = 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; @@ -13271,20 +15936,20 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) if (node->IsSplitNode()) IM_ASSERT(node->TabBar == NULL); if (node->IsRootNode()) - if (g.NavWindow && g.NavWindow->RootWindowDockStop->DockNode && g.NavWindow->RootWindowDockStop->ParentWindow == host_window) - node->LastFocusedNodeId = g.NavWindow->RootWindowDockStop->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); - } + if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL) + while (p_window != NULL && p_window->DockNode != NULL) + { + ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode); + if (p_node == node) + { + node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID! + break; + } + p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL; + } // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace - const ImGuiDockNode* central_node = node->CentralNode; + 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) @@ -13293,14 +15958,23 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) central_node_hole_register_hit_test_hole = false; if (central_node_hole_register_hit_test_hole) { - // Add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily. + // 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 - ImRect central_hole(central_node->Pos, central_node->Pos + central_node->Size); - central_hole.Expand(ImVec2(-WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS, -WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS)); - if (central_node_hole && !central_hole.IsInverted()) + 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 (central_node_hole && !hole_rect.IsInverted()) { - SetWindowHitTestHole(host_window, central_hole.Min, central_hole.Max - central_hole.Min); - SetWindowHitTestHole(host_window->ParentWindow, central_hole.Min, central_hole.Max - central_hole.Min); + SetWindowHitTestHole(host_window, 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); } } @@ -13312,21 +15986,31 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* 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(DOCKING_HOST_DRAW_CHANNEL_BG); + 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); + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG); if (central_node_hole) 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(); } // Draw and populate Tab Bar + if (host_window) + host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); if (host_window && node->Windows.Size > 0) { DockNodeUpdateTabBar(node, host_window); @@ -13340,11 +16024,11 @@ static void ImGui::DockNodeUpdate(ImGuiDockNode* node) if (node->TabBar && node->TabBar->SelectedTabId) node->SelectedTabId = node->TabBar->SelectedTabId; else if (node->Windows.Size > 0) - node->SelectedTabId = node->Windows[0]->ID; + node->SelectedTabId = node->Windows[0]->TabId; // Draw payload drop target if (host_window && node->IsVisible) - if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindow != host_window)) + if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window)) BeginDockableDragDropTarget(host_window); // We update this after DockNodeUpdateTabBar() @@ -13393,7 +16077,7 @@ static ImGuiID ImGui::DockNodeUpdateWindowMenu(ImGuiDockNode* node, ImGuiTabBar* node->IsFocused = true; if (tab_bar->Tabs.Size == 1) { - if (MenuItem("Hide tab bar", NULL, node->IsHiddenTabBar())) + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar())) node->WantHiddenTabBarToggle = true; } else @@ -13419,11 +16103,12 @@ bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node) { if (node->TabBar == NULL || node->HostWindow == NULL) return false; - if (node->SharedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return false; Begin(node->HostWindow->Name); PushOverrideID(node->ID); bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node); + IM_UNUSED(ret); IM_ASSERT(ret); return true; } @@ -13435,6 +16120,28 @@ void ImGui::DockNodeEndAmendTabBar() End(); } +static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node) +{ + // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy) + ImGuiContext& g = *GImGui; + if (g.NavWindowingTarget) + return (g.NavWindowingTarget->DockNode == node); + + // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window) + if (g.NavWindow && root_node->LastFocusedNodeId == node->ID) + { + // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node) + ImGuiWindow* parent_window = g.NavWindow->RootWindow; + while (parent_window->Flags & ImGuiWindowFlags_ChildMenu) + parent_window = parent_window->ParentWindow->RootWindow; + ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode; + for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL) + if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node) + return true; + } + return false; +} + // Submit the tab bar corresponding to a dock node and various housekeeping details. static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window) { @@ -13450,9 +16157,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Decide if we should use a focused title bar color 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->RootWindow && root_node->LastFocusedNodeId == node->ID) + if (IsDockNodeTitleBarHighlighted(node, root_node)) is_focused = true; // Hidden tab bar will show a triangle on the upper-left (in Begin) @@ -13468,7 +16173,7 @@ 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; } @@ -13496,9 +16201,8 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w ImGuiID focus_tab_id = 0; node->IsFocused = is_focused; - const ImGuiDockNodeFlags node_flags = node->GetMergedFlags(); + const ImGuiDockNodeFlags node_flags = node->MergedFlags; const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None); - const bool has_close_button = (node_flags & ImGuiDockNodeFlags_NoCloseButton) == 0; // 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? @@ -13512,34 +16216,34 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w // Layout ImRect title_bar_rect, tab_bar_rect; ImVec2 window_menu_button_pos; - DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos); + ImVec2 close_button_pos; + DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos); + + // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value. + const int tabs_count_old = tab_bar->Tabs.Size; + for (int window_n = 0; window_n < node->Windows.Size; window_n++) + { + ImGuiWindow* window = node->Windows[window_n]; + 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, ImDrawCornerFlags_Top); + 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)) + if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node) OpenPopup("#WindowMenu"); if (IsItemActive()) focus_tab_id = tab_bar->SelectedTabId; } - // Submit new tabs and apply NavWindow focus back to the tab bar. They will be added as Unsorted and sorted below based on relative DockOrder value. - const int tabs_count_old = tab_bar->Tabs.Size; - for (int window_n = 0; window_n < node->Windows.Size; window_n++) - { - ImGuiWindow* window = node->Windows[window_n]; - if (g.NavWindow && g.NavWindow->RootWindowDockStop == window) - tab_bar->SelectedTabId = window->ID; - if (TabBarFindTabByID(tab_bar, window->ID) == NULL) - TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window); - } - // 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--) @@ -13550,18 +16254,22 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w } 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("[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("[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); } + // Apply NavWindow focus back to the tab bar + if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node) + tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId; + // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated 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); @@ -13571,62 +16279,79 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w 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)); + // Backup style colors + ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT]; + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]]; + // Submit actual tabs node->VisibleWindow = NULL; 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) { ImGuiTabItemFlags tab_item_flags = 0; + tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet; if (window->Flags & ImGuiWindowFlags_UnsavedDocument) tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument; if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; + // 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]); + + // 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 = host_window->DC.LastItemStatusFlags; - window->DockTabItemRect = host_window->DC.LastItemRect; + window->DockTabItemStatusFlags = g.LastItemData.StatusFlags; + window->DockTabItemRect = g.LastItemData.Rect; // Update navigation ID on menu layer - if (g.NavWindow && g.NavWindow->RootWindowDockStop == window && (window->DC.NavLayerActiveMask & (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; } } + // Restore style colors + for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++) + g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n]; + // Notify root of visible window (used to display title in OS task bar) if (node->VisibleWindow) if (is_focused || root_node->VisibleWindow == NULL) 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 - if (has_close_button && node->VisibleWindow) + // 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) + if (close_button_is_visible) { - if (!node->VisibleWindow->HasCloseButton) + if (!close_button_is_enabled) { PushItemFlag(ImGuiItemFlags_Disabled, true); - PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.5f)); + 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)) + { + node->WantCloseAll = true; + for (int n = 0; n < tab_bar->Tabs.Size; n++) + TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]); } - const float button_sz = g.FontSize; - if (CloseButton(host_window->GetID("#CLOSE"), title_bar_rect.GetTR() + ImVec2(-style.FramePadding.x * 2.0f - button_sz, 0.0f))) - if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->VisibleTabId)) - { - node->WantCloseTabId = tab->ID; - TabBarCloseTab(tab_bar, tab); - } //if (IsItemActive()) // focus_tab_id = tab_bar->SelectedTabId; - if (!node->VisibleWindow->HasCloseButton) + if (!close_button_is_enabled) { PopStyleColor(); PopItemFlag(); @@ -13644,7 +16369,7 @@ static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_w { // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar, // otherwise dragging window will steal HoveredId and amended tabs cannot get them. - host_window->DC.LastItemId = title_bar_id; + g.LastItemData.ID = title_bar_id; SetItemAllowOverlap(); } if (held) @@ -13717,12 +16442,23 @@ 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; @@ -13736,27 +16472,35 @@ 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) +// 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) { 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; } + r.Min.x += style.WindowBorderSize; + r.Max.x -= style.WindowBorderSize; + + float button_sz = g.FontSize; + ImVec2 window_menu_button_pos = r.Min; - r.Min.x += g.Style.FramePadding.x; - r.Max.x -= g.Style.FramePadding.x; + r.Min.x += style.FramePadding.x; + r.Max.x -= style.FramePadding.x; if (node->HasCloseButton) { - r.Max.x -= g.FontSize;// +1.0f; // In DockNodeUpdateTabBar() we currently display a disabled close button even if there is none. + 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 (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Left) + if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left) { - r.Min.x += g.FontSize; // + g.Style.ItemInnerSpacing.x; // <-- Adding ItemInnerSpacing makes the title text moves slightly when in a docking tab bar. Instead we adjusted RenderArrowDockMenu() + r.Min.x += button_sz + style.ItemInnerSpacing.x; } - else if (node->HasWindowMenuButton && g.Style.WindowMenuButtonPosition == ImGuiDir_Right) + else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right) { - r.Max.x -= g.FontSize + g.Style.FramePadding.x; + 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; } @@ -13851,21 +16595,22 @@ bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir // 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* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking) { ImGuiContext& g = *GImGui; // There is an edge case when docking into a dockspace which only has inactive nodes. // 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; + if (payload_node == NULL) + payload_node = payload_window->DockNodeAsHost; 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); + IM_ASSERT(ref_node_for_rect->IsVisible == true); // Filter, figure out where we are allowed to dock - ImGuiDockNodeFlags src_node_flags = root_payload_as_host ? root_payload_as_host->GetMergedFlags() : root_payload->WindowClass.DockNodeFlagsOverrideSet; - ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->GetMergedFlags() : host_window->WindowClass.DockNodeFlagsOverrideSet; + ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->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; @@ -13873,9 +16618,13 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockN 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()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split? data->IsCenterAvailable = false; - else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther)) + else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty())) + data->IsCenterAvailable = false; + else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty()) data->IsCenterAvailable = false; data->IsSidesAvailable = true; @@ -13887,7 +16636,7 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockN 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); + data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->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; @@ -13924,7 +16673,7 @@ static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockN ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; 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); + DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->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]); @@ -13951,7 +16700,6 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport); // Draw main preview rectangle - const ImU32 overlay_col_tabs = GetColorU32(ImGuiCol_TabActive); 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); @@ -13966,7 +16714,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock 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) @@ -13974,18 +16722,18 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock { // Compute target tab bar geometry so we can locate our preview tabs ImRect tab_bar_rect; - DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL); + DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL); ImVec2 tab_pos = tab_bar_rect.Min; 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. 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]).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).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) @@ -14003,9 +16751,12 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock continue; // Calculate the tab bounding box for each payload window - ImVec2 tab_size = TabItemCalcSize(payload_window->Name, payload_window->HasCloseButton); + ImVec2 tab_size = TabItemCalcSize(payload_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]); + 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); @@ -14016,6 +16767,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock if (!tab_bar_rect.Contains(tab_bb)) overlay_draw_lists[overlay_n]->PopClipRect(); } + PopStyleColor(); } } @@ -14042,7 +16794,7 @@ static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDock } // Stop after ImGuiDir_None - if ((host_node && (host_node->GetMergedFlags() & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) + if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit) return; } } @@ -14087,6 +16839,8 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG 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) @@ -14094,6 +16848,9 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_; child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_; parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; + child_0->UpdateMergedFlags(); + child_1->UpdateMergedFlags(); + parent_node->UpdateMergedFlags(); if (child_inheritor->IsCentralNode()) DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor; } @@ -14101,6 +16858,7 @@ void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child) { // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL. + ImGuiContext& g = *GImGui; ImGuiDockNode* child_0 = parent_node->ChildNodes[0]; ImGuiDockNode* child_1 = parent_node->ChildNodes[1]; IM_ASSERT(child_0 || child_1); @@ -14110,7 +16868,7 @@ 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("[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); @@ -14133,6 +16891,8 @@ void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImG 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->UpdateMergedFlags(); if (child_0) { @@ -14147,11 +16907,12 @@ 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; @@ -14165,17 +16926,27 @@ 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) { + 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); + // 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) { @@ -14193,19 +16964,19 @@ 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) + 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]); @@ -14214,17 +16985,21 @@ void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 si { // 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)); + 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); } @@ -14243,6 +17018,7 @@ static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGu DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes); } +// (Depth-First, Pre-Order) void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) { if (node->IsLeafNode()) @@ -14264,7 +17040,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) 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)); - const ImGuiDockNodeFlags merged_flags = child_0->GetMergedFlags() | child_1->GetMergedFlags(); + 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)) { @@ -14277,7 +17053,7 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* 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]; @@ -14285,9 +17061,8 @@ 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++) @@ -14295,14 +17070,18 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) 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); + // [DEBUG] Render touching nodes & limits /* - // [DEBUG] Render limits - ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + 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); + } */ } @@ -14311,7 +17090,8 @@ void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node) 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_RESIZE_FROM_EDGES_HALF_THICKNESS, 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) { @@ -14325,7 +17105,7 @@ 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((ImGuiViewportP*)GetMainViewport()); + //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) { @@ -14386,7 +17166,8 @@ ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVe if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos)) return hovered_node; - return NULL; + // This means we are hovering over the splitter/spacing of a parent node + return node; } //----------------------------------------------------------------------------- @@ -14437,31 +17218,34 @@ void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond) // 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. -void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) +// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location). +ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class) { ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; - ImGuiWindow* window = GetCurrentWindow(); + ImGuiWindow* window = GetCurrentWindowRead(); if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)) - return; + 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. if (window->SkipItems) flags |= ImGuiDockNodeFlags_KeepAliveOnly; + if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0) + window = GetCurrentWindow(); // call to set window->WriteAccessed = true; IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0); IM_ASSERT(id != 0); ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); if (!node) { - IMGUI_DEBUG_LOG_DOCKING("DockSpace: dockspace node 0x%08X created\n", id); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id); node = DockContextAddNode(ctx, id); - node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + 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("[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(); @@ -14470,16 +17254,16 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly)) { IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID"); - node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; - return; + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); + return id; } - node->LocalFlags |= ImGuiDockNodeFlags_DockSpace; + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace); // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible if (flags & ImGuiDockNodeFlags_KeepAliveOnly) { node->LastFrameAlive = g.FrameCount; - return; + return id; } const ImVec2 content_avail = GetContentRegionAvail(); @@ -14496,27 +17280,23 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; - // FIXME-DOCK Why do we need a child window to host a dockspace, could we host it in the existing window? + // 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_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse; + window_flags |= ImGuiWindowFlags_NoBackground; char title[256]; ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id); - // FIXME-DOCK: What is the reason for not simply calling BeginChild()? - if (node->Windows.Size > 0 || node->IsSplitNode()) - PushStyleColor(ImGuiCol_ChildBg, IM_COL32(0, 0, 0, 0)); PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); Begin(title, NULL, window_flags); PopStyleVar(); - if (node->Windows.Size > 0 || node->IsSplitNode()) - PopStyleColor(); ImGuiWindow* host_window = g.CurrentWindow; - host_window->DockNodeAsHost = node; + DockNodeSetupHostWindow(node, host_window); host_window->ChildId = window->GetID(title); - node->HostWindow = host_window; node->OnlyNodeWithWindows = NULL; IM_ASSERT(node->IsRootNode()); @@ -14528,26 +17308,27 @@ void ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags fla // 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->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode); // Update the node DockNodeUpdate(node); End(); ItemSize(size); + return 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(ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) +ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class) { if (viewport == NULL) viewport = GetMainViewport(); - SetNextWindowPos(viewport->GetWorkPos()); - SetNextWindowSize(viewport->GetWorkSize()); + SetNextWindowPos(viewport->WorkPos); + SetNextWindowSize(viewport->WorkSize); SetNextWindowViewport(viewport->ID); ImGuiWindowFlags host_window_flags = 0; @@ -14653,11 +17434,11 @@ void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size) ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) { ImGuiContext* ctx = GImGui; - ImGuiDockNode* node = NULL; if (id != 0) DockBuilderRemoveNode(id); + ImGuiDockNode* node = NULL; if (flags & ImGuiDockNodeFlags_DockSpace) { DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly); @@ -14666,7 +17447,7 @@ ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags) else { node = DockContextAddNode(ctx, id); - node->LocalFlags = flags; + node->SetLocalFlags(flags); } node->LastFrameAlive = ctx->FrameCount; // Set this otherwise BeginDocked will undock during the same frame. return node->ID; @@ -14680,8 +17461,12 @@ void ImGui::DockBuilderRemoveNode(ImGuiID node_id) return; DockBuilderRemoveNodeDockedWindows(node_id, true); DockBuilderRemoveNodeChildNodes(node_id); + // Node may have moved or deleted if e.g. any merge happened + node = DockContextFindNodeByID(ctx, node_id); + if (node == NULL) + return; if (node->IsCentralNode() && node->ParentNode) - node->ParentNode->LocalFlags |= ImGuiDockNodeFlags_CentralNode; + node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode); DockContextRemoveNode(ctx, node, true); } @@ -14712,7 +17497,10 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) if (root_id != 0) DockContextQueueNotifyRemovedNode(ctx, node); if (root_node) + { DockNodeMoveWindows(root_node, node); + DockSettingsRenameNodeReferences(node->ID, root_node->ID); + } nodes_to_remove.push_back(node); } } @@ -14748,8 +17536,8 @@ void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id) } else if (has_central_node) { - root_node->LocalFlags |= ImGuiDockNodeFlags_CentralNode; root_node->CentralNode = root_node; + root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode); } } @@ -14793,11 +17581,11 @@ void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_setti // 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) { - ImGuiContext* ctx = GImGui; + ImGuiContext& g = *GImGui; IM_ASSERT(split_dir != ImGuiDir_None); - IMGUI_DEBUG_LOG_DOCKING("DockBuilderSplitNode node 0x%08X, split_dir %d\n", id, split_dir); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir); - ImGuiDockNode* node = DockContextFindNodeByID(ctx, id); + ImGuiDockNode* node = DockContextFindNodeByID(&g, id); if (node == NULL) { IM_ASSERT(node != NULL); @@ -14814,7 +17602,7 @@ ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_r 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); + DockContextProcessDock(&g, &req); 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; @@ -14827,14 +17615,16 @@ ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_r 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); + ImGuiContext& g = *GImGui; + ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, 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->UpdateMergedFlags(); out_node_remap_pairs->push_back(src_node->ID); out_node_remap_pairs->push_back(dst_node->ID); @@ -14846,7 +17636,7 @@ static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID ds 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("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0); return dst_node; } @@ -14857,11 +17647,12 @@ void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVect IM_ASSERT(dst_node_id != 0); IM_ASSERT(out_node_remap_pairs != NULL); + DockBuilderRemoveNode(dst_node_id); + ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id); IM_ASSERT(src_node != NULL); out_node_remap_pairs->clear(); - DockBuilderRemoveNode(dst_node_id); DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs); IM_ASSERT((out_node_remap_pairs->Size % 2) == 0); @@ -14900,6 +17691,7 @@ void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_ // 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) { + ImGuiContext& g = *GImGui; IM_ASSERT(src_dockspace_id != 0); IM_ASSERT(dst_dockspace_id != 0); IM_ASSERT(in_window_remap_pairs != NULL); @@ -14939,20 +17731,23 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks 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("[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? - IMGUI_DEBUG_LOG_DOCKING("Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name); + IMGUI_DEBUG_LOG_DOCKING("[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") + // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list. // Find those windows and move to them to the cloned dock node. This may be optional? + // Dock those are a second step as undocking would invalidate source dock nodes. + struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } }; + ImVector dock_remaining_windows; 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]) { @@ -14965,12 +17760,15 @@ void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_docks continue; // Docked windows gets redocked into the new node hierarchy. - IMGUI_DEBUG_LOG_DOCKING("Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); - DockBuilderDockWindow(window->Name, dst_dock_id); + IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id); + dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id)); } } + for (const DockRemainingWindowTask& task : dock_remaining_windows) + DockBuilderDockWindow(task.Window->Name, task.DockId); } +// 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; @@ -15026,19 +17824,17 @@ static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGu 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; } @@ -15048,6 +17844,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; + // Clear fields ahead so most early-out paths don't have to do it + window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false; + const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window); if (auto_dock_node) { @@ -15094,27 +17893,28 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) // 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 DockContextUpdateDocking() + // 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); - } else - { window->DockIsActive = true; - window->DockTabIsVisible = false; - } return; } + // 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]]); + // 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) if (node->HostWindow == NULL) { - window->DockIsActive = (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing); - window->DockTabIsVisible = false; + if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing) + window->DockIsActive = true; + if (node->Windows.Size > 1) + DockNodeHideWindowDuringHostWindowCreation(window); return; } @@ -15125,7 +17925,7 @@ 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; @@ -15136,8 +17936,9 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) SetNextWindowSize(node->Size); g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos() window->DockIsActive = true; + window->DockNodeIsVisible = true; window->DockTabIsVisible = false; - if (node->SharedFlags & ImGuiDockNodeFlags_KeepAliveOnly) + if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) return; // When the window is selected we mark it as visible. @@ -15152,12 +17953,12 @@ void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open) 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! - // Save new dock order only if the tab bar has been visible once. + // 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 && node->TabBar->CurrFrameVisible != -1) + 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 @@ -15170,15 +17971,20 @@ void ImGui::BeginDockableDragDropSource(ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId == window->MoveId); IM_ASSERT(g.MovingWindow == window); + IM_ASSERT(g.CurrentWindow == window); - window->DC.LastItemId = window->MoveId; - window = window->RootWindow; + g.LastItemData.ID = window->MoveId; + window = window->RootWindowDockTree; IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0); - bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); + 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]]); } } @@ -15187,7 +17993,7 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) ImGuiContext* ctx = GImGui; ImGuiContext& g = *ctx; - //IM_ASSERT(window->RootWindow == 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; @@ -15238,17 +18044,19 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) const bool do_preview = payload->IsPreview() || payload->IsDelivery(); if (do_preview && (node != NULL || dock_into_floating_window)) { + // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear. ImGuiDockPreviewData split_inner; ImGuiDockPreviewData split_outer; ImGuiDockPreviewData* split_data = &split_inner; - if (node && (node->ParentNode || node->IsCentralNode())) + if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode())) if (ImGuiDockNode* root_node = DockNodeGetRootNode(node)) { - DockNodePreviewDockSetup(window, root_node, payload_window, &split_outer, is_explicit_target, true); + DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true); if (split_outer.IsSplitDirExplicit) split_data = &split_outer; } - DockNodePreviewDockSetup(window, node, payload_window, &split_inner, is_explicit_target, false); + if (!node || node->IsLeafNode()) + DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false); if (split_data == &split_outer) split_inner.IsDropAllowed = false; @@ -15280,7 +18088,7 @@ void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window) static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id) { ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_DOCKING("DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); + IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id); for (int window_n = 0; window_n < g.Windows.Size; window_n++) { ImGuiWindow* window = g.Windows[window_n]; @@ -15381,7 +18189,7 @@ static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettings 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.SelectedWindowId,&r) == 1) { line += r; } + 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; @@ -15395,7 +18203,7 @@ static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDo 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.SelectedWindowId = node->SelectedTabId; + 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_); @@ -15461,8 +18269,8 @@ static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettings buf->appendf(" NoWindowMenuButton=1"); if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton) buf->appendf(" NoCloseButton=1"); - if (node_settings->SelectedWindowId) - buf->appendf(" Selected=0x%08X", node_settings->SelectedWindowId); + if (node_settings->SelectedTabId) + buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId); #if IMGUI_DEBUG_INI_SETTINGS // [DEBUG] Include comments in the .ini file to ease debugging @@ -15618,28 +18426,75 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) #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 //----------------------------------------------------------------------------- // - RenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() // - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDockNode() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] // - DebugNodeStorage() [Internal] // - DebugNodeTabBar() [Internal] // - DebugNodeViewport() [Internal] // - DebugNodeWindow() [Internal] // - DebugNodeWindowSettings() [Internal] // - DebugNodeWindowsList() [Internal] +// - DebugNodeWindowsListByBeginStackParent() [Internal] //----------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_DEBUG_TOOLS -static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) +void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -15651,27 +18506,24 @@ static void RenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewp for (int i = 0; i != g.Windows.Size; i++) { ImGuiWindow* thumb_window = g.Windows[i]; - if (!thumb_window->WasActive || ((thumb_window->Flags & ImGuiWindowFlags_ChildWindow))) - continue; - if (thumb_window->SkipItems && (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME-DOCK: Skip hidden docked windows. Identify those betters. + if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) continue; if (thumb_window->Viewport != viewport) continue; ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); - ImRect thumb_r_scaled = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); - ImRect title_r_scaled = 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_scaled.ClipWithFull(bb); - title_r_scaled.ClipWithFull(bb); + thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); + title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r.ClipWithFull(bb); + title_r.ClipWithFull(bb); const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); - window->DrawList->AddRectFilled(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_WindowBg, alpha_mul)); - window->DrawList->AddRectFilled(title_r_scaled.Min, title_r_scaled.Max, ImGui::GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); - window->DrawList->AddRect(thumb_r_scaled.Min, thumb_r_scaled.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); - if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(thumb_window)) - window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r_scaled.Min, ImGui::GetColorU32(ImGuiCol_Text, alpha_mul), window_for_title->Name, ImGui::FindRenderedTextEnd(window_for_title->Name)); + window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul)); + window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul)); + window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); + window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name)); } - draw_list->AddRect(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul)); + draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul)); } static void RenderViewportsThumbnails() @@ -15681,29 +18533,117 @@ static void RenderViewportsThumbnails() // 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; - //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) - // bb_full.Add(GetPlatformMonitorMainRect(g.PlatformIO.Monitors[n])); + ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); for (int n = 0; n < g.Viewports.Size; n++) bb_full.Add(g.Viewports[n]->GetMainRect()); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; - //for (int n = 0; n < g.PlatformIO.Monitors.Size; n++) - // window->DrawList->AddRect(off + g.PlatformIO.Monitors[n].MainPos * SCALE, off + (g.PlatformIO.Monitors[n].MainPos + g.PlatformIO.Monitors[n].MainSize) * SCALE, ImGui::GetColorU32(ImGuiCol_Border)); for (int n = 0; n < g.Viewports.Size; n++) { ImGuiViewportP* viewport = g.Viewports[n]; ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); - RenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); + ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); } ImGui::Dummy(bb_full.GetSize() * SCALE); } +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; + return b->LastFrontMostStampCount - a->LastFrontMostStampCount; +} + +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const ImVec2 key_size = ImVec2(35.0f, 35.0f); + const float key_rounding = 3.0f; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f); + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f); + const float key_face_rounding = 2.0f; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f); + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (ImGui::IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered()) + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort)) { ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); @@ -15713,33 +18653,55 @@ static void MetricsHelpMarker(const char* desc) } } +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (int i = 0; i < atlas->Fonts.Size; i++) + { + ImFont* font = atlas->Fonts[i]; + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} + void ImGui::ShowMetricsWindow(bool* p_open) { - if (!Begin("Dear ImGui Metrics/Debugger", p_open)) + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowStackTool) + ShowStackToolWindow(&cfg->ShowStackTool); + + if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } - ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - // Basic info Text("Dear ImGui %s", GetVersion()); Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); - Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows); - Text("%d active allocations", io.MetricsActiveAllocations); + Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } Separator(); // Debugging enums - enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type - const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentRegionRect" }; - enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, 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", "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) @@ -15749,18 +18711,20 @@ void ImGui::ShowMetricsWindow(bool* p_open) { static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance if (rect_type == TRT_OuterRect) { return table->OuterRect; } else if (rect_type == TRT_InnerRect) { return table->InnerRect; } else if (rect_type == TRT_WorkRect) { return table->WorkRect; } else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } - else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } + else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } - else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate - else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } - else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } - else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } IM_ASSERT(0); return ImRect(); } @@ -15772,7 +18736,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == WRT_InnerRect) { return window->InnerRect; } else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == WRT_WorkRect) { return window->WorkRect; } - else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } IM_ASSERT(0); return ImRect(); @@ -15782,12 +18747,35 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Tools if (TreeNode("Tools")) { + bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer"); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (show_encoding_viewer) + { + static char buf[100] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##Text", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + TreePop(); + } + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if (Button("Item Picker..")) + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) DebugStartItemPicker(); SameLine(); MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + // Stack Tool is your best friend! + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + // Stack Tool is your best friend! + Checkbox("Show Stack Tool", &cfg->ShowStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); + Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); SameLine(); @@ -15804,8 +18792,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) } Unindent(); } - Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); - Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); Checkbox("Show tables rectangles", &cfg->ShowTablesRects); SameLine(); @@ -15813,15 +18799,15 @@ void ImGui::ShowMetricsWindow(bool* p_open) cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count); if (cfg->ShowTablesRects && g.NavWindow != NULL) { - for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { - ImGuiTable* table = g.Tables.GetByIndex(table_n); - if (table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow)) + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + 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); 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++) @@ -15836,7 +18822,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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 @@ -15845,7 +18831,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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(); @@ -15855,16 +18841,62 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - // Contents - DebugNodeWindowsList(&g.Windows, "Windows"); - //DebugNodeWindowsList(&g.WindowsFocusOrder, "WindowsFocusOrder"); + // Windows + 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; + for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) + drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); + if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) + { + 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]; + 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++) + { + 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"); + } + } + TreePop(); + } + + // Viewports if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size)) { Indent(GetTreeNodeToLabelSpacing()); RenderViewportsThumbnails(); Unindent(GetTreeNodeToLabelSpacing()); + bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size); - ImGui::SameLine(); + 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."); if (open) { @@ -15878,6 +18910,20 @@ void ImGui::ShowMetricsWindow(bool* p_open) } TreePop(); } + + 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); + memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes()); + 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"); + TreePop(); + } + for (int i = 0; i < g.Viewports.Size; i++) DebugNodeViewport(g.Viewports[i]); TreePop(); @@ -15888,29 +18934,52 @@ void ImGui::ShowMetricsWindow(bool* p_open) { for (int i = 0; i < g.OpenPopupStack.Size; i++) { - ImGuiWindow* window = g.OpenPopupStack[i].Window; - BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + const ImGuiPopupData* popup_data = &g.OpenPopupStack[i]; + ImGuiWindow* window = popup_data->Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'", + popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); } TreePop(); } // Details for TabBars - if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetSize())) + if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount())) { - for (int n = 0; n < g.TabBars.GetSize(); n++) - DebugNodeTabBar(g.TabBars.GetByIndex(n), "TabBar"); + for (int n = 0; n < g.TabBars.GetMapSize(); n++) + if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n)) + { + PushID(tab_bar); + DebugNodeTabBar(tab_bar, "TabBar"); + PopID(); + } TreePop(); } // Details for Tables -#ifdef IMGUI_HAS_TABLE - if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) + if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount())) { - for (int n = 0; n < g.Tables.GetSize(); n++) - DebugNodeTable(g.Tables.GetByIndex(n)); + for (int n = 0; n < g.Tables.GetMapSize(); n++) + if (ImGuiTable* table = g.Tables.TryGetMapData(n)) + DebugNodeTable(table); + TreePop(); + } + + // Details for Fonts + ImFontAtlas* atlas = g.IO.Fonts; + if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); TreePop(); } -#endif // #ifdef IMGUI_HAS_TABLE // Details for Docking #ifdef IMGUI_HAS_DOCK @@ -15961,38 +19030,36 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } -#ifdef IMGUI_HAS_TABLE 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)) DebugNodeTableSettings(settings); TreePop(); } -#endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK - if (ImGui::TreeNode("SettingsDocking", "Settings packed data: Docking")) + if (TreeNode("SettingsDocking", "Settings packed data: Docking")) { ImGuiDockContext* dc = &g.DockContext; - ImGui::Text("In SettingsWindows:"); + Text("In SettingsWindows:"); for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) if (settings->DockId != 0) - ImGui::BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId); - ImGui::Text("In SettingsNodes:"); + 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; - if (settings->SelectedWindowId) + if (settings->SelectedTabId) { - if (ImGuiWindow* window = FindWindowByID(settings->SelectedWindowId)) + if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId)) selected_tab_name = window->Name; - else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedWindowId)) + else if (ImGuiWindowSettings* window_settings = FindWindowSettings(settings->SelectedTabId)) selected_tab_name = window_settings->GetName(); } - ImGui::BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedWindowId, selected_tab_name ? selected_tab_name : settings->SelectedWindowId ? "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" : ""); } - ImGui::TreePop(); + TreePop(); } #endif // #ifdef IMGUI_HAS_DOCK @@ -16004,36 +19071,131 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - // Misc Details + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. + // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. + Indent(); +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + //Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } } +#endif + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6))) + { + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndListBox(); + } + Unindent(); + } + Text("SHORTCUT ROUTING"); + { + Indent(); + if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6))) + { + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + char key_chord_name[64]; + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name)); + Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr); + DebugLocateItemOnHover(routing_data->RoutingCurr); + idx = routing_data->NextEntryIndex; + } + } + EndListBox(); + } + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + if (TreeNode("Internal state")) { - const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); - Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); - Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL"); + Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL"); Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL"); - Text("HoveredDockNode: 0x%08X", g.HoveredDockNode ? g.HoveredDockNode->ID : 0); + Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->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); 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)); + DebugLocateItemOnHover(g.ActiveId); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer); Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); Unindent(); Text("NAV,FOCUS"); Indent(); Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId); + Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); + Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); @@ -16067,14 +19229,13 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } -#ifdef IMGUI_HAS_TABLE // Overlay: Display Tables Rectangles if (cfg->ShowTablesRects) { - for (int table_n = 0; table_n < g.Tables.GetSize(); table_n++) + for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++) { - ImGuiTable* table = g.Tables.GetByIndex(table_n); - if (table->LastFrameActive < g.FrameCount - 1) + ImGuiTable* table = g.Tables.TryGetMapData(table_n); + if (table == NULL || table->LastFrameActive < g.FrameCount - 1) continue; ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow); if (cfg->ShowTablesRectsType >= TRT_ColumnsRect) @@ -16084,7 +19245,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) 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); + draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness); } } else @@ -16094,16 +19255,15 @@ void ImGui::ShowMetricsWindow(bool* p_open) } } } -#endif // #ifdef IMGUI_HAS_TABLE #ifdef IMGUI_HAS_DOCK // Overlay: Display Docking info - if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.HoveredDockNode) + if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode) { char buf[64] = ""; char* p = buf; - ImGuiDockNode* node = g.HoveredDockNode; - ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList((ImGuiViewportP*)GetMainViewport()); + ImGuiDockNode* node = g.DebugHoveredDockNode; + 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); @@ -16130,6 +19290,34 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) TreePop(); } +static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled) +{ + using namespace ImGui; + PushID(label); + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f)); + Text("%s:", label); + if (!enabled) + BeginDisabled(); + 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("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar); + CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar); + CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton); + CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton); + CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking); + CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe); + CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther); + CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe); + CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther); + CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty); + if (!enabled) + EndDisabled(); + PopStyleVar(); + PopID(); +} + // [DEBUG] Display contents of ImDockNode void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) { @@ -16138,10 +19326,11 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) const bool is_active = (g.FrameCount - node->LastFrameActive < 2); // Submitted if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } bool open; + ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None; 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 = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%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"); + open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL"); if (!is_alive) { PopStyleColor(); } if (is_active && IsItemHovered()) if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow) @@ -16155,22 +19344,22 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) 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", + BulletText("Misc:%s%s%s%s%s%s%s", node->IsDockSpace() ? " IsDockSpace" : "", node->IsCentralNode() ? " IsCentralNode" : "", - is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", - node->WantLockSizeOnce ? " WantLockSizeOnce" : ""); - if (TreeNode("flags", "LocalFlags: 0x%04X SharedFlags: 0x%04X", node->LocalFlags, node->SharedFlags)) + is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "", + 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)) { - CheckboxFlags("LocalFlags: NoDocking", &node->LocalFlags, ImGuiDockNodeFlags_NoDocking); - CheckboxFlags("LocalFlags: NoSplit", &node->LocalFlags, ImGuiDockNodeFlags_NoSplit); - CheckboxFlags("LocalFlags: NoResize", &node->LocalFlags, ImGuiDockNodeFlags_NoResize); - CheckboxFlags("LocalFlags: NoResizeX", &node->LocalFlags, ImGuiDockNodeFlags_NoResizeX); - CheckboxFlags("LocalFlags: NoResizeY", &node->LocalFlags, ImGuiDockNodeFlags_NoResizeY); - CheckboxFlags("LocalFlags: NoTabBar", &node->LocalFlags, ImGuiDockNodeFlags_NoTabBar); - CheckboxFlags("LocalFlags: HiddenTabBar", &node->LocalFlags, ImGuiDockNodeFlags_HiddenTabBar); - CheckboxFlags("LocalFlags: NoWindowMenuButton", &node->LocalFlags, ImGuiDockNodeFlags_NoWindowMenuButton); - CheckboxFlags("LocalFlags: NoCloseButton", &node->LocalFlags, ImGuiDockNodeFlags_NoCloseButton); + 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); + EndTable(); + } TreePop(); } if (node->ParentNode) @@ -16181,6 +19370,8 @@ void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label) DebugNodeDockNode(node->ChildNodes[1], "Child[1]"); if (node->TabBar) DebugNodeTabBar(node->TabBar, "TabBar"); + DebugNodeWindowsList(&node->Windows, "Windows"); + TreePop(); } } @@ -16205,7 +19396,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con } ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list - if (window && fg_draw_list && IsItemHovered()) + if (window && IsItemHovered() && fg_draw_list) fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255)); if (!node_open) return; @@ -16271,7 +19462,7 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con { ImDrawListFlags backup_flags = fg_draw_list->Flags; fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), true, 1.0f); + fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); fg_draw_list->Flags = backup_flags; } } @@ -16284,21 +19475,22 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb) { IM_ASSERT(show_mesh || show_aabb); - ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; - ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset; // Draw wire-frame version of all triangles ImRect clip_rect = draw_cmd->ClipRect; ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); ImDrawListFlags backup_flags = out_draw_list->Flags; out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles. - for (unsigned int idx_n = draw_cmd->IdxOffset; idx_n < draw_cmd->IdxOffset + draw_cmd->ElemCount; ) + 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 + 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), true, 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) @@ -16309,6 +19501,108 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co out_draw_list->Flags = backup_flags; } +// [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); + SameLine(); + if (SmallButton("Set as default")) + GetIO().FontDefault = font; + if (!opened) + return; + + // Display preview text + PushFont(font); + Text("The quick brown fox jumps over the lazy dog"); + PopFont(); + + // Display details + SetNextItemWidth(GetFontSize() * 8); + DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); + 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. " + "You can also render at multiple sizes and select which one to use at runtime.\n\n" + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); + Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + char c_str[5]; + Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); + Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); + const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); + Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) + if (font->ConfigData) + if (const ImFontConfig* cfg = &font->ConfigData[config_i]) + 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; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) + { + base += 4096 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (font->FindGlyphNoFallback((ImWchar)(base + n))) + count++; + if (count <= 0) + continue; + if (!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 + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2)) + { + BeginTooltip(); + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } + TreePop(); + } + TreePop(); +} + +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + // [DEBUG] Display contents of ImGuiStorage void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { @@ -16340,7 +19634,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) } p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open = TreeNode(tab_bar, "%s", buf); + bool open = TreeNode(label, "%s", buf); if (!is_active) { PopStyleColor(); } if (is_active && IsItemHovered()) { @@ -16357,7 +19651,7 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) PushID(tab); if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); - Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->Window || tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); PopID(); } @@ -16375,12 +19669,21 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) 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); if (viewport->Window) viewport->Window->Pos = ImVec2(200,200); } } - BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s", viewport->Flags, - (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "", (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "", - (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "", (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "", - (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "", (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "", - (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : ""); + 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" : ""); 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"); @@ -16412,7 +19715,7 @@ 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)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y); + 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 " : "", @@ -16421,19 +19724,25 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) 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("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask); - BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - if (!window->NavRectRel[0].IsInverted()) - BulletText("NavRectRel[0]: (%.1f,%.1f)(%.1f,%.1f)", window->NavRectRel[0].Min.x, window->NavRectRel[0].Min.y, window->NavRectRel[0].Max.x, window->NavRectRel[0].Max.y); - else - BulletText("NavRectRel[0]: "); + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + { + ImRect r = window->NavRectRel[layer]; + if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) + BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); + } + BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); + 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); if (window->DockNode || window->DockNodeAsHost) DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode"); + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } - if (window->RootWindowDockStop != window->RootWindow) { DebugNodeWindow(window->RootWindowDockStop, "RootWindowDockStop"); } + 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)) @@ -16456,7 +19765,6 @@ void ImGui::DebugNodeWindowsList(ImVector* windows, const char* la { if (!TreeNode(label, "%s (%d)", label, windows->Size)) return; - Text("(In front-to-back order:)"); for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back { PushID((*windows)[i]); @@ -16466,12 +19774,369 @@ void ImGui::DebugNodeWindowsList(ImVector* windows, const char* la TreePop(); } +// FIXME-OPT: This is technically suboptimal, but it is simpler this way. +void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack) +{ + for (int i = 0; i < windows_size; i++) + { + ImGuiWindow* window = windows[i]; + if (window->ParentWindowInBeginStack != parent_in_begin_stack) + continue; + char buf[20]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext); + //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name); + DebugNodeWindow(window, buf); + Indent(); + DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window); + Unindent(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] DEBUG LOG WINDOW +//----------------------------------------------------------------------------- + +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + AlignTextToFramePadding(); + Text("Log events:"); + SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_); + SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId); + SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus); + SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup); + SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav); + SameLine(); CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper); + SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO); + SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking); + SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no); + const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no); + TextUnformatted(line_begin, line_end); + ImRect text_rect = g.LastItemData.Rect; + if (IsItemHovered()) + for (const char* p = line_begin; p < line_end - 10; p++) + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } + } + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +//----------------------------------------------------------------------------- + +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; +} + +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + +// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. +void ImGui::UpdateDebugToolItemPicker() +{ + ImGuiContext& g = *GImGui; + g.DebugItemPickerBreakId = 0; + if (!g.DebugItemPickerActive) + return; + + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + SetMouseCursor(ImGuiMouseCursor_Hand); + if (IsKeyPressed(ImGuiKey_Escape)) + g.DebugItemPickerActive = false; + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) + { + g.DebugItemPickerBreakId = hovered_id; + g.DebugItemPickerActive = false; + } + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + BeginTooltip(); + Text("HoveredId: 0x%08X", hovered_id); + Text("Press ESC to abort picking."); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); + EndTooltip(); +} + +// [DEBUG] Stack Tool: update queries. Called by NewFrame() +void ImGui::UpdateDebugToolStackQueries() +{ + ImGuiContext& g = *GImGui; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Clear hook when stack tool is not visible + g.DebugHookIdInfo = 0; + if (g.FrameCount != tool->LastActiveFrame + 1) + return; + + // Update queries. The steps are: -1: query Stack, >= 0: query each stack item + // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time + const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId; + if (tool->QueryId != query_id) + { + tool->QueryId = query_id; + tool->StackLevel = -1; + tool->Results.resize(0); + } + if (query_id == 0) + return; + + // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result) + int stack_level = tool->StackLevel; + if (stack_level >= 0 && stack_level < tool->Results.Size) + if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2) + tool->StackLevel++; + + // Update hook + stack_level = tool->StackLevel; + if (stack_level == -1) + g.DebugHookIdInfo = query_id; + if (stack_level >= 0 && stack_level < tool->Results.Size) + { + g.DebugHookIdInfo = tool->Results[stack_level].ID; + tool->Results[stack_level].QueryFrameCount++; + } +} + +// [DEBUG] Stack tool: hooks called by GetID() family functions +void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStackTool* tool = &g.DebugStackTool; + + // Step 0: stack query + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. + if (tool->StackLevel == -1) + { + tool->StackLevel++; + tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo()); + for (int n = 0; n < window->IDStack.Size + 1; n++) + tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id; + return; + } + + // Step 1+: query for individual level + IM_ASSERT(tool->StackLevel >= 0); + if (tool->StackLevel != window->IDStack.Size) + return; + ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; + IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); + + switch (data_type) + { + case ImGuiDataType_S32: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); + break; + case ImGuiDataType_String: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); + break; + case ImGuiDataType_Pointer: + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); + break; + case ImGuiDataType_ID: + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + break; + default: + IM_ASSERT(0); + } + info->QuerySuccess = true; + info->DataType = data_type; +} + +static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// Stack Tool: Display UI +void ImGui::ShowStackToolWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + // Display hovered/active status + ImGuiStackTool* tool = &g.DebugStackTool; + const ImGuiID hovered_id = g.HoveredIdPreviousFrame; + const ImGuiID active_id = g.ActiveId; +#ifdef IMGUI_ENABLE_TEST_ENGINE + Text("HoveredId: 0x%08X (\"%s\"), ActiveId: 0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : ""); +#else + Text("HoveredId: 0x%08X, ActiveId: 0x%08X", hovered_id, active_id); +#endif + SameLine(); + MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + + // Display decorated stack + tool->LastActiveFrame = g.FrameCount; + if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) + { + const float id_width = CalcTextSize("0xDDDDDDDD").x; + TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width); + TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch); + TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width); + TableHeadersRow(); + for (int n = 0; n < tool->Results.Size; n++) + { + ImGuiStackLevelInfo* info = &tool->Results[n]; + TableNextColumn(); + Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); + TableNextColumn(); + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); + TableNextColumn(); + Text("0x%08X", info->ID); + if (n == tool->Results.Size - 1) + TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header)); + } + EndTable(); + } + End(); +} + #else void ImGui::ShowMetricsWindow(bool*) {} +void ImGui::ShowFontAtlas(ImFontAtlas*) {} void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} +void ImGui::DebugNodeFont(ImFont*) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} @@ -16479,7 +20144,15 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} -#endif +void ImGui::DebugLog(const char*, ...) {} +void ImGui::DebugLogV(const char*, va_list) {} +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} +void ImGui::UpdateDebugToolItemPicker() {} +void ImGui::UpdateDebugToolStackQueries() {} + +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS //----------------------------------------------------------------------------- diff --git a/sources/3rdparty/imgui/imgui_demo.cpp b/sources/3rdparty/imgui/imgui_demo.cpp index e9691bc6..9b787173 100644 --- a/sources/3rdparty/imgui/imgui_demo.cpp +++ b/sources/3rdparty/imgui/imgui_demo.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.80 WIP +// dear imgui, v1.89.2 // (demo code) // Help: @@ -6,29 +6,33 @@ // - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. // Read imgui.cpp for more details, documentation and comments. -// Get latest version at https://github.com/ocornut/imgui +// Get the latest version at https://github.com/ocornut/imgui -// Message to the person tempted to delete this file when integrating Dear ImGui into their code base: -// Do NOT remove this file from your project! Think again! It is the most useful reference code that you and other -// coders will want to refer to and call. Have the ImGui::ShowDemoWindow() function wired in an always-available -// debug menu of your game/app! Removing this file from your project is hindering access to documentation for everyone -// in your team, likely leading you to poorer usage of the library. +// ------------------------------------------------- +// PLEASE DO NOT REMOVE THIS FILE FROM YOUR PROJECT! +// ------------------------------------------------- +// Message to the person tempted to delete this file when integrating Dear ImGui into their codebase: +// Think again! It is the most useful reference code that you and other coders will want to refer to and call. +// Have the ImGui::ShowDemoWindow() function wired in an always-available debug menu of your game/app! +// Also include Metrics! ItemPicker! DebugLog! and other debug features. +// Removing this file from your project is hindering access to documentation for everyone in your team, +// likely leading you to poorer usage of the library. // Everything in this file will be stripped out by the linker if you don't call ImGui::ShowDemoWindow(). // If you want to link core Dear ImGui in your shipped builds but want a thorough guarantee that the demo will not be // linked, you can setup your imconfig.h with #define IMGUI_DISABLE_DEMO_WINDOWS and those functions will be empty. -// In other situation, whenever you have Dear ImGui available you probably want this to be available for reference. +// In another situation, whenever you have Dear ImGui available you probably want this to be available for reference. // Thank you, // -Your beloved friend, imgui_demo.cpp (which you won't delete) // Message to beginner C/C++ programmers about the meaning of the 'static' keyword: -// In this demo code, we frequently we use 'static' variables inside functions. A static variable persist across calls, +// In this demo code, we frequently use 'static' variables inside functions. A static variable persists across calls, // so it is essentially like a global variable but declared inside the scope of the function. We do this as a way to // gather code and data in the same place, to make the demo source code faster to read, faster to write, and smaller // in size. It also happens to be a convenient way of storing simple UI related information as long as your function // doesn't need to be reentrant or used in multiple threads. This might be a pattern you will want to use in your code, // but most of the real data you would be editing is likely going to be stored outside your functions. -// The Demo code in this file is designed to be easy to copy-and-paste in into your application! +// The Demo code in this file is designed to be easy to copy-and-paste into your application! // Because of this: // - We never omit the ImGui:: prefix when calling functions, even though most code here is in the same namespace. // - We try to declare static variables in the local scope, as close as possible to the code using them. @@ -39,22 +43,25 @@ // Because we can't assume anything about your support of maths operators, we cannot use them in imgui_demo.cpp. // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. /* Index of this file: -// [SECTION] Forward Declarations, Helpers +// [SECTION] Forward Declarations +// [SECTION] Helpers // [SECTION] Demo Window / ShowDemoWindow() +// - ShowDemoWindow() // - sub section: ShowDemoWindowWidgets() // - sub section: ShowDemoWindowLayout() // - sub section: ShowDemoWindowPopups() // - sub section: ShowDemoWindowTables() -// - sub section: ShowDemoWindowMisc() +// - sub section: ShowDemoWindowInputs() // [SECTION] About Window / ShowAboutWindow() // [SECTION] Style Editor / ShowStyleEditor() +// [SECTION] User Guide / ShowUserGuide() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Debug Console / ShowExampleAppConsole() // [SECTION] Example App: Debug Log / ShowExampleAppLog() @@ -63,8 +70,9 @@ Index of this file: // [SECTION] Example App: Long Text / ShowExampleAppLongText() // [SECTION] Example App: Auto Resize / ShowExampleAppAutoResize() // [SECTION] Example App: Constrained Resize / ShowExampleAppConstrainedResize() -// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() -// [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +// [SECTION] Example App: Manipulating window titles / ShowExampleAppWindowTitles() // [SECTION] Example App: Custom Rendering using ImDrawList API / ShowExampleAppCustomRendering() // [SECTION] Example App: Docking, DockSpace / ShowExampleAppDockSpace() // [SECTION] Example App: Documents Handling / ShowExampleAppDocuments() @@ -92,7 +100,9 @@ Index of this file: // 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: 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 an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #endif // Clang/GCC warnings with -Weverything @@ -135,6 +145,16 @@ Index of this file: #define vsnprintf _vsnprintf #endif +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (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... @@ -170,16 +190,30 @@ static void ShowExampleAppLongText(bool* p_open); static void ShowExampleAppAutoResize(bool* p_open); static void ShowExampleAppConstrainedResize(bool* p_open); static void ShowExampleAppSimpleOverlay(bool* p_open); +static void ShowExampleAppFullscreen(bool* p_open); static void ShowExampleAppWindowTitles(bool* p_open); static void ShowExampleAppCustomRendering(bool* p_open); static void ShowExampleMenuFile(); +// We split the contents of the big ShowDemoWindow() function into smaller functions +// (because the link time of very large functions grow non-linearly) +static void ShowDemoWindowWidgets(); +static void ShowDemoWindowLayout(); +static void ShowDemoWindowPopups(); +static void ShowDemoWindowTables(); +static void ShowDemoWindowColumns(); +static void ShowDemoWindowInputs(); + +//----------------------------------------------------------------------------- +// [SECTION] Helpers +//----------------------------------------------------------------------------- + // Helper to display a little (?) mark which shows a tooltip when hovered. // In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md) static void HelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered()) + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort)) { ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); @@ -199,72 +233,39 @@ static void ShowDockingDisabledMessage() io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; } -// Helper to display basic user controls. -void ImGui::ShowUserGuide() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui::BulletText("Double-click on title bar to collapse window."); - ImGui::BulletText( - "Click and drag on lower corner to resize window\n" - "(double-click to auto fit window to its contents)."); - ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); - ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); - if (io.FontAllowUserScaling) - ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); - ImGui::BulletText("While inputing text:\n"); - ImGui::Indent(); - ImGui::BulletText("CTRL+Left/Right to word jump."); - ImGui::BulletText("CTRL+A or double-click to select all."); - ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); - ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); - ImGui::BulletText("ESCAPE to revert."); - ImGui::BulletText("You can apply arithmetic operators +,*,/ on numerical values.\nUse +- to subtract."); - ImGui::Unindent(); - ImGui::BulletText("With keyboard navigation enabled:"); - ImGui::Indent(); - ImGui::BulletText("Arrow keys to navigate."); - ImGui::BulletText("Space to activate a widget."); - ImGui::BulletText("Return to input text into a widget."); - ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); - ImGui::BulletText("Alt to jump to the menu layer of a window."); - ImGui::BulletText("CTRL+Tab to select a window."); - ImGui::Unindent(); -} +// Helper to wire demo markers located in code to an interactive browser +typedef void (*ImGuiDemoMarkerCallback)(const char* file, int line, const char* section, void* user_data); +extern ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback; +extern void* GImGuiDemoMarkerCallbackUserData; +ImGuiDemoMarkerCallback GImGuiDemoMarkerCallback = NULL; +void* GImGuiDemoMarkerCallbackUserData = NULL; +#define IMGUI_DEMO_MARKER(section) do { if (GImGuiDemoMarkerCallback != NULL) GImGuiDemoMarkerCallback(__FILE__, __LINE__, section, GImGuiDemoMarkerCallbackUserData); } while (0) //----------------------------------------------------------------------------- // [SECTION] Demo Window / ShowDemoWindow() //----------------------------------------------------------------------------- +// - ShowDemoWindow() // - ShowDemoWindowWidgets() // - ShowDemoWindowLayout() // - ShowDemoWindowPopups() // - ShowDemoWindowTables() // - ShowDemoWindowColumns() -// - ShowDemoWindowMisc() +// - ShowDemoWindowInputs() //----------------------------------------------------------------------------- -// We split the contents of the big ShowDemoWindow() function into smaller functions -// (because the link time of very large functions grow non-linearly) -static void ShowDemoWindowWidgets(); -static void ShowDemoWindowLayout(); -static void ShowDemoWindowPopups(); -static void ShowDemoWindowTables(); -static void ShowDemoWindowColumns(); -static void ShowDemoWindowMisc(); - // Demonstrate most Dear ImGui features (this is big function!) // You may execute this function to experiment with the UI and understand what it does. // You may then search for keywords in the code when you are interested by a specific feature. void ImGui::ShowDemoWindow(bool* p_open) { // Exceptionally add an extra assert here for people confused about initial Dear ImGui setup - // Most ImGui functions would normally just crash if the context is missing. + // Most functions would normally just crash if the context is missing. IM_ASSERT(ImGui::GetCurrentContext() != NULL && "Missing dear imgui context. Refer to examples app!"); // Examples Apps (accessible from the "Examples" menu) static bool show_app_main_menu_bar = false; static bool show_app_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; @@ -273,13 +274,13 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool show_app_auto_resize = false; static bool show_app_constrained_resize = false; static bool show_app_simple_overlay = false; + static bool show_app_fullscreen = false; static bool show_app_window_titles = false; static bool show_app_custom_rendering = false; if (show_app_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); @@ -288,16 +289,25 @@ void ImGui::ShowDemoWindow(bool* p_open) if (show_app_auto_resize) ShowExampleAppAutoResize(&show_app_auto_resize); if (show_app_constrained_resize) ShowExampleAppConstrainedResize(&show_app_constrained_resize); if (show_app_simple_overlay) ShowExampleAppSimpleOverlay(&show_app_simple_overlay); + if (show_app_fullscreen) ShowExampleAppFullscreen(&show_app_fullscreen); if (show_app_window_titles) ShowExampleAppWindowTitles(&show_app_window_titles); if (show_app_custom_rendering) ShowExampleAppCustomRendering(&show_app_custom_rendering); - // Dear ImGui Apps (accessible from the "Tools" menu) + // Dear ImGui Tools/Apps (accessible from the "Tools" menu) static bool show_app_metrics = false; - static bool show_app_style_editor = false; + static bool show_app_debug_log = false; + static bool show_app_stack_tool = false; static bool show_app_about = false; + static bool show_app_style_editor = false; - if (show_app_metrics) { ImGui::ShowMetricsWindow(&show_app_metrics); } - if (show_app_about) { ImGui::ShowAboutWindow(&show_app_about); } + if (show_app_metrics) + ImGui::ShowMetricsWindow(&show_app_metrics); + if (show_app_debug_log) + ImGui::ShowDebugLogWindow(&show_app_debug_log); + if (show_app_stack_tool) + ImGui::ShowStackToolWindow(&show_app_stack_tool); + if (show_app_about) + ImGui::ShowAboutWindow(&show_app_about); if (show_app_style_editor) { ImGui::Begin("Dear ImGui Style Editor", &show_app_style_editor); @@ -317,6 +327,7 @@ void ImGui::ShowDemoWindow(bool* p_open) static bool no_background = false; static bool no_bring_to_front = false; static bool no_docking = false; + static bool unsaved_document = false; ImGuiWindowFlags window_flags = 0; if (no_titlebar) window_flags |= ImGuiWindowFlags_NoTitleBar; @@ -329,12 +340,13 @@ void ImGui::ShowDemoWindow(bool* p_open) 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. - ImGuiViewport* main_viewport = ImGui::GetMainViewport(); - ImGui::SetNextWindowPos(ImVec2(main_viewport->GetWorkPos().x + 650, main_viewport->GetWorkPos().y + 20), ImGuiCond_FirstUseEver); + const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(ImVec2(main_viewport->WorkPos.x + 650, main_viewport->WorkPos.y + 20), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(550, 680), ImGuiCond_FirstUseEver); // Main body of the Demo window starts here. @@ -346,10 +358,8 @@ void ImGui::ShowDemoWindow(bool* p_open) } // Most "big" widgets share a common width settings by default. See 'Demo->Layout->Widgets Width' for details. - // e.g. Use 2/3 of the space for widgets and 1/3 for labels (right align) //ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f); - // e.g. Leave a fixed amount of width for labels (by passing a negative value), the rest goes to widgets. ImGui::PushItemWidth(ImGui::GetFontSize() * -12); @@ -358,11 +368,13 @@ 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); @@ -372,15 +384,25 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::MenuItem("Auto-resizing window", NULL, &show_app_auto_resize); ImGui::MenuItem("Constrained-resizing window", NULL, &show_app_constrained_resize); ImGui::MenuItem("Simple overlay", NULL, &show_app_simple_overlay); + ImGui::MenuItem("Fullscreen window", NULL, &show_app_fullscreen); ImGui::MenuItem("Manipulating window titles", NULL, &show_app_window_titles); ImGui::MenuItem("Custom rendering", NULL, &show_app_custom_rendering); ImGui::MenuItem("Dockspace", NULL, &show_app_dockspace); ImGui::MenuItem("Documents", NULL, &show_app_documents); ImGui::EndMenu(); } + //if (ImGui::MenuItem("MenuItem")) {} // You can also use MenuItem() inside a menu bar! if (ImGui::BeginMenu("Tools")) { - ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics); + IMGUI_DEMO_MARKER("Menu/Tools"); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + const bool has_debug_tools = true; +#else + const bool has_debug_tools = false; +#endif + ImGui::MenuItem("Metrics/Debugger", NULL, &show_app_metrics, has_debug_tools); + ImGui::MenuItem("Debug Log", NULL, &show_app_debug_log, has_debug_tools); + ImGui::MenuItem("Stack Tool", NULL, &show_app_stack_tool, has_debug_tools); ImGui::MenuItem("Style Editor", NULL, &show_app_style_editor); ImGui::MenuItem("About Dear ImGui", NULL, &show_app_about); ImGui::EndMenu(); @@ -388,9 +410,10 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::EndMenuBar(); } - ImGui::Text("dear imgui says hello. (%s)", IMGUI_VERSION); + ImGui::Text("dear imgui says hello! (%s) (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); ImGui::Spacing(); + IMGUI_DEMO_MARKER("Help"); if (ImGui::CollapsingHeader("Help")) { ImGui::Text("ABOUT THIS DEMO:"); @@ -413,6 +436,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::ShowUserGuide(); } + IMGUI_DEMO_MARKER("Configuration"); if (ImGui::CollapsingHeader("Configuration")) { ImGuiIO& io = ImGui::GetIO(); @@ -434,21 +458,25 @@ void ImGui::ShowDemoWindow(bool* p_open) 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: DockingEnable", &io.ConfigFlags, ImGuiConfigFlags_DockingEnable); - ImGui::SameLine(); HelpMarker(io.ConfigDockingWithShift ? "[beta] Use SHIFT to dock window into each others." : "[beta] Drag from title bar to dock windows into each others."); + ImGui::SameLine(); + 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::Checkbox("io.ConfigDockingWithShift", &io.ConfigDockingWithShift); - ImGui::SameLine(); HelpMarker("Enable docking when holding Shift only (allows to drop in wider space, reduce visual noise)"); + 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::Checkbox("io.ConfigDockingTransparentPayload", &io.ConfigDockingTransparentPayload); @@ -472,8 +500,14 @@ void ImGui::ShowDemoWindow(bool* p_open) 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("Set to false to disable blinking cursor, for users who consider it distracting"); + ImGui::SameLine(); HelpMarker("Enable blinking cursor (optional as some users consider it to be distracting)."); + ImGui::Checkbox("io.ConfigInputTextEnterKeepActive", &io.ConfigInputTextEnterKeepActive); + ImGui::SameLine(); HelpMarker("Pressing Enter will keep item active and select contents (single-line only)."); + ImGui::Checkbox("io.ConfigDragClickToInputText", &io.ConfigDragClickToInputText); + ImGui::SameLine(); HelpMarker("Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving)."); ImGui::Checkbox("io.ConfigWindowsResizeFromEdges", &io.ConfigWindowsResizeFromEdges); 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); @@ -484,13 +518,15 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Separator(); } + IMGUI_DEMO_MARKER("Configuration/Backend Flags"); if (ImGui::TreeNode("Backend Flags")) { HelpMarker( "Those flags are set by the backends (imgui_impl_xxx files) to specify their capabilities.\n" - "Here we expose then as read-only fields to avoid breaking interactions with your backend."); + "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); @@ -503,6 +539,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Separator(); } + IMGUI_DEMO_MARKER("Configuration/Style"); if (ImGui::TreeNode("Style")) { HelpMarker("The same contents can be accessed in 'Tools->Style Editor' or by calling the ShowStyleEditor() function."); @@ -511,6 +548,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Separator(); } + IMGUI_DEMO_MARKER("Configuration/Capture, Logging"); if (ImGui::TreeNode("Capture/Logging")) { HelpMarker( @@ -530,6 +568,7 @@ void ImGui::ShowDemoWindow(bool* p_open) } } + IMGUI_DEMO_MARKER("Window options"); if (ImGui::CollapsingHeader("Window options")) { if (ImGui::BeginTable("split", 3)) @@ -545,6 +584,7 @@ void ImGui::ShowDemoWindow(bool* p_open) 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(); } } @@ -554,7 +594,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ShowDemoWindowLayout(); ShowDemoWindowPopups(); ShowDemoWindowTables(); - ShowDemoWindowMisc(); + ShowDemoWindowInputs(); // End of ShowDemoWindow() ImGui::PopItemWidth(); @@ -563,11 +603,18 @@ 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 + 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++; @@ -577,15 +624,18 @@ static void ShowDemoWindowWidgets() ImGui::Text("Thanks for clicking me!"); } + IMGUI_DEMO_MARKER("Widgets/Basic/Checkbox"); static bool check = true; ImGui::Checkbox("checkbox", &check); + IMGUI_DEMO_MARKER("Widgets/Basic/RadioButton"); static int e = 0; ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine(); ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine(); ImGui::RadioButton("radio c", &e, 2); // Color buttons, demonstrate using PushID() to add unique identifier in the ID stack, and changing style. + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Colored)"); for (int i = 0; i < 7; i++) { if (i > 0) @@ -607,6 +657,7 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); // Arrow buttons with Repeater + IMGUI_DEMO_MARKER("Widgets/Basic/Buttons (Repeating)"); static int counter = 0; float spacing = ImGui::GetStyle().ItemInnerSpacing.x; ImGui::PushButtonRepeat(true); @@ -617,46 +668,31 @@ static void ShowDemoWindowWidgets() ImGui::SameLine(); ImGui::Text("%d", counter); - ImGui::Text("Hover over me"); - if (ImGui::IsItemHovered()) - ImGui::SetTooltip("I am a tooltip"); - - ImGui::SameLine(); - ImGui::Text("- or me"); - if (ImGui::IsItemHovered()) - { - ImGui::BeginTooltip(); - ImGui::Text("I am a fancy tooltip"); - static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; - ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); - ImGui::EndTooltip(); - } - ImGui::Separator(); - ImGui::LabelText("label", "Value"); { // Using the _simplified_ one-liner Combo() api here - // See "Combo" section for examples of how to use the more complete BeginCombo()/EndCombo() api. + // See "Combo" section for examples of how to use the more flexible BeginCombo()/EndCombo() api. + IMGUI_DEMO_MARKER("Widgets/Basic/Combo"); const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIIIIII", "JJJJ", "KKKKKKK" }; static int item_current = 0; ImGui::Combo("combo", &item_current, items, IM_ARRAYSIZE(items)); ImGui::SameLine(); HelpMarker( - "Refer to the \"Combo\" section below for an explanation of the full BeginCombo/EndCombo API, " - "and demonstration of various flags.\n"); + "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( "USER:\n" "Hold SHIFT or use mouse to select text.\n" "CTRL+Left/Right to word jump.\n" - "CTRL+A or double-click to select all.\n" + "CTRL+A or Double-Click to select all.\n" "CTRL+X,CTRL+C,CTRL+V clipboard.\n" "CTRL+Z,CTRL+Y undo/redo.\n" "ESCAPE to revert.\n\n" @@ -668,12 +704,9 @@ 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"); @@ -692,6 +725,7 @@ static void ShowDemoWindowWidgets() } { + IMGUI_DEMO_MARKER("Widgets/Basic/DragInt, DragFloat"); static int i1 = 50, i2 = 42; ImGui::DragInt("drag int", &i1, 1); ImGui::SameLine(); HelpMarker( @@ -707,6 +741,7 @@ static void ShowDemoWindowWidgets() } { + IMGUI_DEMO_MARKER("Widgets/Basic/SliderInt, SliderFloat"); static int i1 = 0; ImGui::SliderInt("slider int", &i1, -1, 3); ImGui::SameLine(); HelpMarker("CTRL+click to input value."); @@ -715,12 +750,14 @@ static void ShowDemoWindowWidgets() ImGui::SliderFloat("slider float", &f1, 0.0f, 1.0f, "ratio = %.3f"); ImGui::SliderFloat("slider float (log)", &f2, -10.0f, 10.0f, "%.4f", ImGuiSliderFlags_Logarithmic); + IMGUI_DEMO_MARKER("Widgets/Basic/SliderAngle"); static float angle = 0.0f; ImGui::SliderAngle("slider angle", &angle); // Using the format string to display a name instead of an integer. // Here we completely omit '%d' from the format string, so it'll only display a name. // This technique can also be used with DragInt(). + IMGUI_DEMO_MARKER("Widgets/Basic/Slider (enum)"); enum Element { Element_Fire, Element_Earth, Element_Air, Element_Water, Element_COUNT }; static int elem = Element_Fire; const char* elems_names[Element_COUNT] = { "Fire", "Earth", "Air", "Water" }; @@ -730,6 +767,7 @@ static void ShowDemoWindowWidgets() } { + IMGUI_DEMO_MARKER("Widgets/Basic/ColorEdit3, ColorEdit4"); static float col1[3] = { 1.0f, 0.0f, 0.2f }; static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; ImGui::ColorEdit3("color 1", col1); @@ -743,14 +781,48 @@ static void ShowDemoWindowWidgets() } { - // List box + // Using the _simplified_ one-liner ListBox() api here + // See "List boxes" section for examples of how to use the more flexible BeginListBox()/EndListBox() api. + IMGUI_DEMO_MARKER("Widgets/Basic/ListBox"); const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi", "Mango", "Orange", "Pineapple", "Strawberry", "Watermelon" }; static int item_current = 1; - ImGui::ListBox("listbox\n(single select)", &item_current, items, IM_ARRAYSIZE(items), 4); + 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."); + } + + { + // Tooltips + IMGUI_DEMO_MARKER("Widgets/Basic/Tooltips"); + ImGui::AlignTextToFramePadding(); + ImGui::Text("Tooltips:"); + + ImGui::SameLine(); + ImGui::Button("Button"); + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("I am a tooltip"); + + ImGui::SameLine(); + ImGui::Button("Fancy"); + if (ImGui::IsItemHovered()) + { + ImGui::BeginTooltip(); + ImGui::Text("I am a fancy tooltip"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Curve", arr, IM_ARRAYSIZE(arr)); + ImGui::Text("Sin(time) = %f", sinf((float)ImGui::GetTime())); + ImGui::EndTooltip(); + } + + ImGui::SameLine(); + ImGui::Button("Delayed"); + if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal)) // Delay best used on items that highlight on hover, so this not a great example! + ImGui::SetTooltip("I am a tooltip with a delay."); + + ImGui::SameLine(); + HelpMarker( + "Tooltip are created by using the IsItemHovered() function over any kind of item."); - //static int listbox_item_current2 = 2; - //ImGui::SetNextItemWidth(-1); - //ImGui::ListBox("##listbox2", &listbox_item_current2, listbox_items, IM_ARRAYSIZE(listbox_items), 4); } ImGui::TreePop(); @@ -762,8 +834,10 @@ static void ShowDemoWindowWidgets() // if (once) // ImGui::Text("This will be displayed only once."); + IMGUI_DEMO_MARKER("Widgets/Trees"); if (ImGui::TreeNode("Trees")) { + IMGUI_DEMO_MARKER("Widgets/Trees/Basic trees"); if (ImGui::TreeNode("Basic trees")) { for (int i = 0; i < 5; i++) @@ -784,6 +858,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Trees/Advanced, with Selectable nodes"); if (ImGui::TreeNode("Advanced, with Selectable nodes")) { HelpMarker( @@ -811,6 +886,7 @@ static void ShowDemoWindowWidgets() for (int i = 0; i < 6; i++) { // Disable the default "open on single-click behavior" + set Selected flag according to our selection. + // To alter selection we use IsItemClicked() && !IsItemToggledOpen(), so clicking on an arrow doesn't alter selection. ImGuiTreeNodeFlags node_flags = base_flags; const bool is_selected = (selection_mask & (1 << i)) != 0; if (is_selected) @@ -819,7 +895,7 @@ static void ShowDemoWindowWidgets() { // Items 0..2 are Tree Node bool node_open = ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Node %d", i); - if (ImGui::IsItemClicked()) + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) node_clicked = i; if (test_drag_and_drop && ImGui::BeginDragDropSource()) { @@ -840,7 +916,7 @@ static void ShowDemoWindowWidgets() // use BulletText() or advance the cursor by GetTreeNodeToLabelSpacing() and call Text(). node_flags |= ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen; // ImGuiTreeNodeFlags_Bullet ImGui::TreeNodeEx((void*)(intptr_t)i, node_flags, "Selectable Leaf %d", i); - if (ImGui::IsItemClicked()) + if (ImGui::IsItemClicked() && !ImGui::IsItemToggledOpen()) node_clicked = i; if (test_drag_and_drop && ImGui::BeginDragDropSource()) { @@ -866,6 +942,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Collapsing Headers"); if (ImGui::TreeNode("Collapsing Headers")) { static bool closable_group = true; @@ -889,6 +966,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Bullets"); if (ImGui::TreeNode("Bullets")) { ImGui::BulletText("Bullet point 1"); @@ -903,8 +981,10 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text"); if (ImGui::TreeNode("Text")) { + IMGUI_DEMO_MARKER("Widgets/Text/Colored Text"); if (ImGui::TreeNode("Colorful Text")) { // Using shortcut. You can use PushStyleColor()/PopStyleColor() for more flexibility. @@ -915,6 +995,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text/Word Wrapping"); if (ImGui::TreeNode("Word Wrapping")) { // Using shortcut. You can use PushTextWrapPos()/PopTextWrapPos() for more flexibility. @@ -948,6 +1029,7 @@ 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 @@ -961,8 +1043,8 @@ static void ShowDemoWindowWidgets() // Note that characters values are preserved even by InputText() if the font cannot be displayed, // so you can safely copy & paste garbled characters into another application. ImGui::TextWrapped( - "CJK text will only appears if the font was loaded with the appropriate CJK character ranges. " - "Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. " + "CJK text will only appear if the font was loaded with the appropriate CJK character ranges. " + "Call io.Fonts->AddFontFromFileTTF() manually to load extra character ranges. " "Read docs/FONTS.md for details."); ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string. ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)"); @@ -974,6 +1056,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Images"); if (ImGui::TreeNode("Images")) { ImGuiIO& io = ImGui::GetIO(); @@ -1027,19 +1110,27 @@ static void ShowDemoWindowWidgets() ImGui::EndTooltip(); } } + + IMGUI_DEMO_MARKER("Widgets/Images/Textured buttons"); ImGui::TextWrapped("And now some textured buttons.."); static int pressed_count = 0; for (int i = 0; i < 8; i++) { + // UV coordinates are often (0.0f, 0.0f) and (1.0f, 1.0f) to display an entire textures. + // Here are trying to display only a 32x32 pixels area of the texture, hence the UV computation. + // Read about UV coordinates here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples ImGui::PushID(i); - int frame_padding = -1 + i; // -1 == uses default padding (style.FramePadding) - ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible - ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left - ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h);// UV coordinates for (32,32) in our texture - ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint - if (ImGui::ImageButton(my_tex_id, size, uv0, uv1, frame_padding, bg_col, tint_col)) + if (i > 0) + ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(i - 1.0f, i - 1.0f)); + ImVec2 size = ImVec2(32.0f, 32.0f); // Size of the image we want to make visible + ImVec2 uv0 = ImVec2(0.0f, 0.0f); // UV coordinates for lower-left + ImVec2 uv1 = ImVec2(32.0f / my_tex_w, 32.0f / my_tex_h); // UV coordinates for (32,32) in our texture + ImVec4 bg_col = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); // Black background + ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); // No tint + if (ImGui::ImageButton("", my_tex_id, size, uv0, uv1, bg_col, tint_col)) pressed_count += 1; + if (i > 0) + ImGui::PopStyleVar(); ImGui::PopID(); ImGui::SameLine(); } @@ -1048,8 +1139,10 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Combo"); if (ImGui::TreeNode("Combo")) { + // Combo Boxes are also called "Dropdown" in other systems // Expose flags as checkbox for the demo static ImGuiComboFlags flags = 0; ImGui::CheckboxFlags("ImGuiComboFlags_PopupAlignLeft", &flags, ImGuiComboFlags_PopupAlignLeft); @@ -1063,9 +1156,9 @@ static void ShowDemoWindowWidgets() // (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 our selection data is an index. - const char* combo_label = items[item_current_idx]; // Label to preview before opening the combo (technically it could be anything) - if (ImGui::BeginCombo("combo 1", combo_label, flags)) + 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++) { @@ -1081,10 +1174,12 @@ static void ShowDemoWindowWidgets() } // Simplified one-liner Combo() API, using values packed in a single constant string + // This is a convenience for when the selection set is small and known at compile-time. static int item_current_2 = 0; ImGui::Combo("combo 2 (one-liner)", &item_current_2, "aaaa\0bbbb\0cccc\0dddd\0eeee\0\0"); // 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 ImGui::Combo("combo 3 (array)", &item_current_3, items, IM_ARRAYSIZE(items)); @@ -1096,6 +1191,50 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/List Boxes"); + if (ImGui::TreeNode("List boxes")) + { + // Using the generic BeginListBox() API, you have full control over how to display the combo contents. + // (your selection data could be an index, a pointer to the object, an id for the object, a flag intrusively + // stored in the object itself, etc.) + const char* items[] = { "AAAA", "BBBB", "CCCC", "DDDD", "EEEE", "FFFF", "GGGG", "HHHH", "IIII", "JJJJ", "KKKK", "LLLLLLL", "MMMM", "OOOOOOO" }; + static int item_current_idx = 0; // Here we store our selection data as an index. + if (ImGui::BeginListBox("listbox 1")) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + // Custom size: use all width, 5 items tall + ImGui::Text("Full-width:"); + if (ImGui::BeginListBox("##listbox 2", ImVec2(-FLT_MIN, 5 * ImGui::GetTextLineHeightWithSpacing()))) + { + for (int n = 0; n < IM_ARRAYSIZE(items); n++) + { + const bool is_selected = (item_current_idx == n); + if (ImGui::Selectable(items[n], is_selected)) + item_current_idx = n; + + // Set the initial focus when opening the combo (scrolling + keyboard navigation focus) + if (is_selected) + ImGui::SetItemDefaultFocus(); + } + ImGui::EndListBox(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Selectables"); if (ImGui::TreeNode("Selectables")) { // Selectable() has 2 overloads: @@ -1104,18 +1243,20 @@ 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 }; ImGui::Selectable("1. I am selectable", &selection[0]); ImGui::Selectable("2. I am selectable", &selection[1]); - ImGui::Text("3. I am not selectable"); + ImGui::Text("(I am not selectable)"); ImGui::Selectable("4. I am selectable", &selection[3]); if (ImGui::Selectable("5. I am double clickable", selection[4], ImGuiSelectableFlags_AllowDoubleClick)) if (ImGui::IsMouseDoubleClicked(0)) selection[4] = !selection[4]; ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Single Selection"); if (ImGui::TreeNode("Selection State: Single Selection")) { static int selected = -1; @@ -1128,6 +1269,7 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Multiple Selection"); if (ImGui::TreeNode("Selection State: Multiple Selection")) { HelpMarker("Hold CTRL and click to select multiple items."); @@ -1145,6 +1287,7 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Rendering more text into the same line"); if (ImGui::TreeNode("Rendering more text into the same line")) { // Using the Selectable() override that takes "bool* p_selected" parameter, @@ -1155,11 +1298,12 @@ static void ShowDemoWindowWidgets() ImGui::Selectable("Hello.h", &selected[2]); ImGui::SameLine(300); ImGui::Text(" 2,345 bytes"); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/In columns"); if (ImGui::TreeNode("In columns")) { static bool selected[10] = {}; - if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + if (ImGui::BeginTable("split1", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) { for (int i = 0; i < 10; i++) { @@ -1170,8 +1314,8 @@ static void ShowDemoWindowWidgets() } ImGui::EndTable(); } - ImGui::Separator(); - if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + ImGui::Spacing(); + if (ImGui::BeginTable("split2", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings | ImGuiTableFlags_Borders)) { for (int i = 0; i < 10; i++) { @@ -1189,6 +1333,7 @@ static void ShowDemoWindowWidgets() } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Grid"); if (ImGui::TreeNode("Grid")) { static char selected[4][4] = { { 1, 0, 0, 0 }, { 0, 1, 0, 0 }, { 0, 0, 1, 0 }, { 0, 0, 0, 1 } }; @@ -1221,6 +1366,7 @@ static void ShowDemoWindowWidgets() ImGui::PopStyleVar(); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Selectables/Alignment"); if (ImGui::TreeNode("Alignment")) { HelpMarker( @@ -1248,8 +1394,10 @@ 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 @@ -1275,6 +1423,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Filtered Text Input"); if (ImGui::TreeNode("Filtered Text Input")) { struct TextFilters @@ -1297,6 +1446,7 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Password input"); if (ImGui::TreeNode("Password Input")) { static char password[64] = "password123"; @@ -1357,12 +1507,13 @@ static void ShowDemoWindowWidgets() static char buf3[64]; static int edit_count = 0; ImGui::InputText("Edit", buf3, 64, ImGuiInputTextFlags_CallbackEdit, Funcs::MyCallback, (void*)&edit_count); - ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edits + count edits."); + ImGui::SameLine(); HelpMarker("Here we toggle the casing of the first character on every edit + count edits."); ImGui::SameLine(); ImGui::Text("(%d)", edit_count); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Text Input/Resize Callback"); if (ImGui::TreeNode("Resize Callback")) { // To wire InputText() with std::string or any other custom string type, @@ -1408,1037 +1559,11 @@ static void ShowDemoWindowWidgets() ImGui::TreePop(); } - // Plot/Graph widgets are currently fairly limited. - // Consider writing your own plotting widget, or using a third-party one - // (for third-party Plot widgets, see 'Wiki->Useful Widgets' or https://github.com/ocornut/imgui/labels/plot%2Fgraph) - if (ImGui::TreeNode("Plots Widgets")) - { - 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 }; - ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); - - // Fill an array of contiguous float values to plot - // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float - // and the sizeof() of your structure in the "stride" parameter. - static float values[90] = {}; - static int values_offset = 0; - static double refresh_time = 0.0; - if (!animate || refresh_time == 0.0) - refresh_time = ImGui::GetTime(); - while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo - { - static float phase = 0.0f; - values[values_offset] = cosf(phase); - values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); - phase += 0.10f * values_offset; - refresh_time += 1.0f / 60.0f; - } - - // Plots can display overlay texts - // (in this example, we will display an average value) - { - float average = 0.0f; - for (int n = 0; n < IM_ARRAYSIZE(values); n++) - average += values[n]; - 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::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); - - // Use functions to generate output - // FIXME: This is rather awkward because current plot API only pass in indices. - // We probably want an API passing floats and user provide sample rate/count. - struct Funcs - { - static float Sin(void*, int i) { return sinf(i * 0.1f); } - static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } - }; - static int func_type = 0, display_count = 70; - ImGui::Separator(); - ImGui::SetNextItemWidth(100); - ImGui::Combo("func", &func_type, "Sin\0Saw\0"); - ImGui::SameLine(); - ImGui::SliderInt("Sample count", &display_count, 1, 400); - float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; - ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); - ImGui::Separator(); - - // Animate a simple progress bar - 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; } - } - - // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, - // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. - ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); - ImGui::Text("Progress Bar"); - - float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); - char buf[32]; - sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); - ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Color/Picker Widgets")) - { - static ImVec4 color = ImVec4(114.0f / 255.0f, 144.0f / 255.0f, 154.0f / 255.0f, 200.0f / 255.0f); - - static 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; - 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::Text("Color widget:"); - ImGui::SameLine(); HelpMarker( - "Click on the color square to open a color picker.\n" - "CTRL+click on individual component to input value.\n"); - ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); - - ImGui::Text("Color widget HSV with Alpha:"); - ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); - - ImGui::Text("Color widget with Float Display:"); - ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); - - ImGui::Text("Color button with Picker:"); - ImGui::SameLine(); HelpMarker( - "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" - "With the ImGuiColorEditFlags_NoLabel flag you can pass a non-empty label which will only " - "be used for the tooltip and picker popup."); - ImGui::ColorEdit4("MyColor##3", (float*)&color, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel | misc_flags); - - ImGui::Text("Color button with Custom Picker Popup:"); - - // Generate a default palette. The palette will persist and can be edited. - static bool saved_palette_init = true; - static ImVec4 saved_palette[32] = {}; - if (saved_palette_init) - { - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) - { - ImGui::ColorConvertHSVtoRGB(n / 31.0f, 0.8f, 0.8f, - saved_palette[n].x, saved_palette[n].y, saved_palette[n].z); - saved_palette[n].w = 1.0f; // Alpha - } - saved_palette_init = false; - } - - static ImVec4 backup_color; - bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); - ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); - open_popup |= ImGui::Button("Palette"); - if (open_popup) - { - ImGui::OpenPopup("mypicker"); - backup_color = color; - } - if (ImGui::BeginPopup("mypicker")) - { - ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); - ImGui::Separator(); - ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); - ImGui::SameLine(); - - ImGui::BeginGroup(); // Lock X position - ImGui::Text("Current"); - 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))) - color = backup_color; - ImGui::Separator(); - ImGui::Text("Palette"); - for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) - { - ImGui::PushID(n); - if ((n % 8) != 0) - ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); - - ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; - if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) - 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. - if (ImGui::BeginDragDropTarget()) - { - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) - memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) - memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); - ImGui::EndDragDropTarget(); - } - - ImGui::PopID(); - } - ImGui::EndGroup(); - ImGui::EndPopup(); - } - - 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::Text("Color picker:"); - static bool alpha = true; - static bool alpha_bar = true; - static bool side_preview = true; - static bool ref_color = false; - static ImVec4 ref_color_v(1.0f, 0.0f, 1.0f, 0.5f); - static int display_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); - if (side_preview) - { - ImGui::SameLine(); - ImGui::Checkbox("With Ref Color", &ref_color); - if (ref_color) - { - ImGui::SameLine(); - ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); - } - } - ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); - ImGui::SameLine(); HelpMarker( - "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " - "but the user can change it with a right-click.\n\nColorPicker defaults to displaying RGB+HSV+Hex " - "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); - ImGui::Combo("Picker Mode", &picker_mode, "Auto/Current\0Hue bar + SV rect\0Hue wheel + SV triangle\0"); - ImGui::SameLine(); HelpMarker("User can right-click the picker to change mode."); - ImGuiColorEditFlags flags = misc_flags; - 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( - "SetColorEditOptions() is designed to allow you to set boot-time default.\n" - "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," - "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" - "encouraging you to persistently save values that aren't forward-compatible."); - if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); - if (ImGui::Button("Default: Float + HDR + Hue Wheel")) - ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); - - // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) - static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! - ImGui::Spacing(); - ImGui::Text("HSV encoded colors"); - ImGui::SameLine(); HelpMarker( - "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" - "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" - "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); - ImGui::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::DragFloat4("Raw HSV values", (float*)&color_hsv, 0.01f, 0.0f, 1.0f); - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Drag/Slider Flags")) - { - // Demonstrate using advanced flags for DragXXX and SliderXXX functions. Note that the flags are the same! - static ImGuiSliderFlags flags = ImGuiSliderFlags_None; - ImGui::CheckboxFlags("ImGuiSliderFlags_AlwaysClamp", &flags, ImGuiSliderFlags_AlwaysClamp); - ImGui::SameLine(); HelpMarker("Always clamp value to min/max bounds (if any) when input manually with CTRL+Click."); - ImGui::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); - ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); - ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); - ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); - ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); - - // Drags - static float drag_f = 0.5f; - static int drag_i = 50; - ImGui::Text("Underlying float value: %f", drag_f); - ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); - ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); - ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); - - // Sliders - static float slider_f = 0.5f; - static int slider_i = 50; - ImGui::Text("Underlying float value: %f", slider_f); - ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); - ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); - - ImGui::TreePop(); - } - - 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::DragIntRange2("range int", &begin_i, &end_i, 5, 0, 1000, "Min: %d units", "Max: %d units"); - ImGui::DragIntRange2("range int (no bounds)", &begin_i, &end_i, 5, 0, 0, "Min: %d units", "Max: %d units"); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Data Types")) - { - // 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; - 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; - - // 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 double f64_v = 90000.01234567890123456789; - - const float drag_speed = 0.2f; - static bool drag_clamp = false; - ImGui::Text("Drags:"); - ImGui::Checkbox("Clamp integers to 0..50", &drag_clamp); - ImGui::SameLine(); HelpMarker( - "As with every widgets in dear imgui, we never modify values unless there is a user interaction.\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::Text("Sliders"); - ImGui::SliderScalar("slider s8 full", ImGuiDataType_S8, &s8_v, &s8_min, &s8_max, "%d"); - ImGui::SliderScalar("slider u8 full", ImGuiDataType_U8, &u8_v, &u8_min, &u8_max, "%u"); - ImGui::SliderScalar("slider s16 full", ImGuiDataType_S16, &s16_v, &s16_min, &s16_max, "%d"); - ImGui::SliderScalar("slider u16 full", ImGuiDataType_U16, &u16_v, &u16_min, &u16_max, "%u"); - ImGui::SliderScalar("slider s32 low", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty,"%d"); - ImGui::SliderScalar("slider s32 high", ImGuiDataType_S32, &s32_v, &s32_hi_a, &s32_hi_b, "%d"); - ImGui::SliderScalar("slider s32 full", ImGuiDataType_S32, &s32_v, &s32_min, &s32_max, "%d"); - ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); - ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); - ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); - ImGui::SliderScalar("slider s64 low", ImGuiDataType_S64, &s64_v, &s64_zero, &s64_fifty,"%I64d"); - ImGui::SliderScalar("slider s64 high", ImGuiDataType_S64, &s64_v, &s64_hi_a, &s64_hi_b, "%I64d"); - ImGui::SliderScalar("slider s64 full", ImGuiDataType_S64, &s64_v, &s64_min, &s64_max, "%I64d"); - ImGui::SliderScalar("slider u64 low", ImGuiDataType_U64, &u64_v, &u64_zero, &u64_fifty,"%I64u ms"); - ImGui::SliderScalar("slider u64 high", ImGuiDataType_U64, &u64_v, &u64_hi_a, &u64_hi_b, "%I64u ms"); - ImGui::SliderScalar("slider u64 full", ImGuiDataType_U64, &u64_v, &u64_min, &u64_max, "%I64u ms"); - ImGui::SliderScalar("slider float low", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one); - ImGui::SliderScalar("slider float low log", ImGuiDataType_Float, &f32_v, &f32_zero, &f32_one, "%.10f", ImGuiSliderFlags_Logarithmic); - ImGui::SliderScalar("slider float high", ImGuiDataType_Float, &f32_v, &f32_lo_a, &f32_hi_a, "%e"); - ImGui::SliderScalar("slider double low", ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f grams"); - ImGui::SliderScalar("slider double low log",ImGuiDataType_Double, &f64_v, &f64_zero, &f64_one, "%.10f", ImGuiSliderFlags_Logarithmic); - ImGui::SliderScalar("slider double high", ImGuiDataType_Double, &f64_v, &f64_lo_a, &f64_hi_a, "%e grams"); - - ImGui::Text("Sliders (reverse)"); - ImGui::SliderScalar("slider s8 reverse", ImGuiDataType_S8, &s8_v, &s8_max, &s8_min, "%d"); - ImGui::SliderScalar("slider u8 reverse", ImGuiDataType_U8, &u8_v, &u8_max, &u8_min, "%u"); - ImGui::SliderScalar("slider s32 reverse", ImGuiDataType_S32, &s32_v, &s32_fifty, &s32_zero, "%d"); - ImGui::SliderScalar("slider u32 reverse", ImGuiDataType_U32, &u32_v, &u32_fifty, &u32_zero, "%u"); - ImGui::SliderScalar("slider s64 reverse", ImGuiDataType_S64, &s64_v, &s64_fifty, &s64_zero, "%I64d"); - ImGui::SliderScalar("slider u64 reverse", ImGuiDataType_U64, &u64_v, &u64_fifty, &u64_zero, "%I64u ms"); - - static bool inputs_step = true; - ImGui::Text("Inputs"); - 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::TreePop(); - } - - 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 }; - - ImGui::InputFloat2("input float2", vec4f); - ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); - ImGui::InputInt2("input int2", vec4i); - ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); - ImGui::SliderInt2("slider int2", vec4i, 0, 255); - ImGui::Spacing(); - - ImGui::InputFloat3("input float3", vec4f); - ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); - ImGui::InputInt3("input int3", vec4i); - ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); - ImGui::SliderInt3("slider int3", vec4i, 0, 255); - ImGui::Spacing(); - - ImGui::InputFloat4("input float4", vec4f); - ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); - ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); - ImGui::InputInt4("input int4", vec4i); - ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); - ImGui::SliderInt4("slider int4", vec4i, 0, 255); - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Vertical Sliders")) - { - const float spacing = 4; - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); - - static int int_value = 0; - 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 }; - ImGui::PushID("set1"); - for (int i = 0; i < 7; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); - ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); - ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); - if (ImGui::IsItemActive() || ImGui::IsItemHovered()) - ImGui::SetTooltip("%.3f", values[i]); - ImGui::PopStyleColor(4); - ImGui::PopID(); - } - ImGui::PopID(); - - ImGui::SameLine(); - ImGui::PushID("set2"); - 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(); - ImGui::BeginGroup(); - for (int ny = 0; ny < rows; ny++) - { - ImGui::PushID(nx * rows + ny); - ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); - if (ImGui::IsItemActive() || ImGui::IsItemHovered()) - ImGui::SetTooltip("%.3f", values2[nx]); - ImGui::PopID(); - } - ImGui::EndGroup(); - } - ImGui::PopID(); - - ImGui::SameLine(); - ImGui::PushID("set3"); - for (int i = 0; i < 4; i++) - { - if (i > 0) ImGui::SameLine(); - ImGui::PushID(i); - ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); - ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); - ImGui::PopStyleVar(); - ImGui::PopID(); - } - ImGui::PopID(); - ImGui::PopStyleVar(); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Drag and Drop")) - { - if (ImGui::TreeNode("Drag and drop in standard widgets")) - { - // ColorEdit widgets automatically act as drag source and drag target. - // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F - // to allow your own widgets to use colors in their drag and drop interaction. - // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. - HelpMarker("You can drag from the color squares."); - static float col1[3] = { 1.0f, 0.0f, 0.2f }; - static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; - ImGui::ColorEdit3("color 1", col1); - ImGui::ColorEdit4("color 2", col2); - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Drag and drop to copy/swap items")) - { - enum Mode - { - Mode_Copy, - Mode_Move, - Mode_Swap - }; - static int mode = 0; - if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); - if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); - if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } - static const char* names[9] = - { - "Bobby", "Beatrice", "Betty", - "Brianna", "Barry", "Bernard", - "Bibi", "Blaine", "Bryn" - }; - for (int n = 0; n < IM_ARRAYSIZE(names); n++) - { - ImGui::PushID(n); - if ((n % 3) != 0) - ImGui::SameLine(); - ImGui::Button(names[n], ImVec2(60, 60)); - - // Our buttons are both drag sources and drag targets here! - if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) - { - // Set payload to carry the index of our item (could be anything) - ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); - - // Display preview (could be anything, e.g. when dragging an image we could decide to display - // the filename and a small preview of the image, etc.) - if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } - if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } - if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } - ImGui::EndDragDropSource(); - } - if (ImGui::BeginDragDropTarget()) - { - if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) - { - IM_ASSERT(payload->DataSize == sizeof(int)); - int payload_n = *(const int*)payload->Data; - if (mode == Mode_Copy) - { - names[n] = names[payload_n]; - } - if (mode == Mode_Move) - { - names[n] = names[payload_n]; - names[payload_n] = ""; - } - if (mode == Mode_Swap) - { - const char* tmp = names[n]; - names[n] = names[payload_n]; - names[payload_n] = tmp; - } - } - ImGui::EndDragDropTarget(); - } - ImGui::PopID(); - } - ImGui::TreePop(); - } - - 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" }; - for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) - { - const char* item = item_names[n]; - ImGui::Selectable(item); - - if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) - { - 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_next] = item; - ImGui::ResetMouseDragDelta(); - } - } - } - ImGui::TreePop(); - } - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Querying Status (Edited/Active/Focused/Hovered etc.)")) - { - // Select an item type - const char* item_names[] = - { - "Text", "Button", "Button (w/ repeat)", "Checkbox", "SliderFloat", "InputText", "InputFloat", - "InputFloat3", "ColorEdit4", "MenuItem", "TreeNode", "TreeNode (w/ double-click)", "Combo", "ListBox" - }; - static int item_type = 1; - ImGui::Combo("Item Type", &item_type, 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()."); - - // 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] = {}; - 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::MenuItem("ITEM: MenuItem"); } // Testing menu item (they use ImGuiButtonFlags_PressedOnRelease button policy) - if (item_type == 10){ ret = ImGui::TreeNode("ITEM: TreeNode"); if (ret) ImGui::TreePop(); } // Testing tree node - if (item_type == 11){ ret = ImGui::TreeNodeEx("ITEM: TreeNode w/ ImGuiTreeNodeFlags_OpenOnDoubleClick", ImGuiTreeNodeFlags_OpenOnDoubleClick | ImGuiTreeNodeFlags_NoTreePushOnOpen); } // Testing tree node with ImGuiButtonFlags_PressedOnDoubleClick button policy. - if (item_type == 12){ const char* items[] = { "Apple", "Banana", "Cherry", "Kiwi" }; static int current = 1; ret = ImGui::Combo("ITEM: Combo", ¤t, items, IM_ARRAYSIZE(items)); } - if (item_type == 13){ 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. - // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, - // we query every state in a single call to avoid storing them and to simplify the code. - ImGui::BulletText( - "Return value = %d\n" - "IsItemFocused() = %d\n" - "IsItemHovered() = %d\n" - "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" - "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" - "IsItemHovered(_AllowWhenOverlapped) = %d\n" - "IsItemHovered(_RectOnly) = %d\n" - "IsItemActive() = %d\n" - "IsItemEdited() = %d\n" - "IsItemActivated() = %d\n" - "IsItemDeactivated() = %d\n" - "IsItemDeactivatedAfterEdit() = %d\n" - "IsItemVisible() = %d\n" - "IsItemClicked() = %d\n" - "IsItemToggledOpen() = %d\n" - "GetItemRectMin() = (%.1f, %.1f)\n" - "GetItemRectMax() = (%.1f, %.1f)\n" - "GetItemRectSize() = (%.1f, %.1f)", - ret, - ImGui::IsItemFocused(), - ImGui::IsItemHovered(), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsItemHovered(ImGuiHoveredFlags_AllowWhenOverlapped), - 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 - ); - - static bool embed_all_inside_a_child_window = false; - ImGui::Checkbox("Embed everything inside a child window (for additional testing)", &embed_all_inside_a_child_window); - if (embed_all_inside_a_child_window) - ImGui::BeginChild("outer_child", ImVec2(0, ImGui::GetFontSize() * 20.0f), 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|_RootWindow) = %d\n" - "IsWindowFocused(_RootWindow) = %d\n" - "IsWindowFocused(_AnyWindow) = %d\n", - ImGui::IsWindowFocused(), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows), - ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), - ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow), - 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|_RootWindow) = %d\n" - "IsWindowHovered(_ChildWindows|_AllowWhenBlockedByPopup) = %d\n" - "IsWindowHovered(_RootWindow) = %d\n" - "IsWindowHovered(_AnyWindow) = %d\n", - ImGui::IsWindowHovered(), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_AllowWhenBlockedByPopup), - ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow), - ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)); - - ImGui::BeginChild("child", ImVec2(0, 50), true); - ImGui::Text("This is another child window for testing the _ChildWindows flag."); - ImGui::EndChild(); - 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). - static bool test_window = false; - 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"? - ImGui::Begin("Title bar Hovered/Active tests", &test_window); - if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() - { - if (ImGui::MenuItem("Close")) { test_window = false; } - ImGui::EndPopup(); - } - ImGui::Text( - "IsItemHovered() after begin = %d (== is title bar hovered)\n" - "IsItemActive() after begin = %d (== is window being clicked/moved)\n", - ImGui::IsItemHovered(), ImGui::IsItemActive()); - ImGui::End(); - } - - ImGui::TreePop(); - } -} - -static void ShowDemoWindowLayout() -{ - if (!ImGui::CollapsingHeader("Layout & Scrolling")) - return; - - if (ImGui::TreeNode("Child windows")) - { - 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; - ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); - ImGui::Checkbox("Disable Menu", &disable_menu); - - // Child 1: no border, enable horizontal scrollbar - { - ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; - if (disable_mouse_wheel) - window_flags |= ImGuiWindowFlags_NoScrollWithMouse; - ImGui::BeginChild("ChildL", ImVec2(ImGui::GetWindowContentRegionWidth() * 0.5f, 260), false, window_flags); - for (int i = 0; i < 100; i++) - ImGui::Text("%04d: scrollable region", i); - ImGui::EndChild(); - } - - ImGui::SameLine(); - - // Child 2: rounded border - { - ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; - if (disable_mouse_wheel) - window_flags |= ImGuiWindowFlags_NoScrollWithMouse; - if (!disable_menu) - window_flags |= ImGuiWindowFlags_MenuBar; - ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); - ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); - if (!disable_menu && ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Menu")) - { - ShowExampleMenuFile(); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) - { - for (int i = 0; i < 100; i++) - { - char buf[32]; - sprintf(buf, "%03d", i); - ImGui::TableNextColumn(); - ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); - } - ImGui::EndTable(); - } - ImGui::EndChild(); - ImGui::PopStyleVar(); - } - - ImGui::Separator(); - - // Demonstrate a few extra things - // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) - // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) - // You can also call SetNextWindowPos() to position the child window. The parent window will effectively - // layout from this position. - // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from - // the POV of the parent window). See 'Demo->Querying Status (Active/Focused/Hovered etc.)' for details. - { - static int offset_x = 0; - ImGui::SetNextItemWidth(100); - ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); - - ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); - ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); - ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); - for (int n = 0; n < 50; n++) - ImGui::Text("Some test %d", n); - ImGui::EndChild(); - bool child_is_hovered = ImGui::IsItemHovered(); - ImVec2 child_rect_min = ImGui::GetItemRectMin(); - ImVec2 child_rect_max = ImGui::GetItemRectMax(); - ImGui::PopStyleColor(); - ImGui::Text("Hovered: %d", child_is_hovered); - ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); - } - - ImGui::TreePop(); - } - - if (ImGui::TreeNode("Widgets Width")) - { - // Use SetNextItemWidth() to set the width of a single upcoming item. - // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. - // In real code use you'll probably want to choose width values that are proportional to your font size - // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. - - static float f = 0.0f; - static bool show_indented_items = true; - ImGui::Checkbox("Show indented items", &show_indented_items); - - ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); - ImGui::SameLine(); HelpMarker("Fixed width."); - ImGui::PushItemWidth(100); - ImGui::DragFloat("float##1b", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##1b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); - ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); - ImGui::PushItemWidth(-100); - ImGui::DragFloat("float##2a", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##2b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); - ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); - ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); - ImGui::DragFloat("float##3a", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##3b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); - ImGui::SameLine(); HelpMarker("Align to right edge minus half"); - ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); - ImGui::DragFloat("float##4a", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##4b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - // Demonstrate using PushItemWidth to surround three items. - // Calling SetNextItemWidth() before each of them would have the same effect. - ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); - ImGui::SameLine(); HelpMarker("Align to right edge"); - ImGui::PushItemWidth(-FLT_MIN); - ImGui::DragFloat("##float5a", &f); - if (show_indented_items) - { - ImGui::Indent(); - ImGui::DragFloat("float (indented)##5b", &f); - ImGui::Unindent(); - } - ImGui::PopItemWidth(); - - ImGui::TreePop(); - } - - 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"); - - // Adjust spacing - 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::Button("Corniflower"); - - // Button - 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::Text("Aligned"); - 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"); - - // Checkbox - 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("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(); - ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); - ImGui::PopItemWidth(); - - ImGui::PushItemWidth(80); - ImGui::Text("Lists:"); - static int selection[4] = { 0, 1, 2, 3 }; - for (int i = 0; i < 4; i++) - { - 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); - } - ImGui::PopItemWidth(); - - // Dummy - ImVec2 button_sz(40, 40); - 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; - 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 - if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) - ImGui::SameLine(); - ImGui::PopID(); - } - - ImGui::TreePop(); - } - + // 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; @@ -2465,6 +1590,7 @@ static void ShowDemoWindowLayout() 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). @@ -2507,6 +1633,7 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Widgets/Tabs/TabItemButton & Leading-Trailing flags"); if (ImGui::TreeNode("TabItemButton & Leading/Trailing flags")) { static ImVector active_tabs; @@ -2575,6 +1702,1160 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + // Plot/Graph widgets are not very good. + // Consider using a third-party library such as ImPlot: https://github.com/epezent/implot + // (see others https://github.com/ocornut/imgui/wiki/Useful-Extensions) + IMGUI_DEMO_MARKER("Widgets/Plotting"); + if (ImGui::TreeNode("Plotting")) + { + static bool animate = true; + ImGui::Checkbox("Animate", &animate); + + // Plot as lines and plot as histogram + IMGUI_DEMO_MARKER("Widgets/Plotting/PlotLines, PlotHistogram"); + static float arr[] = { 0.6f, 0.1f, 1.0f, 0.5f, 0.92f, 0.1f, 0.2f }; + ImGui::PlotLines("Frame Times", arr, IM_ARRAYSIZE(arr)); + ImGui::PlotHistogram("Histogram", arr, IM_ARRAYSIZE(arr), 0, NULL, 0.0f, 1.0f, ImVec2(0, 80.0f)); + + // Fill an array of contiguous float values to plot + // Tip: If your float aren't contiguous but part of a structure, you can pass a pointer to your first float + // and the sizeof() of your structure in the "stride" parameter. + static float values[90] = {}; + static int values_offset = 0; + static double refresh_time = 0.0; + if (!animate || refresh_time == 0.0) + refresh_time = ImGui::GetTime(); + while (refresh_time < ImGui::GetTime()) // Create data at fixed 60 Hz rate for the demo + { + static float phase = 0.0f; + values[values_offset] = cosf(phase); + values_offset = (values_offset + 1) % IM_ARRAYSIZE(values); + phase += 0.10f * values_offset; + refresh_time += 1.0f / 60.0f; + } + + // Plots can display overlay texts + // (in this example, we will display an average value) + { + float average = 0.0f; + for (int n = 0; n < IM_ARRAYSIZE(values); n++) + average += values[n]; + 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)); + } + + // Use functions to generate output + // FIXME: This is rather awkward because current plot API only pass in indices. + // We probably want an API passing floats and user provide sample rate/count. + struct Funcs + { + static float Sin(void*, int i) { return sinf(i * 0.1f); } + static float Saw(void*, int i) { return (i & 1) ? 1.0f : -1.0f; } + }; + static int func_type = 0, display_count = 70; + ImGui::Separator(); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::Combo("func", &func_type, "Sin\0Saw\0"); + ImGui::SameLine(); + ImGui::SliderInt("Sample count", &display_count, 1, 400); + float (*func)(void*, int) = (func_type == 0) ? Funcs::Sin : Funcs::Saw; + ImGui::PlotLines("Lines", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::PlotHistogram("Histogram", func, NULL, display_count, 0, NULL, -1.0f, 1.0f, ImVec2(0, 80)); + ImGui::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; } + } + + // Typically we would use ImVec2(-1.0f,0.0f) or ImVec2(-FLT_MIN,0.0f) to use all available width, + // or ImVec2(width,0.0f) for a specified width. ImVec2(0.0f,0.0f) uses ItemWidth. + ImGui::ProgressBar(progress, ImVec2(0.0f, 0.0f)); + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x); + ImGui::Text("Progress Bar"); + + float progress_saturated = IM_CLAMP(progress, 0.0f, 1.0f); + char buf[32]; + sprintf(buf, "%d/%d", (int)(progress_saturated * 1753), 1753); + ImGui::ProgressBar(progress, ImVec2(0.f, 0.f), buf); + 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_half_preview = 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_DEMO_MARKER("Widgets/Color/ColorEdit"); + ImGui::Text("Color widget:"); + ImGui::SameLine(); HelpMarker( + "Click on the color square to open a color picker.\n" + "CTRL+click on individual component to input value.\n"); + ImGui::ColorEdit3("MyColor##1", (float*)&color, misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (HSV, with Alpha)"); + ImGui::Text("Color widget HSV with Alpha:"); + ImGui::ColorEdit4("MyColor##2", (float*)&color, ImGuiColorEditFlags_DisplayHSV | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorEdit (float display)"); + ImGui::Text("Color widget with Float Display:"); + ImGui::ColorEdit4("MyColor##2f", (float*)&color, ImGuiColorEditFlags_Float | misc_flags); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (with Picker)"); + ImGui::Text("Color button with Picker:"); + ImGui::SameLine(); HelpMarker( + "With the ImGuiColorEditFlags_NoInputs flag you can hide all the slider/text inputs.\n" + "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_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 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 + } + saved_palette_init = false; + } + + static ImVec4 backup_color; + bool open_popup = ImGui::ColorButton("MyColor##3b", color, misc_flags); + ImGui::SameLine(0, ImGui::GetStyle().ItemInnerSpacing.x); + open_popup |= ImGui::Button("Palette"); + if (open_popup) + { + ImGui::OpenPopup("mypicker"); + backup_color = color; + } + if (ImGui::BeginPopup("mypicker")) + { + ImGui::Text("MY CUSTOM COLOR PICKER WITH AN AMAZING PALETTE!"); + ImGui::Separator(); + ImGui::ColorPicker4("##picker", (float*)&color, misc_flags | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoSmallPreview); + ImGui::SameLine(); + + ImGui::BeginGroup(); // Lock X position + ImGui::Text("Current"); + 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))) + color = backup_color; + ImGui::Separator(); + ImGui::Text("Palette"); + for (int n = 0; n < IM_ARRAYSIZE(saved_palette); n++) + { + ImGui::PushID(n); + if ((n % 8) != 0) + ImGui::SameLine(0.0f, ImGui::GetStyle().ItemSpacing.y); + + ImGuiColorEditFlags palette_button_flags = ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoPicker | ImGuiColorEditFlags_NoTooltip; + if (ImGui::ColorButton("##palette", saved_palette[n], palette_button_flags, ImVec2(20, 20))) + 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. + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 3); + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) + memcpy((float*)&saved_palette[n], payload->Data, sizeof(float) * 4); + ImGui::EndDragDropTarget(); + } + + ImGui::PopID(); + } + ImGui::EndGroup(); + ImGui::EndPopup(); + } + + IMGUI_DEMO_MARKER("Widgets/Color/ColorButton (simple)"); + ImGui::Text("Color button only:"); + static bool no_border = false; + ImGui::Checkbox("ImGuiColorEditFlags_NoBorder", &no_border); + ImGui::ColorButton("MyColor##3c", *(ImVec4*)&color, misc_flags | (no_border ? ImGuiColorEditFlags_NoBorder : 0), ImVec2(80, 80)); + + IMGUI_DEMO_MARKER("Widgets/Color/ColorPicker"); + ImGui::Text("Color picker:"); + static bool alpha = true; + static bool alpha_bar = true; + static bool side_preview = true; + 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; + ImGui::Checkbox("With Alpha", &alpha); + ImGui::Checkbox("With Alpha Bar", &alpha_bar); + ImGui::Checkbox("With Side Preview", &side_preview); + if (side_preview) + { + ImGui::SameLine(); + ImGui::Checkbox("With Ref Color", &ref_color); + if (ref_color) + { + ImGui::SameLine(); + ImGui::ColorEdit4("##RefColor", &ref_color_v.x, ImGuiColorEditFlags_NoInputs | misc_flags); + } + } + ImGui::Combo("Display Mode", &display_mode, "Auto/Current\0None\0RGB Only\0HSV Only\0Hex Only\0"); + ImGui::SameLine(); HelpMarker( + "ColorEdit defaults to displaying RGB inputs if you don't specify a display mode, " + "but the user can change it with a right-click on those inputs.\n\nColorPicker defaults to displaying RGB+HSV+Hex " + "if you don't specify a display mode.\n\nYou can change the defaults using SetColorEditOptions()."); + ImGui::SameLine(); HelpMarker("When not specified explicitly (Auto/Current mode), user can right-click the picker to change mode."); + ImGuiColorEditFlags flags = misc_flags; + if (!alpha) flags |= ImGuiColorEditFlags_NoAlpha; // This is by default if you call ColorPicker3() instead of ColorPicker4() + if (alpha_bar) flags |= ImGuiColorEditFlags_AlphaBar; + 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( + "SetColorEditOptions() is designed to allow you to set boot-time default.\n" + "We don't have Push/Pop functions because you can force options on a per-widget basis if needed," + "and the user can change non-forced ones with the options menu.\nWe don't have a getter to avoid" + "encouraging you to persistently save values that aren't forward-compatible."); + if (ImGui::Button("Default: Uint8 + HSV + Hue Bar")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_PickerHueBar); + if (ImGui::Button("Default: Float + HDR + Hue Wheel")) + ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_PickerHueWheel); + + // Always both a small version of both types of pickers (to make it more visible in the demo to people who are skimming quickly through it) + ImGui::Text("Both types:"); + float w = (ImGui::GetContentRegionAvail().x - ImGui::GetStyle().ItemSpacing.y) * 0.40f; + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##5", (float*)&color, ImGuiColorEditFlags_PickerHueBar | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + ImGui::SameLine(); + ImGui::SetNextItemWidth(w); + ImGui::ColorPicker3("##MyColor##6", (float*)&color, ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_NoSidePreview | ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoAlpha); + + // HSV encoded support (to avoid RGB<>HSV round trips and singularities when S==0 or V==0) + static ImVec4 color_hsv(0.23f, 1.0f, 1.0f, 1.0f); // Stored as HSV! + ImGui::Spacing(); + ImGui::Text("HSV encoded colors"); + ImGui::SameLine(); HelpMarker( + "By default, colors are given to ColorEdit and ColorPicker in RGB, but ImGuiColorEditFlags_InputHSV" + "allows you to store colors as HSV and pass them to ColorEdit and ColorPicker as HSV. This comes with the" + "added benefit that you can manipulate hue values with the picker even when saturation or value are zero."); + ImGui::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::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::CheckboxFlags("ImGuiSliderFlags_Logarithmic", &flags, ImGuiSliderFlags_Logarithmic); + ImGui::SameLine(); HelpMarker("Enable logarithmic editing (more precision for small values)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoRoundToFormat", &flags, ImGuiSliderFlags_NoRoundToFormat); + ImGui::SameLine(); HelpMarker("Disable rounding underlying value to match precision of the format string (e.g. %.3f values are rounded to those 3 digits)."); + ImGui::CheckboxFlags("ImGuiSliderFlags_NoInput", &flags, ImGuiSliderFlags_NoInput); + ImGui::SameLine(); HelpMarker("Disable CTRL+Click or Enter key allowing to input text directly into the widget."); + + // Drags + static float drag_f = 0.5f; + static int drag_i = 50; + ImGui::Text("Underlying float value: %f", drag_f); + ImGui::DragFloat("DragFloat (0 -> 1)", &drag_f, 0.005f, 0.0f, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (0 -> +inf)", &drag_f, 0.005f, 0.0f, FLT_MAX, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> 1)", &drag_f, 0.005f, -FLT_MAX, 1.0f, "%.3f", flags); + ImGui::DragFloat("DragFloat (-inf -> +inf)", &drag_f, 0.005f, -FLT_MAX, +FLT_MAX, "%.3f", flags); + ImGui::DragInt("DragInt (0 -> 100)", &drag_i, 0.5f, 0, 100, "%d", flags); + + // Sliders + static float slider_f = 0.5f; + static int slider_i = 50; + ImGui::Text("Underlying float value: %f", slider_f); + ImGui::SliderFloat("SliderFloat (0 -> 1)", &slider_f, 0.0f, 1.0f, "%.3f", flags); + ImGui::SliderInt("SliderInt (0 -> 100)", &slider_i, 0, 100, "%d", flags); + + ImGui::TreePop(); + } + + 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::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 type. + // In practice, if you frequently use a given type that is not covered by the normal API entry points, + // you can wrap it yourself inside a 1 line function which can take typed argument as value instead of void*, + // and then pass their address to the generic function. For example: + // 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; + 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; + + // 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 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( + "As with every widget in dear imgui, we never modify values unless there is a user interaction.\n" + "You can override the clamping limits by using CTRL+Click to input a value."); + ImGui::DragScalar("drag s8", ImGuiDataType_S8, &s8_v, drag_speed, drag_clamp ? &s8_zero : NULL, drag_clamp ? &s8_fifty : NULL); + ImGui::DragScalar("drag u8", ImGuiDataType_U8, &u8_v, drag_speed, drag_clamp ? &u8_zero : NULL, drag_clamp ? &u8_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s16", ImGuiDataType_S16, &s16_v, drag_speed, drag_clamp ? &s16_zero : NULL, drag_clamp ? &s16_fifty : NULL); + ImGui::DragScalar("drag u16", ImGuiDataType_U16, &u16_v, drag_speed, drag_clamp ? &u16_zero : NULL, drag_clamp ? &u16_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s32", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL); + ImGui::DragScalar("drag s32 hex", ImGuiDataType_S32, &s32_v, drag_speed, drag_clamp ? &s32_zero : NULL, drag_clamp ? &s32_fifty : NULL, "0x%08X"); + ImGui::DragScalar("drag u32", ImGuiDataType_U32, &u32_v, drag_speed, drag_clamp ? &u32_zero : NULL, drag_clamp ? &u32_fifty : NULL, "%u ms"); + ImGui::DragScalar("drag s64", ImGuiDataType_S64, &s64_v, drag_speed, drag_clamp ? &s64_zero : NULL, drag_clamp ? &s64_fifty : NULL); + ImGui::DragScalar("drag u64", ImGuiDataType_U64, &u64_v, drag_speed, drag_clamp ? &u64_zero : NULL, drag_clamp ? &u64_fifty : NULL); + 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 s32 hex", ImGuiDataType_S32, &s32_v, &s32_zero, &s32_fifty, "0x%04X"); + ImGui::SliderScalar("slider u32 low", ImGuiDataType_U32, &u32_v, &u32_zero, &u32_fifty,"%u"); + ImGui::SliderScalar("slider u32 high", ImGuiDataType_U32, &u32_v, &u32_hi_a, &u32_hi_b, "%u"); + ImGui::SliderScalar("slider u32 full", ImGuiDataType_U32, &u32_v, &u32_min, &u32_max, "%u"); + 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_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, "%04X"); + ImGui::InputScalar("input u32", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%u"); + ImGui::InputScalar("input u32 hex", ImGuiDataType_U32, &u32_v, inputs_step ? &u32_one : NULL, NULL, "%08X"); + 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 }; + + ImGui::InputFloat2("input float2", vec4f); + ImGui::DragFloat2("drag float2", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat2("slider float2", vec4f, 0.0f, 1.0f); + ImGui::InputInt2("input int2", vec4i); + ImGui::DragInt2("drag int2", vec4i, 1, 0, 255); + ImGui::SliderInt2("slider int2", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat3("input float3", vec4f); + ImGui::DragFloat3("drag float3", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat3("slider float3", vec4f, 0.0f, 1.0f); + ImGui::InputInt3("input int3", vec4i); + ImGui::DragInt3("drag int3", vec4i, 1, 0, 255); + ImGui::SliderInt3("slider int3", vec4i, 0, 255); + ImGui::Spacing(); + + ImGui::InputFloat4("input float4", vec4f); + ImGui::DragFloat4("drag float4", vec4f, 0.01f, 0.0f, 1.0f); + ImGui::SliderFloat4("slider float4", vec4f, 0.0f, 1.0f); + ImGui::InputInt4("input int4", vec4i); + ImGui::DragInt4("drag int4", vec4i, 1, 0, 255); + ImGui::SliderInt4("slider int4", vec4i, 0, 255); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Vertical Sliders"); + if (ImGui::TreeNode("Vertical Sliders")) + { + const float spacing = 4; + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(spacing, spacing)); + + static int int_value = 0; + 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 }; + ImGui::PushID("set1"); + for (int i = 0; i < 7; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleColor(ImGuiCol_FrameBg, (ImVec4)ImColor::HSV(i / 7.0f, 0.5f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, (ImVec4)ImColor::HSV(i / 7.0f, 0.6f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_FrameBgActive, (ImVec4)ImColor::HSV(i / 7.0f, 0.7f, 0.5f)); + ImGui::PushStyleColor(ImGuiCol_SliderGrab, (ImVec4)ImColor::HSV(i / 7.0f, 0.9f, 0.9f)); + ImGui::VSliderFloat("##v", ImVec2(18, 160), &values[i], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values[i]); + ImGui::PopStyleColor(4); + ImGui::PopID(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set2"); + 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(); + ImGui::BeginGroup(); + for (int ny = 0; ny < rows; ny++) + { + ImGui::PushID(nx * rows + ny); + ImGui::VSliderFloat("##v", small_slider_size, &values2[nx], 0.0f, 1.0f, ""); + if (ImGui::IsItemActive() || ImGui::IsItemHovered()) + ImGui::SetTooltip("%.3f", values2[nx]); + ImGui::PopID(); + } + ImGui::EndGroup(); + } + ImGui::PopID(); + + ImGui::SameLine(); + ImGui::PushID("set3"); + for (int i = 0; i < 4; i++) + { + if (i > 0) ImGui::SameLine(); + ImGui::PushID(i); + ImGui::PushStyleVar(ImGuiStyleVar_GrabMinSize, 40); + ImGui::VSliderFloat("##v", ImVec2(40, 160), &values[i], 0.0f, 1.0f, "%.2f\nsec"); + ImGui::PopStyleVar(); + ImGui::PopID(); + } + ImGui::PopID(); + ImGui::PopStyleVar(); + 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. + // They are using standardized payload strings IMGUI_PAYLOAD_TYPE_COLOR_3F and IMGUI_PAYLOAD_TYPE_COLOR_4F + // to allow your own widgets to use colors in their drag and drop interaction. + // Also see 'Demo->Widgets->Color/Picker Widgets->Palette' demo. + HelpMarker("You can drag from the color squares."); + static float col1[3] = { 1.0f, 0.0f, 0.2f }; + static float col2[4] = { 0.4f, 0.7f, 0.0f, 0.5f }; + ImGui::ColorEdit3("color 1", col1); + 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 + { + Mode_Copy, + Mode_Move, + Mode_Swap + }; + static int mode = 0; + if (ImGui::RadioButton("Copy", mode == Mode_Copy)) { mode = Mode_Copy; } ImGui::SameLine(); + if (ImGui::RadioButton("Move", mode == Mode_Move)) { mode = Mode_Move; } ImGui::SameLine(); + if (ImGui::RadioButton("Swap", mode == Mode_Swap)) { mode = Mode_Swap; } + static const char* names[9] = + { + "Bobby", "Beatrice", "Betty", + "Brianna", "Barry", "Bernard", + "Bibi", "Blaine", "Bryn" + }; + for (int n = 0; n < IM_ARRAYSIZE(names); n++) + { + ImGui::PushID(n); + if ((n % 3) != 0) + ImGui::SameLine(); + ImGui::Button(names[n], ImVec2(60, 60)); + + // Our buttons are both drag sources and drag targets here! + if (ImGui::BeginDragDropSource(ImGuiDragDropFlags_None)) + { + // Set payload to carry the index of our item (could be anything) + ImGui::SetDragDropPayload("DND_DEMO_CELL", &n, sizeof(int)); + + // Display preview (could be anything, e.g. when dragging an image we could decide to display + // the filename and a small preview of the image, etc.) + if (mode == Mode_Copy) { ImGui::Text("Copy %s", names[n]); } + if (mode == Mode_Move) { ImGui::Text("Move %s", names[n]); } + if (mode == Mode_Swap) { ImGui::Text("Swap %s", names[n]); } + ImGui::EndDragDropSource(); + } + if (ImGui::BeginDragDropTarget()) + { + if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("DND_DEMO_CELL")) + { + IM_ASSERT(payload->DataSize == sizeof(int)); + int payload_n = *(const int*)payload->Data; + if (mode == Mode_Copy) + { + names[n] = names[payload_n]; + } + if (mode == Mode_Move) + { + names[n] = names[payload_n]; + names[payload_n] = ""; + } + if (mode == Mode_Swap) + { + const char* tmp = names[n]; + names[n] = names[payload_n]; + names[payload_n] = tmp; + } + } + ImGui::EndDragDropTarget(); + } + ImGui::PopID(); + } + 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" }; + for (int n = 0; n < IM_ARRAYSIZE(item_names); n++) + { + const char* item = item_names[n]; + ImGui::Selectable(item); + + if (ImGui::IsItemActive() && !ImGui::IsItemHovered()) + { + 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_next] = item; + ImGui::ResetMouseDragDelta(); + } + } + } + ImGui::TreePop(); + } + + ImGui::TreePop(); + } + + 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", "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); + + // Submit selected items so we can query their status in the code following it. + bool ret = false; + static bool b = false; + static float col4f[4] = { 1.0f, 0.5, 0.0f, 1.0f }; + 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::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)); } + + bool hovered_delay_none = ImGui::IsItemHovered(); + bool hovered_delay_short = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort); + bool hovered_delay_normal = ImGui::IsItemHovered(ImGuiHoveredFlags_DelayNormal); + + // Display the values of IsItemHovered() and other common item state functions. + // Note that the ImGuiHoveredFlags_XXX flags can be combined. + // Because BulletText is an item itself and that would affect the output of IsItemXXX functions, + // we query every state in a single call to avoid storing them and to simplify the code. + ImGui::BulletText( + "Return value = %d\n" + "IsItemFocused() = %d\n" + "IsItemHovered() = %d\n" + "IsItemHovered(_AllowWhenBlockedByPopup) = %d\n" + "IsItemHovered(_AllowWhenBlockedByActiveItem) = %d\n" + "IsItemHovered(_AllowWhenOverlapped) = %d\n" + "IsItemHovered(_AllowWhenDisabled) = %d\n" + "IsItemHovered(_RectOnly) = %d\n" + "IsItemActive() = %d\n" + "IsItemEdited() = %d\n" + "IsItemActivated() = %d\n" + "IsItemDeactivated() = %d\n" + "IsItemDeactivatedAfterEdit() = %d\n" + "IsItemVisible() = %d\n" + "IsItemClicked() = %d\n" + "IsItemToggledOpen() = %d\n" + "GetItemRectMin() = (%.1f, %.1f)\n" + "GetItemRectMax() = (%.1f, %.1f)\n" + "GetItemRectSize() = (%.1f, %.1f)", + 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::BulletText( + "w/ Hovering Delay: None = %d, Fast %d, Normal = %d", hovered_delay_none, hovered_delay_short, hovered_delay_normal); + + if (item_disabled) + ImGui::EndDisabled(); + + char buf[1] = ""; + ImGui::InputText("unused", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_ReadOnly); + ImGui::SameLine(); + HelpMarker("This widget is only here to be able to tab-out of the widgets above and see e.g. Deactivated() status."); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Querying Window Status (Focused,Hovered etc.)"); + if (ImGui::TreeNode("Querying Window Status (Focused/Hovered etc.)")) + { + static bool embed_all_inside_a_child_window = false; + ImGui::Checkbox("Embed everything inside a child window for 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. + 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(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_NoPopupHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_DockHierarchy), + ImGui::IsWindowFocused(ImGuiFocusedFlags_ChildWindows | ImGuiFocusedFlags_RootWindow), + 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. + 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|_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(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_AnyWindow)); + + ImGui::BeginChild("child", ImVec2(0, 50), true); + ImGui::Text("This is another child window for testing the _ChildWindows flag."); + ImGui::EndChild(); + if (embed_all_inside_a_child_window) + ImGui::EndChild(); + + // 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). + static bool test_window = false; + 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"? + ImGui::Begin("Title bar Hovered/Active tests", &test_window); + if (ImGui::BeginPopupContextItem()) // <-- This is using IsItemHovered() + { + if (ImGui::MenuItem("Close")) { test_window = false; } + ImGui::EndPopup(); + } + ImGui::Text( + "IsItemHovered() after begin = %d (== is title bar hovered)\n" + "IsItemActive() after begin = %d (== is window being clicked/moved)\n", + ImGui::IsItemHovered(), ImGui::IsItemActive()); + ImGui::End(); + } + + ImGui::TreePop(); + } + + // Demonstrate BeginDisabled/EndDisabled using a checkbox located at the bottom of the section (which is a bit odd: + // logically we'd have this checkbox at the top of the section, but we don't want this feature to steal that space) + if (disable_all) + ImGui::EndDisabled(); + + IMGUI_DEMO_MARKER("Widgets/Disable Block"); + if (ImGui::TreeNode("Disable block")) + { + ImGui::Checkbox("Disable entire section above", &disable_all); + ImGui::SameLine(); HelpMarker("Demonstrate using BeginDisabled()/EndDisabled() across this section."); + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Widgets/Text Filter"); + if (ImGui::TreeNode("Text Filter")) + { + // Helper class to easy setup a text filter. + // You may want to implement a more feature-full filtering scheme in your own application. + HelpMarker("Not a widget per-se, but ImGuiTextFilter is a helper to perform simple filtering on text strings."); + static ImGuiTextFilter filter; + ImGui::Text("Filter usage:\n" + " \"\" display all lines\n" + " \"xxx\" display lines containing \"xxx\"\n" + " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" + " \"-xxx\" hide lines containing \"xxx\""); + filter.Draw(); + const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; + for (int i = 0; i < IM_ARRAYSIZE(lines); i++) + if (filter.PassFilter(lines[i])) + ImGui::BulletText("%s", lines[i]); + ImGui::TreePop(); + } +} + +static void ShowDemoWindowLayout() +{ + IMGUI_DEMO_MARKER("Layout"); + if (!ImGui::CollapsingHeader("Layout & Scrolling")) + return; + + IMGUI_DEMO_MARKER("Layout/Child windows"); + if (ImGui::TreeNode("Child windows")) + { + HelpMarker("Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window."); + static bool disable_mouse_wheel = false; + static bool disable_menu = false; + ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel); + ImGui::Checkbox("Disable Menu", &disable_menu); + + // Child 1: no border, enable horizontal scrollbar + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_HorizontalScrollbar; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + 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(); + } + + ImGui::SameLine(); + + // Child 2: rounded border + { + ImGuiWindowFlags window_flags = ImGuiWindowFlags_None; + if (disable_mouse_wheel) + window_flags |= ImGuiWindowFlags_NoScrollWithMouse; + if (!disable_menu) + window_flags |= ImGuiWindowFlags_MenuBar; + ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f); + ImGui::BeginChild("ChildR", ImVec2(0, 260), true, window_flags); + if (!disable_menu && ImGui::BeginMenuBar()) + { + if (ImGui::BeginMenu("Menu")) + { + ShowExampleMenuFile(); + ImGui::EndMenu(); + } + ImGui::EndMenuBar(); + } + if (ImGui::BeginTable("split", 2, ImGuiTableFlags_Resizable | ImGuiTableFlags_NoSavedSettings)) + { + for (int i = 0; i < 100; i++) + { + char buf[32]; + sprintf(buf, "%03d", i); + ImGui::TableNextColumn(); + ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); + } + ImGui::EndTable(); + } + ImGui::EndChild(); + ImGui::PopStyleVar(); + } + + ImGui::Separator(); + + // Demonstrate a few extra things + // - Changing ImGuiCol_ChildBg (which is transparent black in default styles) + // - Using SetCursorPos() to position child window (the child window is an item from the POV of parent window) + // You can also call SetNextWindowPos() to position the child window. The parent window will effectively + // layout from this position. + // - Using ImGui::GetItemRectMin/Max() to query the "item" state (because the child window is an item from + // the POV of the parent window). See 'Demo->Querying Status (Edited/Active/Hovered etc.)' for details. + { + static int offset_x = 0; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8); + ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); + + ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); + ImGui::PushStyleColor(ImGuiCol_ChildBg, IM_COL32(255, 0, 0, 100)); + ImGui::BeginChild("Red", ImVec2(200, 100), true, ImGuiWindowFlags_None); + for (int n = 0; n < 50; n++) + ImGui::Text("Some test %d", n); + ImGui::EndChild(); + bool child_is_hovered = ImGui::IsItemHovered(); + ImVec2 child_rect_min = ImGui::GetItemRectMin(); + ImVec2 child_rect_max = ImGui::GetItemRectMax(); + ImGui::PopStyleColor(); + ImGui::Text("Hovered: %d", child_is_hovered); + ImGui::Text("Rect of child window is: (%.0f,%.0f) (%.0f,%.0f)", child_rect_min.x, child_rect_min.y, child_rect_max.x, child_rect_max.y); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Widgets Width"); + if (ImGui::TreeNode("Widgets Width")) + { + static float f = 0.0f; + static bool show_indented_items = true; + ImGui::Checkbox("Show indented items", &show_indented_items); + + // Use SetNextItemWidth() to set the width of a single upcoming item. + // Use PushItemWidth()/PopItemWidth() to set the width of a group of items. + // In real code use you'll probably want to choose width values that are proportional to your font size + // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. + + ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); + ImGui::SameLine(); HelpMarker("Fixed width."); + ImGui::PushItemWidth(100); + ImGui::DragFloat("float##1b", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##1b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-100)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus 100"); + ImGui::PushItemWidth(-100); + ImGui::DragFloat("float##2a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##2b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Half of available width.\n(~ right-cursor_pos)\n(works within a column set)"); + ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##3a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##3b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::Text("SetNextItemWidth/PushItemWidth(-GetContentRegionAvail().x * 0.5f)"); + ImGui::SameLine(); HelpMarker("Align to right edge minus half"); + ImGui::PushItemWidth(-ImGui::GetContentRegionAvail().x * 0.5f); + ImGui::DragFloat("float##4a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##4b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + // Demonstrate using PushItemWidth to surround three items. + // Calling SetNextItemWidth() before each of them would have the same effect. + ImGui::Text("SetNextItemWidth/PushItemWidth(-FLT_MIN)"); + ImGui::SameLine(); HelpMarker("Align to right edge"); + ImGui::PushItemWidth(-FLT_MIN); + ImGui::DragFloat("##float5a", &f); + if (show_indented_items) + { + ImGui::Indent(); + ImGui::DragFloat("float (indented)##5b", &f); + ImGui::Unindent(); + } + ImGui::PopItemWidth(); + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout"); + if (ImGui::TreeNode("Basic Horizontal Layout")) + { + ImGui::TextWrapped("(Use ImGui::SameLine() to keep adding items to the right of the preceding item)"); + + // Text + IMGUI_DEMO_MARKER("Layout/Basic Horizontal Layout/SameLine"); + ImGui::Text("Two items: Hello"); ImGui::SameLine(); + ImGui::TextColored(ImVec4(1,1,0,1), "Sailor"); + + // Adjust spacing + 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::Button("Corniflower"); + + // Button + 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::Text("Aligned"); + 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("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(); + ImGui::SliderFloat("Z", &f2, 0.0f, 5.0f); + ImGui::PopItemWidth(); + + ImGui::PushItemWidth(80); + ImGui::Text("Lists:"); + static int selection[4] = { 0, 1, 2, 3 }; + for (int i = 0; i < 4; i++) + { + 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); + } + 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("B", button_sz); + + // Manually wrapping + // (we should eventually provide this as an automatic layout feature, but for now you can do it manually) + 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 + if (n + 1 < buttons_count && next_button_x2 < window_visible_x2) + ImGui::SameLine(); + ImGui::PopID(); + } + + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Layout/Groups"); if (ImGui::TreeNode("Groups")) { HelpMarker( @@ -2612,16 +2893,17 @@ static void ShowDemoWindowLayout() ImGui::Button("LEVERAGE\nBUZZWORD", size); ImGui::SameLine(); - if (ImGui::ListBoxHeader("List", size)) + if (ImGui::BeginListBox("List", size)) { ImGui::Selectable("Selected", true); ImGui::Selectable("Not Selected", false); - ImGui::ListBoxFooter(); + ImGui::EndListBox(); } ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Text Baseline Alignment"); if (ImGui::TreeNode("Text Baseline Alignment")) { { @@ -2740,9 +3022,11 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Scrolling"); if (ImGui::TreeNode("Scrolling")) { // Vertical scroll functions + IMGUI_DEMO_MARKER("Layout/Scrolling/Vertical"); HelpMarker("Use SetScrollHereY() or SetScrollFromPosY() to scroll to a given vertical position."); static int track_item = 50; @@ -2815,6 +3099,7 @@ 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" @@ -2836,6 +3121,8 @@ static void ShowDemoWindowLayout() { for (int item = 0; item < 100; item++) { + if (item > 0) + ImGui::SameLine(); if (enable_track && item == track_item) { ImGui::TextColored(ImVec4(1, 1, 0, 1), "Item %d", item); @@ -2845,7 +3132,6 @@ static void ShowDemoWindowLayout() { ImGui::Text("Item %d", item); } - ImGui::SameLine(); } } float scroll_x = ImGui::GetScrollX(); @@ -2859,6 +3145,7 @@ static void ShowDemoWindowLayout() ImGui::PopID(); // Miscellaneous Horizontal Scrolling Demo + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal (more)"); HelpMarker( "Horizontal scrolling for a window is enabled via the ImGuiWindowFlags_HorizontalScrollbar flag.\n\n" "You may want to also explicitly specify content width by using SetNextWindowContentWidth() before Begin()."); @@ -2933,6 +3220,7 @@ static void ShowDemoWindowLayout() if (explicit_content_size) ImGui::SetNextWindowContentSize(ImVec2(contents_size_x, 0.0f)); ImGui::Begin("Horizontal contents size demo window", &show_horizontal_contents_size_demo_window, show_h_scrollbar ? ImGuiWindowFlags_HorizontalScrollbar : 0); + IMGUI_DEMO_MARKER("Layout/Scrolling/Horizontal contents size demo window"); ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0)); ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 0)); HelpMarker("Test of different widgets react and impact the work rectangle growing when horizontal scrolling is enabled.\n\nUse 'Metrics->Tools->Show windows rectangles' to visualize rectangles."); @@ -3019,6 +3307,7 @@ static void ShowDemoWindowLayout() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Layout/Clipping"); if (ImGui::TreeNode("Clipping")) { static ImVec2 size(100.0f, 100.0f); @@ -3026,59 +3315,58 @@ static void ShowDemoWindowLayout() ImGui::DragFloat2("size", (float*)&size, 0.5f, 1.0f, 200.0f, "%.0f"); ImGui::TextWrapped("(Click and drag to scroll)"); + HelpMarker( + "(Left) Using ImGui::PushClipRect():\n" + "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" + "(use this if you want your clipping rectangle to affect interactions)\n\n" + "(Center) Using ImDrawList::PushClipRect():\n" + "Will alter ImDrawList rendering only.\n" + "(use this as a shortcut if you are only using ImDrawList calls)\n\n" + "(Right) Using ImDrawList::AddText() with a fine ClipRect:\n" + "Will alter only this specific ImDrawList::AddText() rendering.\n" + "This is often used internally to avoid altering the clipping rectangle and minimize draw calls."); + for (int n = 0; n < 3; n++) { if (n > 0) ImGui::SameLine(); - ImGui::PushID(n); - ImGui::BeginGroup(); // Lock X position - ImGui::InvisibleButton("##empty", size); + ImGui::PushID(n); + ImGui::InvisibleButton("##canvas", size); if (ImGui::IsItemActive() && ImGui::IsMouseDragging(ImGuiMouseButton_Left)) { offset.x += ImGui::GetIO().MouseDelta.x; offset.y += ImGui::GetIO().MouseDelta.y; } + ImGui::PopID(); + if (!ImGui::IsItemVisible()) // Skip rendering as ImDrawList elements are not clipped. + continue; + const ImVec2 p0 = ImGui::GetItemRectMin(); const ImVec2 p1 = ImGui::GetItemRectMax(); const char* text_str = "Line 1 hello\nLine 2 clip me!"; const ImVec2 text_pos = ImVec2(p0.x + offset.x, p0.y + offset.y); ImDrawList* draw_list = ImGui::GetWindowDrawList(); - switch (n) { case 0: - HelpMarker( - "Using ImGui::PushClipRect():\n" - "Will alter ImGui hit-testing logic + ImDrawList rendering.\n" - "(use this if you want your clipping rectangle to affect interactions)"); ImGui::PushClipRect(p0, p1, true); draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); ImGui::PopClipRect(); break; case 1: - HelpMarker( - "Using ImDrawList::PushClipRect():\n" - "Will alter ImDrawList rendering only.\n" - "(use this as a shortcut if you are only using ImDrawList calls)"); draw_list->PushClipRect(p0, p1, true); draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(text_pos, IM_COL32_WHITE, text_str); draw_list->PopClipRect(); break; case 2: - HelpMarker( - "Using ImDrawList::AddText() with a fine ClipRect:\n" - "Will alter only this specific ImDrawList::AddText() rendering.\n" - "(this is often used internally to avoid altering the clipping rectangle and minimize draw calls)"); ImVec4 clip_rect(p0.x, p0.y, p1.x, p1.y); // AddText() takes a ImVec4* here so let's convert. draw_list->AddRectFilled(p0, p1, IM_COL32(90, 90, 120, 255)); draw_list->AddText(ImGui::GetFont(), ImGui::GetFontSize(), text_pos, IM_COL32_WHITE, text_str, NULL, 0.0f, &clip_rect); break; } - ImGui::EndGroup(); - ImGui::PopID(); } ImGui::TreePop(); @@ -3087,6 +3375,7 @@ static void ShowDemoWindowLayout() static void ShowDemoWindowPopups() { + IMGUI_DEMO_MARKER("Popups"); if (!ImGui::CollapsingHeader("Popups & Modal windows")) return; @@ -3108,6 +3397,7 @@ static void ShowDemoWindowPopups() // With popups we have to go through a library call (here OpenPopup) to manipulate the visibility state. // This may be a bit confusing at first but it should quickly make sense. Follow on the examples below. + IMGUI_DEMO_MARKER("Popups/Popups"); if (ImGui::TreeNode("Popups")) { ImGui::TextWrapped( @@ -3176,63 +3466,121 @@ 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."); + // BeginPopupContextItem() is a helper to provide common/simple popup behavior of essentially doing: - // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) - // OpenPopup(id); - // return BeginPopup(id); - // For more advanced uses you may want to replicate and customize this code. - // See details in BeginPopupContextItem(). - static float value = 0.5f; - ImGui::Text("Value = %.3f (<-- right-click here)", value); - if (ImGui::BeginPopupContextItem("item context menu")) + // if (id == 0) + // id = GetItemID(); // Use last item id + // if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) + // OpenPopup(id); + // return BeginPopup(id); + // For advanced uses you may want to replicate and customize this code. + // See more details in BeginPopupContextItem(). + + // Example 1 + // When used after an item that has an ID (e.g. Button), we can skip providing an ID to BeginPopupContextItem(), + // and BeginPopupContextItem() will use the last item ID as the popup ID. { - if (ImGui::Selectable("Set to zero")) value = 0.0f; - if (ImGui::Selectable("Set to PI")) value = 3.1415f; - ImGui::SetNextItemWidth(-1); - ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); - ImGui::EndPopup(); + const char* names[5] = { "Label1", "Label2", "Label3", "Label4", "Label5" }; + static int selected = -1; + for (int n = 0; n < 5; n++) + { + if (ImGui::Selectable(names[n], selected == n)) + selected = n; + if (ImGui::BeginPopupContextItem()) // <-- use last item id as popup id + { + selected = n; + ImGui::Text("This a popup for \"%s\"!", names[n]); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + if (ImGui::IsItemHovered()) + ImGui::SetTooltip("Right-click to open popup"); + } } - // We can also use OpenPopupOnItemClick() which is the same as BeginPopupContextItem() but without the - // Begin() call. So here we will make it that clicking on the text field with the right mouse button (1) - // will toggle the visibility of the popup above. - ImGui::Text("(You can also right-click me to open the same popup as above.)"); - ImGui::OpenPopupOnItemClick("item context menu", 1); - - // When used after an item that has an ID (e.g.Button), we can skip providing an ID to BeginPopupContextItem(). - // BeginPopupContextItem() will use the last item ID as the popup ID. - // In addition here, we want to include your editable label inside the button label. - // We use the ### operator to override the ID (read FAQ about ID for details) - static char name[32] = "Label1"; - char buf[64]; - sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label - ImGui::Button(buf); - if (ImGui::BeginPopupContextItem()) + // 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. { - ImGui::Text("Edit name:"); - ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); - if (ImGui::Button("Close")) - ImGui::CloseCurrentPopup(); - ImGui::EndPopup(); + 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 text", value); + if (ImGui::BeginPopupContextItem("my popup")) + { + if (ImGui::Selectable("Set to zero")) value = 0.0f; + if (ImGui::Selectable("Set to PI")) value = 3.1415f; + ImGui::SetNextItemWidth(-FLT_MIN); + ImGui::DragFloat("##Value", &value, 0.1f, 0.0f, 0.0f); + ImGui::EndPopup(); + } + + // We can also use OpenPopupOnItemClick() to toggle the visibility of a given popup. + // Here we make it that right-clicking this other text element opens the same popup as above. + // The popup itself will be submitted by the code above. + ImGui::Text("(2) Or right-click this text"); + ImGui::OpenPopupOnItemClick("my popup", ImGuiPopupFlags_MouseButtonRight); + + // Back to square one: manually open the same popup. + if (ImGui::Button("(3) Or click this button")) + ImGui::OpenPopup("my popup"); + } + + // Example 3 + // When using BeginPopupContextItem() with an implicit identifier (NULL == use last item ID), + // we need to make sure your item identifier is stable. + // In this example we showcase altering the item label while preserving its identifier, using the ### operator (see FAQ). + { + HelpMarker("Showcase using a popup ID linked to item ID, with the item having a changing label + stable ID using the ### operator."); + static char name[32] = "Label1"; + char buf[64]; + sprintf(buf, "Button: %s###Button", name); // ### operator override ID ignoring the preceding label + ImGui::Button(buf); + if (ImGui::BeginPopupContextItem()) + { + ImGui::Text("Edit name:"); + ImGui::InputText("##edit", name, IM_ARRAYSIZE(name)); + if (ImGui::Button("Close")) + ImGui::CloseCurrentPopup(); + ImGui::EndPopup(); + } + ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); } - ImGui::SameLine(); ImGui::Text("(<-- right-click here)"); ImGui::TreePop(); } + 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."); @@ -3242,9 +3590,6 @@ static void ShowDemoWindowPopups() // Always center this window when appearing ImVec2 center = ImGui::GetMainViewport()->GetCenter(); - //ImVec2 parent_pos = ImGui::GetWindowPos(); - //ImVec2 parent_size = ImGui::GetWindowSize(); - //ImVec2 center(parent_pos.x + parent_size.x * 0.5f, parent_pos.y + parent_size.y * 0.5f); ImGui::SetNextWindowPos(center, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f)); if (ImGui::BeginPopupModal("Delete?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) @@ -3311,31 +3656,25 @@ static void ShowDemoWindowPopups() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Popups/Menus inside a regular window"); if (ImGui::TreeNode("Menus inside a regular window")) { ImGui::TextWrapped("Below we are testing adding menu items to a regular window. It's rather unusual but should work!"); ImGui::Separator(); - // Note: As a quirk in this very specific example, we want to differentiate the parent of this menu from the - // parent of the various popup menus above. To do so we are encloding the items in a PushID()/PopID() block - // to make them two different menusets. If we don't, opening any popup above and hovering our menu here would - // open it. This is because once a menu is active, we allow to switch to a sibling menu by just hovering on it, - // which is the desired behavior for regular menus. - ImGui::PushID("foo"); ImGui::MenuItem("Menu item", "CTRL+M"); if (ImGui::BeginMenu("Menu inside a regular window")) { ShowExampleMenuFile(); ImGui::EndMenu(); } - ImGui::PopID(); ImGui::Separator(); ImGui::TreePop(); } } // Dummy data structure that we use for the Table demo. -// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure if defined inside the demo function) +// (pre-C++11 doesn't allow us to instantiate ImVector template if this structure is defined inside the demo function) namespace { // We are passing our own identifier to TableSetupColumn() to facilitate identifying columns in the sorting code. @@ -3457,14 +3796,13 @@ 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("_DefaultHide", p_flags, ImGuiTableColumnFlags_DefaultHide); ImGui::CheckboxFlags("_DefaultSort", p_flags, ImGuiTableColumnFlags_DefaultSort); if (ImGui::CheckboxFlags("_WidthStretch", p_flags, ImGuiTableColumnFlags_WidthStretch)) *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthStretch); if (ImGui::CheckboxFlags("_WidthFixed", p_flags, ImGuiTableColumnFlags_WidthFixed)) *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthFixed); - if (ImGui::CheckboxFlags("_WidthAuto", p_flags, ImGuiTableColumnFlags_WidthAuto)) - *p_flags &= ~(ImGuiTableColumnFlags_WidthMask_ ^ ImGuiTableColumnFlags_WidthAuto); ImGui::CheckboxFlags("_NoResize", p_flags, ImGuiTableColumnFlags_NoResize); ImGui::CheckboxFlags("_NoReorder", p_flags, ImGuiTableColumnFlags_NoReorder); ImGui::CheckboxFlags("_NoHide", p_flags, ImGuiTableColumnFlags_NoHide); @@ -3472,6 +3810,7 @@ static void EditTableColumnsFlags(ImGuiTableColumnFlags* p_flags) ImGui::CheckboxFlags("_NoSort", p_flags, ImGuiTableColumnFlags_NoSort); ImGui::CheckboxFlags("_NoSortAscending", p_flags, ImGuiTableColumnFlags_NoSortAscending); ImGui::CheckboxFlags("_NoSortDescending", p_flags, ImGuiTableColumnFlags_NoSortDescending); + ImGui::CheckboxFlags("_NoHeaderLabel", p_flags, ImGuiTableColumnFlags_NoHeaderLabel); ImGui::CheckboxFlags("_NoHeaderWidth", p_flags, ImGuiTableColumnFlags_NoHeaderWidth); ImGui::CheckboxFlags("_PreferSortAscending", p_flags, ImGuiTableColumnFlags_PreferSortAscending); ImGui::CheckboxFlags("_PreferSortDescending", p_flags, ImGuiTableColumnFlags_PreferSortDescending); @@ -3490,6 +3829,7 @@ static void ShowTableColumnsStatusFlags(ImGuiTableColumnFlags flags) static void ShowDemoWindowTables() { //ImGui::SetNextItemOpen(true, ImGuiCond_Once); + IMGUI_DEMO_MARKER("Tables"); if (!ImGui::CollapsingHeader("Tables & Columns")) return; @@ -3529,6 +3869,7 @@ static void ShowDemoWindowTables() // Demos if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Basic"); if (ImGui::TreeNode("Basic")) { // Here we will showcase three different ways to output a table. @@ -3537,7 +3878,7 @@ static void ShowDemoWindowTables() // [Method 1] Using TableNextRow() to create a new row, and TableSetColumnIndex() to select the column. // In many situations, this is the most flexible and easy to use pattern. HelpMarker("Using TableNextRow() + calling TableSetColumnIndex() _before_ each cell, in a loop."); - if (ImGui::BeginTable("##table1", 3)) + if (ImGui::BeginTable("table1", 3)) { for (int row = 0; row < 4; row++) { @@ -3552,9 +3893,9 @@ static void ShowDemoWindowTables() } // [Method 2] Using TableNextColumn() called multiple times, instead of using a for loop + TableSetColumnIndex(). - // This is generally more convenient when you have code manually submitting the contents of each columns. + // This is generally more convenient when you have code manually submitting the contents of each column. HelpMarker("Using TableNextRow() + calling TableNextColumn() _before_ each cell, manually."); - if (ImGui::BeginTable("##table2", 3)) + if (ImGui::BeginTable("table2", 3)) { for (int row = 0; row < 4; row++) { @@ -3570,12 +3911,12 @@ static void ShowDemoWindowTables() } // [Method 3] We call TableNextColumn() _before_ each cell. We never call TableNextRow(), - // as TableNextColumn() will automatically wrap around and create new roes as needed. + // as TableNextColumn() will automatically wrap around and create new rows as needed. // This is generally more convenient when your cells all contains the same type of data. HelpMarker( - "Only using TableNextColumn(), which tends to be convenient for tables where every cells contains the same type of contents.\n" + "Only using TableNextColumn(), which tends to be convenient for tables where every cell contains the same type of contents.\n" "This is also more similar to the old NextColumn() function of the Columns API, and provided to facilitate the Columns->Tables API transition."); - if (ImGui::BeginTable("##table3", 3)) + if (ImGui::BeginTable("table3", 3)) { for (int item = 0; item < 14; item++) { @@ -3590,6 +3931,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Borders, background"); if (ImGui::TreeNode("Borders, background")) { // Expose a few Borders related flags interactively @@ -3624,10 +3966,10 @@ static void ShowDemoWindowTables() ImGui::SameLine(); ImGui::RadioButton("Text", &contents_type, CT_Text); ImGui::SameLine(); ImGui::RadioButton("FillButton", &contents_type, CT_FillButton); ImGui::Checkbox("Display headers", &display_headers); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); PopStyleCompact(); - if (ImGui::BeginTable("##table1", 3, flags)) + 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) @@ -3649,7 +3991,7 @@ static void ShowDemoWindowTables() sprintf(buf, "Hello %d,%d", column, row); if (contents_type == CT_Text) ImGui::TextUnformatted(buf); - else if (contents_type) + else if (contents_type == CT_FillButton) ImGui::Button(buf, ImVec2(-FLT_MIN, 0.0f)); } } @@ -3660,10 +4002,11 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, stretch"); if (ImGui::TreeNode("Resizable, stretch")) { - // By default, if we don't enable ScrollX the sizing policy for each columns is "Stretch" - // Each columns maintain a sizing weight, and they will occupy all available width. + // By default, if we don't enable ScrollX the sizing policy for each column is "Stretch" + // All columns maintain a sizing weight, and they will occupy all available width. static ImGuiTableFlags flags = ImGuiTableFlags_SizingStretchSame | ImGuiTableFlags_Resizable | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags, ImGuiTableFlags_Resizable); @@ -3671,7 +4014,7 @@ static void ShowDemoWindowTables() 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)) + if (ImGui::BeginTable("table1", 3, flags)) { for (int row = 0; row < 5; row++) { @@ -3689,6 +4032,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, fixed"); if (ImGui::TreeNode("Resizable, fixed")) { // Here we use ImGuiTableFlags_SizingFixedFit (even though _ScrollX is not set) @@ -3701,12 +4045,10 @@ static void ShowDemoWindowTables() "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 bool fixed_fill = true; - ImGui::Checkbox("fill", &fixed_fill); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); PopStyleCompact(); - ImVec2 outer_size(fixed_fill ? -FLT_MIN : 0.0f, 0.0f); - if (ImGui::BeginTable("##table1", 3, flags, outer_size)) + if (ImGui::BeginTable("table1", 3, flags)) { for (int row = 0; row < 5; row++) { @@ -3724,6 +4066,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Resizable, mixed"); if (ImGui::TreeNode("Resizable, mixed")) { HelpMarker( @@ -3731,7 +4074,7 @@ static void ShowDemoWindowTables() "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)) + if (ImGui::BeginTable("table1", 3, flags)) { ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); @@ -3748,7 +4091,7 @@ static void ShowDemoWindowTables() } ImGui::EndTable(); } - if (ImGui::BeginTable("##table2", 6, flags)) + if (ImGui::BeginTable("table2", 6, flags)) { ImGui::TableSetupColumn("AAA", ImGuiTableColumnFlags_WidthFixed); ImGui::TableSetupColumn("BBB", ImGuiTableColumnFlags_WidthFixed); @@ -3773,6 +4116,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Reorderable, hideable, with headers"); if (ImGui::TreeNode("Reorderable, hideable, with headers")) { HelpMarker( @@ -3784,10 +4128,10 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("ImGuiTableFlags_Reorderable", &flags, ImGuiTableFlags_Reorderable); ImGui::CheckboxFlags("ImGuiTableFlags_Hideable", &flags, ImGuiTableFlags_Hideable); ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); PopStyleCompact(); - if (ImGui::BeginTable("##table1", 3, flags)) + 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.) @@ -3808,7 +4152,7 @@ static void ShowDemoWindowTables() } // 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))) + if (ImGui::BeginTable("table2", 3, flags | ImGuiTableFlags_SizingFixedFit, ImVec2(0.0f, 0.0f))) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); @@ -3830,6 +4174,7 @@ 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. @@ -3841,7 +4186,7 @@ static void ShowDemoWindowTables() "- any form of row selection\n" "Because of this, activating BorderOuterV sets the default to PadOuterX. Using PadOuterX or NoPadOuterX you can override the default.\n\n" "Actual padding values are using style.CellPadding.\n\n" - "In this demo we don't show horizontal borders to emphasis how they don't affect default horizontal padding."); + "In this demo we don't show horizontal borders to emphasize how they don't affect default horizontal padding."); static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV; PushStyleCompact(); @@ -3857,7 +4202,7 @@ static void ShowDemoWindowTables() ImGui::Checkbox("show_headers", &show_headers); PopStyleCompact(); - if (ImGui::BeginTable("##table1", 3, flags1)) + if (ImGui::BeginTable("table_padding", 3, flags1)) { if (show_headers) { @@ -3910,7 +4255,7 @@ static void ShowDemoWindowTables() PopStyleCompact(); ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cell_padding); - if (ImGui::BeginTable("##table2", 3, flags2)) + if (ImGui::BeginTable("table_padding_2", 3, flags2)) { static char text_bufs[3 * 5][16]; // Mini text storage for 3x5 cells static bool init = true; @@ -3938,20 +4283,15 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Explicit widths"); if (ImGui::TreeNode("Sizing policies")) { - static bool fixed_fill = true; static ImGuiTableFlags flags1 = ImGuiTableFlags_BordersV | ImGuiTableFlags_BordersOuterH | ImGuiTableFlags_RowBg | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); - ImGui::Checkbox("fill", &fixed_fill); - ImGui::SameLine(); HelpMarker( - "Value passed to outer_size only affects tables with _SizingFixedFit or _SizingFixedSame sizing policies.\n\n" - " - outer_size.x == 0: table fit to columns total contents.\n" - " - outer_size.x == -FLT_MIN: table fill until right-most edge."); ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags1, ImGuiTableFlags_NoHostExtendX); PopStyleCompact(); - ImVec2 outer_size = ImVec2(fixed_fill ? -FLT_MIN : 0.0f, 0.0f); static ImGuiTableFlags sizing_policy_flags[4] = { ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingFixedSame, ImGuiTableFlags_SizingStretchProp, ImGuiTableFlags_SizingStretchSame }; for (int table_n = 0; table_n < 4; table_n++) { @@ -3961,7 +4301,7 @@ static void ShowDemoWindowTables() // To make it easier to understand the different sizing policy, // For each policy: we display one table where the columns have equal contents width, and one where the columns have different contents width. - if (ImGui::BeginTable("##table1", 3, sizing_policy_flags[table_n] | flags1, outer_size)) + if (ImGui::BeginTable("table1", 3, sizing_policy_flags[table_n] | flags1)) { for (int row = 0; row < 3; row++) { @@ -3972,7 +4312,7 @@ static void ShowDemoWindowTables() } ImGui::EndTable(); } - if (ImGui::BeginTable("##table2", 3, sizing_policy_flags[table_n] | flags1, outer_size)) + if (ImGui::BeginTable("table2", 3, sizing_policy_flags[table_n] | flags1)) { for (int row = 0; row < 3; row++) { @@ -4017,8 +4357,7 @@ static void ShowDemoWindowTables() ImGui::PopID(); PopStyleCompact(); - outer_size = ImVec2(-FLT_MIN, TEXT_BASE_HEIGHT * 7); - if (ImGui::BeginTable("##table2", column_count, flags, outer_size)) + if (ImGui::BeginTable("table2", column_count, flags, ImVec2(0.0f, TEXT_BASE_HEIGHT * 7))) { for (int cell = 0; cell < 10 * column_count; cell++) { @@ -4048,6 +4387,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Vertical scrolling, with clipping"); if (ImGui::TreeNode("Vertical scrolling, with clipping")) { HelpMarker("Here we activate ScrollY, which will create a child window container to allow hosting scrollable contents.\n\nWe also demonstrate using ImGuiListClipper to virtualize the submission of many items."); @@ -4059,8 +4399,8 @@ static void ShowDemoWindowTables() // When using ScrollX or ScrollY we need to specify a size for our table container! // Otherwise by default the table will fit all available space, like a BeginChild() call. - ImVec2 size = ImVec2(-FLT_MIN, TEXT_BASE_HEIGHT * 8); - if (ImGui::BeginTable("##table1", 3, flags, size)) + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrolly", 3, flags, outer_size)) { ImGui::TableSetupScrollFreeze(0, 1); // Make top row always visible ImGui::TableSetupColumn("One", ImGuiTableColumnFlags_None); @@ -4090,6 +4430,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Horizontal scrolling"); if (ImGui::TreeNode("Horizontal scrolling")) { HelpMarker( @@ -4113,8 +4454,8 @@ static void ShowDemoWindowTables() // When using ScrollX or ScrollY we need to specify a size for our table container! // Otherwise by default the table will fit all available space, like a BeginChild() call. - ImVec2 outer_size = ImVec2(-FLT_MIN, TEXT_BASE_HEIGHT * 8); - if (ImGui::BeginTable("##table1", 7, flags, outer_size)) + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 8); + if (ImGui::BeginTable("table_scrollx", 7, flags, outer_size)) { ImGui::TableSetupScrollFreeze(freeze_cols, freeze_rows); ImGui::TableSetupColumn("Line #", ImGuiTableColumnFlags_NoHide); // Make the first column not hideable to match our use of TableSetupScrollFreeze() @@ -4164,7 +4505,7 @@ static void ShowDemoWindowTables() ImGui::PopItemWidth(); ImGui::PopID(); PopStyleCompact(); - if (ImGui::BeginTable("##table2", 7, flags2, outer_size, inner_width)) + if (ImGui::BeginTable("table2", 7, flags2, outer_size, inner_width)) { for (int cell = 0; cell < 20 * 7; cell++) { @@ -4178,6 +4519,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Columns flags"); if (ImGui::TreeNode("Columns flags")) { // Create a first table just to show all the options/flags we want to make visible in our example! @@ -4186,21 +4528,23 @@ static void ShowDemoWindowTables() 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("##flags", column_count, ImGuiTableFlags_None)) + if (ImGui::BeginTable("table_columns_flags_checkboxes", column_count, ImGuiTableFlags_None)) { PushStyleCompact(); for (int column = 0; column < column_count; column++) { ImGui::TableNextColumn(); ImGui::PushID(column); - ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation + ImGui::AlignTextToFramePadding(); // FIXME-TABLE: Workaround for wrong text baseline propagation across columns ImGui::Text("'%s'", column_names[column]); ImGui::Spacing(); ImGui::Text("Input flags:"); EditTableColumnsFlags(&column_flags[column]); ImGui::Spacing(); ImGui::Text("Output flags:"); + ImGui::BeginDisabled(); ShowTableColumnsStatusFlags(column_flags_out[column]); + ImGui::EndDisabled(); ImGui::PopID(); } PopStyleCompact(); @@ -4214,8 +4558,8 @@ static void ShowDemoWindowTables() = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY | ImGuiTableFlags_RowBg | ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersV | ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Sortable; - ImVec2 size = ImVec2(-FLT_MIN, TEXT_BASE_HEIGHT * 9); - if (ImGui::BeginTable("##table", column_count, flags, size)) + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 9); + if (ImGui::BeginTable("table_columns_flags", column_count, flags, outer_size)) { for (int column = 0; column < column_count; column++) ImGui::TableSetupColumn(column_names[column], column_flags[column]); @@ -4242,18 +4586,47 @@ 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 explicit width."); + HelpMarker("Using TableSetupColumn() to setup default width."); - static ImGuiTableFlags flags = ImGuiTableFlags_None; + static ImGuiTableFlags flags1 = ImGuiTableFlags_Borders | ImGuiTableFlags_NoBordersInBodyUntilResize; PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags, ImGuiTableFlags_BordersInnerV); - ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags, ImGuiTableFlags_BordersOuterV); + ImGui::CheckboxFlags("ImGuiTableFlags_Resizable", &flags1, ImGuiTableFlags_Resizable); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags1, ImGuiTableFlags_NoBordersInBodyUntilResize); PopStyleCompact(); + if (ImGui::BeginTable("table1", 3, flags1)) + { + // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. + ImGui::TableSetupColumn("one", ImGuiTableColumnFlags_WidthFixed, 100.0f); // Default to 100.0f + ImGui::TableSetupColumn("two", ImGuiTableColumnFlags_WidthFixed, 200.0f); // Default to 200.0f + ImGui::TableSetupColumn("three", ImGuiTableColumnFlags_WidthFixed); // Default to auto + ImGui::TableHeadersRow(); + for (int row = 0; row < 4; row++) + { + ImGui::TableNextRow(); + for (int column = 0; column < 3; column++) + { + ImGui::TableSetColumnIndex(column); + if (row == 0) + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); + } + } + ImGui::EndTable(); + } - if (ImGui::BeginTable("##table1", 4, flags)) + HelpMarker("Using TableSetupColumn() to setup explicit width.\n\nUnless _NoKeepColumnsVisible is set, fixed columns with set width may still be shrunk down if there's not enough space in the host."); + + static ImGuiTableFlags flags2 = ImGuiTableFlags_None; + PushStyleCompact(); + ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags2, ImGuiTableFlags_NoKeepColumnsVisible); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerV", &flags2, ImGuiTableFlags_BordersInnerV); + ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterV", &flags2, ImGuiTableFlags_BordersOuterV); + PopStyleCompact(); + if (ImGui::BeginTable("table2", 4, flags2)) { // We could also set ImGuiTableFlags_SizingFixedFit on the table and all columns will default to ImGuiTableColumnFlags_WidthFixed. ImGui::TableSetupColumn("", ImGuiTableColumnFlags_WidthFixed, 100.0f); @@ -4267,8 +4640,9 @@ static void ShowDemoWindowTables() { ImGui::TableSetColumnIndex(column); if (row == 0) - ImGui::Text("(%.2f)", ImGui::GetContentRegionAvail().x); - ImGui::Text("Hello %d,%d", column, row); + ImGui::Text("(w: %5.1f)", ImGui::GetContentRegionAvail().x); + else + ImGui::Text("Hello %d,%d", column, row); } } ImGui::EndTable(); @@ -4278,21 +4652,22 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Nested tables"); if (ImGui::TreeNode("Nested tables")) { - HelpMarker("This demonstrate embedding a table into another table cell."); + HelpMarker("This demonstrates embedding a table into another table cell."); - if (ImGui::BeginTable("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"); ImGui::TableHeadersRow(); ImGui::TableNextColumn(); - ImGui::Text("A0 Cell 0"); + ImGui::Text("A0 Row 0"); { float rows_height = TEXT_BASE_HEIGHT * 2; - if (ImGui::BeginTable("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"); @@ -4300,21 +4675,21 @@ static void ShowDemoWindowTables() ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); ImGui::TableNextColumn(); - ImGui::Text("B0 Cell 0"); + ImGui::Text("B0 Row 0"); ImGui::TableNextColumn(); - ImGui::Text("B0 Cell 1"); + ImGui::Text("B1 Row 0"); ImGui::TableNextRow(ImGuiTableRowFlags_None, rows_height); ImGui::TableNextColumn(); - ImGui::Text("B1 Cell 0"); + ImGui::Text("B0 Row 1"); ImGui::TableNextColumn(); - ImGui::Text("B1 Cell 1"); + ImGui::Text("B1 Row 1"); ImGui::EndTable(); } } - ImGui::TableNextColumn(); ImGui::Text("A0 Cell 1"); - ImGui::TableNextColumn(); ImGui::Text("A1 Cell 0"); - ImGui::TableNextColumn(); ImGui::Text("A1 Cell 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(); @@ -4322,10 +4697,11 @@ 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."); - if (ImGui::BeginTable("##Table", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) + HelpMarker("You can pass a 'min_row_height' to TableNextRow().\n\nRows are padded with 'style.CellPadding.y' on top and bottom, so effectively the minimum row height will always be >= 'style.CellPadding.y * 2.0f'.\n\nWe cannot honor a _maximum_ row height as that would require a unique clipping rectangle per row."); + if (ImGui::BeginTable("table_row_height", 1, ImGuiTableFlags_BordersOuter | ImGuiTableFlags_BordersInnerV)) { for (int row = 0; row < 10; row++) { @@ -4341,21 +4717,22 @@ 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 outer_size.x == 0.0f and ImGuiTableFlags_NoHostExtendY - // The default value of outer_size.x is -FLT_MIN which right-align tables. - // Using outer_size.x == 0.0f on a table with no scrolling and no stretch column we can make them tighter. - ImGui::Text("Using auto/all width, using NoHostExtendY:"); + // 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; - static bool fixed_fill = false; - ImGui::Checkbox("fill", &fixed_fill); + static ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable | ImGuiTableFlags_ContextMenuInBody | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoHostExtendX; + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); PopStyleCompact(); - ImVec2 outer_size = ImVec2(fixed_fill ? -FLT_MIN : 0.0f, TEXT_BASE_HEIGHT * 5.5f); - if (ImGui::BeginTable("##table3", 3, flags, outer_size)) + ImVec2 outer_size = ImVec2(0.0f, TEXT_BASE_HEIGHT * 5.5f); + if (ImGui::BeginTable("table1", 3, flags, outer_size)) { for (int row = 0; row < 10; row++) { @@ -4374,7 +4751,7 @@ static void ShowDemoWindowTables() ImGui::Spacing(); ImGui::Text("Using explicit size:"); - if (ImGui::BeginTable("##table1", 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++) { @@ -4388,7 +4765,7 @@ static void ShowDemoWindowTables() ImGui::EndTable(); } ImGui::SameLine(); - if (ImGui::BeginTable("##table2", 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++) { @@ -4407,6 +4784,7 @@ static void ShowDemoWindowTables() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Background color"); if (ImGui::TreeNode("Background color")) { static ImGuiTableFlags flags = ImGuiTableFlags_RowBg; @@ -4426,7 +4804,7 @@ static void ShowDemoWindowTables() IM_ASSERT(cell_bg_type >= 0 && cell_bg_type <= 1); PopStyleCompact(); - if (ImGui::BeginTable("##Table", 5, flags)) + if (ImGui::BeginTable("table1", 5, flags)) { for (int row = 0; row < 6; row++) { @@ -4464,11 +4842,12 @@ 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; - if (ImGui::BeginTable("##3ways", 3, flags)) + if (ImGui::BeginTable("3ways", 3, flags)) { // The first column will use the default _WidthStretch when ScrollX is Off and _WidthFixed when ScrollX is On ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_NoHide); @@ -4535,12 +4914,13 @@ 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."); - if (ImGui::BeginTable("##table2", 3, ImGuiTableFlags_Borders)) + if (ImGui::BeginTable("table_item_width", 3, ImGuiTableFlags_Borders)) { ImGui::TableSetupColumn("small"); ImGui::TableSetupColumn("half"); @@ -4569,7 +4949,7 @@ static void ShowDemoWindowTables() ImGui::TableSetColumnIndex(1); ImGui::SliderFloat("float1", &dummy_f, 0.0f, 1.0f); ImGui::TableSetColumnIndex(2); - ImGui::SliderFloat("float2", &dummy_f, 0.0f, 1.0f); + ImGui::SliderFloat("##float2", &dummy_f, 0.0f, 1.0f); // No visible label since right-aligned ImGui::PopID(); } ImGui::EndTable(); @@ -4580,10 +4960,11 @@ 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("##table1", 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"); @@ -4627,20 +5008,21 @@ static void ShowDemoWindowTables() // Demonstrate creating custom context menus inside columns, while playing it nice with context menus provided by TableHeadersRow()/TableHeader() if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Context menus"); if (ImGui::TreeNode("Context menus")) { HelpMarker("By default, right-clicking over a TableHeadersRow()/TableHeader() line will open the default context-menu.\nUsing ImGuiTableFlags_ContextMenuInBody we also allow right-clicking over columns body."); static ImGuiTableFlags flags1 = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_ContextMenuInBody; PushStyleCompact(); - ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", (unsigned int*)&flags1, ImGuiTableFlags_ContextMenuInBody); + ImGui::CheckboxFlags("ImGuiTableFlags_ContextMenuInBody", &flags1, ImGuiTableFlags_ContextMenuInBody); PopStyleCompact(); // Context Menus: first example // [1.1] Right-click on the TableHeadersRow() line to open the default table context menu. // [1.2] Right-click in columns also open the default table context menu (if ImGuiTableFlags_ContextMenuInBody is set) const int COLUMNS_COUNT = 3; - if (ImGui::BeginTable("##table1", COLUMNS_COUNT, flags1)) + if (ImGui::BeginTable("table_context_menu", COLUMNS_COUNT, flags1)) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); @@ -4668,7 +5050,7 @@ static void ShowDemoWindowTables() // [2.3] Right-click in columns to open another custom popup HelpMarker("Demonstrate mixing table context menu (over header), item context button (over button) and custom per-colum context menu (over column body)."); ImGuiTableFlags flags2 = ImGuiTableFlags_Resizable | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders; - if (ImGui::BeginTable("##table2", COLUMNS_COUNT, flags2)) + if (ImGui::BeginTable("table_context_menu_2", COLUMNS_COUNT, flags2)) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); @@ -4733,21 +5115,27 @@ static void ShowDemoWindowTables() // Demonstrate creating multiple tables with the same ID if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Synced instances"); if (ImGui::TreeNode("Synced instances")) { HelpMarker("Multiple tables with the same identifier will share their settings, width, visibility, order etc."); + + static ImGuiTableFlags flags = ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings; + ImGui::CheckboxFlags("ImGuiTableFlags_ScrollY", &flags, ImGuiTableFlags_ScrollY); + ImGui::CheckboxFlags("ImGuiTableFlags_SizingFixedFit", &flags, ImGuiTableFlags_SizingFixedFit); for (int n = 0; n < 3; n++) { char buf[32]; sprintf(buf, "Synced Table %d", n); bool open = ImGui::CollapsingHeader(buf, ImGuiTreeNodeFlags_DefaultOpen); - if (open && ImGui::BeginTable("Table", 3, ImGuiTableFlags_Resizable | ImGuiTableFlags_Reorderable | ImGuiTableFlags_Hideable | ImGuiTableFlags_Borders | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_NoSavedSettings)) + if (open && ImGui::BeginTable("Table", 3, flags, ImVec2(0.0f, ImGui::GetTextLineHeightWithSpacing() * 5))) { ImGui::TableSetupColumn("One"); ImGui::TableSetupColumn("Two"); ImGui::TableSetupColumn("Three"); ImGui::TableHeadersRow(); - for (int cell = 0; cell < 9; cell++) + const int cell_count = (n == 1) ? 27 : 9; // Make second table have a scrollbar to verify that additional decoration is not affecting column positions. + for (int cell = 0; cell < cell_count; cell++) { ImGui::TableNextColumn(); ImGui::Text("this cell %d", cell); @@ -4768,6 +5156,7 @@ static void ShowDemoWindowTables() }; if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Sorting"); if (ImGui::TreeNode("Sorting")) { // Create item list @@ -4797,7 +5186,7 @@ static void ShowDemoWindowTables() 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", 4, flags, ImVec2(-FLT_MIN, TEXT_BASE_HEIGHT * 15), 0.0f)) + 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. @@ -4806,10 +5195,10 @@ static void ShowDemoWindowTables() // - ImGuiTableColumnFlags_DefaultSort // - ImGuiTableColumnFlags_NoSort / ImGuiTableColumnFlags_NoSortAscending / ImGuiTableColumnFlags_NoSortDescending // - ImGuiTableColumnFlags_PreferSortAscending / ImGuiTableColumnFlags_PreferSortDescending - ImGui::TableSetupColumn("ID", ImGuiTableColumnFlags_DefaultSort | ImGuiTableColumnFlags_WidthFixed, -1.0f, MyItemColumnID_ID); - ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, -1.0f, MyItemColumnID_Name); - ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, -1.0f, MyItemColumnID_Action); - ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending | ImGuiTableColumnFlags_WidthStretch, -1.0f, MyItemColumnID_Quantity); + 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(); @@ -4849,9 +5238,13 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } + // In this example we'll expose most table flags and settings. + // For specific flags and settings refer to the corresponding section for more detailed explanation. + // This section is mostly useful to experiment with combining certain flags or settings with each others. //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // [DEBUG] if (open_action != -1) ImGui::SetNextItemOpen(open_action != 0); + IMGUI_DEMO_MARKER("Tables/Advanced"); if (ImGui::TreeNode("Advanced")) { static ImGuiTableFlags flags = @@ -4867,14 +5260,14 @@ static void ShowDemoWindowTables() 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(-FLT_MIN, TEXT_BASE_HEIGHT * 12); + 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 + //ImGui::SetNextItemOpen(true, ImGuiCond_Once); // FIXME-TABLE: Enabling this results in initial clipped first pass on table which tend to affect column sizing if (ImGui::TreeNode("Options")) { // Make the UI compact because there are so many fields @@ -4901,8 +5294,8 @@ static void ShowDemoWindowTables() ImGui::CheckboxFlags("ImGuiTableFlags_BordersH", &flags, ImGuiTableFlags_BordersH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersOuterH", &flags, ImGuiTableFlags_BordersOuterH); ImGui::CheckboxFlags("ImGuiTableFlags_BordersInnerH", &flags, ImGuiTableFlags_BordersInnerH); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appears in Headers"); - ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers)"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBody", &flags, ImGuiTableFlags_NoBordersInBody); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body (borders will always appear in Headers"); + ImGui::CheckboxFlags("ImGuiTableFlags_NoBordersInBodyUntilResize", &flags, ImGuiTableFlags_NoBordersInBodyUntilResize); ImGui::SameLine(); HelpMarker("Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers)"); ImGui::TreePop(); } @@ -4910,7 +5303,10 @@ static void ShowDemoWindowTables() { EditTableSizingFlags(&flags); ImGui::SameLine(); HelpMarker("In the Advanced demo we override the policy of each column so those table-wide settings have less effect that typical."); + ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendX", &flags, ImGuiTableFlags_NoHostExtendX); + ImGui::SameLine(); HelpMarker("Make outer width auto-fit to columns, overriding outer_size.x value.\n\nOnly available when ScrollX/ScrollY are disabled and Stretch columns are not used."); ImGui::CheckboxFlags("ImGuiTableFlags_NoHostExtendY", &flags, ImGuiTableFlags_NoHostExtendY); + ImGui::SameLine(); HelpMarker("Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit).\n\nOnly available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible."); ImGui::CheckboxFlags("ImGuiTableFlags_NoKeepColumnsVisible", &flags, ImGuiTableFlags_NoKeepColumnsVisible); ImGui::SameLine(); HelpMarker("Only available if ScrollX is disabled."); ImGui::CheckboxFlags("ImGuiTableFlags_PreciseWidths", &flags, ImGuiTableFlags_PreciseWidths); @@ -4962,7 +5358,7 @@ static void ShowDemoWindowTables() HelpMarker("If scrolling is disabled (ScrollX and ScrollY not set):\n" "- The table is output directly in the parent window.\n" "- OuterSize.x < 0.0f will right-align the table.\n" - "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch column.\n" + "- OuterSize.x = 0.0f will narrow fit the table unless there are any Stretch columns.\n" "- OuterSize.y then becomes the minimum size for the table, which will extend vertically if there are more rows (unless NoHostExtendY is set)."); // From a user point of view we will tend to use 'inner_width' differently depending on whether our table is embedding scrolling. @@ -4984,7 +5380,7 @@ static void ShowDemoWindowTables() ImGui::TreePop(); } - // Recreate/reset item list if we changed the number of items + // Update item list if we changed the number of items static ImVector items; static ImVector selection; static bool items_need_sort = false; @@ -5006,17 +5402,18 @@ static void ShowDemoWindowTables() 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", 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, -1.0f, MyItemColumnID_ID); - ImGui::TableSetupColumn("Name", ImGuiTableColumnFlags_WidthFixed, -1.0f, MyItemColumnID_Name); - ImGui::TableSetupColumn("Action", ImGuiTableColumnFlags_NoSort | ImGuiTableColumnFlags_WidthFixed, -1.0f, MyItemColumnID_Action); - ImGui::TableSetupColumn("Quantity", ImGuiTableColumnFlags_PreferSortDescending, -1.0f, MyItemColumnID_Quantity); - ImGui::TableSetupColumn("Description", ImGuiTableColumnFlags_WidthStretch, -1.0f, MyItemColumnID_Description); + 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); @@ -5064,9 +5461,9 @@ static void ShowDemoWindowTables() const bool item_is_selected = selection.contains(item->ID); ImGui::PushID(item->ID); ImGui::TableNextRow(ImGuiTableRowFlags_None, row_min_height); - ImGui::TableNextColumn(); // For the demo purpose we can select among different type of items submitted in the first column + ImGui::TableSetColumnIndex(0); char label[32]; sprintf(label, "%04d", item->ID); if (contents_type == CT_Text) @@ -5097,14 +5494,14 @@ static void ShowDemoWindowTables() } } - if (ImGui::TableNextColumn()) + if (ImGui::TableSetColumnIndex(1)) ImGui::TextUnformatted(item->Name); // Here we demonstrate marking our data set as needing to be sorted again if we modified a quantity, // and we are currently sorting on the column showing the Quantity. // To avoid triggering a sort while holding the button, we only trigger it when the button has been released. // You will probably need a more advanced system in your code if you want to automatically sort when a specific entry changes. - if (ImGui::TableNextColumn()) + if (ImGui::TableSetColumnIndex(2)) { if (ImGui::SmallButton("Chop")) { item->Quantity += 1; } if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } @@ -5113,16 +5510,16 @@ static void ShowDemoWindowTables() if (sorts_specs_using_quantity && ImGui::IsItemDeactivated()) { items_need_sort = true; } } - if (ImGui::TableNextColumn()) + if (ImGui::TableSetColumnIndex(3)) ImGui::Text("%d", item->Quantity); - ImGui::TableNextColumn(); + ImGui::TableSetColumnIndex(4); if (show_wrapped_text) ImGui::TextWrapped("Lorem ipsum dolor sit amet"); else ImGui::Text("Lorem ipsum dolor sit amet"); - if (ImGui::TableNextColumn()) + if (ImGui::TableSetColumnIndex(5)) ImGui::Text("1234"); ImGui::PopID(); @@ -5164,6 +5561,7 @@ 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!"); @@ -5171,6 +5569,7 @@ static void ShowDemoWindowColumns() return; // Basic columns + IMGUI_DEMO_MARKER("Columns (legacy API)/Basic"); if (ImGui::TreeNode("Basic")) { ImGui::Text("Without border:"); @@ -5215,6 +5614,7 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Columns (legacy API)/Borders"); if (ImGui::TreeNode("Borders")) { // NB: Future columns API should allow automatic horizontal borders. @@ -5250,6 +5650,7 @@ 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"); @@ -5281,6 +5682,7 @@ static void ShowDemoWindowColumns() } // Word wrapping + IMGUI_DEMO_MARKER("Columns (legacy API)/Word-wrapping"); if (ImGui::TreeNode("Word-wrapping")) { ImGui::Columns(2, "word-wrapping"); @@ -5295,6 +5697,7 @@ 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)); @@ -5320,6 +5723,7 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Columns (legacy API)/Tree"); if (ImGui::TreeNode("Tree")) { ImGui::Columns(2, "tree", true); @@ -5359,71 +5763,121 @@ static void ShowDemoWindowColumns() ImGui::TreePop(); } -static void ShowDemoWindowMisc() -{ - if (ImGui::CollapsingHeader("Filtering")) - { - // Helper class to easy setup a text filter. - // You may want to implement a more feature-full filtering scheme in your own application. - static ImGuiTextFilter filter; - ImGui::Text("Filter usage:\n" - " \"\" display all lines\n" - " \"xxx\" display lines containing \"xxx\"\n" - " \"xxx,yyy\" display lines containing \"xxx\" or \"yyy\"\n" - " \"-xxx\" hide lines containing \"xxx\""); - filter.Draw(); - const char* lines[] = { "aaa1.c", "bbb1.c", "ccc1.c", "aaa2.cpp", "bbb2.cpp", "ccc2.cpp", "abc.h", "hello, world" }; - for (int i = 0; i < IM_ARRAYSIZE(lines); i++) - if (filter.PassFilter(lines[i])) - ImGui::BulletText("%s", lines[i]); - } +namespace ImGui { extern ImGuiKeyData* GetKeyData(ImGuiKey key); } - if (ImGui::CollapsingHeader("Inputs, Navigation & Focus")) +static void ShowDemoWindowInputs() +{ + IMGUI_DEMO_MARKER("Inputs & Focus"); + if (ImGui::CollapsingHeader("Inputs & Focus")) { ImGuiIO& io = ImGui::GetIO(); - // Display ImGuiIO output flags - ImGui::Text("WantCaptureMouse: %d", io.WantCaptureMouse); - ImGui::Text("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 Keyboard/Mouse state - if (ImGui::TreeNode("Keyboard, Mouse & Navigation State")) + // Display inputs submitted to ImGuiIO + IMGUI_DEMO_MARKER("Inputs & Focus/Inputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Inputs")) { + HelpMarker( + "This is a simplified view. See more detailed input state:\n" + "- in 'Tools->Metrics/Debugger->Inputs'.\n" + "- in 'Tools->Debug Log->IO'."); if (ImGui::IsMousePosValid()) ImGui::Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); else ImGui::Text("Mouse pos: "); ImGui::Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); - ImGui::Text("Mouse down:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (io.MouseDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } - ImGui::Text("Mouse clicked:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } - ImGui::Text("Mouse dblclick:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDoubleClicked(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } - ImGui::Text("Mouse released:"); for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseReleased(i)) { ImGui::SameLine(); ImGui::Text("b%d", i); } + ImGui::Text("Mouse down:"); + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) if (ImGui::IsMouseDown(i)) { ImGui::SameLine(); ImGui::Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } ImGui::Text("Mouse wheel: %.1f", io.MouseWheel); - ImGui::Text("Keys down:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (io.KeysDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("%d (0x%X) (%.02f secs)", i, i, io.KeysDownDuration[i]); } - ImGui::Text("Keys pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyPressed(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } - ImGui::Text("Keys release:"); for (int i = 0; i < IM_ARRAYSIZE(io.KeysDown); i++) if (ImGui::IsKeyReleased(i)) { ImGui::SameLine(); ImGui::Text("%d (0x%X)", i, i); } + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. + // User code should never have to go through such hoops: old code may use native keycodes, new code may use ImGuiKey codes. +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && ImGui::GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array +#endif + ImGui::Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !ImGui::IsKeyDown(key)) continue; ImGui::SameLine(); ImGui::Text((key < ImGuiKey_NamedKey_BEGIN) ? "\"%s\"" : "\"%s\" %d", ImGui::GetKeyName(key), key); ImGui::SameLine(); ImGui::Text("(%.02f)", ImGui::GetKeyData(key)->DownDuration); } ImGui::Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); - ImGui::Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; ImGui::SameLine(); ImGui::Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. - - ImGui::Text("NavInputs down:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputs[i] > 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputs[i]); } - ImGui::Text("NavInputs pressed:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] == 0.0f) { ImGui::SameLine(); ImGui::Text("[%d]", i); } - ImGui::Text("NavInputs duration:"); for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) if (io.NavInputsDownDuration[i] >= 0.0f) { ImGui::SameLine(); ImGui::Text("[%d] %.2f", i, io.NavInputsDownDuration[i]); } - - ImGui::Button("Hovering me sets the\nkeyboard capture flag"); - if (ImGui::IsItemHovered()) - ImGui::CaptureKeyboardFromApp(true); - ImGui::SameLine(); - ImGui::Button("Holding me clears the\nthe keyboard capture flag"); - if (ImGui::IsItemActive()) - ImGui::CaptureKeyboardFromApp(false); + ImGui::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::TreePop(); } + // Display ImGuiIO output flags + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs"); + ImGui::SetNextItemOpen(true, ImGuiCond_Once); + if (ImGui::TreeNode("Outputs")) + { + HelpMarker( + "The value of io.WantCaptureMouse and io.WantCaptureKeyboard are normally set by Dear ImGui " + "to instruct your application of how to route inputs. Typically, when a value is true, it means " + "Dear ImGui wants the corresponding inputs and we expect the underlying application to ignore them.\n\n" + "The most typical case is: when hovering a window, Dear ImGui set io.WantCaptureMouse to true, " + "and underlying application should ignore mouse inputs (in practice there are many and more subtle " + "rules leading to how those flags are set)."); + ImGui::Text("io.WantCaptureMouse: %d", io.WantCaptureMouse); + ImGui::Text("io.WantCaptureMouseUnlessPopupClose: %d", io.WantCaptureMouseUnlessPopupClose); + ImGui::Text("io.WantCaptureKeyboard: %d", io.WantCaptureKeyboard); + ImGui::Text("io.WantTextInput: %d", io.WantTextInput); + ImGui::Text("io.WantSetMousePos: %d", io.WantSetMousePos); + ImGui::Text("io.NavActive: %d, io.NavVisible: %d", io.NavActive, io.NavVisible); + + IMGUI_DEMO_MARKER("Inputs & Focus/Outputs/WantCapture override"); + if (ImGui::TreeNode("WantCapture override")) + { + HelpMarker( + "Hovering the colored canvas will override io.WantCaptureXXX fields.\n" + "Notice how normally (when set to none), the value of io.WantCaptureKeyboard would be false when hovering and true when clicking."); + static int capture_override_mouse = -1; + static int capture_override_keyboard = -1; + const char* capture_override_desc[] = { "None", "Set to false", "Set to true" }; + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureMouse() on hover", &capture_override_mouse, -1, +1, capture_override_desc[capture_override_mouse + 1], ImGuiSliderFlags_AlwaysClamp); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 15); + ImGui::SliderInt("SetNextFrameWantCaptureKeyboard() on hover", &capture_override_keyboard, -1, +1, capture_override_desc[capture_override_keyboard + 1], ImGuiSliderFlags_AlwaysClamp); + + ImGui::ColorButton("##panel", ImVec4(0.7f, 0.1f, 0.7f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, ImVec2(128.0f, 96.0f)); // Dummy item + if (ImGui::IsItemHovered() && capture_override_mouse != -1) + ImGui::SetNextFrameWantCaptureMouse(capture_override_mouse == 1); + if (ImGui::IsItemHovered() && capture_override_keyboard != -1) + ImGui::SetNextFrameWantCaptureKeyboard(capture_override_keyboard == 1); + + ImGui::TreePop(); + } + ImGui::TreePop(); + } + + // Display mouse cursors + IMGUI_DEMO_MARKER("Inputs & Focus/Mouse Cursors"); + if (ImGui::TreeNode("Mouse Cursors")) + { + const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); + + ImGuiMouseCursor current = ImGui::GetMouseCursor(); + ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); + ImGui::BeginDisabled(true); + ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", &io.BackendFlags, ImGuiBackendFlags_HasMouseCursors); + ImGui::EndDisabled(); + + ImGui::Text("Hover to see mouse cursors:"); + ImGui::SameLine(); HelpMarker( + "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " + "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " + "otherwise your backend needs to handle it."); + for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) + { + char label[32]; + sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); + ImGui::Bullet(); ImGui::Selectable(label, false); + if (ImGui::IsItemHovered()) + ImGui::SetMouseCursor(i); + } + ImGui::TreePop(); + } + + IMGUI_DEMO_MARKER("Inputs & Focus/Tabbing"); if (ImGui::TreeNode("Tabbing")) { ImGui::Text("Use TAB/SHIFT+TAB to cycle through keyboard editable fields."); @@ -5433,12 +5887,13 @@ 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("Use ImGui::PushAllowKeyboardFocus(bool) to disable tabbing through certain widgets."); + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); ImGui::PopAllowKeyboardFocus(); ImGui::InputText("5", buf, IM_ARRAYSIZE(buf)); ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Inputs & Focus/Focus from code"); if (ImGui::TreeNode("Focus from code")) { bool focus_1 = ImGui::Button("Focus on 1"); ImGui::SameLine(); @@ -5459,6 +5914,7 @@ static void ShowDemoWindowMisc() if (focus_3) ImGui::SetKeyboardFocusHere(); ImGui::InputText("3 (tab skip)", buf, IM_ARRAYSIZE(buf)); if (ImGui::IsItemActive()) has_focus = 3; + ImGui::SameLine(); HelpMarker("Item won't be cycled through when using TAB or Shift+Tab."); ImGui::PopAllowKeyboardFocus(); if (has_focus) @@ -5479,6 +5935,7 @@ static void ShowDemoWindowMisc() ImGui::TreePop(); } + IMGUI_DEMO_MARKER("Inputs & Focus/Dragging"); if (ImGui::TreeNode("Dragging")) { ImGui::TextWrapped("You can use ImGui::GetMouseDragDelta(0) to query for the dragged amount on any widget."); @@ -5506,29 +5963,6 @@ static void ShowDemoWindowMisc() ImGui::Text("io.MouseDelta: (%.1f, %.1f)", mouse_delta.x, mouse_delta.y); ImGui::TreePop(); } - - if (ImGui::TreeNode("Mouse cursors")) - { - const char* mouse_cursors_names[] = { "Arrow", "TextInput", "ResizeAll", "ResizeNS", "ResizeEW", "ResizeNESW", "ResizeNWSE", "Hand", "NotAllowed" }; - IM_ASSERT(IM_ARRAYSIZE(mouse_cursors_names) == ImGuiMouseCursor_COUNT); - - ImGuiMouseCursor current = ImGui::GetMouseCursor(); - ImGui::Text("Current mouse cursor = %d: %s", current, mouse_cursors_names[current]); - ImGui::Text("Hover to see mouse cursors:"); - ImGui::SameLine(); HelpMarker( - "Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. " - "If software cursor rendering (io.MouseDrawCursor) is set ImGui will draw the right cursor for you, " - "otherwise your backend needs to handle it."); - for (int i = 0; i < ImGuiMouseCursor_COUNT; i++) - { - char label[32]; - sprintf(label, "Mouse cursor %d: %s", i, mouse_cursors_names[i]); - ImGui::Bullet(); ImGui::Selectable(label, false); - if (ImGui::IsItemHovered()) - ImGui::SetMouseCursor(i); - } - ImGui::TreePop(); - } } } @@ -5544,6 +5978,7 @@ 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."); @@ -5572,6 +6007,9 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_FUNCTIONS"); #endif +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGui::Text("define: IMGUI_DISABLE_OBSOLETE_KEYIO"); +#endif #ifdef IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS ImGui::Text("define: IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS"); #endif @@ -5614,6 +6052,9 @@ void ImGui::ShowAboutWindow(bool* p_open) #ifdef _MSC_VER ImGui::Text("define: _MSC_VER=%d", _MSC_VER); #endif +#ifdef _MSVC_LANG + ImGui::Text("define: _MSVC_LANG=%d", (int)_MSVC_LANG); +#endif #ifdef __MINGW32__ ImGui::Text("define: __MINGW32__"); #endif @@ -5694,32 +6135,16 @@ void ImGui::ShowAboutWindow(bool* p_open) //----------------------------------------------------------------------------- // [SECTION] Style Editor / ShowStyleEditor() //----------------------------------------------------------------------------- -// - ShowStyleSelector() // - ShowFontSelector() +// - ShowStyleSelector() // - ShowStyleEditor() //----------------------------------------------------------------------------- -// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. -// Here we use the simplified Combo() api that packs items into a single literal string. -// Useful for quick combo boxes where the choices are known locally. -bool ImGui::ShowStyleSelector(const char* label) -{ - static int style_idx = -1; - if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) - { - switch (style_idx) - { - case 0: ImGui::StyleColorsDark(); break; - case 1: ImGui::StyleColorsLight(); break; - case 2: ImGui::StyleColorsClassic(); break; - } - return true; - } - return false; -} +// Forward declare ShowFontAtlas() which isn't worth putting in public API yet +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(); @@ -5744,96 +6169,28 @@ void ImGui::ShowFontSelector(const char* label) "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); } -// [Internal] Display details for a single font, called by ShowStyleEditor(). -static void NodeFont(ImFont* font) +// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. +// Here we use the simplified Combo() api that packs items into a single literal string. +// Useful for quick combo boxes where the choices are known locally. +bool ImGui::ShowStyleSelector(const char* label) { - ImGuiIO& io = ImGui::GetIO(); - ImGuiStyle& style = ImGui::GetStyle(); - bool font_details_opened = ImGui::TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)", - font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount); - ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; } - if (!font_details_opened) - return; - - ImGui::PushFont(font); - ImGui::Text("The quick brown fox jumps over the lazy dog"); - ImGui::PopFont(); - ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font - ImGui::SameLine(); HelpMarker( - "Note than the default embedded font is NOT meant to be scaled.\n\n" - "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " - "You may oversample them to get some flexibility with scaling. " - "You can also render at multiple sizes and select which one to use at runtime.\n\n" - "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); - ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); - ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar); - ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar); - const int surface_sqrt = (int)sqrtf((float)font->MetricsTotalSurface); - ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); - for (int config_i = 0; config_i < font->ConfigDataCount; config_i++) - if (font->ConfigData) - if (const ImFontConfig* cfg = &font->ConfigData[config_i]) - ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", - config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); - if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + static int style_idx = -1; + if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0")) { - // Display all glyphs of the fonts in separate pages of 256 characters - const ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text); - for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + switch (style_idx) { - // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) - // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT - // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) - if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095)) - { - base += 4096 - 256; - continue; - } - - int count = 0; - for (unsigned int n = 0; n < 256; n++) - if (font->FindGlyphNoFallback((ImWchar)(base + n))) - count++; - if (count <= 0) - continue; - if (!ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) - continue; - float cell_size = font->FontSize * 1; - float cell_spacing = style.ItemSpacing.y; - ImVec2 base_pos = ImGui::GetCursorScreenPos(); - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - for (unsigned int n = 0; n < 256; n++) - { - // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions - // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); - ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); - const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); - draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); - if (glyph) - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2)) - { - ImGui::BeginTooltip(); - ImGui::Text("Codepoint: U+%04X", base + n); - ImGui::Separator(); - ImGui::Text("Visible: %d", glyph->Visible); - ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX); - ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); - ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); - ImGui::EndTooltip(); - } - } - ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); - ImGui::TreePop(); + case 0: ImGui::StyleColorsDark(); break; + case 1: ImGui::StyleColorsLight(); break; + case 2: ImGui::StyleColorsClassic(); break; } - ImGui::TreePop(); + return true; } - ImGui::TreePop(); + return false; } 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(); @@ -5988,21 +6345,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGuiIO& io = ImGui::GetIO(); ImFontAtlas* atlas = io.Fonts; HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); - ImGui::PushItemWidth(120); - for (int i = 0; i < atlas->Fonts.Size; i++) - { - ImFont* font = atlas->Fonts[i]; - ImGui::PushID(font); - NodeFont(font); - ImGui::PopID(); - } - if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) - { - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); - ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); - ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col); - ImGui::TreePop(); - } + 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). @@ -6014,6 +6357,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); static float window_scale = 1.0f; + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window ImGui::SetWindowFontScale(window_scale); ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything @@ -6033,33 +6377,54 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); - ImGui::PushItemWidth(100); + ImGui::PushItemWidth(ImGui::GetFontSize() * 8); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; // When editing the "Circle Segment Max Error" value, draw a preview of its effect on auto-tessellated circles. - ImGui::DragFloat("Circle Segment Max Error", &style.CircleSegmentMaxError, 0.01f, 0.10f, 10.0f, "%.2f"); + 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(); - ImVec2 p = ImGui::GetCursorScreenPos(); + ImGui::TextUnformatted("(R = radius, N = number of segments)"); + ImGui::Spacing(); ImDrawList* draw_list = ImGui::GetWindowDrawList(); - float RAD_MIN = 10.0f, RAD_MAX = 80.0f; - float off_x = 10.0f; - for (int n = 0; n < 7; n++) + const float min_widget_width = ImGui::CalcTextSize("N: MMM\nR: MMM").x; + for (int n = 0; n < 8; n++) { - const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (7.0f - 1.0f); - draw_list->AddCircle(ImVec2(p.x + off_x + rad, p.y + RAD_MAX), rad, ImGui::GetColorU32(ImGuiCol_Text), 0); - off_x += 10.0f + rad * 2.0f; + const float RAD_MIN = 5.0f; + const float RAD_MAX = 70.0f; + const float rad = RAD_MIN + (RAD_MAX - RAD_MIN) * (float)n / (8.0f - 1.0f); + + ImGui::BeginGroup(); + + ImGui::Text("R: %.f\nN: %d", rad, draw_list->_CalcCircleAutoSegmentCount(rad)); + + const float canvas_width = IM_MAX(min_widget_width, rad * 2.0f); + const float offset_x = floorf(canvas_width * 0.5f); + const float offset_y = floorf(RAD_MAX); + + const ImVec2 p1 = ImGui::GetCursorScreenPos(); + draw_list->AddCircle(ImVec2(p1.x + offset_x, p1.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + + /* + const ImVec2 p2 = ImGui::GetCursorScreenPos(); + draw_list->AddCircleFilled(ImVec2(p2.x + offset_x, p2.y + offset_y), rad, ImGui::GetColorU32(ImGuiCol_Text)); + ImGui::Dummy(ImVec2(canvas_width, RAD_MAX * 2)); + */ + + ImGui::EndGroup(); + ImGui::SameLine(); } - ImGui::Dummy(ImVec2(off_x, RAD_MAX * 2.0f)); ImGui::EndTooltip(); } ImGui::SameLine(); HelpMarker("When drawing circle primitives with \"num_segments == 0\" tesselation will be calculated automatically."); ImGui::DragFloat("Global Alpha", &style.Alpha, 0.005f, 0.20f, 1.0f, "%.2f"); // Not exposing zero here so user doesn't "lose" the UI (zero alpha clips all widgets). But application code could have a toggle to switch between zero and non-zero. + ImGui::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(); @@ -6071,6 +6436,40 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::PopItemWidth(); } +//----------------------------------------------------------------------------- +// [SECTION] User Guide / ShowUserGuide() +//----------------------------------------------------------------------------- + +void ImGui::ShowUserGuide() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui::BulletText("Double-click on title bar to collapse window."); + ImGui::BulletText( + "Click and drag on lower corner to resize window\n" + "(double-click to auto fit window to its contents)."); + ImGui::BulletText("CTRL+Click on a slider or drag box to input value as text."); + ImGui::BulletText("TAB/SHIFT+TAB to cycle through keyboard editable fields."); + ImGui::BulletText("CTRL+Tab to select a window."); + if (io.FontAllowUserScaling) + ImGui::BulletText("CTRL+Mouse Wheel to zoom window contents."); + ImGui::BulletText("While inputing text:\n"); + ImGui::Indent(); + ImGui::BulletText("CTRL+Left/Right to word jump."); + ImGui::BulletText("CTRL+A or double-click to select all."); + ImGui::BulletText("CTRL+X/C/V to use clipboard cut/copy/paste."); + ImGui::BulletText("CTRL+Z,CTRL+Y to undo/redo."); + ImGui::BulletText("ESCAPE to revert."); + ImGui::Unindent(); + ImGui::BulletText("With keyboard navigation enabled:"); + ImGui::Indent(); + ImGui::BulletText("Arrow keys to navigate."); + ImGui::BulletText("Space to activate a widget."); + ImGui::BulletText("Return to input text into a widget."); + ImGui::BulletText("Escape to deactivate a widget, close popup, exit child window."); + ImGui::BulletText("Alt to jump to the menu layer of a window."); + ImGui::Unindent(); +} + //----------------------------------------------------------------------------- // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() //----------------------------------------------------------------------------- @@ -6109,6 +6508,7 @@ static void ShowExampleAppMainMenuBar() // (future version will add explicit flags to BeginMenu() to request processing shortcuts) static void ShowExampleMenuFile() { + IMGUI_DEMO_MARKER("Examples/Menu"); ImGui::MenuItem("(demo menu)", NULL, false, false); if (ImGui::MenuItem("New")) {} if (ImGui::MenuItem("Open", "Ctrl+O")) {} @@ -6134,6 +6534,7 @@ static void ShowExampleMenuFile() if (ImGui::MenuItem("Save As..")) {} ImGui::Separator(); + IMGUI_DEMO_MARKER("Examples/Menu/Options"); if (ImGui::BeginMenu("Options")) { static bool enabled = true; @@ -6150,6 +6551,7 @@ static void ShowExampleMenuFile() ImGui::EndMenu(); } + IMGUI_DEMO_MARKER("Examples/Menu/Colors"); if (ImGui::BeginMenu("Colors")) { float sz = ImGui::GetTextLineHeight(); @@ -6170,6 +6572,7 @@ static void ShowExampleMenuFile() // In a real code-base using it would make senses to use this feature from very different code locations. if (ImGui::BeginMenu("Options")) // <-- Append! { + IMGUI_DEMO_MARKER("Examples/Menu/Append to an existing menu"); static bool b = true; ImGui::Checkbox("SomeOption", &b); ImGui::EndMenu(); @@ -6202,6 +6605,7 @@ struct ExampleAppConsole ExampleAppConsole() { + IMGUI_DEMO_MARKER("Examples/Console"); ClearLog(); memset(InputBuf, 0, sizeof(InputBuf)); HistoryPos = -1; @@ -6300,72 +6704,76 @@ struct ExampleAppConsole // Reserve enough left-over height for 1 separator + 1 input text const float footer_height_to_reserve = ImGui::GetStyle().ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); - ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar); - if (ImGui::BeginPopupContextWindow()) + if (ImGui::BeginChild("ScrollingRegion", ImVec2(0, -footer_height_to_reserve), false, ImGuiWindowFlags_HorizontalScrollbar)) { - if (ImGui::Selectable("Clear")) ClearLog(); - ImGui::EndPopup(); + if (ImGui::BeginPopupContextWindow()) + { + if (ImGui::Selectable("Clear")) ClearLog(); + ImGui::EndPopup(); + } + + // Display every line as a separate entry so we can change their color or add custom widgets. + // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); + // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping + // to only process visible items. The clipper will automatically measure the height of your first item and then + // "seek" to display only items in the visible area. + // To use the clipper we can replace your standard loop: + // for (int i = 0; i < Items.Size; i++) + // With: + // ImGuiListClipper clipper; + // clipper.Begin(Items.Size); + // while (clipper.Step()) + // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) + // - That your items are evenly spaced (same height) + // - That you have cheap random access to your elements (you can access them given their index, + // without processing all the ones before) + // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. + // We would need random-access on the post-filtered list. + // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices + // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, + // and appending newly elements as they are inserted. This is left as a task to the user until we can manage + // to improve this example code! + // If your items are of variable height: + // - Split them into same height items would be simpler and facilitate random-seeking into your list. + // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing + if (copy_to_clipboard) + ImGui::LogToClipboard(); + for (int i = 0; i < Items.Size; i++) + { + const char* item = Items[i]; + if (!Filter.PassFilter(item)) + continue; + + // Normally you would store more information in your item than just a string. + // (e.g. make Items[] an array of structure, store color/type etc.) + ImVec4 color; + bool has_color = false; + if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } + else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } + if (has_color) + ImGui::PushStyleColor(ImGuiCol_Text, color); + ImGui::TextUnformatted(item); + if (has_color) + ImGui::PopStyleColor(); + } + if (copy_to_clipboard) + ImGui::LogFinish(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) + ImGui::SetScrollHereY(1.0f); + ScrollToBottom = false; + + ImGui::PopStyleVar(); } - - // Display every line as a separate entry so we can change their color or add custom widgets. - // If you only want raw text you can use ImGui::TextUnformatted(log.begin(), log.end()); - // NB- if you have thousands of entries this approach may be too inefficient and may require user-side clipping - // to only process visible items. The clipper will automatically measure the height of your first item and then - // "seek" to display only items in the visible area. - // To use the clipper we can replace your standard loop: - // for (int i = 0; i < Items.Size; i++) - // With: - // ImGuiListClipper clipper; - // clipper.Begin(Items.Size); - // while (clipper.Step()) - // for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) - // - That your items are evenly spaced (same height) - // - That you have cheap random access to your elements (you can access them given their index, - // without processing all the ones before) - // You cannot this code as-is if a filter is active because it breaks the 'cheap random-access' property. - // We would need random-access on the post-filtered list. - // A typical application wanting coarse clipping and filtering may want to pre-compute an array of indices - // or offsets of items that passed the filtering test, recomputing this array when user changes the filter, - // and appending newly elements as they are inserted. This is left as a task to the user until we can manage - // to improve this example code! - // If your items are of variable height: - // - Split them into same height items would be simpler and facilitate random-seeking into your list. - // - Consider using manual call to IsRectVisible() and skipping extraneous decoration from your items. - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(4, 1)); // Tighten spacing - if (copy_to_clipboard) - ImGui::LogToClipboard(); - for (int i = 0; i < Items.Size; i++) - { - const char* item = Items[i]; - if (!Filter.PassFilter(item)) - continue; - - // Normally you would store more information in your item than just a string. - // (e.g. make Items[] an array of structure, store color/type etc.) - ImVec4 color; - bool has_color = false; - if (strstr(item, "[error]")) { color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f); has_color = true; } - else if (strncmp(item, "# ", 2) == 0) { color = ImVec4(1.0f, 0.8f, 0.6f, 1.0f); has_color = true; } - if (has_color) - ImGui::PushStyleColor(ImGuiCol_Text, color); - ImGui::TextUnformatted(item); - if (has_color) - ImGui::PopStyleColor(); - } - if (copy_to_clipboard) - ImGui::LogFinish(); - - if (ScrollToBottom || (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY())) - ImGui::SetScrollHereY(1.0f); - ScrollToBottom = false; - - ImGui::PopStyleVar(); ImGui::EndChild(); ImGui::Separator(); // Command-line bool reclaim_focus = false; - ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; + ImGuiInputTextFlags input_text_flags = ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_EscapeClearsAll | ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory; if (ImGui::InputText("Input", InputBuf, IM_ARRAYSIZE(InputBuf), input_text_flags, &TextEditCallbackStub, (void*)this)) { char* s = InputBuf; @@ -6607,63 +7015,66 @@ struct ExampleAppLog Filter.Draw("Filter", -100.0f); ImGui::Separator(); - ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar); - if (clear) - Clear(); - if (copy) - ImGui::LogToClipboard(); + if (ImGui::BeginChild("scrolling", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar)) + { + if (clear) + Clear(); + if (copy) + ImGui::LogToClipboard(); - ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); - const char* buf = Buf.begin(); - const char* buf_end = Buf.end(); - if (Filter.IsActive()) - { - // In this example we don't use the clipper when Filter is enabled. - // This is because we don't have a random access on the result on our filter. - // A real application processing logs with ten of thousands of entries may want to store the result of - // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). - for (int line_no = 0; line_no < LineOffsets.Size; line_no++) + ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + const char* buf = Buf.begin(); + const char* buf_end = Buf.end(); + if (Filter.IsActive()) { - const char* line_start = buf + LineOffsets[line_no]; - const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; - if (Filter.PassFilter(line_start, line_end)) - ImGui::TextUnformatted(line_start, line_end); - } - } - else - { - // The simplest and easy way to display the entire buffer: - // ImGui::TextUnformatted(buf_begin, buf_end); - // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward - // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are - // within the visible area. - // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them - // on your side is recommended. Using ImGuiListClipper requires - // - A) random access into your data - // - B) items all being the same height, - // both of which we can handle since we an array pointing to the beginning of each line of text. - // When using the filter (in the block of code above) we don't have random access into the data to display - // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make - // it possible (and would be recommended if you want to search through tens of thousands of entries). - ImGuiListClipper clipper; - clipper.Begin(LineOffsets.Size); - while (clipper.Step()) - { - for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + // In this example we don't use the clipper when Filter is enabled. + // This is because we don't have random access to the result of our filter. + // A real application processing logs with ten of thousands of entries may want to store the result of + // search/filter.. especially if the filtering function is not trivial (e.g. reg-exp). + for (int line_no = 0; line_no < LineOffsets.Size; line_no++) { const char* line_start = buf + LineOffsets[line_no]; const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; - ImGui::TextUnformatted(line_start, line_end); + if (Filter.PassFilter(line_start, line_end)) + ImGui::TextUnformatted(line_start, line_end); } } - clipper.End(); + else + { + // The simplest and easy way to display the entire buffer: + // ImGui::TextUnformatted(buf_begin, buf_end); + // And it'll just work. TextUnformatted() has specialization for large blob of text and will fast-forward + // to skip non-visible lines. Here we instead demonstrate using the clipper to only process lines that are + // within the visible area. + // If you have tens of thousands of items and their processing cost is non-negligible, coarse clipping them + // on your side is recommended. Using ImGuiListClipper requires + // - A) random access into your data + // - B) items all being the same height, + // both of which we can handle since we have an array pointing to the beginning of each line of text. + // When using the filter (in the block of code above) we don't have random access into the data to display + // anymore, which is why we don't use the clipper. Storing or skimming through the search result would make + // it possible (and would be recommended if you want to search through tens of thousands of entries). + ImGuiListClipper clipper; + clipper.Begin(LineOffsets.Size); + while (clipper.Step()) + { + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_start = buf + LineOffsets[line_no]; + const char* line_end = (line_no + 1 < LineOffsets.Size) ? (buf + LineOffsets[line_no + 1] - 1) : buf_end; + ImGui::TextUnformatted(line_start, line_end); + } + } + clipper.End(); + } + ImGui::PopStyleVar(); + + // Keep up at the bottom of the scroll region if we were already at the bottom at the beginning of the frame. + // Using a scrollbar or mouse-wheel will take away from the bottom edge. + if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) + ImGui::SetScrollHereY(1.0f); } - ImGui::PopStyleVar(); - - if (AutoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) - ImGui::SetScrollHereY(1.0f); - ImGui::EndChild(); ImGui::End(); } @@ -6679,6 +7090,7 @@ static void ShowExampleAppLog(bool* p_open) // Most of the contents of the window will be added by the log.Draw() call. ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver); ImGui::Begin("Example: Log", p_open); + IMGUI_DEMO_MARKER("Examples/Log"); if (ImGui::SmallButton("[Debug] Add 5 entries")) { static int counter = 0; @@ -6709,11 +7121,12 @@ 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", "Ctrl+W")) { *p_open = false; } ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -6725,6 +7138,7 @@ static void ShowExampleAppLayout(bool* p_open) ImGui::BeginChild("left pane", ImVec2(150, 0), true); for (int i = 0; i < 100; i++) { + // FIXME: Good candidate to use ImGuiSelectableFlags_SelectOnNav char label[128]; sprintf(label, "MyObject %d", i); if (ImGui::Selectable(label, selected == i)) @@ -6824,6 +7238,7 @@ 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" @@ -6859,6 +7274,7 @@ static void ShowExampleAppLongText(bool* p_open) ImGui::End(); return; } + IMGUI_DEMO_MARKER("Examples/Long text display"); static int test_type = 0; static ImGuiTextBuffer log; @@ -6920,6 +7336,7 @@ static void ShowExampleAppAutoResize(bool* p_open) ImGui::End(); return; } + IMGUI_DEMO_MARKER("Examples/Auto-resizing window"); static int lines = 10; ImGui::TextUnformatted( @@ -6937,84 +7354,125 @@ static void ShowExampleAppAutoResize(bool* p_open) //----------------------------------------------------------------------------- // Demonstrate creating a window with custom resize constraints. +// Note that size constraints currently don't work on a docked window (when in 'docking' branch) static void ShowExampleAppConstrainedResize(bool* p_open) { struct CustomConstraints { // Helper functions to demonstrate programmatic constraints - static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->DesiredSize.x, data->DesiredSize.y); } - static void Step(ImGuiSizeCallbackData* data) { float step = (float)(int)(intptr_t)data->UserData; data->DesiredSize = ImVec2((int)(data->DesiredSize.x / step + 0.5f) * step, (int)(data->DesiredSize.y / step + 0.5f) * step); } + // FIXME: This doesn't take account of decoration size (e.g. title bar), library should make this easier. + static void AspectRatio(ImGuiSizeCallbackData* data) { float aspect_ratio = *(float*)data->UserData; data->DesiredSize.x = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); data->DesiredSize.y = (float)(int)(data->DesiredSize.x / aspect_ratio); } + static void Square(ImGuiSizeCallbackData* data) { data->DesiredSize.x = data->DesiredSize.y = IM_MAX(data->CurrentSize.x, data->CurrentSize.y); } + static void Step(ImGuiSizeCallbackData* data) { float step = *(float*)data->UserData; data->DesiredSize = ImVec2((int)(data->CurrentSize.x / step + 0.5f) * step, (int)(data->CurrentSize.y / step + 0.5f) * step); } }; const char* test_desc[] = { + "Between 100x100 and 500x500", + "At least 100x100", "Resize vertical only", "Resize horizontal only", - "Width > 100, Height > 100", - "Width 400-500", - "Height 400-500", + "Width Between 400 and 500", + "Custom: Aspect Ratio 16:9", "Custom: Always Square", "Custom: Fixed Steps (100)", }; + // Options static bool auto_resize = false; - static int type = 0; + static bool window_padding = true; + static int type = 5; // Aspect Ratio static int display_lines = 10; - if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only - if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only - if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 - if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width 400-500 - if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 400), ImVec2(-1, 500)); // Height 400-500 - if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square - if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)(intptr_t)100); // Fixed Step - ImGuiWindowFlags flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; - if (ImGui::Begin("Example: Constrained Resize", p_open, flags)) + // Submit constraint + float aspect_ratio = 16.0f / 9.0f; + float fixed_step = 100.0f; + if (type == 0) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(500, 500)); // Between 100x100 and 500x500 + if (type == 1) ImGui::SetNextWindowSizeConstraints(ImVec2(100, 100), ImVec2(FLT_MAX, FLT_MAX)); // Width > 100, Height > 100 + if (type == 2) ImGui::SetNextWindowSizeConstraints(ImVec2(-1, 0), ImVec2(-1, FLT_MAX)); // Vertical only + if (type == 3) ImGui::SetNextWindowSizeConstraints(ImVec2(0, -1), ImVec2(FLT_MAX, -1)); // Horizontal only + if (type == 4) ImGui::SetNextWindowSizeConstraints(ImVec2(400, -1), ImVec2(500, -1)); // Width Between and 400 and 500 + if (type == 5) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::AspectRatio, (void*)&aspect_ratio); // Aspect ratio + if (type == 6) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Square); // Always Square + if (type == 7) ImGui::SetNextWindowSizeConstraints(ImVec2(0, 0), ImVec2(FLT_MAX, FLT_MAX), CustomConstraints::Step, (void*)&fixed_step); // Fixed Step + + // Submit window + if (!window_padding) + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + const ImGuiWindowFlags window_flags = auto_resize ? ImGuiWindowFlags_AlwaysAutoResize : 0; + const bool window_open = ImGui::Begin("Example: Constrained Resize", p_open, window_flags); + if (!window_padding) + ImGui::PopStyleVar(); + if (window_open) { - if (ImGui::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)); } - ImGui::SetNextItemWidth(200); - ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); - ImGui::SetNextItemWidth(200); - ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); - ImGui::Checkbox("Auto-resize", &auto_resize); - for (int i = 0; i < display_lines; i++) - ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + IMGUI_DEMO_MARKER("Examples/Constrained Resizing window"); + if (ImGui::GetIO().KeyShift) + { + // Display a dummy viewport (in your real app you would likely use ImageButton() to display a texture. + ImVec2 avail_size = ImGui::GetContentRegionAvail(); + ImVec2 pos = ImGui::GetCursorScreenPos(); + ImGui::ColorButton("viewport", ImVec4(0.5f, 0.2f, 0.5f, 1.0f), ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoDragDrop, avail_size); + ImGui::SetCursorScreenPos(ImVec2(pos.x + 10, pos.y + 10)); + ImGui::Text("%.2f x %.2f", avail_size.x, avail_size.y); + } + else + { + ImGui::Text("(Hold SHIFT to display a dummy viewport)"); + if (ImGui::IsWindowDocked()) + ImGui::Text("Warning: Sizing Constraints won't work if the window is docked!"); + if (ImGui::Button("Set 200x200")) { ImGui::SetWindowSize(ImVec2(200, 200)); } ImGui::SameLine(); + if (ImGui::Button("Set 500x500")) { ImGui::SetWindowSize(ImVec2(500, 500)); } ImGui::SameLine(); + if (ImGui::Button("Set 800x200")) { ImGui::SetWindowSize(ImVec2(800, 200)); } + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::Combo("Constraint", &type, test_desc, IM_ARRAYSIZE(test_desc)); + ImGui::SetNextItemWidth(ImGui::GetFontSize() * 20); + ImGui::DragInt("Lines", &display_lines, 0.2f, 1, 100); + ImGui::Checkbox("Auto-resize", &auto_resize); + ImGui::Checkbox("Window padding", &window_padding); + for (int i = 0; i < display_lines; i++) + ImGui::Text("%*sHello, sailor! Making this line long enough for the example.", i * 4, ""); + } } ImGui::End(); } //----------------------------------------------------------------------------- -// [SECTION] Example App: Simple Overlay / ShowExampleAppSimpleOverlay() +// [SECTION] Example App: Simple overlay / ShowExampleAppSimpleOverlay() //----------------------------------------------------------------------------- // Demonstrate creating a simple static window with no decoration // + a context-menu to choose which corner of the screen to use. static void ShowExampleAppSimpleOverlay(bool* p_open) { - // FIXME-VIEWPORT: Select a default viewport - const float DISTANCE = 10.0f; - static int corner = 0; + static int location = 0; ImGuiIO& io = ImGui::GetIO(); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; - if (corner != -1) + if (location >= 0) { - window_flags |= ImGuiWindowFlags_NoMove; - ImGuiViewport* viewport = ImGui::GetMainViewport(); - ImVec2 work_area_pos = viewport->GetWorkPos(); // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any! - ImVec2 work_area_size = viewport->GetWorkSize(); - ImVec2 window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE)); - ImVec2 window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f); + 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 window_pos, window_pos_pivot; + window_pos.x = (location & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (location & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (location & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (location & 2) ? 1.0f : 0.0f; ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); ImGui::SetNextWindowViewport(viewport->ID); + window_flags |= ImGuiWindowFlags_NoMove; + } + else if (location == -2) + { + // Center window + ImGui::SetNextWindowPos(ImGui::GetMainViewport()->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f)); + window_flags |= ImGuiWindowFlags_NoMove; } ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background if (ImGui::Begin("Example: Simple overlay", p_open, window_flags)) { - ImGui::Text("Simple overlay\n" "in the corner of the screen.\n" "(right-click to change position)"); + IMGUI_DEMO_MARKER("Examples/Simple Overlay"); + ImGui::Text("Simple overlay\n" "(right-click to change position)"); ImGui::Separator(); if (ImGui::IsMousePosValid()) ImGui::Text("Mouse Position: (%.1f,%.1f)", io.MousePos.x, io.MousePos.y); @@ -7022,11 +7480,12 @@ 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 (ImGui::MenuItem("Custom", NULL, location == -1)) location = -1; + if (ImGui::MenuItem("Center", NULL, location == -2)) location = -2; + if (ImGui::MenuItem("Top-left", NULL, location == 0)) location = 0; + if (ImGui::MenuItem("Top-right", NULL, location == 1)) location = 1; + if (ImGui::MenuItem("Bottom-left", NULL, location == 2)) location = 2; + if (ImGui::MenuItem("Bottom-right", NULL, location == 3)) location = 3; if (p_open && ImGui::MenuItem("Close")) *p_open = false; ImGui::EndPopup(); } @@ -7034,25 +7493,65 @@ static void ShowExampleAppSimpleOverlay(bool* p_open) ImGui::End(); } +//----------------------------------------------------------------------------- +// [SECTION] Example App: Fullscreen window / ShowExampleAppFullscreen() +//----------------------------------------------------------------------------- + +// Demonstrate creating a window covering the entire screen/viewport +static void ShowExampleAppFullscreen(bool* p_open) +{ + static bool use_work_area = true; + static ImGuiWindowFlags flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings; + + // We demonstrate using the full viewport area or the work area (without menu-bars, task-bars etc.) + // Based on your use case you may want one of the other. + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(use_work_area ? viewport->WorkPos : viewport->Pos); + ImGui::SetNextWindowSize(use_work_area ? viewport->WorkSize : viewport->Size); + + if (ImGui::Begin("Example: Fullscreen window", p_open, flags)) + { + ImGui::Checkbox("Use work area instead of main area", &use_work_area); + ImGui::SameLine(); + HelpMarker("Main Area = entire viewport,\nWork Area = entire viewport minus sections used by the main menu bars, task bars etc.\n\nEnable the main-menu bar in Examples menu to see the difference."); + + ImGui::CheckboxFlags("ImGuiWindowFlags_NoBackground", &flags, ImGuiWindowFlags_NoBackground); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoDecoration", &flags, ImGuiWindowFlags_NoDecoration); + ImGui::Indent(); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoTitleBar", &flags, ImGuiWindowFlags_NoTitleBar); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoCollapse", &flags, ImGuiWindowFlags_NoCollapse); + ImGui::CheckboxFlags("ImGuiWindowFlags_NoScrollbar", &flags, ImGuiWindowFlags_NoScrollbar); + ImGui::Unindent(); + + if (p_open && ImGui::Button("Close this window")) + *p_open = false; + } + ImGui::End(); +} + //----------------------------------------------------------------------------- // [SECTION] Example App: Manipulating Window Titles / ShowExampleAppWindowTitles() //----------------------------------------------------------------------------- -// Demonstrate using "##" and "###" in identifiers to manipulate ID generation. -// This apply to all regular items as well. +// Demonstrate the use of "##" and "###" in identifiers to manipulate ID generation. +// This applies to all regular items as well. // Read FAQ section "How can I have multiple widgets with the same label?" for details. static void ShowExampleAppWindowTitles(bool*) { + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + const ImVec2 base_pos = viewport->Pos; + // By default, Windows are uniquely identified by their title. // You can use the "##" and "###" markers to manipulate the display/ID. // Using "##" to display same title but have unique identifier. - ImGui::SetNextWindowPos(ImVec2(100, 100), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 100), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##1"); + IMGUI_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(); - ImGui::SetNextWindowPos(ImVec2(100, 200), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 200), ImGuiCond_FirstUseEver); ImGui::Begin("Same title as another window##2"); ImGui::Text("This is window 2.\nMy title is the same as window 1, but my identifier is unique."); ImGui::End(); @@ -7060,7 +7559,7 @@ static void ShowExampleAppWindowTitles(bool*) // Using "###" to display a changing title but keep a static identifier "AnimatedTitle" char buf[128]; sprintf(buf, "Animated title %c %d###AnimatedTitle", "|/-\\"[(int)(ImGui::GetTime() / 0.25f) & 3], ImGui::GetFrameCount()); - ImGui::SetNextWindowPos(ImVec2(100, 300), ImGuiCond_FirstUseEver); + ImGui::SetNextWindowPos(ImVec2(base_pos.x + 100, base_pos.y + 300), ImGuiCond_FirstUseEver); ImGui::Begin(buf); ImGui::Text("This window has a changing title."); ImGui::End(); @@ -7078,6 +7577,7 @@ 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 @@ -7088,7 +7588,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) { if (ImGui::BeginTabItem("Primitives")) { - ImGui::PushItemWidth(-ImGui::GetFontSize() * 10); + ImGui::PushItemWidth(-ImGui::GetFontSize() * 15); ImDrawList* draw_list = ImGui::GetWindowDrawList(); // Draw gradients @@ -7123,7 +7623,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) 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, 72.0f, "%.0f"); + ImGui::DragFloat("Size", &sz, 0.2f, 2.0f, 100.0f, "%.0f"); ImGui::DragFloat("Thickness", &thickness, 0.05f, 1.0f, 8.0f, "%.02f"); ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12); ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override); @@ -7137,9 +7637,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) const ImVec2 p = ImGui::GetCursorScreenPos(); const ImU32 col = ImColor(colf); const float spacing = 10.0f; - const ImDrawCornerFlags corners_none = 0; - const ImDrawCornerFlags corners_all = ImDrawCornerFlags_All; - const ImDrawCornerFlags corners_tl_br = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotRight; + const ImDrawFlags corners_tl_br = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBottomRight; + const float rounding = sz / 5.0f; const int circle_segments = circle_segments_override ? circle_segments_override_v : 0; const int curve_segments = curve_segments_override ? curve_segments_override_v : 0; float x = p.x + 4.0f; @@ -7150,9 +7649,9 @@ static void ShowExampleAppCustomRendering(bool* p_open) float th = (n == 0) ? 1.0f : thickness; draw_list->AddNgon(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, ngon_sides, th); x += sz + spacing; // N-gon draw_list->AddCircle(ImVec2(x + sz*0.5f, y + sz*0.5f), sz*0.5f, col, circle_segments, th); x += sz + spacing; // Circle - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 0.0f, corners_none, th); x += sz + spacing; // Square - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_all, th); x += sz + spacing; // Square with all rounded corners - draw_list->AddRect(ImVec2(x, y), ImVec2(x + sz, y + sz), col, 10.0f, corners_tl_br, th); x += sz + spacing; // Square with two rounded corners + draw_list->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!) @@ -7182,7 +7681,7 @@ static void ShowExampleAppCustomRendering(bool* p_open) 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) * 8.8f, (sz + spacing) * 3.0f)); + ImGui::Dummy(ImVec2((sz + spacing) * 10.2f, (sz + spacing) * 3.0f)); ImGui::PopItemWidth(); ImGui::EndTabItem(); } @@ -7255,8 +7754,8 @@ static void ShowExampleAppCustomRendering(bool* p_open) // Context menu (under default mouse threshold) ImVec2 drag_delta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right); - if (opt_enable_context_menu && ImGui::IsMouseReleased(ImGuiMouseButton_Right) && drag_delta.x == 0.0f && drag_delta.y == 0.0f) - ImGui::OpenPopupOnItemClick("context"); + if (opt_enable_context_menu && drag_delta.x == 0.0f && drag_delta.y == 0.0f) + ImGui::OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); if (ImGui::BeginPopup("context")) { if (adding_line) @@ -7313,13 +7812,24 @@ static void ShowExampleAppCustomRendering(bool* p_open) //----------------------------------------------------------------------------- // Demonstrate using DockSpace() to create an explicit docking node within an existing window. -// Note that you dock windows into each others _without_ a dockspace, by just clicking on -// a window title bar and moving it (+ hold SHIFT if io.ConfigDockingWithShift is set). -// DockSpace() and DockSpaceOverViewport() are only useful to construct a central docking -// location for your application. +// 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. +// (*) 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. void ShowExampleAppDockSpace(bool* p_open) { - // In 99% case you should be able to just call DockSpaceOverViewport() and ignore all the code below! + // If you strip some features of, this demo is pretty much equivalent to calling DockSpaceOverViewport()! + // In most cases you should be able to just call DockSpaceOverViewport() and ignore all the code below! // 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) @@ -7340,9 +7850,9 @@ void ShowExampleAppDockSpace(bool* p_open) ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { - ImGuiViewport* viewport = ImGui::GetMainViewport(); - ImGui::SetNextWindowPos(viewport->GetWorkPos()); - ImGui::SetNextWindowSize(viewport->GetWorkSize()); + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->WorkPos); + ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); @@ -7373,7 +7883,7 @@ void ShowExampleAppDockSpace(bool* p_open) if (opt_fullscreen) ImGui::PopStyleVar(2); - // DockSpace + // Submit the DockSpace ImGuiIO& io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { @@ -7407,16 +7917,14 @@ void ShowExampleAppDockSpace(bool* p_open) ImGui::EndMenu(); } HelpMarker( - "When docking is enabled, you can ALWAYS dock MOST window into another! Try it now!" "\n\n" - " > if io.ConfigDockingWithShift==false (default):" "\n" - " drag windows from title bar to dock" "\n" - " > if io.ConfigDockingWithShift==true:" "\n" - " drag windows from anywhere and hold Shift to dock" "\n\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. This is useful so you can decorate your main application window (e.g. with a menu bar)." "\n\n" - "ImGui::DockSpace() comes with one hard constraint: it needs to be submitted _before_ any window which may be docked into it. Therefore, if you use a dock spot as the central point of your application, you'll probably want it to be part of the very first window you are submitting to imgui every frame." "\n\n" - "(NB: 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 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.)" - ); + "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(); } @@ -7570,7 +8078,8 @@ void ShowExampleAppDocuments(bool* p_open) if (ImGui::MenuItem("Close All Documents", NULL, false, open_count > 0)) for (int doc_n = 0; doc_n < app.Documents.Size; doc_n++) app.Documents[doc_n].DoQueueClose(); - if (ImGui::MenuItem("Exit", "Alt+F4")) {} + if (ImGui::MenuItem("Exit", "Ctrl+F4") && p_open) + *p_open = false; ImGui::EndMenu(); } ImGui::EndMenuBar(); @@ -7597,6 +8106,16 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::Separator(); + // About the ImGuiWindowFlags_UnsavedDocument / ImGuiTabItemFlags_UnsavedDocument flags. + // They have multiple effects: + // - 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. + // Tabs if (opt_target == Target_Tab) { @@ -7721,19 +8240,20 @@ void ShowExampleAppDocuments(bool* p_open) { if (!ImGui::IsPopupOpen("Save?")) ImGui::OpenPopup("Save?"); - if (ImGui::BeginPopupModal("Save?")) + if (ImGui::BeginPopupModal("Save?", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::Text("Save change to the following items?"); - ImGui::SetNextItemWidth(-1.0f); - if (ImGui::ListBoxHeader("##", close_queue_unsaved_documents, 6)) + float item_height = ImGui::GetTextLineHeightWithSpacing(); + if (ImGui::BeginChildFrame(ImGui::GetID("frame"), ImVec2(-FLT_MIN, 6.25f * item_height))) { for (int n = 0; n < close_queue.Size; n++) if (close_queue[n]->Dirty) ImGui::Text("%s", close_queue[n]->Name); - ImGui::ListBoxFooter(); + ImGui::EndChildFrame(); } - if (ImGui::Button("Yes", ImVec2(80, 0))) + ImVec2 button_size(ImGui::GetFontSize() * 7.0f, 0.0f); + if (ImGui::Button("Yes", button_size)) { for (int n = 0; n < close_queue.Size; n++) { @@ -7745,7 +8265,7 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::CloseCurrentPopup(); } ImGui::SameLine(); - if (ImGui::Button("No", ImVec2(80, 0))) + if (ImGui::Button("No", button_size)) { for (int n = 0; n < close_queue.Size; n++) close_queue[n]->DoForceClose(); @@ -7753,7 +8273,7 @@ void ShowExampleAppDocuments(bool* p_open) ImGui::CloseCurrentPopup(); } ImGui::SameLine(); - if (ImGui::Button("Cancel", ImVec2(80, 0))) + if (ImGui::Button("Cancel", button_size)) { close_queue.clear(); ImGui::CloseCurrentPopup(); diff --git a/sources/3rdparty/imgui/imgui_draw.cpp b/sources/3rdparty/imgui/imgui_draw.cpp index a076e03d..e88fbb72 100644 --- a/sources/3rdparty/imgui/imgui_draw.cpp +++ b/sources/3rdparty/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.80 WIP +// dear imgui, v1.89.2 // (drawing and font code) /* @@ -32,27 +32,21 @@ Index of this file: #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 // 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: 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: 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 @@ -60,9 +54,6 @@ Index of this file: #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif -#if __has_warning("-Walloca") -#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged -#endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. @@ -83,7 +74,7 @@ Index of this file: #endif //------------------------------------------------------------------------- -// [SECTION] STB libraries implementation +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) //------------------------------------------------------------------------- // Compile time options: @@ -101,6 +92,9 @@ namespace IMGUI_STB_NAMESPACE #ifdef _MSC_VER #pragma warning (push) #pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration +#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'. +#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read. +#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did. #endif #if defined(__clang__) @@ -118,7 +112,7 @@ namespace IMGUI_STB_NAMESPACE #endif #ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBRP_STATIC #define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) #define STBRP_SORT ImQsort @@ -131,8 +125,9 @@ namespace IMGUI_STB_NAMESPACE #endif #endif +#ifdef IMGUI_ENABLE_STB_TRUETYPE #ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION +#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit #define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x)) #define STBTT_free(x,u) ((void)(u), IM_FREE(x)) #define STBTT_assert(x) do { IM_ASSERT(x); } while(0) @@ -140,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) #define STBTT_fabs(x) ImFabs(x) -#define STBTT_ifloor(x) ((int)ImFloorStd(x)) +#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION @@ -153,6 +148,7 @@ namespace IMGUI_STB_NAMESPACE #include "imstb_truetype.h" #endif #endif +#endif // IMGUI_ENABLE_STB_TRUETYPE #if defined(__GNUC__) #pragma GCC diagnostic pop @@ -374,29 +370,33 @@ ImDrawListSharedData::ImDrawListSharedData() const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx); ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a)); } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } -void ImDrawListSharedData::SetCircleSegmentMaxError(float max_error) +void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { if (CircleSegmentMaxError == max_error) return; + + IM_ASSERT(max_error > 0.0f); CircleSegmentMaxError = max_error; for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { - const float radius = i + 1.0f; - const int segment_count = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError); - CircleSegmentCounts[i] = (ImU8)ImMin(segment_count, 255); + const float radius = (float)i; + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); } + ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } // Initialize before use in a new frame. We always have a command ready in the buffer. void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. - // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC) - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + 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); @@ -455,15 +455,18 @@ void ImDrawList::AddDrawCmd() // Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL void ImDrawList::_PopUnusedDrawCmd() { - if (CmdBuffer.Size == 0) - return; - ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; CmdBuffer.pop_back(); + } } void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) { + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; IM_ASSERT(curr_cmd->UserCallback == NULL); if (curr_cmd->ElemCount != 0) @@ -478,15 +481,30 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) } // Compare ClipRect, TextureId and VtxOffset with a single memcmp() -#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) -#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset -#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) + +// Try to merge two last draw commands +void ImDrawList::_TryMergeDrawCmds() +{ + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + ImDrawCmd* prev_cmd = curr_cmd - 1; + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && 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. 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) { @@ -497,7 +515,7 @@ 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; @@ -509,6 +527,7 @@ 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) { @@ -519,7 +538,7 @@ 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; @@ -532,6 +551,7 @@ void ImDrawList::_OnChangedVtxOffset() { // We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this. _VtxCurrentIdx = 0; + IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; //IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349 if (curr_cmd->ElemCount != 0) @@ -543,8 +563,18 @@ void ImDrawList::_OnChangedVtxOffset() curr_cmd->VtxOffset = _CmdHeader.VtxOffset; } +int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const +{ + // Automatic segment count + const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy + if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + return _Data->CircleSegmentCounts[radius_idx]; // Use cached value + else + return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); +} + // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) -void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) { ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); if (intersect_with_current_clip_rect) @@ -674,17 +704,20 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c } // On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds. -// Those macros expects l-values. -#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = 1.0f / ImSqrt(d2); VX *= inv_len; VY *= inv_len; } } while (0) -#define IM_FIXNORMAL2F(VX,VY) do { float d2 = VX*VX + VY*VY; if (d2 < 0.5f) d2 = 0.5f; float inv_lensq = 1.0f / d2; VX *= inv_lensq; VY *= inv_lensq; } while (0) +// - 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 // TODO: Thickness anti-aliased lines cap are missing their AA fringe. // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. -void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed, float thickness) +void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) { if (points_count < 2) return; + const 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); @@ -714,7 +747,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // 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 + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; ImVec2* temp_points = temp_normals + points_count; // Calculate normals (tangents) for each line segment @@ -934,7 +968,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 } } -// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) { if (points_count < 3) @@ -961,7 +996,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } // Compute normals - ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; @@ -1016,32 +1052,101 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } } -void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { - if (radius == 0.0f || a_min_of_12 > a_max_of_12) + if (radius < 0.5f) { _Path.push_back(center); return; } - // For legacy reason the PathArcToFast() always takes angles where 2*PI is represented by 12, - // but it is possible to set IM_DRAWLIST_ARCFAST_TESSELATION_MULTIPLIER to a higher value. This should compile to a no-op otherwise. -#if IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER != 1 - a_min_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; - a_max_of_12 *= IM_DRAWLIST_ARCFAST_TESSELLATION_MULTIPLIER; -#endif + // Calculate arc auto segment step size + if (a_step <= 0) + a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius); - _Path.reserve(_Path.Size + (a_max_of_12 - a_min_of_12 + 1)); - for (int a = a_min_of_12; a <= a_max_of_12; a++) + // Make sure we never do steps larger than one quarter of the circle + a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4); + + const int sample_range = ImAbs(a_max_sample - a_min_sample); + const int a_next_step = a_step; + + int samples = sample_range + 1; + bool extra_max_sample = false; + if (a_step > 1) { - const ImVec2& c = _Data->ArcFastVtx[a % IM_ARRAYSIZE(_Data->ArcFastVtx)]; - _Path.push_back(ImVec2(center.x + c.x * radius, center.y + c.y * radius)); + samples = sample_range / a_step + 1; + const int overstep = sample_range % a_step; + + if (overstep > 0) + { + extra_max_sample = true; + samples++; + + // When we have overstep to avoid awkwardly looking one long line and one tiny one at the end, + // distribute first step range evenly between them by reducing first step size. + if (sample_range > 0) + a_step -= (a_step - overstep) / 2; + } } + + _Path.resize(_Path.Size + samples); + ImVec2* out_ptr = _Path.Data + (_Path.Size - samples); + + int sample_index = a_min_sample; + if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + { + sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + } + + if (a_max_sample >= a_min_sample) + { + for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX) + sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + else + { + for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step) + { + // a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more + if (sample_index < 0) + sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[sample_index]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + } + + if (extra_max_sample) + { + int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + if (normalized_max_sample < 0) + normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + + const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample]; + out_ptr->x = center.x + s.x * radius; + out_ptr->y = center.y + s.y * radius; + out_ptr++; + } + + IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr); } -void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius == 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1057,6 +1162,67 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } +// 0: East, 3: South, 6: West, 9: North, 12: East +void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + _PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0); +} + +void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) +{ + if (radius < 0.5f) + { + _Path.push_back(center); + return; + } + + if (num_segments > 0) + { + _PathArcToN(center, radius, a_min, a_max, num_segments); + return; + } + + // Automatic segment count + if (radius <= _Data->ArcFastRadiusCutoff) + { + const bool a_is_reverse = a_max < a_min; + + // We are going to use precomputed values for mid samples. + // Determine first and last sample in lookup table that belong to the arc. + const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); + const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); + + const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); + const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); + + const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; + + _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); + if (a_emit_start) + _Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius)); + if (a_mid_samples > 0) + _PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0); + if (a_emit_end) + _Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius)); + } + else + { + const float arc_length = ImAbs(a_max - a_min); + const int circle_segment_count = _CalcCircleAutoSegmentCount(radius); + const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length)); + _PathArcToN(center, radius, a_min, a_max, arc_segment_count); + } +} + ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) { float u = 1.0f - t; @@ -1125,6 +1291,7 @@ void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, cons ImVec2 p1 = _Path.back(); if (num_segments == 0) { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated } else @@ -1140,6 +1307,7 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, ImVec2 p1 = _Path.back(); if (num_segments == 0) { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated } else @@ -1150,12 +1318,48 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, } } -void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners) +IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); +static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) { - rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f); - rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((rounding_corners & ImDrawCornerFlags_Left) == ImDrawCornerFlags_Left) || ((rounding_corners & ImDrawCornerFlags_Right) == ImDrawCornerFlags_Right) ? 0.5f : 1.0f ) - 1.0f); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Obsoleted in 1.82 (from February 2021) + // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + // ~0 --> ImDrawFlags_RoundCornersAll or 0 + if (flags == ~0) + return ImDrawFlags_RoundCornersAll; - if (rounding <= 0.0f || rounding_corners == 0) + // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) + // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) + // 0x02 --> ImDrawFlags_RoundCornersTopRight + // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight + // 0x04 --> ImDrawFlags_RoundCornersBotLeft + // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft + // ... + // 0x0F --> ImDrawFlags_RoundCornersAll or 0 + // (See all values in ImDrawCornerFlags_) + if (flags >= 0x01 && flags <= 0x0F) + return (flags << 4); + + // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' +#endif + + // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... + IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); + + if ((flags & ImDrawFlags_RoundCornersMask_) == 0) + flags |= ImDrawFlags_RoundCornersAll; + + return flags; +} + +void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) +{ + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); + + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PathLineTo(a); PathLineTo(ImVec2(b.x, a.y)); @@ -1164,10 +1368,10 @@ void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDr } else { - const float rounding_tl = (rounding_corners & ImDrawCornerFlags_TopLeft) ? rounding : 0.0f; - const float rounding_tr = (rounding_corners & ImDrawCornerFlags_TopRight) ? rounding : 0.0f; - const float rounding_br = (rounding_corners & ImDrawCornerFlags_BotRight) ? rounding : 0.0f; - const float rounding_bl = (rounding_corners & ImDrawCornerFlags_BotLeft) ? rounding : 0.0f; + const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f; + const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f; + const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f; + const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f; PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9); PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12); PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3); @@ -1181,36 +1385,36 @@ void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float th return; PathLineTo(p1 + ImVec2(0.5f, 0.5f)); PathLineTo(p2 + ImVec2(0.5f, 0.5f)); - PathStroke(col, false, thickness); + PathStroke(col, 0, thickness); } // p_min = upper-left, p_max = lower-right // Note we don't render 1 pixels sized rectangles properly. -void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners, float thickness) +void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness) { if ((col & IM_COL32_A_MASK) == 0) return; if (Flags & ImDrawListFlags_AntiAliasedLines) - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, rounding_corners); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags); else - PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, rounding_corners); // Better looking lower-right corner and rounded non-AA shapes. - PathStroke(col, true, thickness); + PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.49f, 0.49f), rounding, flags); // Better looking lower-right corner and rounded non-AA shapes. + PathStroke(col, ImDrawFlags_Closed, thickness); } -void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding > 0.0f) - { - PathRect(p_min, p_max, rounding, rounding_corners); - PathFillConvex(col); - } - else + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PrimReserve(6, 4); PrimRect(p_min, p_max, col); } + else + { + PathRect(p_min, p_max, rounding, flags); + PathFillConvex(col); + } } // p_min = upper-left, p_max = lower-right @@ -1238,7 +1442,7 @@ void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, c PathLineTo(p2); PathLineTo(p3); PathLineTo(p4); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col) @@ -1261,7 +1465,7 @@ void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p PathLineTo(p1); PathLineTo(p2); PathLineTo(p3); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col) @@ -1277,61 +1481,49 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) return; - // Obtain segment count if (num_segments <= 0) { - // Automatic segment count - const int radius_idx = (int)radius - 1; - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + // Use arc with automatic segment count + _PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; } else { // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); } - // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - if (num_segments == 12) - PathArcToFast(center, radius - 0.5f, 0, 12 - 1); - else - PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) return; - // Obtain segment count if (num_segments <= 0) { - // Automatic segment count - const int radius_idx = (int)radius - 1; - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) - num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value - else - num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); + // Use arc with automatic segment count + _PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0); + _Path.Size--; } else { // Explicit segment count (still clamp to avoid drawing insanely tessellated shapes) num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX); + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; + PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); } - // Because we are filling a closed shape we remove 1 from the count of segments/points - const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; - if (num_segments == 12) - PathArcToFast(center, radius, 0, 12 - 1); - else - PathArcTo(center, radius, 0.0f, a_max, num_segments - 1); PathFillConvex(col); } @@ -1344,7 +1536,7 @@ void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_ // Because we are filling a closed shape we remove 1 from the count of segments/points const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments; PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1); - PathStroke(col, true, thickness); + PathStroke(col, ImDrawFlags_Closed, thickness); } // Guaranteed to honor 'num_segments' @@ -1367,7 +1559,7 @@ void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2 PathLineTo(p1); PathBezierCubicCurveTo(p2, p3, p4, num_segments); - PathStroke(col, false, thickness); + PathStroke(col, 0, thickness); } // Quadratic Bezier takes 3 controls points @@ -1378,7 +1570,7 @@ void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const Im PathLineTo(p1); PathBezierQuadraticCurveTo(p2, p3, num_segments); - PathStroke(col, false, thickness); + 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) @@ -1447,23 +1639,24 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, con PopTextureID(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawCornerFlags rounding_corners) +void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding <= 0.0f || (rounding_corners & ImDrawCornerFlags_All) == 0) + flags = FixRectCornerFlags(flags); + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; } - const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back(); + const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; if (push_texture_id) PushTextureID(user_texture_id); int vert_start_idx = VtxBuffer.Size; - PathRect(p_min, p_max, rounding, rounding_corners); + PathRect(p_min, p_max, rounding, flags); PathFillConvex(col); int vert_end_idx = VtxBuffer.Size; ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); @@ -1540,13 +1733,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; - - // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback. - if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() ch._CmdBuffer.pop_back(); if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) { @@ -1716,25 +1909,13 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve ImFontConfig::ImFontConfig() { - FontData = NULL; - FontDataSize = 0; + memset(this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; - FontNo = 0; - SizePixels = 0.0f; OversampleH = 3; // FIXME: 2 may be a better default? OversampleV = 1; - PixelSnapH = false; - GlyphExtraSpacing = ImVec2(0.0f, 0.0f); - GlyphOffset = ImVec2(0.0f, 0.0f); - GlyphRanges = NULL; - GlyphMinAdvanceX = 0.0f; GlyphMaxAdvanceX = FLT_MAX; - MergeMode = false; - RasterizerFlags = 0x00; RasterizerMultiply = 1.0f; EllipsisChar = (ImWchar)-1; - memset(Name, 0, sizeof(Name)); - DstFont = NULL; } //----------------------------------------------------------------------------- @@ -1743,37 +1924,38 @@ ImFontConfig::ImFontConfig() // A work of art lies ahead! (. = white layer, X = black layer, others are blank) // The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes. -const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 108; // Actual texture will be 2 times that + 1 spacing. +// (This is used when io.MouseDrawCursor = true) +const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing. const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27; static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] = { - "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX " - "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X " - "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X " - "X - X.X - X.....X - X.....X -X...X - X...X- X..X " - "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X " - "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX " - "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX " - "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX " - "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X " - "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X" - "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X" - "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X" - "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X" - "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X" - "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X" - "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X" - "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X " - "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X " - "X.X X..X - -X.......X- X.......X - XX XX - - X..........X " - "XX X..X - - X.....X - X.....X - X.X X.X - - X........X " - " X..X - X...X - X...X - X..X X..X - - X........X " - " XX - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX " - "------------ - X - X -X.....................X- ------------------" - " ----------------------------------- X...XXXXXXXXXXXXX...X - " - " - X..X X..X - " - " - X.X X.X - " - " - XX XX - " + "..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX " + "..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X" + "--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X" + "X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X " + "XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X " + "X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X " + "X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X " + "X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X " + "X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X " + "X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X " + "X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X " + "X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X " + "X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X" + "X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X" + "X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX " + "X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------" + "X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - " + "X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - " + "X.X X..X - -X.......X- X.......X - XX XX - - X..........X - " + "XX X..X - - X.....X - X.....X - X.X X.X - - X........X - " + " X..X - - X...X - X...X - X..X X..X - - X........X - " + " XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - " + "------------- - X - X -X.....................X- ------------------- " + " ----------------------------------- X...XXXXXXXXXXXXX...X - " + " - X..X X..X - " + " - X.X X.X - " + " - XX XX - " }; static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] = @@ -1787,21 +1969,13 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 { ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW { ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE { ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand + { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; ImFontAtlas::ImFontAtlas() { - Locked = false; - Flags = ImFontAtlasFlags_None; - TexID = (ImTextureID)NULL; - TexDesiredWidth = 0; + memset(this, 0, sizeof(*this)); TexGlyphPadding = 1; - - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; - TexWidth = TexHeight = 0; - TexUvScale = ImVec2(0.0f, 0.0f); - TexUvWhitePixel = ImVec2(0.0f, 0.0f); PackIdMouseCursors = PackIdLines = -1; } @@ -1831,6 +2005,7 @@ void ImFontAtlas::ClearInputData() ConfigData.clear(); CustomRects.clear(); PackIdMouseCursors = PackIdLines = -1; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearTexData() @@ -1842,14 +2017,15 @@ void ImFontAtlas::ClearTexData() IM_FREE(TexPixelsRGBA32); TexPixelsAlpha8 = NULL; TexPixelsRGBA32 = NULL; + TexPixelsUseColors = false; + // Important: we leave TexReady untouched } void ImFontAtlas::ClearFonts() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (int i = 0; i < Fonts.Size; i++) - IM_DELETE(Fonts[i]); - Fonts.clear(); + Fonts.clear_delete(); + TexReady = false; } void ImFontAtlas::Clear() @@ -1863,11 +2039,7 @@ void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_wid { // Build atlas on demand if (TexPixelsAlpha8 == NULL) - { - if (ConfigData.empty()) - AddFontDefault(); Build(); - } *out_pixels = TexPixelsAlpha8; if (out_width) *out_width = TexWidth; @@ -1926,6 +2098,7 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; // Invalidate texture + TexReady = false; ClearTexData(); return new_font_cfg.DstFont; } @@ -1997,7 +2170,7 @@ ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float si IM_ASSERT(font_cfg.FontData == NULL); font_cfg.FontData = ttf_data; font_cfg.FontDataSize = ttf_size; - font_cfg.SizePixels = size_pixels; + font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; if (glyph_ranges) font_cfg.GlyphRanges = glyph_ranges; return AddFont(&font_cfg); @@ -2087,7 +2260,30 @@ bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* ou bool ImFontAtlas::Build() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - return ImFontAtlasBuildWithStbTruetype(this); + + // Default font is none are specified + if (ConfigData.Size == 0) + AddFontDefault(); + + // Select builder + // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere + // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. + const ImFontBuilderIO* builder_io = FontBuilderIO; + if (builder_io == NULL) + { +#ifdef IMGUI_ENABLE_FREETYPE + builder_io = ImGuiFreeType::GetBuilderForFreeType(); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + builder_io = ImFontAtlasGetBuilderForStbTruetype(); +#else + IM_ASSERT(0); // Invalid Build function +#endif + } + + // Build + return builder_io->FontBuilder_Build(this); } void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) @@ -2101,12 +2297,14 @@ void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], fl void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) { + IM_ASSERT_PARANOID(w <= stride); unsigned char* data = pixels + x + y * stride; - for (int j = h; j > 0; j--, data += stride) - for (int i = 0; i < w; i++) - data[i] = table[data[i]]; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; } +#ifdef IMGUI_ENABLE_STB_TRUETYPE // 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 @@ -2120,7 +2318,7 @@ struct ImFontBuildSrcData int GlyphsHighest; // Highest requested codepoint int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) }; // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) @@ -2144,7 +2342,7 @@ static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out->push_back((int)(((it - it_begin) << 5) + bit_n)); } -bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) { IM_ASSERT(atlas->ConfigData.Size > 0); @@ -2389,14 +2587,22 @@ bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) } } - // Cleanup temporary (ImVector doesn't honor destructor) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - src_tmp_array[src_i].~ImFontBuildSrcData(); + // Cleanup + src_tmp_array.clear_destruct(); ImFontAtlasBuildFinish(atlas); return true; } +const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() +{ + static ImFontBuilderIO io; + io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; + return &io; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) @@ -2432,14 +2638,14 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa for (int i = 0; i < pack_rects.Size; i++) if (pack_rects[i].was_packed) { - user_rects[i].X = pack_rects[i].x; - user_rects[i].Y = pack_rects[i].y; + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); } } -void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) +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); @@ -2449,6 +2655,16 @@ void ImFontAtlasBuildRender1bppRectFromString(ImFontAtlas* atlas, int x, int y, out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; } +void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) +{ + IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); + IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); + unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); + for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; +} + static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) { ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); @@ -2461,15 +2677,30 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); const int x_for_white = r->X; const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); - ImFontAtlasBuildRender1bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + if (atlas->TexPixelsAlpha8 != NULL) + { + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); + ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); + } + else + { + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); + ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); + } } else { // Render 4 white pixels IM_ASSERT(r->Width == 2 && r->Height == 2); const int offset = (int)r->X + (int)r->Y * w; - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + if (atlas->TexPixelsAlpha8 != NULL) + { + atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + } + else + { + atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + } } atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); } @@ -2492,10 +2723,30 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) // Write each slice IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels - unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; - memset(write_ptr, 0x00, pad_left); - memset(write_ptr + pad_left, 0xFF, line_width); - memset(write_ptr + pad_left + line_width, 0x00, pad_right); + if (atlas->TexPixelsAlpha8 != NULL) + { + unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = 0x00; + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = 0xFF; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = 0x00; + } + else + { + unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + for (unsigned int i = 0; i < pad_left; i++) + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); + + for (unsigned int i = 0; i < line_width; i++) + *(write_ptr + pad_left + i) = IM_COL32_WHITE; + + for (unsigned int i = 0; i < pad_right; i++) + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); + } // Calculate UVs for this line ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; @@ -2530,7 +2781,7 @@ void ImFontAtlasBuildInit(ImFontAtlas* atlas) void ImFontAtlasBuildFinish(ImFontAtlas* atlas) { // Render into our custom data blocks - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL); + IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); ImFontAtlasBuildRenderDefaultTexData(atlas); ImFontAtlasBuildRenderLinesTexData(atlas); @@ -2553,22 +2804,7 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) if (atlas->Fonts[i]->DirtyLookupTables) atlas->Fonts[i]->BuildLookupTable(); - // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Also note that 0x2026 is currently seldom included in our font ranges. Because of this we are more likely to use three individual dots. - for (int i = 0; i < atlas->Fonts.size(); i++) - { - ImFont* font = atlas->Fonts[i]; - if (font->EllipsisChar != (ImWchar)-1) - continue; - const ImWchar ellipsis_variants[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; - for (int j = 0; j < IM_ARRAYSIZE(ellipsis_variants); j++) - if (font->FindGlyphNoFallback(ellipsis_variants[j]) != NULL) // Verify glyph exists - { - font->EllipsisChar = ellipsis_variants[j]; - break; - } - } + atlas->TexReady = true; } // Retrieve list of range (2 int per range, values are inclusive) @@ -2582,6 +2818,17 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault() return &ranges[0]; } +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + const ImWchar* ImFontAtlas::GetGlyphRangesKorean() { static const ImWchar ranges[] = @@ -2589,6 +2836,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesKorean() 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3131, 0x3163, // Korean alphabets 0xAC00, 0xD7A3, // Korean characters + 0xFFFD, 0xFFFD, // Invalid 0, }; return &ranges[0]; @@ -2603,6 +2851,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull() 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, }; @@ -2679,7 +2928,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() 0x2000, 0x206F, // General Punctuation 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 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]) @@ -2768,7 +3018,8 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() 0x0020, 0x00FF, // Basic Latin + Latin Supplement 0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana 0x31F0, 0x31FF, // Katakana Phonetic Extensions - 0xFF00, 0xFFEF // Half-width characters + 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]) @@ -2841,8 +3092,8 @@ 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) @@ -2867,8 +3118,9 @@ ImFont::ImFont() { FontSize = 0.0f; FallbackAdvanceX = 0.0f; - FallbackChar = (ImWchar)'?'; + FallbackChar = (ImWchar)-1; EllipsisChar = (ImWchar)-1; + DotChar = (ImWchar)-1; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; @@ -2899,6 +3151,14 @@ void ImFont::ClearOutputData() MetricsTotalSurface = 0; } +static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) +{ + for (int n = 0; n < candidate_chars_count; n++) + if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) + return candidate_chars[n]; + return (ImWchar)-1; +} + void ImFont::BuildLookupTable() { int max_codepoint = 0; @@ -2941,9 +3201,31 @@ void ImFont::BuildLookupTable() SetGlyphVisible((ImWchar)' ', false); SetGlyphVisible((ImWchar)'\t', false); - // Setup fall-backs + // 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 }; + 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); - FallbackAdvanceX = FallbackGlyph ? FallbackGlyph->AdvanceX : 0.0f; + if (FallbackGlyph == NULL) + { + FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); + FallbackGlyph = FindGlyphNoFallback(FallbackChar); + if (FallbackGlyph == NULL) + { + FallbackGlyph = &Glyphs.back(); + FallbackChar = (ImWchar)FallbackGlyph->Codepoint; + } + } + + FallbackAdvanceX = FallbackGlyph->AdvanceX; for (int i = 0; i < max_codepoint + 1; i++) if (IndexAdvanceX[i] < 0.0f) IndexAdvanceX[i] = FallbackAdvanceX; @@ -2968,12 +3250,6 @@ void ImFont::SetGlyphVisible(ImWchar c, bool visible) glyph->Visible = visible ? 1 : 0; } -void ImFont::SetFallbackChar(ImWchar c) -{ - FallbackChar = c; - BuildLookupTable(); -} - void ImFont::GrowIndex(int new_size) { IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); @@ -3012,6 +3288,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa 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; @@ -3064,11 +3341,21 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const return &Glyphs.Data[i]; } +// Wrapping skips upcoming blanks +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const { - // Simple word-wrapping for English, not full-featured. Please submit failing cases! - // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) - // For references, possible wrap point marked with ^ // "aaa bbb, ccc,ddd. eee fff. ggg!" // ^ ^ ^ ^ ^__ ^ ^ @@ -3080,7 +3367,6 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c // Cut words that cannot possibly fit within one line. // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" - float line_width = 0.0f; float word_width = 0.0f; float blank_width = 0.0f; @@ -3160,6 +3446,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c s = next_s; } + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; return s; } @@ -3184,11 +3474,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) - { word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); - if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. - word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below - } if (s >= word_wrap_eol) { @@ -3197,13 +3483,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons text_size.y += line_height; line_width = 0.0f; word_wrap_eol = NULL; - - // Wrapping skips upcoming blanks - while (s < text_end) - { - const char c = *s; - if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } - } + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks continue; } } @@ -3257,43 +3537,57 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons return text_size; } -void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const { const ImFontGlyph* glyph = FindGlyph(c); if (!glyph || !glyph->Visible) return; + if (glyph->Colored) + col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); + float x = IM_FLOOR(pos.x); + float y = IM_FLOOR(pos.y); draw_list->PrimReserve(6, 4); - draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } -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 +// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); - float x = pos.x; - float y = pos.y; + float x = IM_FLOOR(pos.x); + float y = IM_FLOOR(pos.y); if (y > clip_rect.w) return; + const float start_x = x; const float scale = size / FontSize; const float line_height = FontSize * scale; const bool word_wrap_enabled = (wrap_width > 0.0f); - const char* word_wrap_eol = NULL; // Fast-forward to first visible line const char* s = text_begin; - if (y + line_height < clip_rect.y && !word_wrap_enabled) + if (y + line_height < clip_rect.y) while (y + line_height < clip_rect.y && s < text_end) { - s = (const char*)memchr(s, '\n', text_end - s); - s = s ? s + 1 : text_end; + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + const char* line_next = line_end ? line_end + 1 : text_end; + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_next, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_next; + } y += line_height; } @@ -3324,30 +3618,23 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col ImDrawIdx* idx_write = draw_list->_IdxWritePtr; unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; + 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. if (!word_wrap_eol) - { - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); - if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. - word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below - } + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); if (s >= word_wrap_eol) { - x = pos.x; + x = start_x; y += line_height; word_wrap_eol = NULL; - - // Wrapping skips upcoming blanks - while (s < text_end) - { - const char c = *s; - if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } - } + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks continue; } } @@ -3369,7 +3656,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col { if (c == '\n') { - x = pos.x; + x = start_x; y += line_height; if (y > clip_rect.w) break; // break out of main loop @@ -3429,14 +3716,17 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col } } + // Support for untinted glyphs + ImU32 glyph_col = glyph->Colored ? col_untinted : col; + // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: { idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); - vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; - vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; - vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; - vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + vtx_write[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; @@ -3462,7 +3752,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // - RenderArrow() // - RenderBullet() // - RenderCheckMark() -// - RenderMouseCursor() // - RenderArrowDockMenu() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() @@ -3521,28 +3810,7 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float 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, false, thickness); -} - -void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) -{ - if (mouse_cursor == ImGuiMouseCursor_None) - return; - IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - - ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; - ImVec2 offset, size, uv[4]; - if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) - { - pos -= offset; - const ImTextureID tex_id = font_atlas->TexID; - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + 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(); - } + draw_list->PathStroke(col, 0, thickness); } // 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. @@ -3562,8 +3830,8 @@ void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half // 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 * 0.10f, sz * 0.15f), p_min + ImVec2(sz * 0.70f, sz * 0.30f), col); - RenderArrowPointingAt(draw_list, p_min + ImVec2(sz * 0.40f, sz * 0.85f), ImVec2(sz * 0.30f, sz * 0.40f), ImGuiDir_Down, 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); } static inline float ImAcos01(float x) @@ -3635,33 +3903,46 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathFillConvex(col); } -void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) { const bool fill_L = (inner.Min.x > outer.Min.x); const bool fill_R = (inner.Max.x < outer.Max.x); const bool fill_U = (inner.Min.y > outer.Min.y); const bool fill_D = (inner.Max.y < outer.Max.y); - if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopLeft) | (fill_D ? 0 : ImDrawCornerFlags_BotLeft)); - if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, (fill_U ? 0 : ImDrawCornerFlags_TopRight) | (fill_D ? 0 : ImDrawCornerFlags_BotRight)); - if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_TopLeft) | (fill_R ? 0 : ImDrawCornerFlags_TopRight)); - if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, (fill_L ? 0 : ImDrawCornerFlags_BotLeft) | (fill_R ? 0 : ImDrawCornerFlags_BotRight)); - if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopLeft); - if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawCornerFlags_TopRight); - if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotLeft); - if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawCornerFlags_BotRight); + 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. // 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, int rounding_corners_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_; if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF) { - ImU32 col_bg1 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); - ImU32 col_bg2 = ImGui::GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); - draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags); + ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(IM_COL32(204, 204, 204, 255), col)); + ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(IM_COL32(128, 128, 128, 255), col)); + draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags); int yi = 0; for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++) @@ -3674,17 +3955,19 @@ void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x); if (x2 <= x1) continue; - int rounding_corners_flags_cell = 0; - if (y1 <= p_min.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_TopRight; } - if (y2 >= p_max.y) { if (x1 <= p_min.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotLeft; if (x2 >= p_max.x) rounding_corners_flags_cell |= ImDrawCornerFlags_BotRight; } - rounding_corners_flags_cell &= rounding_corners_flags; - draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell); + ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone; + if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; } + if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; } + + // Combine flags + cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags); + draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags); } } } else { - draw_list->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags); + draw_list->AddRectFilled(p_min, p_max, col, rounding, flags); } } diff --git a/sources/3rdparty/imgui/imgui_stdlib.cpp b/sources/3rdparty/imgui/imgui_stdlib.cpp index cb1fe174..dd6bd8a5 100644 --- a/sources/3rdparty/imgui/imgui_stdlib.cpp +++ b/sources/3rdparty/imgui/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 diff --git a/sources/3rdparty/imgui/imgui_tables.cpp b/sources/3rdparty/imgui/imgui_tables.cpp index a574e8c7..47fc8a28 100644 --- a/sources/3rdparty/imgui/imgui_tables.cpp +++ b/sources/3rdparty/imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.80 WIP +// dear imgui, v1.89.2 // (tables and columns code) /* @@ -8,6 +8,7 @@ Index of this file: // [SECTION] Commentary // [SECTION] Header mess // [SECTION] Tables: Main code +// [SECTION] Tables: Simple accessors // [SECTION] Tables: Row changes // [SECTION] Tables: Columns changes // [SECTION] Tables: Columns width management @@ -23,7 +24,7 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. //----------------------------------------------------------------------------- @@ -73,25 +74,31 @@ Index of this file: // (Read carefully because this is subtle but it does make sense!) //----------------------------------------------------------------------------- // About 'outer_size': -// Its meaning needs to differ slightly depending of if we are using ScrollX/ScrollY flags. -// Default value is ImVec2(-FLT_MIN, 0.0f). When binding this in a scripting language please follow this default value. +// 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 will right-align exactly on right-most edge. With -1.0f will right-align one pixel away from right-most edge. -// - outer_size.x = 0.0f -> Auto width. Generally use all available width. When NOT using scrolling and NOT using any Stretch column, use only necessary width, otherwise same as -FLT_MIN. -// - outer_size.x > 0.0f -> Fixed width. +// - 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 NoHostExtendV is set) -// - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless NoHostExtendV is set) -// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless NoHostExtendV is set) +// - 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 -// - 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.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 -> 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) //----------------------------------------------------------------------------- // About 'inner_width': // With ScrollX disabled: // - inner_width -> *ignored* -// With ScrollX enable: +// 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! @@ -108,7 +115,6 @@ Index of this file: //----------------------------------------------------------------------------- // About overriding column sizing policy and width/weight with TableSetupColumn(): // We use a default parameter of 'init_width_or_weight == -1'. -// - with ImGuiTableColumnFlags_WidthAuto, init_width (ignored) --> width is automatic // - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic // - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom // - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f @@ -117,19 +123,29 @@ Index of this file: // 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 && (Resizable == 1 || init_width > 0) --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width -// - with Table policy ImGuiTableFlags_SizingFixedFit && (Resizable == 0 && init_width <= 0) --> default Column policy is ImGuiTableColumnFlags_WidthAuto, Width always equal to contents width -// - with Table policy ImGuiTableFlags_SizingFixedSame --> default Column policy is ImGuiTableColumnFlags_WidthAuto, 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! -// that is, unless 'inner_width' is passed to BeginTable() to explicitely 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 maximum contents width. +// 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. //----------------------------------------------------------------------------- +// About using column width: +// If a column is manual resizable or has a width specified with TableSetupColumn(): +// - you may use GetContentRegionAvail().x to query the width available in a given column. +// - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. +// 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). +//----------------------------------------------------------------------------- + //----------------------------------------------------------------------------- // TABLES CLIPPING/CULLING @@ -138,22 +154,26 @@ Index of this file: // - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows. // ImGuiListClipper is reliant on the fact that rows are of equal height. // See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. -// - Note that columns with the ImGuiTableColumnFlags_WidthAuto policy generally don't play well with using the clipper, -// and by default a table with _ScrollX but without _Resizable will have columns default to _WidthAuto. -// So, if you want to use the clipper, make sure to either enable _Resizable, either setup columns explicitly with _WidthFixed. +// - 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. //----------------------------------------------------------------------------- // About clipping/culling of Columns in Tables: +// - Both TableSetColumnIndex() and TableNextColumn() return true when the column is visible or performing +// width measurements. Otherwise, you may skip submitting the contents of a cell/column, BUT ONLY if you know +// 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 C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). // -// [A] [B] [C] +// [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). // -// - We need distinguish those cases because non-hidden columns that are clipped outside of scrolling bounds should still contribute their height to the row. +// - 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: @@ -190,6 +210,8 @@ Index of this file: #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -216,6 +238,19 @@ Index of this file: //----------------------------------------------------------------------------- // [SECTION] Tables: Main code //----------------------------------------------------------------------------- +// - TableFixFlags() [Internal] +// - TableFindByID() [Internal] +// - BeginTable() +// - BeginTableEx() [Internal] +// - TableBeginInitMemory() [Internal] +// - TableBeginApplyRequests() [Internal] +// - TableSetupColumnFlags() [Internal] +// - TableUpdateLayout() [Internal] +// - TableUpdateBorders() [Internal] +// - EndTable() +// - TableSetupColumn() +// - TableSetupScrollFreeze() +//----------------------------------------------------------------------------- // Configuration static const int TABLE_DRAW_CHANNEL_BG0 = 0; @@ -240,9 +275,9 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w if (flags & ImGuiTableFlags_Resizable) flags |= ImGuiTableFlags_BordersInnerV; - // Adjust flags: disable NoHostExtendY if we have any scrolling going on - if ((flags & ImGuiTableFlags_NoHostExtendY) && (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0) - flags &= ~ImGuiTableFlags_NoHostExtendY; + // Adjust flags: disable NoHostExtendX/NoHostExtendY if we have any scrolling going on + if (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) + flags &= ~(ImGuiTableFlags_NoHostExtendX | ImGuiTableFlags_NoHostExtendY); // Adjust flags: NoBordersInBodyUntilResize takes priority over NoBordersInBody if (flags & ImGuiTableFlags_NoBordersInBodyUntilResize) @@ -253,12 +288,7 @@ inline ImGuiTableFlags TableFixFlags(ImGuiTableFlags flags, ImGuiWindow* outer_w flags |= ImGuiTableFlags_NoSavedSettings; // Inherit _NoSavedSettings from top-level window (child windows always have _NoSavedSettings set) -#ifdef IMGUI_HAS_DOCK - ImGuiWindow* window_for_settings = outer_window->RootWindowDockStop; -#else - ImGuiWindow* window_for_settings = outer_window->RootWindow; -#endif - if (window_for_settings->Flags & ImGuiWindowFlags_NoSavedSettings) + if (outer_window->RootWindow->Flags & ImGuiWindowFlags_NoSavedSettings) flags |= ImGuiTableFlags_NoSavedSettings; return flags; @@ -294,7 +324,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG const ImVec2 avail_size = GetContentRegionAvail(); ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); - if (use_child_window && IsClippedEx(outer_rect, 0, false)) + if (use_child_window && IsClippedEx(outer_rect, 0)) { ItemSize(outer_rect); return false; @@ -308,7 +338,17 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (instance_no > 0) 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); + 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); // Initialize @@ -320,7 +360,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->ColumnsCount = columns_count; table->IsLayoutLocked = false; table->InnerWidth = inner_width; - table->IsOuterRectAutoFitX = (outer_size.x == 0.0f) && (use_child_window == false); + temp_data->UserOuterSize = outer_size; + if (instance_no > 0 && table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) @@ -341,6 +383,10 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG 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)); + // 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; BeginChildEx(name, instance_id, outer_rect.GetSize(), false, child_flags); @@ -349,6 +395,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->OuterRect = table->InnerWindow->Rect(); table->InnerRect = table->InnerWindow->InnerRect; IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= (table->InnerWindow->ScrollMax.y > 0.0f); } else { @@ -365,14 +419,14 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->HostIndentX = inner_window->DC.Indent.x; table->HostClipRect = inner_window->ClipRect; table->HostSkipItems = inner_window->SkipItems; - table->HostBackupWorkRect = inner_window->WorkRect; - table->HostBackupParentWorkRect = inner_window->ParentWorkRect; - table->HostBackupColumnsOffset = outer_window->DC.ColumnsOffset; - table->HostBackupPrevLineSize = inner_window->DC.PrevLineSize; - table->HostBackupCurrLineSize = inner_window->DC.CurrLineSize; - table->HostBackupCursorMaxPos = inner_window->DC.CursorMaxPos; - table->HostBackupItemWidth = outer_window->DC.ItemWidth; - table->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; + 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); // Padding and Spacing @@ -415,8 +469,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); // Make table current - const int table_idx = g.Tables.GetIndex(table); - g.CurrentTableStack.push_back(ImGuiPtrOrIndex(table_idx)); 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. @@ -429,13 +481,18 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG 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; // Setup memory buffer (clear data if columns count changed) - const int stored_size = table->Columns.size(); - if (stored_size != 0 && stored_size != columns_count) + ImGuiTableColumn* old_columns_to_preserve = NULL; + void* old_columns_raw_data = NULL; + const int old_columns_count = table->Columns.size(); + if (old_columns_count != 0 && old_columns_count != columns_count) { - IM_FREE(table->RawData); + // 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; } if (table->RawData == NULL) @@ -458,14 +515,24 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG for (int n = 0; n < columns_count; n++) { ImGuiTableColumn* column = &table->Columns[n]; - 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 + if (old_columns_to_preserve && n < old_columns_count) + { + // FIXME: We don't attempt to preserve column order in this path. + *column = old_columns_to_preserve[n]; + } + 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 + column->IsEnabled = column->IsUserEnabled = column->IsUserEnabledNextFrame = true; + } column->DisplayOrder = table->DisplayOrderToIndex[n] = (ImGuiTableColumnIdx)n; - column->IsEnabled = column->IsEnabledNextFrame = true; } } + if (old_columns_raw_data) + IM_FREE(old_columns_raw_data); // Load settings if (table->IsSettingsRequestLoad) @@ -480,7 +547,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) { const float scale_factor = new_ref_scale_unit / table->RefScale; - //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); for (int n = 0; n < columns_count; n++) table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; } @@ -506,6 +573,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG // + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used) +// Shared allocations per number of nested tables // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) // Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. @@ -514,9 +582,9 @@ void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) { // Allocate single buffer for our arrays ImSpanAllocator<3> span_allocator; - span_allocator.ReserveBytes(0, columns_count * sizeof(ImGuiTableColumn)); - span_allocator.ReserveBytes(1, columns_count * sizeof(ImGuiTableColumnIdx)); - span_allocator.ReserveBytes(2, columns_count * sizeof(ImGuiTableCellData)); + span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); + span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); + span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); span_allocator.SetArenaBasePtr(table->RawData); @@ -601,10 +669,9 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I // Sizing Policy if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0) { - // FIXME-TABLE: clarify promotion to WidthAuto? const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); if (table_sizing_policy == ImGuiTableFlags_SizingFixedFit || table_sizing_policy == ImGuiTableFlags_SizingFixedSame) - flags |= ((table->Flags & ImGuiTableFlags_Resizable) && !(flags & ImGuiTableColumnFlags_NoResize)) ? ImGuiTableColumnFlags_WidthFixed : ImGuiTableColumnFlags_WidthAuto; + flags |= ImGuiTableColumnFlags_WidthFixed; else flags |= ImGuiTableColumnFlags_WidthStretch; } @@ -612,9 +679,9 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I { IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiTableColumnFlags_WidthMask_)); // Check that only 1 of each set is used. } - + // Resize - if ((flags & ImGuiTableColumnFlags_WidthAuto) != 0 || (table->Flags & ImGuiTableFlags_Resizable) == 0) + if ((table->Flags & ImGuiTableFlags_Resizable) == 0) flags |= ImGuiTableColumnFlags_NoResize; // Sorting @@ -664,13 +731,14 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) 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 last_visible_column_idx = -1; + int prev_visible_column_idx = -1; bool has_auto_fit_request = false; bool has_resizable = false; float stretch_sum_width_auto = 0.0f; @@ -693,21 +761,23 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->InitStretchWeightOrWidth = -1.0f; } - // Update Enabled state, mark settings/sortspecs dirty + // Update Enabled state, mark settings and sort specs dirty if (!(table->Flags & ImGuiTableFlags_Hideable) || (column->Flags & ImGuiTableColumnFlags_NoHide)) - column->IsEnabledNextFrame = true; - if (column->IsEnabled != column->IsEnabledNextFrame) + column->IsUserEnabledNextFrame = true; + if (column->IsUserEnabled != column->IsUserEnabledNextFrame) { - column->IsEnabled = column->IsEnabledNextFrame; + column->IsUserEnabled = column->IsUserEnabledNextFrame; table->IsSettingsDirty = true; - if (!column->IsEnabled && column->SortOrder != -1) - table->IsSortSpecsDirty = true; } + column->IsEnabled = column->IsUserEnabled && (column->Flags & ImGuiTableColumnFlags_Disabled) == 0; + + if (column->SortOrder != -1 && !column->IsEnabled) + table->IsSortSpecsDirty = true; if (column->SortOrder > 0 && !(table->Flags & ImGuiTableFlags_SortMulti)) table->IsSortSpecsDirty = true; // Auto-fit unsized columns - const bool start_auto_fit = (column->Flags & (ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthAuto)) ? (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 @@ -718,14 +788,16 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } // Mark as enabled and link to previous/next enabled column - column->PrevEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx; + column->PrevEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; column->NextEnabledColumn = -1; - if (last_visible_column_idx != -1) - table->Columns[last_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + if (prev_visible_column_idx != -1) + table->Columns[prev_visible_column_idx].NextEnabledColumn = (ImGuiTableColumnIdx)column_n; + else + table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; table->EnabledMaskByIndex |= (ImU64)1 << column_n; table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; - last_visible_column_idx = column_n; + prev_visible_column_idx = column_n; IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); // Calculate ideal/auto column width (that's the width required for all contents to be visible without clipping) @@ -755,8 +827,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } if ((table->Flags & ImGuiTableFlags_Sortable) && table->SortSpecsCount == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) table->IsSortSpecsDirty = true; - table->RightMostEnabledColumn = (ImGuiTableColumnIdx)last_visible_column_idx; - IM_ASSERT(table->RightMostEnabledColumn >= 0); + 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). @@ -777,16 +849,18 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) ImGuiTableColumn* column = &table->Columns[column_n]; const bool column_is_resizable = (column->Flags & ImGuiTableColumnFlags_NoResize) == 0; - if (column->Flags & (ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_WidthAuto)) + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) { // Apply same widths policy float width_auto = column->WidthAuto; if (table_sizing_policy == ImGuiTableFlags_SizingFixedSame && (column->AutoFitQueue != 0x00 || !column_is_resizable)) - width_auto = fixed_max_width_auto; + 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->Flags & ImGuiTableColumnFlags_WidthAuto) && column->IsVisibleX) || ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable)) + if (column->AutoFitQueue != 0x00) + column->WidthRequest = width_auto; + 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 @@ -822,11 +896,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) sum_width_requests += table->CellPaddingX * 2.0f; } table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; - // [Part 5] Apply final widths based on requested widths + // [Part 4] Apply final widths based on requested widths const ImRect work_rect = table->WorkRect; const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; @@ -854,7 +930,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->ColumnsGivenWidth += column->WidthGiven; } - // [Part 6] Redistribute stretch remainder width due to rounding (remainder width is < 1.0f * number of Stretch column). + // [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--) @@ -869,12 +945,21 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) width_remaining_for_stretched_columns -= 1.0f; } + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); table->HoveredColumnBody = -1; table->HoveredColumnBorder = -1; - const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); + g.ActiveId = backup_active_id; - // [Part 7] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column + // [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; bool offset_x_frozen = (table->FreezeColumnsCount > 0); @@ -888,7 +973,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen if (offset_x_frozen && table->FreezeColumnsCount == visible_n) { @@ -994,13 +1079,13 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } if (visible_n < table->FreezeColumnsCount) - host_clip_rect.Min.x = ImMax(host_clip_rect.Min.x, column->MaxX + TABLE_BORDER_SIZE); + 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 8] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) + // [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); @@ -1012,12 +1097,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) table->Flags &= ~ImGuiTableFlags_Resizable; - // [Part 9] Lock actual OuterRect/WorkRect right-most position. + // [Part 8] Lock actual OuterRect/WorkRect right-most position. // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. if (table->RightMostStretchedColumn != -1) - table->IsOuterRectAutoFitX = false; - if (table->IsOuterRectAutoFitX) + table->Flags &= ~ImGuiTableFlags_NoHostExtendX; + 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); @@ -1026,29 +1111,21 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) 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 10] Allocate draw channels and setup background cliprect + // [Part 9] Allocate draw channels and setup background cliprect TableSetupDrawChannels(table); - // [Part 11] Hit testing on borders + // [Part 10] Hit testing on borders if (table->Flags & ImGuiTableFlags_Resizable) TableUpdateBorders(table); - table->LastFirstRowHeight = 0.0f; + table_instance->LastFirstRowHeight = 0.0f; table->IsLayoutLocked = true; table->IsUsingHeaders = false; - // [Part 12] Context menu - if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) + // [Part 11] Context menu + if (TableBeginContextMenuPopup(table)) { - const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); - if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) - { - TableDrawContextMenu(table); - EndPopup(); - } - else - { - table->IsContextPopupOpen = false; - } + TableDrawContextMenu(table); + EndPopup(); } // [Part 13] Sanitize and build sort specs before we have a change to use them for display. @@ -1056,10 +1133,17 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) TableSortSpecsBuild(table); + // [Part 14] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + // Initial state ImGuiWindow* inner_window = table->InnerWindow; if (table->Flags & ImGuiTableFlags_NoClip) - table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + table->DrawSplitter->SetCurrentChannel(inner_window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); else inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); } @@ -1077,10 +1161,11 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; const float hit_y1 = table->OuterRect.Min.y; - const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); - const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); + const float hit_y2_head = hit_y1 + table_instance->LastFirstRowHeight; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { @@ -1097,17 +1182,16 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) if ((table->Flags & ImGuiTableFlags_NoBordersInBody) && table->IsUsingHeaders == false) continue; - if (table->FreezeColumnsCount > 0) - if (column->MaxX < table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsCount - 1]].MaxX) - continue; + if (!column->IsVisibleX && table->LastResizedColumn != column_n) + continue; ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); - KeepAliveID(column_id); bool hovered = false, held = false; - bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick); + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); if (pressed && IsMouseDoubleClicked(0)) { TableSetColumnWidthAutoSingle(table, column_n); @@ -1147,6 +1231,7 @@ void ImGui::EndTable() 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); @@ -1155,27 +1240,38 @@ void ImGui::EndTable() // Context menu in columns body if (flags & ImGuiTableFlags_ContextMenuInBody) - if (table->HoveredColumnBody != -1 && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Right)) + if (table->HoveredColumnBody != -1 && !IsAnyItemHovered() && IsMouseReleased(ImGuiMouseButton_Right)) TableOpenContextMenu((int)table->HoveredColumnBody); // Finalize table height - inner_window->DC.PrevLineSize = table->HostBackupPrevLineSize; - inner_window->DC.CurrLineSize = table->HostBackupCurrLineSize; - inner_window->DC.CursorMaxPos = table->HostBackupCursorMaxPos; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; + inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; + inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; + const float inner_content_max_y = table->RowPosY2; + IM_ASSERT(table->RowPosY2 == inner_window->DC.CursorPos.y); if (inner_window != outer_window) - { - // Both OuterRect/InnerRect are valid from BeginTable - inner_window->DC.CursorMaxPos.y = table->RowPosY2; - } + inner_window->DC.CursorMaxPos.y = inner_content_max_y; else if (!(flags & ImGuiTableFlags_NoHostExtendY)) - { - // Patch OuterRect/InnerRect height - table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_window->DC.CursorPos.y); - inner_window->DC.CursorMaxPos.y = table->RowPosY2; - } + table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); - table->LastOuterHeight = table->OuterRect.GetHeight(); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); + // Setup inner scrolling range + // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, + // 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; + 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); + if (table->ResizedColumn != -1) + max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; + } + + // Pop clipping rect if (!(flags & ImGuiTableFlags_NoClip)) inner_window->DrawList->PopClipRect(); inner_window->ClipRect = inner_window->DrawList->_ClipRectStack.back(); @@ -1198,17 +1294,30 @@ void ImGui::EndTable() #endif // Flatten channels and merge draw calls - table->DrawSplitter.SetCurrentChannel(inner_window->DrawList, 0); + ImDrawListSplitter* splitter = table->DrawSplitter; + splitter->SetCurrentChannel(inner_window->DrawList, 0); if ((table->Flags & ImGuiTableFlags_NoClip) == 0) TableMergeDrawChannels(table); - table->DrawSplitter.Merge(inner_window->DrawList); + splitter->Merge(inner_window->DrawList); // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() - const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) - table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, &table->Columns[column_n]); + { + ImGuiTableColumn* column = &table->Columns[column_n]; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; + else + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); + } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); // Update scroll if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) @@ -1237,47 +1346,60 @@ void ImGui::EndTable() // 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 >= table->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); PopID(); - // Layout in outer window - const float backup_outer_cursor_pos_x = outer_window->DC.CursorPos.x; - const float backup_outer_max_pos_x = outer_window->DC.CursorMaxPos.x; - const float backup_inner_max_pos_x = inner_window->DC.CursorMaxPos.x; - float max_pos_x = backup_inner_max_pos_x; - if (table->RightMostEnabledColumn != -1) - max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].MaxX); - if (table->ResizedColumn != -1) - max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); - inner_window->WorkRect = table->HostBackupWorkRect; - inner_window->ParentWorkRect = table->HostBackupParentWorkRect; + // 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 = table->HostBackupItemWidth; - outer_window->DC.ItemWidthStack.Size = table->HostBackupItemWidthStackSize; - outer_window->DC.ColumnsOffset = table->HostBackupColumnsOffset; - const float outer_width = table->IsOuterRectAutoFitX ? table->WorkRect.GetWidth() : table->ColumnsAutoFitWidth; + outer_window->DC.ItemWidth = temp_data->HostBackupItemWidth; + outer_window->DC.ItemWidthStack.Size = temp_data->HostBackupItemWidthStackSize; + 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) if (inner_window != outer_window) { EndChild(); } else { - ImVec2 item_size(outer_width, table->OuterRect.GetHeight()); - ItemSize(item_size); + ItemSize(table->OuterRect.GetSize()); + ItemAdd(table->OuterRect, 0); } - // Override EndChild/ItemSize max extent with our own to enable auto-resize on the X axis when possible - // FIXME-TABLE: This can be improved (e.g. for Fixed columns we don't want to auto AutoFitWidth? or propagate window auto-fit to table?) - if (table->Flags & ImGuiTableFlags_ScrollX) + // Override declared contents width/height to enable auto-resize while not needlessly adding a scrollbar + if (table->Flags & ImGuiTableFlags_NoHostExtendX) { - inner_window->DC.CursorMaxPos.x = max_pos_x; // Set contents width for scrolling - outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, backup_outer_cursor_pos_x + table->ColumnsGivenWidth + inner_window->ScrollbarSizes.x); // For scrolling + // 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); + } + 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)); } else { - outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos_x, table->WorkRect.Min.x + outer_width); // For auto-fit - outer_window->DC.CursorPosPrevLine.x = table->WorkRect.Max.x; // For consistent reaction to SameLine() // FIXME: Should be a feature of layout/ItemAdd + outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, table->OuterRect.Max.x); + } + 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)); + } + else + { + // 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); } // Save settings @@ -1287,12 +1409,19 @@ void ImGui::EndTable() // Clear or restore current table, if any IM_ASSERT(g.CurrentWindow == outer_window && g.CurrentTable == table); - g.CurrentTableStack.pop_back(); - g.CurrentTable = g.CurrentTableStack.Size ? g.Tables.GetByIndex(g.CurrentTableStack.back().Index) : 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->DrawSplitter = &temp_data->DrawSplitter; + } outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; } -// See "COLUMN SIZING POLICIES" comments at the top of this file +// 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) { ImGuiContext& g = *GImGui; @@ -1309,6 +1438,11 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo 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."); + // 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) @@ -1320,8 +1454,6 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo flags = column->Flags; // Initialize defaults - if (flags & ImGuiTableColumnFlags_WidthStretch) - IM_ASSERT(init_width_or_weight != 0.0f && "Need to provide a valid weight!"); column->InitStretchWeightOrWidth = init_width_or_weight; if (table->IsInitializing) { @@ -1340,7 +1472,7 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo // Init default visibility/sort state if ((flags & ImGuiTableColumnFlags_DefaultHide) && (table->SettingsLoadedFlags & ImGuiTableFlags_Hideable) == 0) - column->IsEnabled = column->IsEnabledNextFrame = false; + 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. @@ -1367,13 +1499,39 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) IM_ASSERT(columns >= 0 && columns < IMGUI_TABLE_MAX_COLUMNS); IM_ASSERT(rows >= 0 && rows < 128); // Arbitrary limit - table->FreezeColumnsRequest = (table->Flags & ImGuiTableFlags_ScrollX) ? (ImGuiTableColumnIdx)columns : 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 + + // 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->DisplayOrderToIndex[order_n], table->DisplayOrderToIndex[column_n]); + } + } } +//----------------------------------------------------------------------------- +// [SECTION] Tables: Simple accessors +//----------------------------------------------------------------------------- +// - TableGetColumnCount() +// - TableGetColumnName() +// - TableGetColumnName() [Internal] +// - TableSetColumnEnabled() +// - TableGetColumnFlags() +// - TableGetCellBgRect() [Internal] +// - TableGetColumnResizeID() [Internal] +// - TableGetHoveredColumn() [Internal] +// - TableSetBgColor() +//----------------------------------------------------------------------------- + int ImGui::TableGetColumnCount() { ImGuiContext& g = *GImGui; @@ -1402,6 +1560,27 @@ const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) 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) +// - 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. +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + 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]; + 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) { @@ -1418,25 +1597,28 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) // Return the cell rectangle based on currently known height. // - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. -// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. // - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right // columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; float x1 = column->MinX; float x2 = column->MaxX; - if (column->PrevEnabledColumn == -1) - x1 -= table->CellSpacingX1; - if (column->NextEnabledColumn == -1) - x2 += table->CellSpacingX2; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); } // Return the resizing ID for the right-side of the given column. ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) { - IM_ASSERT(column_n < table->ColumnsCount); + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; return id; } @@ -1451,17 +1633,17 @@ int ImGui::TableGetHoveredColumn() return (int)table->HoveredColumnBody; } -void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int column_n) +void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) { ImGuiContext& g = *GImGui; ImGuiTable* table = g.CurrentTable; - IM_ASSERT(bg_target != ImGuiTableBgTarget_None); + 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. - switch (bg_target) + switch (target) { case ImGuiTableBgTarget_CellBg: { @@ -1484,7 +1666,7 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget bg_target, ImU32 color, int colum if (table->RowPosY1 > table->InnerClipRect.Max.y) // Discard return; IM_ASSERT(column_n == -1); - int bg_idx = (bg_target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; + int bg_idx = (target == ImGuiTableBgTarget_RowBg1) ? 1 : 0; table->RowBgColor[bg_idx] = color; break; } @@ -1559,6 +1741,8 @@ void ImGui::TableBeginRow(ImGuiTable* table) table->RowTextBaseline = 0.0f; table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + window->DC.IsSameLine = window->DC.IsSetPos = false; window->DC.CursorMaxPos.y = next_y1; // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. @@ -1581,6 +1765,10 @@ void ImGui::TableEndRow(ImGuiTable* table) if (table->CurrentColumn != -1) TableEndCell(table); + // Logging + if (g.LogEnabled) + LogRenderedText(NULL, "|"); + // Position cursor at the bottom of our row so it can be used for e.g. clipping calculation. However it is // likely that the next call to TableBeginCell() will reposition the cursor to take account of vertical padding. window->DC.CursorPos.y = table->RowPosY2; @@ -1591,7 +1779,7 @@ void ImGui::TableEndRow(ImGuiTable* table) const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); if (table->CurrentRow == 0) - table->LastFirstRowHeight = bg_y2 - bg_y1; + TableGetInstanceData(table, table->InstanceCurrent)->LastFirstRowHeight = bg_y2 - bg_y1; const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); if (is_visible) @@ -1621,7 +1809,7 @@ void ImGui::TableEndRow(ImGuiTable* table) // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. if ((table->Flags & ImGuiTableFlags_NoClip) == 0) window->DrawList->_CmdHeader.ClipRect = table->Bg0ClipRectForDrawCmd.ToVec4(); - table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_BG0); } // Draw row background @@ -1642,10 +1830,12 @@ void ImGui::TableEndRow(ImGuiTable* table) ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); cell_bg_rect.ClipWith(table->BgClipRect); - cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); } @@ -1665,17 +1855,15 @@ void ImGui::TableEndRow(ImGuiTable* table) // get the new cursor position. if (unfreeze_rows_request) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); - } + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; if (unfreeze_rows_actual) { IM_ASSERT(table->IsUnfrozenRows == false); + const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->IsUnfrozenRows = true; + TableGetInstanceData(table, table->InstanceCurrent)->LastFrozenHeight = y0 - table->OuterRect.Min.y; // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect - float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; @@ -1693,7 +1881,7 @@ void ImGui::TableEndRow(ImGuiTable* table) // Update cliprect ahead of TableBeginCell() so clipper can access to new ClipRect->Min.y SetWindowClipRectBeforeSetChannel(window, table->Columns[0].ClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Columns[0].DrawChannelCurrent); } if (!(table->RowFlags & ImGuiTableRowFlags_Headers)) @@ -1801,21 +1989,30 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) window->SkipItems = column->IsSkipItems; if (column->IsSkipItems) { - window->DC.LastItemId = 0; - window->DC.LastItemStatusFlags = 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. - table->DrawSplitter.SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); + table->DrawSplitter->SetCurrentChannel(window->DrawList, TABLE_DRAW_CHANNEL_NOCLIP); //IM_ASSERT(table->DrawSplitter._Current == TABLE_DRAW_CHANNEL_NOCLIP); } else { // FIXME-TABLE: Could avoid this if draw channel is dummy channel? SetWindowClipRectBeforeSetChannel(window, column->ClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + } + + // Logging + ImGuiContext& g = *GImGui; + if (g.LogEnabled && !column->IsSkipItems) + { + LogRenderedText(&window->DC.CursorPos, "|"); + g.LogLinePosY = FLT_MAX; } } @@ -1825,6 +2022,9 @@ void ImGui::TableEndCell(ImGuiTable* table) ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; ImGuiWindow* window = table->InnerWindow; + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + // Report maximum position so we can infer content size per column. float* p_max_pos_x; if (table->RowFlags & ImGuiTableRowFlags_Headers) @@ -1860,6 +2060,7 @@ float ImGui::TableGetMaxColumnWidth(const ImGuiTable* table, int column_n) 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; @@ -1918,7 +2119,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width) if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) return; - //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. @@ -2055,7 +2256,7 @@ void ImGui::TablePushBackgroundChannel() // Optimization: avoid SetCurrentChannel() + PushClipRect() table->HostBackupInnerClipRect = window->ClipRect; SetWindowClipRectBeforeSetChannel(window, table->Bg2ClipRectForDrawCmd); - table->DrawSplitter.SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, table->Bg2DrawChannelCurrent); } void ImGui::TablePopBackgroundChannel() @@ -2067,7 +2268,7 @@ void ImGui::TablePopBackgroundChannel() // Optimization: avoid PopClipRect() + SetCurrentChannel() SetWindowClipRectBeforeSetChannel(window, table->HostBackupInnerClipRect); - table->DrawSplitter.SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); + table->DrawSplitter->SetCurrentChannel(window->DrawList, column->DrawChannelCurrent); } // Allocate draw channels. Called by TableUpdateLayout() @@ -2093,7 +2294,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) 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->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); 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); @@ -2157,7 +2358,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) void ImGui::TableMergeDrawChannels(ImGuiTable* table) { ImGuiContext& g = *GImGui; - ImDrawListSplitter* splitter = &table->DrawSplitter; + ImDrawListSplitter* splitter = table->DrawSplitter; const bool has_freeze_v = (table->FreezeRowsCount > 0); const bool has_freeze_h = (table->FreezeColumnsCount > 0); IM_ASSERT(splitter->_Current == 0); @@ -2168,10 +2369,11 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) ImRect ClipRect; int ChannelsCount; ImBitArray ChannelsMask; + + MergeGroup() { ChannelsCount = 0; } }; int merge_group_mask = 0x00; MergeGroup merge_groups[4]; - memset(merge_groups, 0, sizeof(merge_groups)); // 1. Scan channels and take note of those which can be merged for (int column_n = 0; column_n < table->ColumnsCount; column_n++) @@ -2187,7 +2389,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) // Don't attempt to merge if there are multiple draw calls within the column ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; - if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() src_channel->_CmdBuffer.pop_back(); if (src_channel->_CmdBuffer.Size != 1) continue; @@ -2249,8 +2451,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) 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 - remaining_mask.ClearBits(); - remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count - 1); + 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); @@ -2279,7 +2480,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) 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 - GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, ~0, 1.0f); + 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 @@ -2324,18 +2525,19 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) void ImGui::TableDrawBorders(ImGuiTable* table) { ImGuiWindow* inner_window = table->InnerWindow; - if (inner_window->Hidden || !table->HostClipRect.Overlaps(table->InnerClipRect)) + if (!table->OuterWindow->ClipRect.Overlaps(table->OuterRect)) return; ImDrawList* inner_drawlist = inner_window->DrawList; - table->DrawSplitter.SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); + table->DrawSplitter->SetCurrentChannel(inner_drawlist, TABLE_DRAW_CHANNEL_BG0); inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float border_size = TABLE_BORDER_SIZE; const float draw_y1 = table->InnerRect.Min.y; const float draw_y2_body = table->InnerRect.Max.y; - const float draw_y2_head = table->IsUsingHeaders ? ((table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastFirstRowHeight) : draw_y1; if (table->Flags & ImGuiTableFlags_BordersInnerV) { for (int order_n = 0; order_n < table->ColumnsCount; order_n++) @@ -2348,12 +2550,13 @@ void ImGui::TableDrawBorders(ImGuiTable* table) 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 != -1 && table->FreezeColumnsCount == order_n + 1); - + 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->IsOuterRectAutoFitX) + 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.. continue; @@ -2391,7 +2594,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) 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); + inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterV) { @@ -2443,8 +2646,7 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() if (!table->IsLayoutLocked) TableUpdateLayout(table); - if (table->IsSortSpecsDirty) - TableSortSpecsBuild(table); + TableSortSpecsBuild(table); return &table->SortSpecs; } @@ -2583,28 +2785,33 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table) void ImGui::TableSortSpecsBuild(ImGuiTable* table) { - IM_ASSERT(table->IsSortSpecsDirty); - TableSortSpecsSanitize(table); + bool dirty = table->IsSortSpecsDirty; + if (dirty) + { + 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 + } // Write output - table->SortSpecsMulti.resize(table->SortSpecsCount <= 1 ? 0 : table->SortSpecsCount); ImGuiTableColumnSortSpecs* sort_specs = (table->SortSpecsCount == 0) ? NULL : (table->SortSpecsCount == 1) ? &table->SortSpecsSingle : table->SortSpecsMulti.Data; - for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - if (column->SortOrder == -1) - 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; - } + if (dirty && sort_specs != NULL) + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + { + ImGuiTableColumn* column = &table->Columns[column_n]; + if (column->SortOrder == -1) + 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; + } + table->SortSpecs.Specs = sort_specs; table->SortSpecs.SpecsCount = table->SortSpecsCount; - table->SortSpecs.SpecsDirty = true; // Mark as dirty for user - table->IsSortSpecsDirty = false; // Mark as not dirty for us } //------------------------------------------------------------------------- @@ -2624,8 +2831,11 @@ float ImGui::TableGetHeaderRowHeight() float row_height = GetTextLineHeight(); int columns_count = TableGetColumnCount(); for (int column_n = 0; column_n < columns_count; column_n++) - if (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_IsEnabled) + { + ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); + if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); + } row_height += GetStyle().CellPadding.y * 2.0f; return row_height; } @@ -2662,7 +2872,7 @@ 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 = TableGetColumnName(column_n); + const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); PushID(table->InstanceCurrent * table->ColumnsCount + column_n); TableHeader(name); PopID(); @@ -2744,7 +2954,6 @@ void ImGui::TableHeader(const char* label) 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); - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); } else { @@ -2752,6 +2961,7 @@ void ImGui::TableHeader(const char* label) if ((table->RowFlags & ImGuiTableRowFlags_Headers) == 0) TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_TableHeaderBg), table->CurrentColumn); } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (held) table->HeldHeaderColumn = (ImGuiTableColumnIdx)column_n; window->DC.CursorPos.y -= g.Style.ItemSpacing.y * 0.5f; @@ -2809,7 +3019,7 @@ void ImGui::TableHeader(const char* label) RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); - if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) + if (text_clipped && hovered && g.ActiveId == 0 && IsItemHovered(ImGuiHoveredFlags_DelayNormal)) SetTooltip("%.*s", (int)(label_end - label), label); // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden @@ -2844,6 +3054,17 @@ void ImGui::TableOpenContextMenu(int column_n) } } +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + // Output context menu into current window (generally a popup) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? void ImGui::TableDrawContextMenu(ImGuiTable* table) @@ -2863,15 +3084,15 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) if (column != NULL) { const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; - if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" TableSetColumnWidthAutoSingle(table, column_n); } const char* size_all_desc; if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) - size_all_desc = "Size all columns to fit###SizeAll"; // All fixed + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed else - size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed if (MenuItem(size_all_desc, NULL)) TableSetColumnWidthAutoAll(table); want_separator = true; @@ -2880,7 +3101,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) // Ordering if (table->Flags & ImGuiTableFlags_Reorderable) { - if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) table->IsResetDisplayOrderRequest = true; want_separator = true; } @@ -2917,16 +3138,19 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) for (int other_column_n = 0; other_column_n < table->ColumnsCount; other_column_n++) { ImGuiTableColumn* other_column = &table->Columns[other_column_n]; + if (other_column->Flags & ImGuiTableColumnFlags_Disabled) + continue; + const char* name = TableGetColumnName(table, other_column_n); if (name == NULL || name[0] == 0) name = ""; // Make sure we can't hide the last active column bool menu_item_active = (other_column->Flags & ImGuiTableColumnFlags_NoHide) ? false : true; - if (other_column->IsEnabled && table->ColumnsEnabledCount <= 1) + if (other_column->IsUserEnabled && table->ColumnsEnabledCount <= 1) menu_item_active = false; - if (MenuItem(name, NULL, other_column->IsEnabled, menu_item_active)) - other_column->IsEnabledNextFrame = !other_column->IsEnabled; + if (MenuItem(name, NULL, other_column->IsUserEnabled, menu_item_active)) + other_column->IsUserEnabledNextFrame = !other_column->IsUserEnabled; } PopItemFlag(); } @@ -3051,7 +3275,7 @@ void ImGui::TableSaveSettings(ImGuiTable* table) column_settings->DisplayOrder = column->DisplayOrder; column_settings->SortOrder = column->SortOrder; column_settings->SortDirection = column->SortDirection; - column_settings->IsEnabled = column->IsEnabled; + column_settings->IsEnabled = column->IsUserEnabled; column_settings->IsStretch = (column->Flags & ImGuiTableColumnFlags_WidthStretch) ? 1 : 0; if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) == 0) save_ref_scale = true; @@ -3065,7 +3289,7 @@ void ImGui::TableSaveSettings(ImGuiTable* table) settings->SaveFlags |= ImGuiTableFlags_Reorderable; if (column->SortOrder != -1) settings->SaveFlags |= ImGuiTableFlags_Sortable; - if (column->IsEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) + if (column->IsUserEnabled != ((column->Flags & ImGuiTableColumnFlags_DefaultHide) == 0)) settings->SaveFlags |= ImGuiTableFlags_Hideable; } settings->SaveFlags &= table->Flags; @@ -3123,7 +3347,7 @@ void ImGui::TableLoadSettings(ImGuiTable* table) else column->DisplayOrder = (ImGuiTableColumnIdx)column_n; display_order_mask |= (ImU64)1 << column->DisplayOrder; - column->IsEnabled = column->IsEnabledNextFrame = column_settings->IsEnabled; + column->IsUserEnabled = column->IsUserEnabledNextFrame = column_settings->IsEnabled; column->SortOrder = column_settings->SortOrder; column->SortDirection = column_settings->SortDirection; } @@ -3142,8 +3366,9 @@ void ImGui::TableLoadSettings(ImGuiTable* table) static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; - for (int i = 0; i != g.Tables.GetSize(); i++) - g.Tables.GetByIndex(i)->SettingsOffset = -1; + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + table->SettingsOffset = -1; g.SettingsTables.clear(); } @@ -3151,12 +3376,12 @@ static void TableSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandle static void TableSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; - for (int i = 0; i != g.Tables.GetSize(); i++) - { - ImGuiTable* table = g.Tables.GetByIndex(i); - table->IsSettingsRequestLoad = true; - table->SettingsOffset = -1; - } + for (int i = 0; i != g.Tables.GetMapSize(); i++) + if (ImGuiTable* table = g.Tables.TryGetMapData(i)) + { + table->IsSettingsRequestLoad = true; + table->SettingsOffset = -1; + } } static void* TableSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) @@ -3229,6 +3454,9 @@ 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); + 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); @@ -3242,9 +3470,8 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle } } -void ImGui::TableSettingsInstallHandler(ImGuiContext* context) +void ImGui::TableSettingsAddSettingsHandler() { - ImGuiContext& g = *context; ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Table"; ini_handler.TypeHash = ImHashStr("Table"); @@ -3253,7 +3480,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); + AddSettingsHandler(&ini_handler); } //------------------------------------------------------------------------- @@ -3267,7 +3494,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) // Remove Table (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { - //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; int table_idx = g.Tables.GetIndex(table); //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); @@ -3279,13 +3506,12 @@ 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_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; IM_ASSERT(table->MemoryCompacted == false); - table->DrawSplitter.ClearFreeMemory(); - table->SortSpecsMulti.clear(); table->SortSpecs.Specs = NULL; - table->IsSortSpecsDirty = true; + table->SortSpecsMulti.clear(); + 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++) @@ -3293,6 +3519,12 @@ void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) g.TablesLastTimeActive[g.Tables.GetIndex(table)] = -1.0f; } +void ImGui::TableGcCompactTransientBuffers(ImGuiTableTempData* temp_data) +{ + temp_data->DrawSplitter.ClearFreeMemory(); + temp_data->LastTimeActive = -1.0f; +} + // Compact and remove unused settings data (currently only used by TestEngine) void ImGui::TableGcCompactSettings() { @@ -3318,7 +3550,7 @@ void ImGui::TableGcCompactSettings() // - DebugNodeTable() [Internal] //------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_DEBUG_TOOLS static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) { @@ -3346,6 +3578,8 @@ void ImGui::DebugNodeTable(ImGuiTable* table) GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); if (!open) return; + if (table->InstanceCurrent > 0) + ImGui::Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); bool clear_settings = SmallButton("Clear settings"); BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); @@ -3367,7 +3601,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table) "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%s..", + "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, @@ -3376,7 +3610,6 @@ void ImGui::DebugNodeTable(ImGuiTable* table) 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_WidthAuto) ? "WidthAuto " : "", (column->Flags & ImGuiTableColumnFlags_NoResize) ? "NoResize " : ""); Bullet(); Selectable(buf); @@ -3411,7 +3644,7 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) TreePop(); } -#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugNodeTable(ImGuiTable*) {} void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} @@ -3751,6 +3984,7 @@ void ImGui::NextColumn() { // New row/line: column 0 honor IndentX. window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; columns->LineMinY = columns->LineMaxY; } window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); @@ -3802,8 +4036,7 @@ void ImGui::EndColumns() const ImGuiID column_id = columns->ID + ImGuiID(n); const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id, false)) + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) continue; bool hovered = false, held = false; diff --git a/sources/3rdparty/imgui/imgui_widgets.cpp b/sources/3rdparty/imgui/imgui_widgets.cpp index 3bf7254f..dd5a002a 100644 --- a/sources/3rdparty/imgui/imgui_widgets.cpp +++ b/sources/3rdparty/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.80 WIP +// dear imgui, v1.89.2 // (widgets code) /* @@ -41,7 +41,6 @@ Index of this file: #include "imgui_internal.h" // System includes -#include // toupper #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else @@ -59,6 +58,8 @@ Index of this file: #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif // Clang/GCC warnings with -Weverything @@ -80,12 +81,17 @@ Index of this file: #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #endif //------------------------------------------------------------------------- // Data //------------------------------------------------------------------------- +// Widgets +static const float DRAGDROP_HOLD_TO_OPEN_TIMER = 0.70f; // Time for drag-hold to activate items accepting the ImGuiButtonFlags_PressedOnDragDropHold button behavior. +static const float DRAG_MOUSE_THRESHOLD_FACTOR = 0.50f; // Multiplier for the default value of io.MouseDragThreshold to make DragFloat/DragInt react faster to mouse drags. + // Those MIN/MAX values are not define because we need to point to them static const signed char IM_S8_MIN = -128; static const signed char IM_S8_MAX = 127; @@ -118,9 +124,9 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data); +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); +static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. @@ -146,9 +152,13 @@ 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 @@ -156,7 +166,21 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; const bool wrap_enabled = (wrap_pos_x >= 0.0f); - if (text_end - text > 2000 && !wrap_enabled) + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else { // Long text! // Perform manual coarse clipping to optimize for long multi-line text @@ -195,7 +219,7 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height)); while (line < text_end) { - if (IsClippedEx(line_rect, 0, false)) + if (IsClippedEx(line_rect, 0)) break; const char* line_end = (const char*)memchr(line, '\n', text_end - line); @@ -229,19 +253,6 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } - else - { - const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; - const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); - - ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size, 0.0f); - if (!ItemAdd(bb, 0)) - return; - - // Render (we don't hide text after ## in this end-user function) - RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); - } } void ImGui::TextUnformatted(const char* text, const char* text_end) @@ -263,9 +274,10 @@ void ImGui::TextV(const char* fmt, va_list args) if (window->SkipItems) return; - ImGuiContext& g = *GImGui; - const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); + // FIXME-OPT: Handle the %s shortcut? + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) @@ -346,17 +358,20 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const ImGuiStyle& style = g.Style; const float w = CalcItemWidth(); + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); + const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2)); - const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y * 2) + label_size); + + const ImVec2 pos = window->DC.CursorPos; + const ImRect value_bb(pos, pos + ImVec2(w, value_size.y + style.FramePadding.y * 2)); + const ImRect total_bb(pos, pos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f), ImMax(value_size.y, label_size.y) + style.FramePadding.y * 2)); ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0)) return; // Render - const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - RenderTextClipped(value_bb.Min, value_bb.Max, value_text_begin, value_text_end, NULL, ImVec2(0.0f, 0.5f)); + RenderTextClipped(value_bb.Min + style.FramePadding, value_bb.Max, value_text_begin, value_text_end, &value_size, ImVec2(0.0f, 0.0f)); if (label_size.x > 0.0f) RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label); } @@ -379,8 +394,8 @@ void ImGui::BulletTextV(const char* fmt, va_list args) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const char* text_begin = g.TempBuffer; - const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding ImVec2 pos = window->DC.CursorPos; @@ -479,14 +494,6 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); - if (flags & ImGuiButtonFlags_Disabled) - { - if (out_hovered) *out_hovered = false; - if (out_held) *out_held = false; - if (g.ActiveId == id) ClearActiveID(); - return false; - } - // Default only reacts to left mouse button if ((flags & ImGuiButtonFlags_MouseButtonMask_) == 0) flags |= ImGuiButtonFlags_MouseButtonDefault_; @@ -496,12 +503,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool flags |= ImGuiButtonFlags_PressedOnDefault_; ImGuiWindow* backup_hovered_window = g.HoveredWindow; - const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window->RootWindow; + 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 - if (id != 0 && window->DC.LastItemId != id) + if (id != 0 && g.LastItemData.ID != id) IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); #endif @@ -516,10 +523,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers)) if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) { - const float DRAG_DROP_HOLD_TIMER = 0.70f; hovered = true; SetHoveredID(id); - if (CalcTypematicRepeatAmount(g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, g.HoveredIdTimer + 0.0001f, DRAG_DROP_HOLD_TIMER, 0.00f)) + if (g.HoveredIdTimer - g.IO.DeltaTime <= DRAGDROP_HOLD_TO_OPEN_TIMER && g.HoveredIdTimer >= DRAGDROP_HOLD_TO_OPEN_TIMER) { pressed = true; g.DragDropHoldJustPressedId = id; @@ -535,22 +541,28 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool hovered = false; // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; if (hovered) { + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - // Poll buttons - int mouse_button_clicked = -1; - int mouse_button_released = -1; - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } - if (mouse_button_clicked != -1 && g.ActiveId != id) { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) { SetActiveID(id, window); @@ -559,30 +571,36 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool SetFocusID(id, window); FocusWindow(window); } - if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[mouse_button_clicked])) + if ((flags & ImGuiButtonFlags_PressedOnClick) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseClickedCount[mouse_button_clicked] == 2)) { pressed = true; if (flags & ImGuiButtonFlags_NoHoldingActiveId) ClearActiveID(); else SetActiveID(id, window); // Hold on ID + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); g.ActiveIdMouseButton = mouse_button_clicked; FocusWindow(window); } } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) + if (flags & ImGuiButtonFlags_PressedOnRelease) { - // Repeat mode trumps on release behavior - const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; - if (!has_repeated_at_least_once) - pressed = true; - ClearActiveID(); + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + ClearActiveID(); + } } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) - if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat)) pressed = true; } @@ -598,15 +616,22 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (flags & ImGuiButtonFlags_Repeat)) + { + // Avoid pressing both keys from triggering double amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(key1->DownDuration, key2->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } if (nav_activated_by_code || nav_activated_by_inputs) - pressed = true; - if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id) { // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. - g.NavActivateId = id; // This is so SetActiveId assign a Nav source + pressed = true; SetActiveID(id, window); - if ((nav_activated_by_code || nav_activated_by_inputs) && !(flags & ImGuiButtonFlags_NoNavFocus)) + g.ActiveIdSource = ImGuiInputSource_Nav; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) SetFocusID(id, window); } } @@ -621,8 +646,7 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; const int mouse_button = g.ActiveIdMouseButton; - IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); - if (g.IO.MouseDown[mouse_button]) + if (IsMouseDown(mouse_button, test_owner_id)) { held = true; } @@ -633,9 +657,10 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if ((release_in || release_anywhere) && !g.DragDropActive) { // Report as pressed when releasing the mouse (this is the most common path) - bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDownWasDoubleClick[mouse_button]; + bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps - if (!is_double_click_release && !is_repeating_already) + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) pressed = true; } ClearActiveID(); @@ -680,8 +705,9 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; + bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); @@ -689,13 +715,16 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); RenderNavHighlight(bb, id); RenderFrame(bb.Min, bb.Max, col, true, style.FrameRounding); + + if (g.LogEnabled) + LogSetNextTextDecoration("[", "]"); RenderTextClipped(bb.Min + style.FramePadding, bb.Max - style.FramePadding, label, NULL, &label_size, style.ButtonTextAlign, &bb); // Automatically close popups //if (pressed && !(flags & ImGuiButtonFlags_DontClosePopups) && (window->Flags & ImGuiWindowFlags_Popup)) // CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; } @@ -719,6 +748,7 @@ bool ImGui::SmallButton(const char* label) // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; @@ -736,16 +766,17 @@ 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(); @@ -753,7 +784,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu if (!ItemAdd(bb, id)) return false; - if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat) + if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) flags |= ImGuiButtonFlags_Repeat; bool hovered, held; @@ -766,6 +797,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } @@ -776,22 +808,30 @@ bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir) } // Button to close a window -bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos)//, float size) +bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - // We intentionally allow interaction when clipped so that a mechanical Alt,Right,Validate sequence close a window. - // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) + // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - bool is_clipped = !ItemAdd(bb, id); + ImRect bb_interact = bb; + const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); + if (area_to_visible_ratio < 1.5f) + bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + + // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. + // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + bool is_clipped = !ItemAdd(bb_interact, id); bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb_interact, id, &hovered, &held); if (is_clipped) return pressed; // Render + // FIXME: Clarify this mess ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) @@ -819,12 +859,10 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no // Render //bool is_dock_menu = (window->DockNodeAsHost && !window->Collapsed); - ImVec2 off = dock_node ? ImVec2(IM_FLOOR(-g.Style.ItemInnerSpacing.x * 0.5f) + 0.5f, 0.0f) : ImVec2(0.0f, 0.0f); ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(center + off + ImVec2(0,-0.5f), g.FontSize * 0.5f + 1.0f, bg_col, 12); + window->DrawList->AddCircleFilled(bb.GetCenter() + 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); @@ -840,7 +878,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos, ImGuiDockNode* dock_no ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { - return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. @@ -861,29 +899,29 @@ void ImGui::Scrollbar(ImGuiAxis axis) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = GetWindowScrollbarID(window, axis); - KeepAliveID(id); // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); - ImDrawCornerFlags rounding_corners = 0; + ImDrawFlags rounding_corners = ImDrawFlags_RoundCornersNone; if (axis == ImGuiAxis_X) { - rounding_corners |= ImDrawCornerFlags_BotLeft; + rounding_corners |= ImDrawFlags_RoundCornersBottomLeft; if (!window->ScrollbarY) - rounding_corners |= ImDrawCornerFlags_BotRight; + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } else { if ((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) - rounding_corners |= ImDrawCornerFlags_TopRight; + rounding_corners |= ImDrawFlags_RoundCornersTopRight; if (!window->ScrollbarX) - rounding_corners |= ImDrawCornerFlags_BotRight; + rounding_corners |= ImDrawFlags_RoundCornersBottomRight; } float size_avail = window->InnerRect.Max[axis] - window->InnerRect.Min[axis]; float size_contents = window->ContentSize[axis] + window->WindowPadding[axis] * 2.0f; - ScrollbarEx(bb, id, axis, &window->Scroll[axis], size_avail, size_contents, rounding_corners); + 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 @@ -892,7 +930,7 @@ void ImGui::Scrollbar(ImGuiAxis axis) // - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar // - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal. // Still, the code should probably be made simpler.. -bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, float* p_scroll_v, float size_avail_v, float size_contents_v, ImDrawCornerFlags rounding_corners) +bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 size_avail_v, ImS64 size_contents_v, ImDrawFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -923,22 +961,23 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Calculate the height of our grabbable box. It generally represent the amount visible (vs the total scrollable amount) // But we maintain a minimum size in pixel to allow for the user to still aim inside. IM_ASSERT(ImMax(size_contents_v, size_avail_v) > 0.0f); // Adding this assert to check if the ImMax(XXX,1.0f) is still needed. PLEASE CONTACT ME if this triggers. - const float win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), 1.0f); - const float grab_h_pixels = ImClamp(scrollbar_size_v * (size_avail_v / win_size_v), style.GrabMinSize, scrollbar_size_v); + const ImS64 win_size_v = ImMax(ImMax(size_contents_v, size_avail_v), (ImS64)1); + const float grab_h_pixels = ImClamp(scrollbar_size_v * ((float)size_avail_v / (float)win_size_v), style.GrabMinSize, scrollbar_size_v); const float grab_h_norm = grab_h_pixels / scrollbar_size_v; // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). bool held = false; bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); - float scroll_max = ImMax(1.0f, size_contents_v - size_avail_v); - float scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); + float scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Grab position in normalized space if (held && allow_interaction && grab_h_norm < 1.0f) { - float scrollbar_pos_v = bb.Min[axis]; - float mouse_pos_v = g.IO.MousePos[axis]; + const float scrollbar_pos_v = bb.Min[axis]; + const float mouse_pos_v = g.IO.MousePos[axis]; // Click position in scrollbar normalized space (0.0f->1.0f) const float clicked_v_norm = ImSaturate((mouse_pos_v - scrollbar_pos_v) / scrollbar_size_v); @@ -958,10 +997,10 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Apply scroll (p_scroll_v will generally point on one member of window->Scroll) // It is ok to modify Scroll here because we are being called in Begin() after the calculation of ContentSize and before setting up our starting position const float scroll_v_norm = ImSaturate((clicked_v_norm - g.ScrollbarClickDeltaToGrabCenter - grab_h_norm * 0.5f) / (1.0f - grab_h_norm)); - *p_scroll_v = IM_ROUND(scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v)); + *p_scroll_v = (ImS64)(scroll_v_norm * scroll_max); // Update values for rendering - scroll_ratio = ImSaturate(*p_scroll_v / scroll_max); + scroll_ratio = ImSaturate((float)*p_scroll_v / (float)scroll_max); grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v; // Update distance to grab now that we have seeked and saturated @@ -972,7 +1011,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, floa // Render 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, rounding_corners); + 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); @@ -1009,14 +1048,15 @@ void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) // We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. -bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, id)) return false; @@ -1035,9 +1075,21 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size return pressed; } -// frame_padding < 0: uses FramePadding from style (default) -// frame_padding = 0: no framing -// frame_padding > 0: set framing size +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. +// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; @@ -1050,9 +1102,14 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I const ImGuiID id = window->GetID("#image"); PopID(); - const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; - return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + return ret; } +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS bool ImGui::Checkbox(const char* label, bool* v) { @@ -1071,7 +1128,7 @@ bool ImGui::Checkbox(const char* label, bool* v) ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, id)) { - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return false; } @@ -1087,7 +1144,7 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderNavHighlight(total_bb, id); RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding); ImU32 check_col = GetColorU32(ImGuiCol_CheckMark); - bool mixed_value = (window->DC.ItemFlags & ImGuiItemFlags_MixedValue) != 0; + bool mixed_value = (g.LastItemData.InFlags & ImGuiItemFlags_MixedValue) != 0; if (mixed_value) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) @@ -1101,12 +1158,13 @@ bool ImGui::Checkbox(const char* label, bool* v) RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) - LogRenderedText(&total_bb.Min, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); + LogRenderedText(&label_pos, mixed_value ? "[~]" : *v ? "[x]" : "[ ]"); if (label_size.x > 0.0f) - RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (*v ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } @@ -1118,11 +1176,11 @@ bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) bool pressed; if (!all_on && any_on) { - ImGuiWindow* window = GetCurrentWindow(); - ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_MixedValue; + ImGuiContext& g = *GImGui; + ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; + g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; pressed = Checkbox(label, &all_on); - window->DC.ItemFlags = backup_item_flags; + g.CurrentItemFlags = backup_item_flags; } else { @@ -1202,12 +1260,13 @@ bool ImGui::RadioButton(const char* label, bool active) window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize); } + ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); if (g.LogEnabled) - LogRenderedText(&total_bb.Min, active ? "(x)" : "( )"); + LogRenderedText(&label_pos, active ? "(x)" : "( )"); if (label_size.x > 0.0f) - RenderText(ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y), label); + RenderText(label_pos, label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return pressed; } @@ -1265,7 +1324,7 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -1321,6 +1380,7 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0, 0)); else @@ -1376,11 +1436,20 @@ 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); @@ -1389,7 +1458,8 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) // Draw window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) - LogRenderedText(&bb.Min, "--------------------------------"); + LogRenderedText(&bb.Min, "--------------------------------\n"); + } if (columns) { @@ -1408,31 +1478,29 @@ void ImGui::Separator() // Those flags should eventually be overridable by the user ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - flags |= ImGuiSeparatorFlags_SpanAllColumns; + flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. SeparatorEx(flags); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. -bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; - bool item_add = ItemAdd(bb, id); - window->DC.ItemFlags = item_flags_backup; - if (!item_add) + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) return false; 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); + if (hovered) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb if (g.ActiveId != id) SetItemAllowOverlap(); - if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) + if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); ImRect bb_render = bb; @@ -1463,7 +1531,9 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float } } - // Render + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); @@ -1504,7 +1574,7 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc width_excess -= width_to_remove_per_item * count_same_width; } - // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Round width and redistribute remainder // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. width_excess = 0.0f; for (int n = 0; n < count; n++) @@ -1513,17 +1583,24 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc width_excess += items[n].Width - width_rounded; items[n].Width = width_rounded; } - if (width_excess > 0.0f) - for (int n = 0; n < count; n++) - if (items[n].Index < (int)(width_excess + 0.01f)) - items[n].Width += 1.0f; + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } } //------------------------------------------------------------------------- // [SECTION] Widgets: ComboBox //------------------------------------------------------------------------- +// - CalcMaxPopupHeightFromItemCount() [Internal] // - BeginCombo() +// - BeginComboPopup() [Internal] // - EndCombo() +// - BeginComboPreview() [Internal] +// - EndComboPreview() [Internal] // - Combo() //------------------------------------------------------------------------- @@ -1537,74 +1614,99 @@ static float CalcMaxPopupHeightFromItemCount(int items_count) bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags) { - // Always consume the SetNextWindowSizeConstraint() call in our early return paths ImGuiContext& g = *GImGui; - bool has_window_size_constraint = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) != 0; - g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; - 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 if (window->SkipItems) return false; - IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together - 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 float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float expected_w = CalcItemWidth(); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : expected_w; - const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); - const ImRect 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 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)); ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &bb)) return false; + // Open on click bool hovered, held; - bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held); - bool popup_open = IsPopupOpen(id, ImGuiPopupFlags_None); + 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 && !popup_open) + { + OpenPopupEx(popup_id, ImGuiPopupFlags_None); + popup_open = true; + } + // Render shape const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg); - const float value_x2 = ImMax(frame_bb.Min.x, frame_bb.Max.x - arrow_size); - RenderNavHighlight(frame_bb, id); + const float value_x2 = ImMax(bb.Min.x, bb.Max.x - arrow_size); + RenderNavHighlight(bb, id); if (!(flags & ImGuiComboFlags_NoPreview)) - window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(value_x2, frame_bb.Max.y), frame_col, style.FrameRounding, (flags & ImGuiComboFlags_NoArrowButton) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Left); + window->DrawList->AddRectFilled(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 text_col = GetColorU32(ImGuiCol_Text); - window->DrawList->AddRectFilled(ImVec2(value_x2, frame_bb.Min.y), frame_bb.Max, bg_col, style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right); - if (value_x2 + arrow_size - style.FramePadding.x <= frame_bb.Max.x) - RenderArrow(window->DrawList, ImVec2(value_x2 + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), text_col, ImGuiDir_Down, 1.0f); + 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); } - RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding); - if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) - RenderTextClipped(frame_bb.Min + style.FramePadding, ImVec2(value_x2, frame_bb.Max.y), preview_value, NULL, NULL, ImVec2(0.0f, 0.0f)); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + RenderFrameBorder(bb.Min, bb.Max, style.FrameRounding); - if ((pressed || g.NavActivateId == id) && !popup_open) + // Custom preview + if (flags & ImGuiComboFlags_CustomPreview) { - if (window->DC.NavLayerCurrent == 0) - window->NavLastIds[0] = id; - OpenPopupEx(id, ImGuiPopupFlags_None); - popup_open = true; + g.ComboPreviewData.PreviewRect = ImRect(bb.Min.x, bb.Min.y, value_x2, bb.Max.y); + IM_ASSERT(preview_value == NULL || preview_value[0] == 0); + preview_value = NULL; } + // Render preview and label + if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview)) + { + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); + RenderTextClipped(bb.Min + style.FramePadding, ImVec2(value_x2, bb.Max.y), preview_value, NULL, NULL); + } + if (label_size.x > 0) + RenderText(ImVec2(bb.Max.x + style.ItemInnerSpacing.x, bb.Min.y + style.FramePadding.y), label); + if (!popup_open) return false; - if (has_window_size_constraint) + g.NextWindowData.Flags = backup_next_window_data_flags; + return BeginComboPopup(popup_id, bb, flags); +} + +bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags flags) +{ + ImGuiContext& g = *GImGui; + if (!IsPopupOpen(popup_id, ImGuiPopupFlags_None)) + { + g.NextWindowData.ClearFlags(); + return false; + } + + // Set popup size + float w = bb.GetWidth(); + if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { - g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint; g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w); } else { 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; @@ -1612,30 +1714,27 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF 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 - // Position the window given a custom constraint (peak into expected window size so we can position it) - // This might be easier to express with an hypothetical SetNextWindowPosConstraints() function. + // 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()? 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 = CalcWindowExpectedSize(popup_window); - if (flags & ImGuiComboFlags_PopupAlignLeft) - popup_window->AutoPosLastDirection = ImGuiDir_Left; // "Below, Toward Left" - else - popup_window->AutoPosLastDirection = ImGuiDir_Down; // "Below, Toward Right (default)" - ImRect r_outer = GetWindowAllowedExtentRect(popup_window); - ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox); + 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)" + ImRect r_outer = GetPopupAllowedExtentRect(popup_window); + 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; - - // Horizontally align ourselves with the framed text - PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y)); + 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) @@ -1652,6 +1751,59 @@ void ImGui::EndCombo() EndPopup(); } +// Call directly after the BeginCombo/EndCombo block. The preview is designed to only host non-interactive elements +// (Experimental, see GitHub issues: #1658, #4168) +bool ImGui::BeginComboPreview() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; + + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) + return false; + IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? + if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) + 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->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; + window->DC.IsSameLine = false; + PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); + + return true; +} + +void ImGui::EndComboPreview() +{ + 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 + { + 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.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; + window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; + preview_data->PreviewRect = ImRect(); +} + // Getter for the old Combo() API: const char*[] static bool Items_ArrayGetter(void* data, int idx, const char** out_text) { @@ -1704,7 +1856,7 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi bool value_changed = false; for (int i = 0; i < items_count; i++) { - PushID((void*)(intptr_t)i); + PushID(i); const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) @@ -1720,8 +1872,9 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi } EndCombo(); + if (value_changed) - MarkItemEdited(g.CurrentWindow->DC.LastItemId); + MarkItemEdited(g.LastItemData.ID); return value_changed; } @@ -1750,11 +1903,11 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa //------------------------------------------------------------------------- // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- -// - PatchFormatStringFloatToInt() // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() +// - DataTypeCompare() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() @@ -1775,35 +1928,11 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] = { sizeof(ImS64), "S64", "%lld", "%lld" }, // ImGuiDataType_S64 { sizeof(ImU64), "U64", "%llu", "%llu" }, #endif - { sizeof(float), "float", "%f", "%f" }, // ImGuiDataType_Float (float are promoted to double in va_arg) + { 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?! -static const char* PatchFormatStringFloatToInt(const char* fmt) -{ - if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. - return "%d"; - const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) - const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). - if (fmt_end > fmt_start && fmt_end[-1] == 'f') - { -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (fmt_start == fmt && fmt_end[0] == 0) - return "%d"; - ImGuiContext& g = *GImGui; - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. - return g.TempBuffer; -#else - IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" -#endif - } - return fmt; -} - const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) { IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); @@ -1885,24 +2014,10 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; - - // We don't support '-' op because it would conflict with inputing negative value. - // Instead you can use +-100 to subtract from an existing value - char op = buf[0]; - if (op == '+' || op == '*' || op == '/') - { - buf++; - while (ImCharIsBlankA(*buf)) - buf++; - } - else - { - op = 0; - } if (!buf[0]) return false; @@ -1911,64 +2026,20 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b ImGuiDataTypeTempStorage data_backup; memcpy(&data_backup, p_data, type_info->Size); - if (format == NULL) + // Sanitize format + // For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) format = type_info->ScanFmt; - - // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. - int arg1i = 0; - if (data_type == ImGuiDataType_S32) - { - int* v = (int*)p_data; - int arg0i = *v; - float arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0i) < 1) - return false; - // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision - if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) - else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply - else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide - else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant - } - else if (data_type == ImGuiDataType_Float) - { - // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in - format = "%f"; - float* v = (float*)p_data; - float arg0f = *v, arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) - else if (op == '*') { *v = arg0f * arg1f; } // Multiply - else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide - else { *v = arg1f; } // Assign constant - } - else if (data_type == ImGuiDataType_Double) - { - format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = (double*)p_data; - double arg0f = *v, arg1f = 0.0; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) - else if (op == '*') { *v = arg0f * arg1f; } // Multiply - else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide - else { *v = arg1f; } // Assign constant - } - else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - { - // All other types assign constant - // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - sscanf(buf, format, p_data); - } else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) { - // Small types need a 32-bit buffer to receive the result from scanf() - int v32; - sscanf(buf, format, &v32); if (data_type == ImGuiDataType_S8) *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) @@ -2050,33 +2121,27 @@ static float GetMinimumStepAtDecimalPrecision(int decimal_precision) } template -static const char* ImAtoi(const char* src, TYPE* output) -{ - int negative = 0; - if (*src == '-') { negative = 1; src++; } - if (*src == '+') { src++; } - TYPE v = 0; - while (*src >= '0' && *src <= '9') - v = (v * 10) + (*src++ - '0'); - *output = negative ? -v : v; - return src; -} - -template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); const char* fmt_start = ImParseFormatFindStart(format); if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string return v; + + // Sanitize format + char fmt_sanitized[32]; + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + fmt_start = fmt_sanitized; + + // Format value with our rounding, and read back char v_str[64]; ImFormatString(v_str, IM_ARRAYSIZE(v_str), fmt_start, v); const char* p = v_str; while (*p == ' ') p++; - if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - v = (TYPE)ImAtof(p); - else - ImAtoi(p, (SIGNEDTYPE*)&v); + v = (TYPE)ImAtof(p); + return v; } @@ -2105,9 +2170,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const { ImGuiContext& g = *GImGui; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); const bool is_clamped = (v_min < v_max); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + 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)) @@ -2115,7 +2180,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings float adjust_delta = 0.0f; - if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f * 1.0f) + if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) { adjust_delta = g.IO.MouseDelta[axis]; if (g.IO.KeyAlt) @@ -2125,8 +2190,11 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const } else if (g.ActiveIdSource == ImGuiInputSource_Nav) { - int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; - adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } adjust_delta *= v_speed; @@ -2165,7 +2233,7 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const 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. - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 1; logarithmic_zero_epsilon = ImPow(0.1f, (float)decimal_precision); // Convert to parametric space, apply delta, convert back @@ -2180,8 +2248,8 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const } // Round to user desired precision based on format string - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. g.DragCurrentAccumDirty = false; @@ -2203,9 +2271,9 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const // Clamp values (+ handle overflow/wrap-around for integer types) if (*v != v_cur && is_clamped) { - if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_decimal)) + if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f && !is_floating_point)) v_cur = v_min; - if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_decimal)) + if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f && !is_floating_point)) v_cur = v_max; } @@ -2224,6 +2292,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v ImGuiContext& g = *GImGui; if (g.ActiveId == id) { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) ClearActiveID(); else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) @@ -2231,7 +2300,7 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v } if (g.ActiveId != id) return false; - if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2264,40 +2333,50 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); const float w = CalcItemWidth(); + const ImVec2 label_size = CalcTextSize(label, NULL, true); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); - // Tabbing or CTRL-clicking on Drag turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); - const bool clicked = (hovered && g.IO.MouseClicked[0]); - const bool double_clicked = (hovered && g.IO.MouseDoubleClicked[0]); - if (focus_requested || clicked || double_clicked || g.NavActivateId == id || g.NavInputId == id) + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool clicked = hovered && IsMouseClicked(0, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = g.NavActivateInputId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + if (make_active && !temp_input_is_active) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavInputId == id)) - { - temp_input_is_active = true; - FocusableItemUnregister(window); - } } } @@ -2309,7 +2388,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? 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); @@ -2321,12 +2400,14 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return value_changed; } @@ -2414,6 +2495,7 @@ bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_cu TextEx(label, FindRenderedTextEnd(label)); EndGroup(); PopID(); + return value_changed; } @@ -2471,35 +2553,6 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ return value_changed; } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - -// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. -bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds - drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); -} - -bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds - drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); -} - -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //------------------------------------------------------------------------- // [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. //------------------------------------------------------------------------- @@ -2550,7 +2603,6 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T v_max_fudged = -logarithmic_zero_epsilon; float result; - if (v_clamped <= v_min_fudged) result = 0.0f; // Workaround for values that are in-range but below our fudge else if (v_clamped >= v_max_fudged) @@ -2574,91 +2626,81 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T return flipped ? (1.0f - result) : result; } - - // Linear slider - return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } } // Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) template TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { - if (v_min == v_max) - return (TYPE)0.0f; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) + return v_min; + if (t >= 1.0f) + return v_max; - TYPE result; + TYPE result = (TYPE)0; if (is_logarithmic) { - // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value - if (t <= 0.0f) - result = v_min; - else if (t >= 1.0f) - result = v_max; - else + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts { - bool flipped = v_max < v_min; // Check if range is "backwards" - - // Fudge min/max to avoid getting silly results close to zero - FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; - FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; - - if (flipped) - ImSwap(v_min_fudged, v_max_fudged); - - // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) - if ((v_max == 0.0f) && (v_min < 0.0f)) - v_max_fudged = -logarithmic_zero_epsilon; - - float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range - - if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts - { - float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space - float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; - float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; - if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) - result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) - else if (t_with_flip < zero_point_center) - result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); - else - result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); - } - else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider - result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); else - result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); } else { // Linear slider - if (is_decimal) + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (is_floating_point) { result = ImLerp(v_min, v_max, t); } - else + else if (t < 1.0) { // - For integer values we want the clicking position to match the grab box so we round above // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. - if (t < 1.0) - { - FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; - result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); - } - else - { - result = v_max; - } + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); } } return result; } -// FIXME: Move more of the code into SliderBehavior() +// FIXME: Try to move more of the code into shared SliderBehavior() template 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) { @@ -2666,15 +2708,16 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const ImGuiStyle& style = g.Style; const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; - const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); - const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) && is_decimal; + const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - const float grab_padding = 2.0f; + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; float grab_sz = style.GrabMinSize; - SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_decimal && v_range >= 0) // v_range < 0 may happen on integer overflows - grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows + grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; @@ -2685,7 +2728,7 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ 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. - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 1; + 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); } @@ -2705,7 +2748,17 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ else { const float mouse_abs_pos = g.IO.MousePos[axis]; - clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); if (axis == ImGuiAxis_Y) clicked_t = 1.0f - clicked_t; set_new_value = true; @@ -2719,25 +2772,26 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ g.SliderCurrentAccumDirty = false; } - const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); - float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); if (input_delta != 0.0f) { - const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds - if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + if (tweak_slow) input_delta /= 10.0f; } else { - if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) + if ((v_range >= -100.0f && v_range <= 100.0f) || tweak_slow) input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps else input_delta /= 100.0f; } - if (IsNavInputDown(ImGuiNavInput_TweakFast)) + if (tweak_fast) input_delta *= 10.0f; g.SliderCurrentAccum += input_delta; @@ -2766,8 +2820,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator TYPE v_new = ScaleValueFromRatioT(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); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (delta > 0) @@ -2785,8 +2839,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ 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)) - v_new = RoundScalarWithFormatT(format, data_type, v_new); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); // Apply result if (*v != v_new) @@ -2825,8 +2879,9 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); + // Those are the things we can do easily outside the SliderBehaviorT<> template, saves code generation. ImGuiContext& g = *GImGui; - if ((g.CurrentWindow->DC.ItemFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) return false; switch (data_type) @@ -2876,35 +2931,35 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); + const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) + if (!ItemAdd(total_bb, id, &frame_bb, temp_input_allowed ? ImGuiItemFlags_Inputable : 0)) return false; // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); - // Tabbing or CTRL-clicking on Slider turns it into an input box const bool hovered = ItemHoverable(frame_bb, id); - const bool temp_input_allowed = (flags & ImGuiSliderFlags_NoInput) == 0; bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool focus_requested = temp_input_allowed && FocusableItemRegister(window, id); - const bool clicked = (hovered && g.IO.MouseClicked[0]); - if (focus_requested || clicked || g.NavActivateId == id || g.NavInputId == id) + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; + const bool clicked = hovered && IsMouseClicked(0, id); + const bool make_active = (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id) + temp_input_is_active = true; + + if (make_active && !temp_input_is_active) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (focus_requested || (clicked && g.IO.KeyCtrl) || g.NavInputId == id)) - { - temp_input_is_active = true; - FocusableItemUnregister(window); - } } } @@ -2916,7 +2971,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? 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); @@ -2933,12 +2988,14 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Display value using user-provided display format so user can add prefix/suffix/decorations to the value. char value_buf[64]; const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, p_data, format); + if (g.LogEnabled) + LogSetNextTextDecoration("{", "}"); RenderTextClipped(frame_bb.Min, frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f, 0.5f)); if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); return value_changed; } @@ -3049,12 +3106,13 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); const bool hovered = ItemHoverable(frame_bb, id); - if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id) + const bool clicked = hovered && IsMouseClicked(0, id); + if (clicked || g.NavActivateId == id || g.NavActivateInputId == id) { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); @@ -3062,7 +3120,7 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d } // Draw frame - const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? 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); @@ -3097,39 +3155,14 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - -// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags); -} - -bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) -{ - ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags); -} - -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //------------------------------------------------------------------------- // [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. //------------------------------------------------------------------------- // - ImParseFormatFindStart() [Internal] // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] // - ImParseFormatPrecision() [Internal] // - TempInputTextScalar() [Internal] // - InputScalar() @@ -3193,6 +3226,57 @@ const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_ return buf; } +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields "%3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + // Parse display precision back from the display format string // FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. int ImParseFormatPrecision(const char* fmt, int default_precision) @@ -3229,7 +3313,7 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* ClearActiveID(); g.CurrentWindow->DC.CursorPos = bb.Min; - bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags); + bool value_changed = InputTextEx(label, NULL, buf, buf_size, bb.GetSize(), flags | ImGuiInputTextFlags_MergedItem); if (init) { // First frame we started displaying the InputText widget, we expect it to take the active id. @@ -3239,13 +3323,19 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* return value_changed; } +static inline ImGuiInputTextFlags InputScalar_DefaultCharsFilter(ImGuiDataType data_type, const char* format) +{ + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) + return ImGuiInputTextFlags_CharsScientific; + const char format_last_char = format[0] ? format[strlen(format) - 1] : 0; + return (format_last_char == 'x' || format_last_char == 'X') ? ImGuiInputTextFlags_CharsHexadecimal : ImGuiInputTextFlags_CharsDecimal; +} + // Note that Drag/Slider functions are only forwarding the min/max values clamping values if the ImGuiSliderFlags_AlwaysClamp flag is set! // This is intended: this way we allow CTRL+Click manual input to set a value out of bounds, for maximum flexibility. // However this may not be ideal for all uses, as some user code may break on out of bound values. bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { - ImGuiContext& g = *GImGui; - char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); @@ -3253,7 +3343,8 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG ImStrTrimBlanks(data_buf); ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + flags |= InputScalar_DefaultCharsFilter(data_type, format); + bool value_changed = false; if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { @@ -3263,10 +3354,10 @@ bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImG memcpy(&data_backup, p_data, data_type_size); // Apply new value (or operations) then clamp - DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + DataTypeApplyFromText(data_buf, data_type, p_data, format); if (p_clamp_min || p_clamp_max) { - if (DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) + if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) ImSwap(p_clamp_min, p_clamp_max); DataTypeClamp(data_type, p_data, p_clamp_min, p_clamp_max); } @@ -3296,12 +3387,12 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data char buf[64]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); - bool value_changed = false; - if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) - flags |= ImGuiInputTextFlags_CharsDecimal; - flags |= ImGuiInputTextFlags_AutoSelectAll; - flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + // Testing ActiveId as a minor optimization as filtering is not needed until active + if (g.ActiveId == 0 && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) + flags |= InputScalar_DefaultCharsFilter(data_type, format); + flags |= ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + bool value_changed = false; if (p_step != NULL) { const float button_size = GetFrameHeight(); @@ -3310,14 +3401,15 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; style.FramePadding.x = style.FramePadding.y; ImGuiButtonFlags button_flags = ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups; if (flags & ImGuiInputTextFlags_ReadOnly) - button_flags |= ImGuiButtonFlags_Disabled; + BeginDisabled(); SameLine(0, style.ItemInnerSpacing.x); if (ButtonEx("-", ImVec2(button_size, button_size), button_flags)) { @@ -3330,6 +3422,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data DataTypeApplyOp(data_type, '+', p_data, p_data, g.IO.KeyCtrl && p_step_fast ? p_step_fast : p_step); value_changed = true; } + if (flags & ImGuiInputTextFlags_ReadOnly) + EndDisabled(); const char* label_end = FindRenderedTextEnd(label); if (label != label_end) @@ -3345,10 +3439,10 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data else { if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); } if (value_changed) - MarkItemEdited(window->DC.LastItemId); + MarkItemEdited(g.LastItemData.ID); return value_changed; } @@ -3443,7 +3537,11 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f // - InputText() // - InputTextWithHint() // - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] // - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] //------------------------------------------------------------------------- bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) @@ -3459,7 +3557,7 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } @@ -3477,9 +3575,9 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** return line_count; } -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *ctx; ImFont* font = g.Font; const float line_height = g.FontSize; const float scale = line_height / font->FontSize; @@ -3526,16 +3624,16 @@ static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* t namespace ImStb { -static int STB_TEXTEDIT_STRINGLEN(const STB_TEXTEDIT_STRING* obj) { return obj->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR(const STB_TEXTEDIT_STRING* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; -static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx) +static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; - const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); r->x0 = 0.0f; r->x1 = size.x; r->baseline_y_delta = size.y; @@ -3544,19 +3642,18 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* ob r->num_chars = (int)(text_remaining - (text + line_start_idx)); } -static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|'; } -static int is_word_boundary_from_right(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } -#ifdef __APPLE__ // FIXME: Move setting to IO structure -static int is_word_boundary_from_left(STB_TEXTEDIT_STRING* obj, int idx) { return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx]) ) : 1; } -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } -#else -static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(STB_TEXTEDIT_STRING* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } -#endif -#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +// 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; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h #define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL -static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) +static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { ImWchar* dst = obj->TextW.Data + pos; @@ -3572,9 +3669,9 @@ static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n) *dst = '\0'; } -static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len) +static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const ImWchar* new_text, int new_text_len) { - const bool is_resizable = (obj->UserFlags & ImGuiInputTextFlags_CallbackResize) != 0; + const bool is_resizable = (obj->Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int text_len = obj->CurLenW; IM_ASSERT(pos <= text_len); @@ -3628,15 +3725,16 @@ static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const Im // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) -static void stb_textedit_replace(STB_TEXTEDIT_STRING* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +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); + state->cursor = state->select_start = state->select_end = 0; if (text_len <= 0) return; if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) { - state->cursor = text_len; + state->cursor = state->select_start = state->select_end = text_len; state->has_preferred_x = 0; return; } @@ -3711,43 +3809,57 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons } // Return false to discard a character. -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) +static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) { + IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; // Filter non-printable (NB: isprint is unreliable! see #2467) + bool apply_named_filters = true; if (c < 0x20) { bool pass = false; - pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); + pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); if (!pass) return false; + apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. } - // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) - if (c == 127) - return false; + if (input_source != ImGuiInputSource_Clipboard) + { + // We ignore Ascii representation of delete (emitted from Backspace on OSX, see #2578, #2817) + if (c == 127) + return false; - // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) - if (c >= 0xE000 && c <= 0xF8FF) - return false; + // Filter private Unicode range. GLFW on OSX seems to send private characters for special keys like arrow keys (FIXME) + if (c >= 0xE000 && c <= 0xF8FF) + return false; + } - // Filter Unicode ranges we are not handling in this build. + // Filter Unicode ranges we are not handling in this build if (c > IM_UNICODE_CODEPOINT_MAX) return false; // Generic named filters - if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific)) + if (apply_named_filters && (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))) { - // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf. + // The libc allows overriding locale, with e.g. 'setlocale(LC_NUMERIC, "de_DE.UTF-8");' which affect the output/input of printf/scanf to use e.g. ',' instead of '.'. // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. // Change the default decimal_point with: // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. ImGuiContext& g = *GImGui; const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; + // Allow 0-9 . - + * / if (flags & ImGuiInputTextFlags_CharsDecimal) if (!(c >= '0' && c <= '9') && (c != c_decimal_point) && (c != '-') && (c != '+') && (c != '*') && (c != '/')) @@ -3766,11 +3878,13 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // Turn a-z into A-Z if (flags & ImGuiInputTextFlags_CharsUppercase) if (c >= 'a' && c <= 'z') - *p_char = (c += (unsigned int)('A' - 'a')); + c += (unsigned int)('A' - 'a'); if (flags & ImGuiInputTextFlags_CharsNoBlank) if (ImCharIsBlankW(c)) return false; + + *p_char = c; } // Custom callback filter @@ -3792,6 +3906,41 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return true; } +// Find the shortest single replacement we can make to get the new text from the old text. +// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) +{ + ImGuiContext& g = *GImGui; + const ImWchar* old_buf = state->TextW.Data; + const int old_length = state->CurLenW; + const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); + g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); + ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; + ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); + + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (STB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); +} + // Edit a string of text // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match @@ -3823,7 +3972,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_resizable) IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! - if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope, + if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) BeginGroup(); const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -3835,21 +3984,28 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImGuiWindow* draw_window = window; ImVec2 inner_size = frame_size; + ImGuiItemStatusFlags item_status_flags = 0; + ImGuiLastItemData item_data_backup; if (is_multiline) { - if (!ItemAdd(total_bb, id, &frame_bb)) + 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. + // 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, style.FramePadding); - bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding); + 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(3); PopStyleColor(); if (!child_visible) @@ -3859,14 +4015,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ return false; } draw_window = g.CurrentWindow; // Child window - draw_window->DC.NavLayerActiveMaskNext |= (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.NavLayersActiveMaskNext |= (1 << draw_window->DC.NavLayerCurrent); // This is to ensure that EndChild() will display a navigation highlight so we can "enter" into it. + draw_window->DC.CursorPos += style.FramePadding; inner_size.x -= draw_window->ScrollbarSizes.x; } else { + // Support for internal ImGuiInputTextFlags_MergedItem flag, which could be redesigned as an ItemFlags if needed (with test performed in ItemAdd) ItemSize(total_bb, style.FramePadding.y); - if (!ItemAdd(total_bb, id, &frame_bb)) - return false; + if (!(flags & ImGuiInputTextFlags_MergedItem)) + if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) + return false; + item_status_flags = g.LastItemData.StatusFlags; } const bool hovered = ItemHoverable(frame_bb, id); if (hovered) @@ -3875,22 +4035,19 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool focus_requested = FocusableItemRegister(window, id); - const bool focus_requested_by_code = focus_requested && (g.FocusRequestCurrWindow == window && g.FocusRequestCurrCounterRegular == window->DC.FocusCounterRegular); - const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code; + const bool 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_NavKeyboard)); 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 = (focus_requested || user_clicked || user_scroll_finish || user_nav_input_start); + 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) { @@ -3904,17 +4061,21 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. memcpy(state->InitialTextA.Data, buf, buf_len + 1); + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + // Start edition const char* buf_end = NULL; + state->ID = id; state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. state->TextA.resize(0); state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. - const bool recycle_state = (state->ID == id && !init_changed_specs); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position @@ -3923,16 +4084,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else { - state->ID = id; state->ScrollX = 0.0f; stb_textedit_initialize_state(&state->Stb, !is_multiline); - if (!is_multiline && focus_requested_by_code) + } + + if (!is_multiline) + { + if (flags & ImGuiInputTextFlags_AutoSelectAll) + select_all = true; + if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) + select_all = true; + if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) select_all = true; } - if (flags & ImGuiInputTextFlags_AlwaysInsertMode) - state->Stb.insert_mode = 1; - if (!is_multiline && (focus_requested_by_tab || (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 (g.ActiveId != id && init_make_active) @@ -3941,18 +4108,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - - // Declare our inputs - IM_ASSERT(ImGuiNavInput_COUNT < 32); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + SetKeyOwner(ImGuiKey_Home, id); + SetKeyOwner(ImGuiKey_End, id); if (is_multiline) - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. + SetKeyOwner(ImGuiKey_Tab, id); } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -3964,10 +4137,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ clear_active_id = true; // Lock the decision of whether we are going to take the path displaying the cursor or selection - const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); - bool render_selection = state && state->HasSelection() && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); bool value_changed = false; - bool enter_pressed = false; + bool validated = false; // When read-only we always use the live data passed to the function // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( @@ -4009,9 +4182,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ backup_current_text_length = state->CurLenA; state->Edited = false; state->BufCapacityA = buf_size; - state->UserFlags = flags; - state->UserCallback = callback; - state->UserCallbackData = callback_user_data; + 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. @@ -4020,25 +4191,57 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Edit in progress const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + state->ScrollX; - const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize * 0.5f)); + const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); const bool is_osx = io.ConfigMacOSXBehaviors; - if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0])) + if (select_all) { state->SelectAll(); state->SelectedAllMouseLock = true; } - else if (hovered && is_osx && io.MouseDoubleClicked[0]) + else if (hovered && io.MouseClickedCount[0] >= 2 && !io.KeyShift) { - // Double-click select a word only, OS X style (by simulating keystrokes) - state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); - state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + const int multiclick_count = (io.MouseClickedCount[0] - 2); + if ((multiclick_count % 2) == 0) + { + // Double-click: Select word + // We always use the "Mac" word advance for double-click select vs CTRL+Right which use the platform dependent variant: + // FIXME: There are likely many ways to improve this behavior, but there's no "right" behavior (depends on use-case, software, OS) + const bool is_bol = (state->Stb.cursor == 0) || ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor - 1) == '\n'; + if (STB_TEXT_HAS_SELECTION(&state->Stb) || !is_bol) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT); + //state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + if (!STB_TEXT_HAS_SELECTION(&state->Stb)) + ImStb::stb_textedit_prep_selection_at_cursor(&state->Stb); + state->Stb.cursor = ImStb::STB_TEXTEDIT_MOVEWORDRIGHT_MAC(state, state->Stb.cursor); + state->Stb.select_end = state->Stb.cursor; + ImStb::stb_textedit_clamp(state, &state->Stb); + } + else + { + // Triple-click: Select line + const bool is_eol = ImStb::STB_TEXTEDIT_GETCHAR(state, state->Stb.cursor) == '\n'; + state->OnKeyPressed(STB_TEXTEDIT_K_LINESTART); + state->OnKeyPressed(STB_TEXTEDIT_K_LINEEND | STB_TEXTEDIT_K_SHIFT); + state->OnKeyPressed(STB_TEXTEDIT_K_RIGHT | STB_TEXTEDIT_K_SHIFT); + if (!is_eol && is_multiline) + { + ImSwap(state->Stb.select_start, state->Stb.select_end); + state->Stb.cursor = state->Stb.select_end; + } + state->CursorFollow = false; + } + state->CursorAnimReset(); } else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) { if (hovered) { - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + if (io.KeyShift) + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); } } @@ -4051,29 +4254,28 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (state->SelectedAllMouseLock && !io.MouseDown[0]) state->SelectedAllMouseLock = false; - // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. - // Win32 and GLFW naturally do it but not SDL. + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) - if (!io.InputQueueCharacters.contains('\t')) - { - unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) - state->OnKeyPressed((int)c); - } + if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressed(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) + { + unsigned int c = '\t'; // Insert TAB + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + state->OnKeyPressed((int)c); + } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. if (io.InputQueueCharacters.Size > 0) { - if (!ignore_char_inputs && !is_readonly && !user_nav_input_start) + if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) for (int n = 0; n < io.InputQueueCharacters.Size; n++) { // Insert character if they pass filtering unsigned int c = (unsigned int)io.InputQueueCharacters[n]; - if (c == '\t' && io.KeyShift) + if (c == '\t') // Skip Tab, see above. continue; - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } @@ -4083,40 +4285,46 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Process other shortcuts/key-presses - bool cancel_edit = false; + bool revert_edit = false; if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { IM_ASSERT(state != NULL); - IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); state->Stb.row_count_per_page = row_count_per_page; const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); - const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); - const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id); - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } - else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } - else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat)); + + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) { if (!state->HasSelection()) { @@ -4127,30 +4335,51 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter)) + else if (is_enter_pressed || is_gamepad_validate) { + // Determine if we turn Enter into a \n character bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) { - enter_pressed = clear_active_id = true; + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; } else if (!is_readonly) { unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } } - else if (IsKeyPressedMap(ImGuiKey_Escape)) + else if (is_cancel) { - clear_active_id = cancel_edit = true; + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (state->CurLenA > 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } } else if (is_undo || is_redo) { state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); state->ClearSelection(); } - else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + else if (is_select_all) { state->SelectAll(); state->CursorFollow = true; @@ -4190,7 +4419,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ s += ImTextCharFromUtf8(&c, s, NULL); if (c == 0) break; - if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data)) + if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } @@ -4209,16 +4438,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Process callbacks and apply result back to user's buffer. + const char* apply_new_text = NULL; + int apply_new_text_length = 0; if (g.ActiveId == id) { IM_ASSERT(state != NULL); - const char* apply_new_text = NULL; - int apply_new_text_length = 0; - if (cancel_edit) + if (revert_edit && !is_readonly) { - // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + if (flags & ImGuiInputTextFlags_EscapeClearsAll) { + // Clear input + apply_new_text = ""; + apply_new_text_length = 0; + STB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, &state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->InitialTextA.Data) != 0) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. // Push records into the undo stack so we can CTRL+Z the revert operation itself apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; @@ -4232,22 +4469,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } } + // Apply ASCII value + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). - bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { // Apply new value immediately - copy modified buffer back // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - if (!is_readonly) - { - state->TextAIsValid = true; - state->TextA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); - } // User callback if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) @@ -4256,18 +4495,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_COUNT; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressed(ImGuiKey_Tab)) { event_flag = ImGuiInputTextFlags_CallbackCompletion; event_key = ImGuiKey_Tab; } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_UpArrow; } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_DownArrow; @@ -4289,8 +4528,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ callback_data.Flags = flags; callback_data.UserData = callback_user_data; + char* callback_buf = is_readonly ? buf : state->TextA.Data; callback_data.EventKey = event_key; - callback_data.Buf = state->TextA.Data; + callback_data.Buf = callback_buf; callback_data.BufTextLen = state->CurLenA; callback_data.BufSize = state->BufCapacityA; callback_data.BufDirty = false; @@ -4305,7 +4545,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ callback(&callback_data); // Read back what user may have modified - IM_ASSERT(callback_data.Buf == state->TextA.Data); // Invalid to modify those fields + callback_buf = is_readonly ? buf : state->TextA.Data; // Pointer may have been invalidated by a resize callback + IM_ASSERT(callback_data.Buf == callback_buf); // Invalid to modify those fields IM_ASSERT(callback_data.BufSize == state->BufCapacityA); IM_ASSERT(callback_data.Flags == flags); const bool buf_dirty = callback_data.BufDirty; @@ -4314,9 +4555,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (buf_dirty) { + IM_ASSERT((flags & ImGuiInputTextFlags_ReadOnly) == 0); IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() state->CursorAnimReset(); @@ -4331,40 +4574,35 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ apply_new_text_length = state->CurLenA; } } + } - // Copy result to user buffer - if (apply_new_text) + // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) + if (apply_new_text != NULL) + { + // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size + // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used + // without any storage on user's side. + IM_ASSERT(apply_new_text_length >= 0); + if (is_resizable) { - // We cannot test for 'backup_current_text_length != apply_new_text_length' here because we have no guarantee that the size - // of our owned buffer matches the size of the string object held by the user, and by design we allow InputText() to be used - // without any storage on user's side. - IM_ASSERT(apply_new_text_length >= 0); - if (is_resizable) - { - ImGuiInputTextCallbackData callback_data; - callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; - callback_data.Flags = flags; - callback_data.Buf = buf; - callback_data.BufTextLen = apply_new_text_length; - callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); - callback_data.UserData = callback_user_data; - callback(&callback_data); - buf = callback_data.Buf; - buf_size = callback_data.BufSize; - apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); - IM_ASSERT(apply_new_text_length <= buf_size); - } - //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); - - // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. - ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); - value_changed = true; + ImGuiInputTextCallbackData callback_data; + callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; + callback_data.Flags = flags; + callback_data.Buf = buf; + callback_data.BufTextLen = apply_new_text_length; + callback_data.BufSize = ImMax(buf_size, apply_new_text_length + 1); + callback_data.UserData = callback_user_data; + callback(&callback_data); + buf = callback_data.Buf; + buf_size = callback_data.BufSize; + apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); + IM_ASSERT(apply_new_text_length <= buf_size); } + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); - // Clear temporary user storage - state->UserFlags = 0; - state->UserCallback = NULL; - state->UserCallbackData = NULL; + // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. + ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); + value_changed = true; } // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) @@ -4449,11 +4687,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; cursor_offset.y = searches_result_line_no[0] * g.FontSize; if (searches_result_line_no[1] >= 0) { - select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; select_start_offset.y = searches_result_line_no[1] * g.FontSize; } @@ -4469,10 +4707,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll)) { const float scroll_increment_x = inner_size.x * 0.25f; + const float visible_width = inner_size.x - style.FramePadding.x; if (cursor_offset.x < state->ScrollX) state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); - else if (cursor_offset.x - inner_size.x >= state->ScrollX) - state->ScrollX = IM_FLOOR(cursor_offset.x - inner_size.x + scroll_increment_x); + else if (cursor_offset.x - visible_width >= state->ScrollX) + state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); } else { @@ -4485,7 +4724,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Test if cursor is vertically visible if (cursor_offset.y - g.FontSize < scroll_y) scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize); - else if (cursor_offset.y - inner_size.y >= scroll_y) + else if (cursor_offset.y - (inner_size.y - style.FramePadding.y * 2.0f) >= scroll_y) scroll_y = cursor_offset.y - inner_size.y + style.FramePadding.y * 2.0f; const float scroll_max_y = ImMax((text_size.y + style.FramePadding.y * 2.0f) - inner_size.y, 0.0f); scroll_y = ImClamp(scroll_y, 0.0f, scroll_max_y); @@ -4521,7 +4760,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else { - ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); + ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true); if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); @@ -4545,7 +4784,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { state->CursorAnim += io.DeltaTime; bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = draw_pos + cursor_offset - draw_scroll; + ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); @@ -4553,8 +4792,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) if (!is_readonly) { - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, 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; } } } @@ -4580,14 +4821,31 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_multiline) { - Dummy(text_size); + // 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 if (g.LogEnabled && (!is_password || is_displaying_hint)) + { + LogSetNextTextDecoration("{", "}"); LogRenderedText(&draw_pos, buf_display, buf_display_end); + } if (label_size.x > 0) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); @@ -4595,13 +4853,49 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) - return enter_pressed; + return validated; else return value_changed; } +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = &state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenA, state->CurLenW, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 15), true)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < STB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + char buf[64] = ""; + if (undo_rec_type != ' ' && undo_rec->char_storage != -1) + ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + //------------------------------------------------------------------------- // [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. //------------------------------------------------------------------------- @@ -4622,6 +4916,30 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); } +// ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. +// Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. +static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) +{ + // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. + // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. + // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. + // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. + // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, + // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. + ImGuiContext& g = *GImGui; + if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + + // When S == 0, H is undefined. + // When H == 1 it wraps around to 0. + if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) + *H = g.ColorEditLastHue; + + // When V == 0, S is undefined. + if (*V == 0.0f) + *S = g.ColorEditLastSat; +} + // Edit colors components (each component in 0.0f..1.0f range). // See enum ImGuiColorEditFlags_ for available options. e.g. Only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set. // With typical options: Left-click on color square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item. @@ -4646,24 +4964,24 @@ 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)) ColorEditOptionsPopup(col, flags); // Read stored options - if (!(flags & ImGuiColorEditFlags__DisplayMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DisplayMask); - if (!(flags & ImGuiColorEditFlags__DataTypeMask)) - flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask); - if (!(flags & ImGuiColorEditFlags__PickerMask)) - 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 + if (!(flags & ImGuiColorEditFlags_DisplayMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DisplayMask_); + if (!(flags & ImGuiColorEditFlags_DataTypeMask_)) + flags |= (g.ColorEditOptions & ImGuiColorEditFlags_DataTypeMask_); + if (!(flags & ImGuiColorEditFlags_PickerMask_)) + 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 const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; @@ -4677,13 +4995,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag { // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); - if (memcmp(g.ColorEditLastColor, col, sizeof(float) * 3) == 0) - { - if (f[1] == 0) - f[0] = g.ColorEditLastHue; - if (f[2] == 0) - f[1] = g.ColorEditLastSat; - } + ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); } int i[4] = { IM_F32_TO_INT8_UNBOUND(f[0]), IM_F32_TO_INT8_UNBOUND(f[1]), IM_F32_TO_INT8_UNBOUND(f[2]), IM_F32_TO_INT8_UNBOUND(f[3]) }; @@ -4733,7 +5045,7 @@ 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) @@ -4751,14 +5063,17 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag char* p = buf; while (*p == '#' || ImCharIsBlankA(*p)) p++; - i[0] = i[1] = i[2] = i[3] = 0; + i[0] = i[1] = i[2] = 0; + i[3] = 0xFF; // alpha default to 255 is not parsed by scanf (e.g. inputting #FFFFFF omitting alpha) + int r; if (alpha) - sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) + r = sscanf(p, "%02X%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2], (unsigned int*)&i[3]); // Treat at unsigned (%X is unsigned) else - sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + r = sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]); + IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } ImGuiWindow* picker_active_window = NULL; @@ -4775,32 +5090,37 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Store current color and open a picker g.ColorPickerRef = col_v4; OpenPopup("picker"); - SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1, style.ItemSpacing.y)); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); if (BeginPopup("picker")) { - picker_active_window = g.CurrentWindow; - if (label != label_display_end) + if (g.CurrentWindow->BeginCount == 1) { - TextEx(label, label_display_end); - Spacing(); + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); } - ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags__InputMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__DisplayMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; - SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? - value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); EndPopup(); } } if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; - window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); TextEx(label, label_display_end); } @@ -4815,7 +5135,7 @@ 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]); @@ -4832,12 +5152,12 @@ 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 ((window->DC.LastItemStatusFlags & 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 //-V1086 value_changed = accepted_drag_drop = true; } if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) @@ -4854,10 +5174,10 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // When picker is being actively used, use its active id so IsItemActive() will function on ColorEdit4(). if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) - window->DC.LastItemId = g.ActiveId; + g.LastItemData.ID = g.ActiveId; - if (value_changed) - MarkItemEdited(window->DC.LastItemId); + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); return value_changed; } @@ -4910,12 +5230,12 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ColorPickerOptionsPopup(col, flags); // Read stored options - if (!(flags & ImGuiColorEditFlags__PickerMask)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask; - if (!(flags & ImGuiColorEditFlags__InputMask)) - flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__InputMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & 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_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 if (!(flags & ImGuiColorEditFlags_NoOptions)) flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar); @@ -4950,13 +5270,7 @@ 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) { @@ -4999,7 +5313,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { @@ -5009,10 +5323,14 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); + + // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. + if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + H = g.ColorEditLastHue; value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); // Hue bar logic SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); @@ -5061,7 +5379,7 @@ 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) { @@ -5082,10 +5400,10 @@ 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) { @@ -5100,9 +5418,9 @@ 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 (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. @@ -5110,9 +5428,9 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl value_changed_fix_hue_wrap = (g.ActiveId != 0 && !g.ActiveIdAllowOverlap); value_changed = true; } - if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (flags & ImGuiColorEditFlags_DisplayHSV || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_DisplayHSV); - if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags__DisplayMask) == 0) + if (flags & ImGuiColorEditFlags_DisplayHex || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_DisplayHex); PopItemWidth(); } @@ -5139,13 +5457,7 @@ 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) { @@ -5179,7 +5491,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps; const int vert_start_idx = draw_list->VtxBuffer.Size; draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc); - draw_list->PathStroke(col_white, false, wheel_thickness); + draw_list->PathStroke(col_white, 0, wheel_thickness); const int vert_end_idx = draw_list->VtxBuffer.Size; // Paint colors over existing vertices @@ -5252,8 +5564,8 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) value_changed = false; - if (value_changed) - MarkItemEdited(window->DC.LastItemId); + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId + MarkItemEdited(g.LastItemData.ID); PopID(); @@ -5264,7 +5576,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. // Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. -bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -5272,11 +5584,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(desc_id); - float default_size = GetFrameHeight(); - if (size.x == 0.0f) - size.x = default_size; - if (size.y == 0.0f) - size.y = default_size; + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); if (!ItemAdd(bb, id)) @@ -5305,8 +5614,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col_rgb.w < 1.0f) { float mid_x = IM_ROUND((bb_inner.Min.x + bb_inner.Max.x) * 0.5f); - RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight); - window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft); + RenderColorRectWithAlphaCheckerboard(window->DrawList, ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col_rgb), grid_step, ImVec2(-grid_step + off, off), rounding, ImDrawFlags_RoundCornersRight); + window->DrawList->AddRectFilled(bb_inner.Min, ImVec2(mid_x, bb_inner.Max.y), GetColorU32(col_rgb_without_alpha), rounding, ImDrawFlags_RoundCornersLeft); } else { @@ -5315,7 +5624,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl if (col_source.w < 1.0f) RenderColorRectWithAlphaCheckerboard(window->DrawList, bb_inner.Min, bb_inner.Max, GetColorU32(col_source), grid_step, ImVec2(off, off), rounding); else - window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding, ImDrawCornerFlags_All); + window->DrawList->AddRectFilled(bb_inner.Min, bb_inner.Max, GetColorU32(col_source), rounding); } RenderNavHighlight(bb, id); if ((flags & ImGuiColorEditFlags_NoBorder) == 0) @@ -5342,7 +5651,7 @@ 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; } @@ -5351,18 +5660,18 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags) { ImGuiContext& g = *GImGui; - if ((flags & ImGuiColorEditFlags__DisplayMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DisplayMask; - if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask; - if ((flags & ImGuiColorEditFlags__PickerMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask; - if ((flags & ImGuiColorEditFlags__InputMask) == 0) - flags |= ImGuiColorEditFlags__OptionsDefault & 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 + if ((flags & ImGuiColorEditFlags_DisplayMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DisplayMask_; + if ((flags & ImGuiColorEditFlags_DataTypeMask_) == 0) + flags |= ImGuiColorEditFlags_DefaultOptions_ & ImGuiColorEditFlags_DataTypeMask_; + if ((flags & ImGuiColorEditFlags_PickerMask_) == 0) + 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 g.ColorEditOptions = flags; } @@ -5371,7 +5680,7 @@ 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) { @@ -5382,9 +5691,9 @@ 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); + 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_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]); @@ -5403,23 +5712,23 @@ 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_datatype = !(flags & ImGuiColorEditFlags__DataTypeMask); + 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; 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 (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) @@ -5454,7 +5763,7 @@ 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; @@ -5473,7 +5782,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl 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); + 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)); @@ -5574,9 +5883,9 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end); } bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) @@ -5585,12 +5894,19 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end); } -bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +void ImGui::TreeNodeSetOpen(ImGuiID id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) { if (flags & ImGuiTreeNodeFlags_Leaf) return true; @@ -5606,7 +5922,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (g.NextItemData.OpenCond & ImGuiCond_Always) { is_open = g.NextItemData.OpenVal; - storage->SetInt(id, is_open); + TreeNodeSetOpen(id, is_open); } else { @@ -5615,7 +5931,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (stored_value == -1) { is_open = g.NextItemData.OpenVal; - storage->SetInt(id, is_open); + TreeNodeSetOpen(id, is_open); } else { @@ -5681,19 +5997,19 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). // This is currently only support 32 level deep and we are fine with (1 << Depth) overflowing into a zero. const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - bool is_open = TreeNodeBehaviorIsOpen(id, flags); + bool is_open = TreeNodeUpdateNextOpen(id, flags); if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); bool item_add = ItemAdd(interact_bb, id); - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; - window->DC.LastItemDisplayRect = frame_bb; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; + g.LastItemData.DisplayRect = frame_bb; if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5742,7 +6058,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l toggled = true; if (flags & ImGuiTreeNodeFlags_OpenOnArrow) toggled |= is_mouse_x_over_arrow && !g.NavDisableMouseHover; // Lightweight equivalent of IsMouseHoveringRect() since ButtonBehavior() already did the job - if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseDoubleClicked[0]) + if ((flags & ImGuiTreeNodeFlags_OpenOnDoubleClick) && g.IO.MouseClickedCount[0] == 2) toggled = true; } else if (pressed && g.DragDropHoldJustPressedId == id) @@ -5752,12 +6068,12 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l 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(); @@ -5767,7 +6083,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { is_open = !is_open; window->DC.StateStorage->SetInt(id, is_open); - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledOpen; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) @@ -5775,7 +6091,7 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render const ImU32 text_col = GetColorU32(ImGuiCol_Text); @@ -5794,19 +6110,10 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l text_pos.x -= text_offset_x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; + if (g.LogEnabled) - { - // NB: '##' is normally used to hide text (as a library-wide feature), so we need to specify the text range to make sure the ## aren't stripped out here. - const char log_prefix[] = "\n##"; - const char log_suffix[] = "##"; - LogRenderedText(&text_pos, log_prefix, log_prefix + 3); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - LogRenderedText(&text_pos, log_suffix, log_suffix + 2); - } - else - { - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); - } + LogSetNextTextDecoration("###", "###"); + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } else { @@ -5815,20 +6122,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l { 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); } + 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); else if (!is_leaf) RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); if (g.LogEnabled) - LogRenderedText(&text_pos, ">"); + LogSetNextTextDecoration(">", NULL); RenderText(text_pos, label, label_end, false); } if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); return is_open; } @@ -5837,7 +6144,7 @@ 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) @@ -5845,7 +6152,7 @@ void ImGui::TreePush(const void* ptr_id) ImGuiWindow* window = GetCurrentWindow(); Indent(); window->DC.TreeDepth++; - PushID(ptr_id ? ptr_id : (const void*)"#TreePush"); + PushID(ptr_id); } void ImGui::TreePushOverrideID(ImGuiID id) @@ -5854,7 +6161,7 @@ void ImGui::TreePushOverrideID(ImGuiID id) ImGuiWindow* window = g.CurrentWindow; Indent(); window->DC.TreeDepth++; - window->IDStack.push_back(id); + PushOverrideID(id); } void ImGui::TreePop() @@ -5870,7 +6177,7 @@ void ImGui::TreePop() if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) { - SetNavID(window->IDStack.back(), g.NavLayer, 0); + SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); NavMoveRequestCancel(); } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; @@ -5908,34 +6215,38 @@ bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags) return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label); } -bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags) +// p_visible == NULL : regular collapsing header +// p_visible != NULL && *p_visible == true : show a small close button on the corner of the header, clicking the button will set *p_visible = false +// p_visible != NULL && *p_visible == false : do not show the header at all +// Do not mistake this with the Open state of the header itself, which you can adjust with SetNextItemOpen() or ImGuiTreeNodeFlags_DefaultOpen. +bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - if (p_open && !*p_open) + if (p_visible && !*p_visible) return false; ImGuiID id = window->GetID(label); flags |= ImGuiTreeNodeFlags_CollapsingHeader; - if (p_open) + if (p_visible) flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; bool is_open = TreeNodeBehavior(id, flags, label); - if (p_open != NULL) + if (p_visible != NULL) { // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc. // FIXME: CloseButton can overlap into text, need find a way to clip the text somehow. ImGuiContext& g = *GImGui; - ImGuiLastItemDataBackup last_item_backup; + ImGuiLastItemData last_item_backup = g.LastItemData; float button_size = g.FontSize; - float button_x = ImMax(window->DC.LastItemRect.Min.x, window->DC.LastItemRect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); - float button_y = window->DC.LastItemRect.Min.y; + 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_open = false; - last_item_backup.Restore(); + *p_visible = false; + g.LastItemData = last_item_backup; } return is_open; @@ -5969,7 +6280,7 @@ 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 explicitely 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; @@ -6004,19 +6315,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl window->ClipRect.Max.x = window->ParentWorkRect.Max.x; } - bool item_add; - if (flags & ImGuiSelectableFlags_Disabled) - { - ImGuiItemFlags backup_item_flags = window->DC.ItemFlags; - window->DC.ItemFlags |= ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNavDefaultFocus; - item_add = ItemAdd(bb, id); - window->DC.ItemFlags = backup_item_flags; - } - else - { - item_add = ItemAdd(bb, id); - } - + const bool disabled_item = (flags & ImGuiSelectableFlags_Disabled) != 0; + 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; @@ -6026,6 +6326,10 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl if (!item_add) return false; + const bool disabled_global = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0; + 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. if (span_all_columns && window->DC.CurrentColumns) @@ -6036,26 +6340,34 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } - if (flags & ImGuiSelectableFlags_Disabled) { button_flags |= ImGuiButtonFlags_Disabled; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } - if (flags & ImGuiSelectableFlags_Disabled) - selected = false; - const bool was_selected = selected; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); + // Auto-select when moved into + // - 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()) + // - (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 == g.CurrentFocusScopeId) + 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 if (pressed || (hovered && (flags & ImGuiSelectableFlags_SetNavIdOnHover))) { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) g.NavDisableHighlight = true; - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent); } } if (pressed) @@ -6066,33 +6378,32 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // In this branch, Selectable() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 - window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_ToggledSelection; + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) - hovered = true; if (hovered || selected) { 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); } + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); if (span_all_columns && window->DC.CurrentColumns) PopColumnsBackground(); else if (span_all_columns && g.CurrentTable) TablePopBackgroundChannel(); - if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); - if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor(); // Automatically close popups - if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup)) + if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(g.LastItemData.InFlags & ImGuiItemFlags_SelectableDontClosePopup)) CloseCurrentPopup(); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags); - return pressed; + if (disabled_item && !disabled_global) + EndDisabled(); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; //-V1020 } bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) @@ -6108,18 +6419,14 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox //------------------------------------------------------------------------- +// - BeginListBox() +// - EndListBox() // - ListBox() -// - ListBoxHeader() -// - ListBoxFooter() -//------------------------------------------------------------------------- -// FIXME: This is an old API. We should redesign some of it, rename ListBoxHeader->BeginListBox, ListBoxFooter->EndListBox -// and promote using them over existing ListBox() functions, similarly to change with combo boxes. //------------------------------------------------------------------------- -// FIXME: In principle this function should be called BeginListBox(). We should rename it after re-evaluating if we want to keep the same signature. -// Helper to calculate the size of a listbox and display a label on the right. -// Tip: To have a list filling the entire window width, PushItemWidth(-1) and pass an non-visible label e.g. "##empty" -bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) +// Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" +// Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). +bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -6130,12 +6437,12 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) const ImGuiID id = GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.4f + style.ItemSpacing.y); + // Size default to hold ~7.25 items. + // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. + ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); - window->DC.LastItemRect = bb; // Forward storage for ListBoxFooter.. dodgy. g.NextItemData.ClearFlags(); if (!IsRectVisible(bb.Min, bb.Max)) @@ -6145,50 +6452,42 @@ bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg) return false; } + // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. BeginGroup(); - if (label_size.x > 0) - RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); + if (label_size.x > 0.0f) + { + ImVec2 label_pos = ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y); + RenderText(label_pos, label); + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); + } BeginChildFrame(id, frame_bb.GetSize()); return true; } -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// OBSOLETED in 1.81 (from February 2021) bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) { - // Size default to hold ~7.25 items. - // We add +25% worth of item height to allow the user to see at a glance if there are more items up/down, without looking at the scrollbar. - // We don't add this extra bit if items_count <= height_in_items. It is slightly dodgy, because it means a dynamic list of items will make the widget resize occasionally when it crosses that size. - // I am expecting that someone will come and complain about this behavior in a remote future, then we can advise on a better solution. - if (height_in_items < 0) - height_in_items = ImMin(items_count, 7); - const ImGuiStyle& style = GetStyle(); - float height_in_items_f = (height_in_items < items_count) ? (height_in_items + 0.25f) : (height_in_items + 0.00f); - - // We include ItemSpacing.y so that a list sized for the exact number of items doesn't make a scrollbar appears. We could also enforce that by passing a flag to BeginChild(). + // If height_in_items == -1, default height is maximum 7. + ImGuiContext& g = *GImGui; + float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; ImVec2 size; size.x = 0.0f; - size.y = ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + style.FramePadding.y * 2.0f); - return ListBoxHeader(label, size); + size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; + return BeginListBox(label, size); } +#endif -// FIXME: In principle this function should be called EndListBox(). We should rename it after re-evaluating if we want to keep the same signature. -void ImGui::ListBoxFooter() +void ImGui::EndListBox() { - ImGuiWindow * window = GetCurrentWindow(); - IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched ListBoxHeader/ListBoxFooter calls. Did you test the return value of ListBoxHeader()?"); - ImGuiWindow* parent_window = window->ParentWindow; - const ImRect bb = parent_window->DC.LastItemRect; - const ImGuiStyle& style = GetStyle(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); + IM_UNUSED(window); EndChildFrame(); - - // Redeclare item size so that it includes the label (we have stored the full size in LastItemRect) - // We call SameLine() to restore DC.CurrentLine* data - SameLine(); - parent_window->DC.CursorPos = bb.Min; - ItemSize(bb, style.FramePadding.y); - EndGroup(); + EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items) @@ -6197,25 +6496,35 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* const item return value_changed; } +// This is merely a helper around BeginListBox(), EndListBox(). +// Considering using those directly to submit custom data or store selection differently. bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) { - if (!ListBoxHeader(label, items_count, height_in_items)) + ImGuiContext& g = *GImGui; + + // Calculate size from "height_in_items" + if (height_in_items < 0) + height_in_items = ImMin(items_count, 7); + float height_in_items_f = height_in_items + 0.25f; + ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + + if (!BeginListBox(label, size)) return false; - // Assume all items have even height (= 1 line of text). If you need items of different or variable sizes you can create a custom version of ListBox() in your code without using the clipper. - ImGuiContext& g = *GImGui; + // Assume all items have even height (= 1 line of text). If you need items of different height, + // you can create a custom version of ListBox() in your code without using the clipper. bool value_changed = false; ImGuiListClipper clipper; clipper.Begin(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to. while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { - const bool item_selected = (i == *current_item); const char* item_text; if (!items_getter(data, i, &item_text)) item_text = "*Unknown item*"; PushID(i); + const bool item_selected = (i == *current_item); if (Selectable(item_text, item_selected)) { *current_item = i; @@ -6225,9 +6534,10 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v SetItemDefaultFocus(); PopID(); } - ListBoxFooter(); + EndListBox(); + if (value_changed) - MarkItemEdited(g.CurrentWindow->DC.LastItemId); + MarkItemEdited(g.LastItemData.ID); return value_changed; } @@ -6239,6 +6549,11 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // - PlotLines() // - PlotHistogram() //------------------------------------------------------------------------- +// Plot/Graph widgets are not very good. +// Consider writing your own, or using a third-party one, see: +// - ImPlot https://github.com/epezent/implot +// - others https://github.com/ocornut/imgui/wiki/Useful-Extensions +//------------------------------------------------------------------------- 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) { @@ -6314,7 +6629,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get 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 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); @@ -6441,42 +6756,51 @@ void ImGui::Value(const char* prefix, float v, const char* float_format) // - EndMainMenuBar() // - BeginMenu() // - EndMenu() +// - MenuItemEx() [Internal] // - MenuItem() //------------------------------------------------------------------------- // Helpers for internal use -void ImGuiMenuColumns::Update(int count, float spacing, bool clear) +void ImGuiMenuColumns::Update(float spacing, bool window_reappearing) { - IM_ASSERT(count == IM_ARRAYSIZE(Pos)); - IM_UNUSED(count); - Width = NextWidth = 0.0f; - Spacing = spacing; - if (clear) - memset(NextWidths, 0, sizeof(NextWidths)); - for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) + if (window_reappearing) + memset(Widths, 0, sizeof(Widths)); + Spacing = (ImU16)spacing; + CalcNextTotalWidth(true); + memset(Widths, 0, sizeof(Widths)); + TotalWidth = NextTotalWidth; + NextTotalWidth = 0; +} + +void ImGuiMenuColumns::CalcNextTotalWidth(bool update_offsets) +{ + ImU16 offset = 0; + bool want_spacing = false; + for (int i = 0; i < IM_ARRAYSIZE(Widths); i++) { - if (i > 0 && NextWidths[i] > 0.0f) - Width += Spacing; - Pos[i] = IM_FLOOR(Width); - Width += NextWidths[i]; - NextWidths[i] = 0.0f; + ImU16 width = Widths[i]; + if (want_spacing && width > 0) + offset += Spacing; + want_spacing |= (width > 0); + if (update_offsets) + { + if (i == 1) { OffsetLabel = offset; } + if (i == 2) { OffsetShortcut = offset; } + if (i == 3) { OffsetMark = offset; } + } + offset += width; } + NextTotalWidth = offset; } -float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double +float ImGuiMenuColumns::DeclColumns(float w_icon, float w_label, float w_shortcut, float w_mark) { - NextWidth = 0.0f; - NextWidths[0] = ImMax(NextWidths[0], w0); - NextWidths[1] = ImMax(NextWidths[1], w1); - NextWidths[2] = ImMax(NextWidths[2], w2); - for (int i = 0; i < IM_ARRAYSIZE(Pos); i++) - NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f); - return ImMax(Width, NextWidth); -} - -float ImGuiMenuColumns::CalcExtraSpace(float avail_w) const -{ - return ImMax(0.0f, avail_w - Width); + Widths[0] = ImMax(Widths[0], (ImU16)w_icon); + Widths[1] = ImMax(Widths[1], (ImU16)w_label); + Widths[2] = ImMax(Widths[2], (ImU16)w_shortcut); + Widths[3] = ImMax(Widths[3], (ImU16)w_mark); + CalcNextTotalWidth(false); + return (float)ImMax(TotalWidth, NextTotalWidth); } // FIXME: Provided a rectangle perhaps e.g. a BeginMenuBarEx() could be used anywhere.. @@ -6502,9 +6826,10 @@ bool ImGui::BeginMenuBar() 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 analoguous here, maybe a BeginGroupEx() with flags). + // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.MenuBarAppending = true; AlignTextToFramePadding(); @@ -6521,76 +6846,99 @@ void ImGui::EndMenuBar() // 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)) { + // 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)) 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.NavLayerActiveMaskNext & (1 << layer)); // Sanity check + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) FocusWindow(window); - SetNavIDWithRectRel(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); - g.NavLayer = layer; + SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. - g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued; - NavMoveRequestCancel(); + g.NavDisableMouseHover = g.NavMousePosDirty = true; + 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_ASSERT(window->Flags & ImGuiWindowFlags_MenuBar); IM_ASSERT(window->DC.MenuBarAppending); PopClipRect(); PopID(); - window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->MenuBarRect().Min.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. + window->DC.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.IsSameLine = false; 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) +{ + IM_ASSERT(dir != ImGuiDir_None); + + 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; + if (dir == ImGuiDir_Right || dir == ImGuiDir_Down) + pos[axis] = avail_rect.Max[axis] - axis_size; + ImVec2 size = avail_rect.GetSize(); + size[axis] = axis_size; + SetNextWindowPos(pos); + SetNextWindowSize(size); + + // Report our size into work area (for next frame) using actual window size + if (dir == ImGuiDir_Up || dir == ImGuiDir_Left) + viewport->BuildWorkOffsetMin[axis] += axis_size; + else if (dir == ImGuiDir_Down || dir == ImGuiDir_Right) + viewport->BuildWorkOffsetMax[axis] -= axis_size; + } + + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | 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 + bool is_open = Begin(name, NULL, window_flags); + PopStyleVar(2); + + return is_open; +} + bool ImGui::BeginMainMenuBar() { ImGuiContext& g = *GImGui; - ImGuiViewportP* viewport = g.Viewports[0]; - ImGuiWindow* menu_bar_window = FindWindowByName("##MainMenuBar"); + 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. + // 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)); - - // Get our rectangle at the top of the work area - if (menu_bar_window == NULL || menu_bar_window->BeginCount == 0) - { - // Set window position - // We don't attempt to calculate our height ahead, as it depends on the per-viewport font size. However menu-bar will affect the minimum window size so we'll get the right height. - ImVec2 menu_bar_pos = viewport->Pos + viewport->CurrWorkOffsetMin; - ImVec2 menu_bar_size = ImVec2(viewport->Size.x - viewport->CurrWorkOffsetMin.x + viewport->CurrWorkOffsetMax.x, 1.0f); - SetNextWindowPos(menu_bar_pos); - SetNextWindowSize(menu_bar_size); - } - - // Create window - 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, however the presence of a menu-bar will give us the minimum height we want. - ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; - bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar(); - PopStyleVar(2); - - // Report our size into work area (for next frame) using actual window size - menu_bar_window = GetCurrentWindow(); - if (menu_bar_window->BeginCount == 1) - viewport->CurrWorkOffsetMin.y += menu_bar_window->Size.y; - + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar; + float height = GetFrameHeight(); + bool is_open = BeginViewportSideBar("##MainMenuBar", viewport, ImGuiDir_Up, height, window_flags); g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f); - if (!is_open) - { + + if (is_open) + BeginMenuBar(); + else End(); - return false; - } - return true; //-V1020 + return is_open; } void ImGui::EndMainMenuBar() @@ -6606,7 +6954,29 @@ 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 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PuhsID() user code submitting menus. + // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. + const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; + return (window->DC.NavLayerCurrent == upper_popup->ParentNavLayer && upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); +} + +bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -6618,9 +6988,10 @@ bool ImGui::BeginMenu(const char* label, bool enabled) bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; - if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) - flags |= ImGuiWindowFlags_ChildWindow; + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + if (window->Flags & ImGuiWindowFlags_ChildMenu) + window_flags |= ImGuiWindowFlags_ChildWindow; // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. @@ -6628,7 +6999,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) - menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) else g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values return menu_is_open; @@ -6638,16 +7009,25 @@ 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()); - ImGuiWindow* backed_nav_window = g.NavWindow; + + // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. + const bool menuset_is_open = IsRootOfOpenMenuSet(); if (menuset_is_open) - g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). // 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; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an horizontal menu bar @@ -6657,26 +7037,35 @@ bool ImGui::BeginMenu(const char* label, bool enabled) window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), 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(). } 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 min_w = window->DC.MenuColumns.DeclColumns(label_size.x, 0.0f, IM_FLOOR(g.FontSize * 1.20f)); // Feedback to next frame + 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 extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(min_w, 0.0f)); - ImU32 text_col = GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled); - RenderArrow(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), text_col, ImGuiDir_Right); + 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); + 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(); - const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id); + const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover; if (menuset_is_open) - g.NavWindow = backed_nav_window; + PopItemFlag(); bool want_open = false; bool want_close = false; @@ -6684,37 +7073,39 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_toward_other_child_menu = false; - - ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; - if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) { - // FIXME-DPI: Values should be derived from a master "scale" factor. + float ref_unit = g.FontSize; // FIXME-DPI + float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; ImRect next_window_rect = child_menu_window->Rect(); - ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta; - ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); - ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, 5.0f, 30.0f); // add a bit of extra slack. - ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -100.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +100.0f); - moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] } - if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover) want_close = true; - if (!menu_is_open && hovered && pressed) // Click to open + // Open + if (!menu_is_open && pressed) // Click/activate to open want_open = true; - else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open want_open = true; - - if (g.NavActivateId == id) - { - want_close = menu_is_open; - want_open = !menu_is_open; - } - if (g.NavId == id && g.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(); @@ -6732,7 +7123,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled) { 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(); @@ -6744,23 +7135,35 @@ bool ImGui::BeginMenu(const char* label, bool enabled) if (want_close && IsPopupOpen(id, ImGuiPopupFlags_None)) ClosePopupToLevel(g.BeginPopupStack.Size, true); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); + PopID(); - if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { - // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame. OpenPopup(label); - return false; } - - menu_is_open |= want_open; - if (want_open) + else if (want_open) + { + menu_is_open = true; OpenPopup(label); + } if (menu_is_open) { - SetNextWindowPos(popup_pos, ImGuiCond_Always); - menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + PopStyleVar(); + if (menu_is_open) + { + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } } else { @@ -6770,23 +7173,30 @@ bool ImGui::BeginMenu(const char* label, bool enabled) 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. + // Nav: When a left move request our menu failed, close ourselves. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) - { - ClosePopupToLevel(g.BeginPopupStack.Size, true); - NavMoveRequestCancel(); - } + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } EndPopup(); } -bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut, bool selected, bool enabled) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -6797,19 +7207,33 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); + // See BeginMenuEx() for comments about this. + const bool menuset_is_open = IsRootOfOpenMenuSet(); + if (menuset_is_open) + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); + // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. - ImGuiSelectableFlags flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover | (enabled ? 0 : ImGuiSelectableFlags_Disabled); bool pressed; + PushID(label); + if (!enabled) + BeginDisabled(); + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; + const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful - // Note that in this situation we render neither the shortcut neither the selected tick mark + // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + 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(label, false, flags, ImVec2(w, 0.0f)); + pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); PopStyleVar(); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else @@ -6817,27 +7241,45 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, boo // Menu item inside a vertical menu // (In a typical menu window where all items are BeginMenu() or MenuItem() calls, extra_w will always be 0.0f. // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. - float shortcut_w = shortcut ? CalcTextSize(shortcut, NULL).x : 0.0f; - float min_w = window->DC.MenuColumns.DeclColumns(label_size.x, shortcut_w, IM_FLOOR(g.FontSize * 1.20f)); // Feedback for next frame - float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable(label, false, flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); - if (shortcut_w > 0.0f) + 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, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) { - PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(window->DC.MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false); - PopStyleColor(); + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } - if (selected) - RenderCheckMark(window->DrawList, pos + ImVec2(window->DC.MenuColumns.Pos[2] + extra_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(enabled ? ImGuiCol_Text : ImGuiCol_TextDisabled), g.FontSize * 0.866f); } + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); + if (!enabled) + EndDisabled(); + PopID(); + if (menuset_is_open) + PopItemFlag(); - IMGUI_TEST_ENGINE_ITEM_INFO(window->DC.LastItemId, label, window->DC.ItemFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); return pressed; } +bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled) +{ + return MenuItemEx(label, NULL, shortcut, selected, enabled); +} + bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled) { - if (MenuItem(label, shortcut, p_selected ? *p_selected : false, enabled)) + if (MenuItemEx(label, NULL, shortcut, p_selected ? *p_selected : false, enabled)) { if (p_selected) *p_selected = !*p_selected; @@ -6881,7 +7323,7 @@ namespace ImGui 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, ImGuiTabItem* tab, ImGuiTabBarSection* sections); + static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); static ImGuiTabItem* TabBarScrollingButtons(ImGuiTabBar* tab_bar); static ImGuiTabItem* TabBarTabListPopupButton(ImGuiTabBar* tab_bar); } @@ -6893,12 +7335,17 @@ ImGuiTabBar::ImGuiTabBar() LastTabItemIdx = -1; } +static inline int TabItemGetSectionIdx(const ImGuiTabItem* tab) +{ + return (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; +} + static int IMGUI_CDECL TabItemComparerBySection(const void* lhs, const void* rhs) { const ImGuiTabItem* a = (const ImGuiTabItem*)lhs; const ImGuiTabItem* b = (const ImGuiTabItem*)rhs; - const int a_section = (a->Flags & ImGuiTabItemFlags_Leading) ? 0 : (a->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; - const int b_section = (b->Flags & ImGuiTabItemFlags_Leading) ? 0 : (b->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + 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); @@ -6964,7 +7411,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG // Ensure correct ordering when toggling ImGuiTabBarFlags_Reorderable flag, or when a new tab was added while being not reorderable if ((flags & ImGuiTabBarFlags_Reorderable) != (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) || (tab_bar->TabsAddedNew && !(flags & ImGuiTabBarFlags_Reorderable))) - if (tab_bar->Tabs.Size > 1 && (flags & ImGuiTabBarFlags_DockNode) == 0) // FIXME: TabBar with DockNode can now be hybrid + 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; @@ -7074,11 +7521,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab->IndexDuringLayout = (ImS16)tab_dst_n; // We will need sorting if tabs have changed section (e.g. moved from one of Leading/Central/Trailing to another) - int curr_tab_section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int curr_tab_section_n = TabItemGetSectionIdx(tab); if (tab_dst_n > 0) { ImGuiTabItem* prev_tab = &tab_bar->Tabs[tab_dst_n - 1]; - int prev_tab_section_n = (prev_tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (prev_tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + int prev_tab_section_n = TabItemGetSectionIdx(prev_tab); if (curr_tab_section_n == 0 && prev_tab_section_n != 0) need_sort_by_section = true; if (prev_tab_section_n == 2 && curr_tab_section_n != 2) @@ -7099,12 +7546,12 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) sections[1].Spacing = sections[1].TabCount > 0 && sections[2].TabCount > 0 ? g.Style.ItemInnerSpacing.x : 0.0f; // Setup next selected tab - ImGuiID scroll_track_selected_tab_id = 0; + ImGuiID scroll_to_tab_id = 0; if (tab_bar->NextSelectedTabId) { tab_bar->SelectedTabId = tab_bar->NextSelectedTabId; tab_bar->NextSelectedTabId = 0; - scroll_track_selected_tab_id = tab_bar->SelectedTabId; + scroll_to_tab_id = tab_bar->SelectedTabId; } // Process order change request (we could probably process it when requested but it's just saner to do it in a single spot). @@ -7112,7 +7559,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { if (TabBarProcessReorder(tab_bar)) if (tab_bar->ReorderRequestTabId == tab_bar->SelectedTabId) - scroll_track_selected_tab_id = tab_bar->ReorderRequestTabId; + scroll_to_tab_id = tab_bar->ReorderRequestTabId; tab_bar->ReorderRequestTabId = 0; } @@ -7120,7 +7567,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) 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! - scroll_track_selected_tab_id = tab_bar->SelectedTabId = tab_to_select->ID; + 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) @@ -7140,28 +7587,27 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) most_recently_selected_tab = tab; if (tab->ID == tab_bar->SelectedTabId) found_selected_tab_id = true; - if (scroll_track_selected_tab_id == 0 && g.NavJustMovedToId == tab->ID) - scroll_track_selected_tab_id = tab->ID; + 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); - const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0; - tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; - int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + 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 - int shrink_buffer_index = shrink_buffer_indexes[section_n]++; - g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; - g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; - - IM_ASSERT(tab->ContentWidth > 0.0f); - tab->Width = tab->ContentWidth; + IM_MSVC_WARNING_SUPPRESS(6385); + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); } // Compute total ideal width (used for e.g. auto-resizing a window) @@ -7172,11 +7618,11 @@ 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 (ImGuiTabItem* scroll_track_selected_tab = TabBarScrollingButtons(tab_bar)) + if (ImGuiTabItem* scroll_and_select_tab = TabBarScrollingButtons(tab_bar)) { - scroll_track_selected_tab_id = scroll_track_selected_tab->ID; - if (!(scroll_track_selected_tab->Flags & ImGuiTabItemFlags_Button)) - tab_bar->SelectedTabId = scroll_track_selected_tab_id; + scroll_to_tab_id = scroll_and_select_tab->ID; + if ((scroll_and_select_tab->Flags & ImGuiTabItemFlags_Button) == 0) + tab_bar->SelectedTabId = scroll_to_tab_id; } // Shrink widths if full tabs don't fit in their allocated space @@ -7191,7 +7637,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore - if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) { int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); @@ -7205,7 +7651,8 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (shrinked_width < 0.0f) continue; - int section_n = (tab->Flags & ImGuiTabItemFlags_Leading) ? 0 : (tab->Flags & ImGuiTabItemFlags_Trailing) ? 2 : 1; + shrinked_width = ImMax(1.0f, shrinked_width); + int section_n = TabItemGetSectionIdx(tab); sections[section_n].Width -= (tab->Width - shrinked_width); tab->Width = shrinked_width; } @@ -7240,7 +7687,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) if (found_selected_tab_id == false) tab_bar->SelectedTabId = 0; if (tab_bar->SelectedTabId == 0 && tab_bar->NextSelectedTabId == 0 && most_recently_selected_tab != NULL) - scroll_track_selected_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; + scroll_to_tab_id = tab_bar->SelectedTabId = most_recently_selected_tab->ID; // Lock in visible tab tab_bar->VisibleTabId = tab_bar->SelectedTabId; @@ -7248,12 +7695,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // CTRL+TAB can override visible tab temporarily if (g.NavWindowingTarget != NULL && g.NavWindowingTarget->DockNode && g.NavWindowingTarget->DockNode->TabBar == tab_bar) - tab_bar->VisibleTabId = scroll_track_selected_tab_id = g.NavWindowingTarget->ID; + tab_bar->VisibleTabId = scroll_to_tab_id = g.NavWindowingTarget->TabId; // Update scrolling - if (scroll_track_selected_tab_id) - if (ImGuiTabItem* scroll_track_selected_tab = TabBarFindTabByID(tab_bar, scroll_track_selected_tab_id)) - TabBarScrollToTab(tab_bar, scroll_track_selected_tab, sections); + if (scroll_to_tab_id != 0) + TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) @@ -7275,16 +7721,18 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) ImGuiWindow* window = g.CurrentWindow; window->DC.CursorPos = tab_bar->BarRect.Min; - ItemSize(ImVec2(tab_bar->WidthAllTabsIdeal, tab_bar->BarRect.GetHeight()), tab_bar->FramePadding.y); + 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. +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) { 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; } @@ -7329,11 +7777,14 @@ 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(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. + ImGuiTabItem new_tab; - new_tab.ID = window->ID; + 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) @@ -7355,7 +7806,9 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) // Called on manual closure attempt void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { - IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) { // This will remove a frame of lag for selecting another tab on closure. @@ -7381,9 +7834,13 @@ static float ImGui::TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling) return ImMax(scrolling, 0.0f); } -static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImGuiTabBarSection* sections) +// Note: we may scroll to tab that are not selected! e.g. using keyboard arrow keys +static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections) { - if (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) + ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id); + if (tab == NULL) + return; + if (tab->Flags & ImGuiTabItemFlags_SectionMask_) return; ImGuiContext& g = *GImGui; @@ -7412,12 +7869,48 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, Im } } -void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int dir) +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) { - IM_ASSERT(dir == -1 || dir == +1); + IM_ASSERT(offset != 0); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); tab_bar->ReorderRequestTabId = tab->ID; - tab_bar->ReorderRequestDir = (ImS8)dir; + tab_bar->ReorderRequestOffset = (ImS16)offset; +} + +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tab_bar->ReorderRequestTabId == 0); + if ((tab_bar->Flags & ImGuiTabBarFlags_Reorderable) == 0) + return; + + const bool is_central_section = (src_tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; + const float bar_offset = tab_bar->BarRect.Min.x - (is_central_section ? tab_bar->ScrollingTarget : 0); + + // Count number of contiguous tabs we are crossing over + const int dir = (bar_offset + src_tab->Offset) > mouse_pos.x ? -1 : +1; + const int src_idx = tab_bar->Tabs.index_from_ptr(src_tab); + int dst_idx = src_idx; + for (int i = src_idx; i >= 0 && i < tab_bar->Tabs.Size; i += dir) + { + // Reordered tabs must share the same section + const ImGuiTabItem* dst_tab = &tab_bar->Tabs[i]; + if (dst_tab->Flags & ImGuiTabItemFlags_NoReorder) + break; + if ((dst_tab->Flags & ImGuiTabItemFlags_SectionMask_) != (src_tab->Flags & ImGuiTabItemFlags_SectionMask_)) + break; + dst_idx = i; + + // Include spacing after tab, so when mouse cursor is between tabs we would not continue checking further tabs that are not hovered. + const float x1 = bar_offset + dst_tab->Offset - g.Style.ItemInnerSpacing.x; + const float x2 = bar_offset + dst_tab->Offset + dst_tab->Width + g.Style.ItemInnerSpacing.x; + //GetForegroundDrawList()->AddRect(ImVec2(x1, tab_bar->BarRect.Min.y), ImVec2(x2, tab_bar->BarRect.Max.y), IM_COL32(255, 0, 0, 255)); + if ((dir < 0 && mouse_pos.x > x1) || (dir > 0 && mouse_pos.x < x2)) + break; + } + + if (dst_idx != src_idx) + TabBarQueueReorder(tab_bar, src_tab, dst_idx - src_idx); } bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) @@ -7427,19 +7920,23 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) return false; //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestDir; + int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) return false; - // Reordered TabItem must share the same position flags than target + // Reordered tabs must share the same section + // (Note: TabBarQueueReorderFromMousePos() also has a similar test but since we allow direct calls to TabBarQueueReorder() we do it here too) ImGuiTabItem* tab2 = &tab_bar->Tabs[tab2_order]; if (tab2->Flags & ImGuiTabItemFlags_NoReorder) return false; - if ((tab1->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) != (tab2->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing))) + if ((tab1->Flags & ImGuiTabItemFlags_SectionMask_) != (tab2->Flags & ImGuiTabItemFlags_SectionMask_)) return false; ImGuiTabItem item_tmp = *tab1; - *tab1 = *tab2; + ImGuiTabItem* src_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 + 1 : tab2; + ImGuiTabItem* dst_tab = (tab_bar->ReorderRequestOffset > 0) ? tab1 : tab2 + 1; + const int move_count = (tab_bar->ReorderRequestOffset > 0) ? tab_bar->ReorderRequestOffset : -tab_bar->ReorderRequestOffset; + memmove(dst_tab, src_tab, move_count * sizeof(ImGuiTabItem)); *tab2 = item_tmp; if (tab_bar->Flags & ImGuiTabBarFlags_SaveSettings) @@ -7621,10 +8118,13 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { // Layout whole tab bar if not already done - if (tab_bar->WantLayout) - TabBarLayout(tab_bar); - ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; @@ -7634,12 +8134,10 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // If the user called us with *p_open == false, we early out and don't render. // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, window->DC.LastItemStatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if (p_open && !*p_open) { - PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); - ItemAdd(ImRect(), id); - PopItemFlag(); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); return false; } @@ -7652,9 +8150,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, else if (p_open == NULL) flags |= ImGuiTabItemFlags_NoCloseButton; - // Calculate tab contents size - ImVec2 size = TabItemCalcSize(label, p_open != NULL); - // Acquire tab data ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); bool tab_is_new = false; @@ -7663,44 +8158,51 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->Tabs.push_back(ImGuiTabItem()); tab = &tab_bar->Tabs.back(); tab->ID = id; - tab->Width = size.x; - tab_bar->TabsAddedNew = true; - tab_is_new = true; + tab_bar->TabsAddedNew = tab_is_new = true; } tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); tab->ContentWidth = size.x; tab->BeginOrder = tab_bar->TabsActiveCount++; const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; tab->Window = docked_window; - // Append name with zero-terminator + // Append name _WITH_ the zero-terminator // (regular tabs are permitted in a DockNode tab bar, but window tabs not permitted in a non-DockNode tab bar) - if (tab->Window != NULL) + if (docked_window != NULL) { IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_DockNode); tab->NameOffset = -1; } else { - IM_ASSERT(tab->Window == NULL); - tab->NameOffset = (ImS16)tab_bar->TabsNames.size(); - tab_bar->TabsNames.append(label, label + strlen(label) + 1); // Append name _with_ the zero-terminator. + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); } // Update selected tab - if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) - if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) - if (!is_tab_button) + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) tab_bar->NextSelectedTabId = id; // New tabs gets activated - if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar - if (!is_tab_button) + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar tab_bar->NextSelectedTabId = id; + } // Lock visibility // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) @@ -7717,9 +8219,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. if (tab_appearing && (!tab_bar_appearing || tab_is_new)) { - PushItemFlag(ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus, true); - ItemAdd(ImRect(), id); - PopItemFlag(); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); if (is_tab_button) return false; return tab_contents_visible; @@ -7732,7 +8232,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImVec2 backup_main_cursor_pos = window->DC.CursorPos; // Layout - const bool is_central_section = (tab->Flags & (ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing)) == 0; + const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; 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); @@ -7760,13 +8260,12 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // 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)) + 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); if (pressed && !is_tab_button) tab_bar->NextSelectedTabId = id; - hovered |= (g.HoveredId == id); // Transfer active id window so the active id is not owned by the dock host (as StartMouseMovingWindow() // will only do it on the drag). This allows FocusWindow() to be more conservative in how it clears active id. @@ -7788,21 +8287,22 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, else if (held && !tab_appearing && IsMouseDragging(0)) { // Drag and drop: re-order tabs + 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_distance_from_edge_x = bb.Min.x - g.IO.MousePos.x; - if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueReorder(tab_bar, tab, -1); + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } else if (g.IO.MouseDelta.x > 0.0f && g.IO.MousePos.x > bb.Max.x) { + drag_dir = +1; drag_distance_from_edge_x = g.IO.MousePos.x - bb.Max.x; - if (tab_bar->Flags & ImGuiTabBarFlags_Reorderable) - TabBarQueueReorder(tab_bar, tab, +1); + TabBarQueueReorderFromMousePos(tab_bar, tab, g.IO.MousePos); } } @@ -7811,11 +8311,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, { // 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) { float threshold_base = g.FontSize; - //float threshold_base = g.IO.ConfigDockingWithShift ? g.FontSize * 0.5f : 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] @@ -7823,19 +8321,21 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, 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; - else if (drag_distance_from_edge_x > threshold_x) - if ((tab_bar->ReorderRequestDir < 0 && tab_bar->GetTabOrder(tab) == 0) || (tab_bar->ReorderRequestDir > 0 && tab_bar->GetTabOrder(tab) == tab_bar->Tabs.Size - 1)) + 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)) undocking_tab = true; } if (undocking_tab) { // Undock + // FIXME: refactor to share more code with e.g. StartMouseMovingWindow DockContextQueueUndockWindow(&g, docked_window); g.MovingWindow = docked_window; SetActiveID(g.MovingWindow->MoveId, g.MovingWindow); g.ActiveIdClickOffset -= g.MovingWindow->Pos - bb.Min; g.ActiveIdNoClearOnFocusLoss = true; + SetActiveIdUsingAllKeyboardKeys(); } } } @@ -7866,26 +8366,35 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, 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, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); if (just_closed && p_open != NULL) { *p_open = false; 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(); window->DC.CursorPos = backup_main_cursor_pos; - // Tooltip (FIXME: Won't work over the close button because ItemOverlap systems messes up with HoveredIdTimer) - // We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar (which g.HoveredId ignores) - if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) + // 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) + // FIXME: This is a mess. + // FIXME: We may want disabled tab to still display the tooltip? + if (text_clipped && g.HoveredId == id && !held) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) - SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + if (IsItemHovered(ImGuiHoveredFlags_DelayNormal)) + SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected if (is_tab_button) @@ -7919,18 +8428,23 @@ void ImGui::SetTabItemClosed(const char* label) } } -ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); - if (has_close_button) + if (has_close_button_or_unsaved_marker) size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. else size.x += g.Style.FramePadding.x + 1.0f; return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); } +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow* window) +{ + return TabItemCalcSize(window->Name, window->HasCloseButton || (window->Flags & ImGuiWindowFlags_UnsavedDocument)); +} + 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. @@ -7952,7 +8466,7 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding + 0.5f, y1 + rounding + 0.5f), rounding, 6, 9); draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding - 0.5f, y1 + rounding + 0.5f), rounding, 9, 12); draw_list->PathLineTo(ImVec2(bb.Max.x - 0.5f, y2)); - draw_list->PathStroke(GetColorU32(ImGuiCol_Border), false, g.Style.TabBorderSize); + draw_list->PathStroke(GetColorU32(ImGuiCol_Border), 0, g.Style.TabBorderSize); } } @@ -7980,14 +8494,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, #endif // Render text label (with clipping + alpha gradient) + unsaved marker - const char* TAB_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); - if (flags & ImGuiTabItemFlags_UnsavedDocument) - { - text_pixel_clip_bb.Max.x -= CalcTextSize(TAB_UNSAVED_MARKER, NULL, false).x; - ImVec2 unsaved_marker_pos(ImMin(bb.Min.x + frame_padding.x + label_size.x + 2, text_pixel_clip_bb.Max.x), bb.Min.y + frame_padding.y + IM_FLOOR(-g.FontSize * 0.25f)); - RenderTextClippedEx(draw_list, unsaved_marker_pos, bb.Max - frame_padding, TAB_UNSAVED_MARKER, NULL, NULL); - } ImRect text_ellipsis_clip_bb = text_pixel_clip_bb; // Return clipped state ignoring the close button @@ -7997,7 +8504,10 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, //draw_list->AddCircle(text_ellipsis_clip_bb.Min, 3.0f, *out_text_clipped ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255)); } - // Close Button + 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() // '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 @@ -8005,28 +8515,40 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, bool close_button_pressed = false; bool close_button_visible = false; if (close_button_id != 0) - if (is_contents_visible || bb.GetWidth() >= g.Style.TabMinWidthForCloseButton) + 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) close_button_visible = true; + bool unsaved_marker_visible = (flags & ImGuiTabItemFlags_UnsavedDocument) != 0 && (button_pos.x + button_sz <= bb.Max.x); + if (close_button_visible) { - ImGuiLastItemDataBackup last_item_backup; - const float close_button_sz = g.FontSize; + ImGuiLastItemData last_item_backup = g.LastItemData; PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); - if (CloseButton(close_button_id, ImVec2(bb.Max.x - frame_padding.x * 2.0f - close_button_sz, bb.Min.y))) + if (CloseButton(close_button_id, button_pos)) close_button_pressed = true; PopStyleVar(); - last_item_backup.Restore(); + g.LastItemData = last_item_backup; // Close with middle mouse button if (!(flags & ImGuiTabItemFlags_NoCloseWithMiddleMouseButton) && IsMouseClicked(2)) close_button_pressed = true; - - text_pixel_clip_bb.Max.x -= close_button_sz; + } + else if (unsaved_marker_visible) + { + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); + RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); } + // 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.. 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) + { + text_pixel_clip_bb.Max.x -= close_button_visible ? (button_sz) : (button_sz * 0.80f); + 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); #if 0 diff --git a/sources/enduro2d/core/dbgui.cpp b/sources/enduro2d/core/dbgui.cpp index e8448364..d322d396 100644 --- a/sources/enduro2d/core/dbgui.cpp +++ b/sources/enduro2d/core/dbgui.cpp @@ -205,7 +205,7 @@ namespace e2d } void setup_key_map_(ImGuiIO& io) noexcept { - const auto map_key = [&io](ImGuiKey_ imgui_key, keyboard_key key) noexcept { + const auto map_key = [&io](ImGuiKey imgui_key, keyboard_key key) noexcept { E2D_ASSERT(imgui_key < ImGuiKey_COUNT); io.KeyMap[imgui_key] = utils::enum_to_underlying(key); };