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authorLionel Landwerlin <[email protected]>2019-01-19 21:37:35 +0000
committerLionel Landwerlin <[email protected]>2019-02-21 18:06:05 +0000
commit3950e7c11efc8682c0a141d17f30b97522e81af9 (patch)
tree7de7de8a69c0ad3ff7072959df86a6e0ec1272cc /src/imgui/imgui.cpp
parent51047cd2e8a1e834d0345e2eadaeb0da70eb7bfc (diff)
imgui: bump copy
Updated at : commit f977871854af941289f2a9090dcc90f7aa3449a8 Author: omar <[email protected]> Date: Fri Feb 15 13:10:22 2019 +0100 ImFont: Minor adjustment to the structure. Examples: Removed unused variable. Signed-off-by: Lionel Landwerlin <[email protected]> Acked-by: Jason Ekstrand <[email protected]> +1-by: Mike Lothian <[email protected]> +1-by: Tapani Pälli <[email protected]> +1-by: Eric Engestrom <[email protected]> +1-by: Yurii Kolesnykov <[email protected]> +1-by: myfreeweb <[email protected]> +1-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/imgui/imgui.cpp')
-rw-r--r--src/imgui/imgui.cpp11063
1 files changed, 3198 insertions, 7865 deletions
diff --git a/src/imgui/imgui.cpp b/src/imgui/imgui.cpp
index 0498f1e98b8..7c0f7d57e71 100644
--- a/src/imgui/imgui.cpp
+++ b/src/imgui/imgui.cpp
@@ -1,14 +1,18 @@
-// dear imgui, v1.63 WIP
+// dear imgui, v1.68 WIP
// (main code and documentation)
// Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp for demo code.
// Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
// Releases change-log at https://github.com/ocornut/imgui/releases
+// Technical Support for Getting Started https://discourse.dearimgui.org/c/getting-started
// Gallery (please post your screenshots/video there!): https://github.com/ocornut/imgui/issues/1269
+
// 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 I need your support to sustain development and maintenance.
-// If you work for a company, please consider financial support, see README. For individuals: https://www.patreon.com/imgui
+// Businesses: you can support continued maintenance and development via support contracts or sponsoring, see docs/README.
+// Individuals: you can support continued maintenance and development via donations or Patreon https://www.patreon.com/imgui.
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
@@ -18,49 +22,85 @@
/*
- Index
- - MISSION STATEMENT
- - END-USER GUIDE
- - PROGRAMMER GUIDE (read me!)
- - Read first
- - How to update to a newer version of Dear ImGui
- - Getting started with integrating Dear ImGui in your code/engine
- - Using gamepad/keyboard navigation controls [BETA]
- - API BREAKING CHANGES (read me when you update!)
- - ISSUES & TODO LIST
- - FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
- - How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
- - How can I display an image? What is ImTextureID, how does it works?
- - How can I have multiple widgets with the same label or without a label? A primer on labels and the ID Stack.
- - How can I use my own math types instead of ImVec2/ImVec4?
- - How can I load a different font than the default?
- - How can I easily use icons in my application?
- - How can I load multiple fonts?
- - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
- - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
- - I integrated Dear ImGui in my engine and the text or lines are blurry..
- - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
- - How can I help?
- - ISSUES & TODO-LIST
- - CODE
+Index of this file:
+
+DOCUMENTATION
+
+- MISSION STATEMENT
+- END-USER GUIDE
+- PROGRAMMER GUIDE (read me!)
+ - Read first.
+ - How to update to a newer version of Dear ImGui.
+ - Getting started with integrating Dear ImGui in your code/engine.
+ - This is how a simple application may look like (2 variations).
+ - This is how a simple rendering function may look like.
+ - Using gamepad/keyboard navigation controls.
+- API BREAKING CHANGES (read me when you update!)
+- FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
+ - How can I tell whether to dispatch mouse/keyboard to imgui or to my application?
+ - How can I display an image? What is ImTextureID, how does it works?
+ - How can I have multiple widgets with the same label or with an empty label? A primer on labels and the ID Stack.
+ - How can I use my own math types instead of ImVec2/ImVec4?
+ - How can I load a different font than the default?
+ - How can I easily use icons in my application?
+ - How can I load multiple fonts?
+ - How can I display and input non-latin characters such as Chinese, Japanese, Korean, Cyrillic?
+ - How can I interact with standard C++ types (such as std::string and std::vector)?
+ - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
+ - How can I use Dear ImGui on a platform that doesn't have a mouse or a keyboard? (input share, remoting, gamepad)
+ - I integrated Dear ImGui in my engine and the text or lines are blurry..
+ - I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around..
+ - How can I help?
+
+CODE
+(search for "[SECTION]" in the code to find them)
+
+// [SECTION] FORWARD DECLARATIONS
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
+// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
+// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
+// [SECTION] MISC HELPER/UTILITIES (ImText* functions)
+// [SECTION] MISC HELPER/UTILITIES (Color functions)
+// [SECTION] ImGuiStorage
+// [SECTION] ImGuiTextFilter
+// [SECTION] ImGuiTextBuffer
+// [SECTION] ImGuiListClipper
+// [SECTION] RENDER HELPERS
+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+// [SECTION] TOOLTIPS
+// [SECTION] POPUPS
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+// [SECTION] COLUMNS
+// [SECTION] DRAG AND DROP
+// [SECTION] LOGGING/CAPTURING
+// [SECTION] SETTINGS
+// [SECTION] PLATFORM DEPENDENT HELPERS
+// [SECTION] METRICS/DEBUG WINDOW
+
+*/
+//-----------------------------------------------------------------------------
+// DOCUMENTATION
+//-----------------------------------------------------------------------------
+
+/*
MISSION STATEMENT
=================
- - Easy to use to create code-driven and data-driven tools
- - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
- - Easy to hack and improve
- - Minimize screen real-estate usage
- - Minimize setup and maintenance
- - Minimize state storage on user side
- - Portable, minimize dependencies, run on target (consoles, phones, etc.)
- - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,
- opening a tree node for the first time, etc. but a typical frame should not allocate anything)
+ - Easy to use to create code-driven and data-driven tools.
+ - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
+ - Easy to hack and improve.
+ - Minimize screen real-estate usage.
+ - Minimize setup and maintenance.
+ - Minimize state storage on user side.
+ - Portable, minimize dependencies, run on target (consoles, phones, etc.).
+ - Efficient runtime and memory consumption (NB- we do allocate when "growing" content e.g. creating a window,.
+ opening a tree node for the first time, etc. but a typical frame should not allocate anything).
Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
- - Doesn't look fancy, doesn't animate
- - Limited layout features, intricate layouts are typically crafted in code
+ - Doesn't look fancy, doesn't animate.
+ - Limited layout features, intricate layouts are typically crafted in code.
END-USER GUIDE
@@ -90,44 +130,59 @@
PROGRAMMER GUIDE
================
- READ FIRST
+ READ FIRST:
- Read the FAQ below this section!
- 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 data retention on your side, less state duplication, less state synchronization, less bugs.
+ or destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, less bugs.
- Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
- - You can learn about immediate-mode gui principles at http://www.johno.se/book/imgui.html or watch http://mollyrocket.com/861
-
- HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
+ - 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 docs/README.md.
+ - 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,
+ 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.
+ - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
+ - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
+ If you get an assert, read the messages and comments around the assert.
+ - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
+ - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
+ See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
+ However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
+ - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
+
+ 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.
- Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
likely be a comment about it. Please report any issue to the GitHub page!
- Try to keep your copy of dear imgui reasonably up to date.
- GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
+ GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE:
- - Run and study the examples and demo to get acquainted with the library.
+ - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
- Add the Dear ImGui source files to your projects or using your preferred build system.
- It is recommended you build the .cpp files as part of your project and not as a library.
- - You can later customize the imconfig.h file to tweak some compilation time behavior, such as integrating imgui types with your own maths types.
- - You may be able to grab and copy a ready made imgui_impl_*** file from the examples/ folder.
+ It is recommended you build and statically link the .cpp files as part of your project and not as shared library (DLL).
+ - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating 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 informatioe are stored into command-lists that you will retrieve after calling ImGui::Render().
- Refer to the bindings 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.
- THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE
- EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder)
+ HOW A SIMPLE APPLICATION MAY LOOK LIKE:
+ EXHIBIT 1: USING THE EXAMPLE BINDINGS (imgui_impl_XXX.cpp files from the examples/ folder).
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
- // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls
- // TODO: Fill optional settings of the io structure later.
+ // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
+ // TODO: Fill optional fields of the io structure later.
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
// Initialize helper Platform and Renderer bindings (here we are using imgui_impl_win32 and imgui_impl_dx11)
@@ -156,14 +211,14 @@
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
- THIS IS HOW A SIMPLE APPLICATION MAY LOOK LIKE
- EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE
+ HOW A SIMPLE APPLICATION MAY LOOK LIKE:
+ EXHIBIT 2: IMPLEMENTING CUSTOM BINDING / CUSTOM ENGINE.
// Application init: create a dear imgui context, setup some options, load fonts
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
- // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls
- // TODO: Fill optional settings of the io structure later.
+ // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
+ // TODO: Fill optional fields of the io structure later.
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
// Build and load the texture atlas into a texture
@@ -211,16 +266,17 @@
// Shutdown
ImGui::DestroyContext();
- THIS HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
+ HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE:
void void MyImGuiRenderFunction(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
- // TODO: Setup viewport using draw_data->DisplaySize
+ // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
// TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
for (int n = 0; n < draw_data->CmdListsCount; n++)
{
+ const ImDrawList* cmd_list = draw_data->CmdLists[n];
const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by ImGui
const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by ImGui
for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
@@ -233,22 +289,22 @@
else
{
// The texture for the draw call is specified by pcmd->TextureId.
- // The vast majority of draw calls with use the imgui texture atlas, which value you have set yourself during initialization.
- MyEngineBindTexture(pcmd->TextureId);
+ // The vast majority of draw calls will use the imgui texture atlas, which value you have set yourself during initialization.
+ MyEngineBindTexture((MyTexture*)pcmd->TextureId);
// We are using scissoring to clip some objects. All low-level graphics API should supports 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 everywhere else works!
+ // (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, always subtract draw_data->DisplayPos from
- // clipping bounds to convert them to your viewport space.
+ // 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.
// - 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));
// Render 'pcmd->ElemCount/3' indexed triangles.
- // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits if your engine doesn't support 16-bits indices.
+ // By default the indices ImDrawIdx are 16-bits, you can change them to 32-bits in imconfig.h if your engine doesn't support 16-bits indices.
MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer);
}
idx_buffer += pcmd->ElemCount;
@@ -256,15 +312,17 @@
}
}
- - The examples/ folders contains many functional implementation of the pseudo-code above.
+ - The examples/ folders contains many actual implementation of the pseudo-codes above.
- When calling NewFrame(), the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags are updated.
- They tell you if ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs from the rest of your application.
- In both cases you need to pass on the inputs to imgui. Read the FAQ below for more information about those flags.
- - Please read the FAQ above. Amusingly, it is called a FAQ because people frequently have the same issues!
+ They tell you if Dear ImGui intends to use your inputs. When a flag is set you want to hide the corresponding inputs
+ from the rest of your application. In every cases you need to pass on the inputs to imgui. Refer to the FAQ for more information.
+ - Please read the FAQ below!. Amusingly, it is called a FAQ because people frequently run into the same issues!
- USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS [BETA]
+ USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS
- - The gamepad/keyboard navigation is in Beta. Ask questions and report issues at https://github.com/ocornut/imgui/issues/787
+ - 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
- The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable.
- Gamepad:
- Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable.
@@ -274,7 +332,7 @@
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.).
- - You can download PNG/PSD files depicting the gamepad controls for common controllers at: goo.gl/9LgVZW.
+ - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://goo.gl/9LgVZW.
- 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.
- Keyboard:
@@ -306,9 +364,30 @@
When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details.
+ - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with a dummy small value!
+ - 2019/02/01 (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. Keep redirection typedef (will obsolete).
+ - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
+ - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
+ - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
+ - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
+ - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
+ If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
+ - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
+ - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
+ NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
+ Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
+ - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
+ - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
+ - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
+ - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
+ - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
- 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
- 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
- - 2018/07/06 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.OptResizeWindowsFromEdges to enable the feature.
+ - 2018/06/08 (1.62) - examples: the imgui_impl_xxx files have been split to separate platform (Win32, Glfw, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan, etc.).
+ old binding will still work as is, however prefer using the separated bindings as they will be updated to be multi-viewport conformant.
+ when adopting new bindings follow the main.cpp code of your preferred examples/ folder to know which functions to call.
- 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
- 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
- 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
@@ -357,6 +436,7 @@
removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
- 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
- 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
+ - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete).
- 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
- 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
- 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
@@ -414,7 +494,7 @@
- the signature of the io.RenderDrawListsFn handler has changed!
old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
- argument: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
+ parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
ImDrawCmd: 'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
- each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
@@ -447,9 +527,9 @@
- 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
- 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
(1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
- font init: const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>
- became: unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier;
- you now more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs.
+ font init: { const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); <..Upload texture to GPU..>; }
+ became: { unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); <..Upload texture to GPU>; io.Fonts->TexId = YourTextureIdentifier; }
+ 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.
(1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to set io.Fonts->TexID.
(1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
@@ -467,11 +547,6 @@
- 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
- ISSUES & TODO-LIST
- ==================
- See TODO.txt
-
-
FREQUENTLY ASKED QUESTIONS (FAQ), TIPS
======================================
@@ -481,7 +556,7 @@
- When 'io.WantCaptureKeyboard' is set, imgui wants to use your keyboard state, and you may want to discard/hide the inputs from the rest of your application.
- When 'io.WantTextInput' is set to may want to notify your OS to popup an on-screen keyboard, if available (e.g. on a mobile phone, or console OS).
Note: you should always pass your mouse/keyboard inputs to imgui, even when the io.WantCaptureXXX flag are set false.
- This is because imgui needs to detect that you clicked in the void to unfocus its windows.
+ This is because imgui needs to detect that you clicked in the void to unfocus its own windows.
Note: The 'io.WantCaptureMouse' is more accurate that any attempt to "check if the mouse is hovering a window" (don't do that!).
It handle mouse dragging correctly (both dragging that started over your application or over an imgui window) and handle e.g. modal windows blocking inputs.
Those flags are updated by ImGui::NewFrame(). Preferably read the flags after calling NewFrame() if you can afford it, but reading them before is also
@@ -493,7 +568,7 @@
Q: How can I display an image? What is ImTextureID, how does it works?
A: Short explanation:
- You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
- - Actual textures are identified in a way that is up to the user/engine.
+ - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as ImTextureID (void*) value.
- Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason).
Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.
@@ -552,6 +627,8 @@
GLuint my_opengl_texture;
glGenTextures(1, &my_opengl_texture);
glBindTexture(GL_TEXTURE_2D, my_opengl_texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
@@ -574,7 +651,7 @@
Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
- Q: How can I have multiple widgets with the same label or without a label?
+ Q: How can I have multiple widgets with the same label or with an empty label?
Q: I have multiple widgets with the same label, and only the first one works. Why is that?
A: A primer on labels and the ID Stack...
@@ -596,6 +673,9 @@
Begin("MyWindow");
Button("OK"); // Label = "OK", ID = hash of ("MyWindow", "OK")
End();
+ Begin("MyOtherWindow");
+ Button("OK"); // Label = "OK", ID = hash of ("MyOtherWindow", "OK")
+ End();
- If you have a same ID twice in the same location, you'll have a conflict:
@@ -618,64 +698,65 @@
- If you want to completely hide the label, but still need an ID:
- Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label!
+ Checkbox("##On", &b); // Label = "", ID = hash of (..., "##On") // No visible label, just a checkbox!
- Occasionally/rarely you might want change a label while preserving a constant ID. This allows
you to animate labels. For example you may want to include varying information in a window title bar,
but windows are uniquely identified by their ID. Use "###" to pass a label that isn't part of ID:
- Button("Hello###ID"; // Label = "Hello", ID = hash of (..., "ID")
- Button("World###ID"; // Label = "World", ID = hash of (..., "ID") // Same as above, even though the label looks different
+ Button("Hello###ID"); // Label = "Hello", ID = hash of (..., "###ID")
+ Button("World###ID"); // Label = "World", ID = hash of (..., "###ID") // Same as above, even though the label looks different
sprintf(buf, "My game (%f FPS)###MyGame", fps);
- Begin(buf); // Variable label, ID = hash of "MyGame"
+ Begin(buf); // Variable title, ID = hash of "MyGame"
- Solving ID conflict in a more general manner:
Use PushID() / PopID() to create scopes and manipulate the ID stack, as to avoid ID conflicts
within the same window. This is the most convenient way of distinguishing ID when iterating and
creating many UI elements programmatically.
You can push a pointer, a string or an integer value into the ID stack.
- Remember that ID are formed from the concatenation of _everything_ in the ID stack!
+ Remember that ID are formed from the concatenation of _everything_ pushed into the ID stack.
+ At each level of the stack we store the seed used for items at this level of the ID stack.
- Begin("Window");
+ Begin("Window");
for (int i = 0; i < 100; i++)
{
- PushID(i); // Push i to the id tack
- Button("Click"); // Label = "Click", ID = Hash of ("Window", i, "Click")
+ PushID(i); // Push i to the id tack
+ Button("Click"); // Label = "Click", ID = hash of ("Window", i, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj);
- Button("Click"); // Label = "Click", ID = Hash of ("Window", obj pointer, "Click")
+ Button("Click"); // Label = "Click", ID = hash of ("Window", obj pointer, "Click")
PopID();
}
for (int i = 0; i < 100; i++)
{
MyObject* obj = Objects[i];
PushID(obj->Name);
- Button("Click"); // Label = "Click", ID = Hash of ("Window", obj->Name, "Click")
+ Button("Click"); // Label = "Click", ID = hash of ("Window", obj->Name, "Click")
PopID();
}
End();
- - More example showing that you can stack multiple prefixes into the ID stack:
+ - You can stack multiple prefixes into the ID stack:
- Button("Click"); // Label = "Click", ID = hash of (..., "Click")
+ Button("Click"); // Label = "Click", ID = hash of (..., "Click")
PushID("node");
- Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
PushID(my_ptr);
- Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", my_ptr, "Click")
PopID();
PopID();
- Tree nodes implicitly creates a scope for you by calling PushID().
- Button("Click"); // Label = "Click", ID = hash of (..., "Click")
- if (TreeNode("node"))
+ Button("Click"); // Label = "Click", ID = hash of (..., "Click")
+ if (TreeNode("node")) // <-- this function call will do a PushID() for you (unless instructed not to, with a special flag)
{
- Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
+ Button("Click"); // Label = "Click", ID = hash of (..., "node", "Click")
TreePop();
}
@@ -695,7 +776,9 @@
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels);
io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
- (default is ProggyClean.ttf, rendered at size 13, embedded in dear imgui's source code)
+ Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear imgui's source code.
+ (Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
+ (Read the 'misc/fonts/README.txt' file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
backslash \ within a string literal, you need to write it double backslash "\\":
@@ -705,12 +788,13 @@
Q: How can I easily use icons in my application?
A: The most convenient and practical way is to merge an icon font such as FontAwesome inside you
- main font. Then you can refer to icons within your strings. Read 'How can I load multiple fonts?'
- and the file 'misc/fonts/README.txt' for instructions and useful header files.
+ main font. Then you can refer to icons within your strings.
+ You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
+ (Read the 'misc/fonts/README.txt' file for more details about icons font loading.)
Q: How can I load multiple fonts?
A: Use the font atlas to pack them into a single texture:
- (Read misc/fonts/README.txt and the code in ImFontAtlas for more details.)
+ (Read the 'misc/fonts/README.txt' file and the code in ImFontAtlas for more details.)
ImGuiIO& io = ImGui::GetIO();
ImFont* font0 = io.Fonts->AddFontDefault();
@@ -722,19 +806,19 @@
// Options
ImFontConfig config;
- config.OversampleH = 3;
+ config.OversampleH = 2;
config.OversampleV = 1;
- config.GlyphOffset.y -= 2.0f; // Move everything by 2 pixels up
+ config.GlyphOffset.y -= 1.0f; // Move everything by 1 pixels up
config.GlyphExtraSpacing.x = 1.0f; // Increase spacing between characters
- io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, &config);
+ io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, &config);
// Combine multiple fonts into one (e.g. for icon fonts)
- ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
+ static ImWchar ranges[] = { 0xf000, 0xf3ff, 0 };
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontDefault();
- io.Fonts->LoadFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
- io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
+ io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
+ io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
@@ -744,7 +828,7 @@
// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
ImVector<ImWchar> ranges;
- ImFontAtlas::GlyphRangesBuilder builder;
+ ImFontGlyphRangesBuilder builder;
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
@@ -763,11 +847,50 @@
Windows: if your language is relying on an Input Method Editor (IME), you copy the HWND of your window to io.ImeWindowHandle in order for
the default implementation of io.ImeSetInputScreenPosFn() to set your Microsoft IME position correctly.
+ Q: How can I interact with standard C++ types (such as std::string and std::vector)?
+ A: - Being highly portable (bindings for several languages, frameworks, programming style, obscure or older platforms/compilers),
+ and aiming for compatibility & performance suitable for every modern real-time game engines, dear imgui does not use
+ any of std C++ types. We use raw types (e.g. char* instead of std::string) because they adapt to more use cases.
+ - To use ImGui::InputText() with a std::string or any resizable string class, see misc/cpp/imgui_stdlib.h.
+ - To use combo boxes and list boxes with std::vector or any other data structure: the BeginCombo()/EndCombo() API
+ lets you iterate and submit items yourself, so does the ListBoxHeader()/ListBoxFooter() API.
+ Prefer using them over the old and awkward Combo()/ListBox() api.
+ - Generally for most high-level types you should be able to access the underlying data type.
+ You may write your own one-liner wrappers to facilitate user code (tip: add new functions in ImGui:: namespace from your code).
+ - Dear ImGui applications often need to make intensive use of strings. It is expected that many of the strings you will pass
+ to the API are raw literals (free in C/C++) or allocated in a manner that won't incur a large cost on your application.
+ Please bear in mind that using std::string on applications with large amount of UI may incur unsatisfactory performances.
+ Modern implementations of std::string often include small-string optimization (which is often a local buffer) but those
+ are not configurable and not the same across implementations.
+ - If you are finding your UI traversal cost to be too large, make sure your string usage is not leading to excessive amount
+ of heap allocations. Consider using literals, statically sized buffers and your own helper functions. A common pattern
+ is that you will need to build lots of strings on the fly, and their maximum length can be easily be scoped ahead.
+ One possible implementation of a helper to facilitate printf-style building of strings: https://github.com/ocornut/Str
+ This is a small helper where you can instance strings with configurable local buffers length. Many game engines will
+ provide similar or better string helpers.
+
Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
- A: - You can create a dummy window. Call SetNextWindowBgAlpha(0.0f), call Begin() with NoTitleBar|NoResize|NoMove|NoScrollbar|NoSavedSettings|NoInputs flags.
+ A: - You can create a dummy window. Call Begin() with the NoBackground | NoDecoration | NoSavedSettings | NoInputs flags.
+ (The ImGuiWindowFlags_NoDecoration flag itself is a shortcut for NoTitleBar | NoResize | NoScrollbar | NoCollapse)
Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
- You can call ImGui::GetOverlayDrawList() and use this draw list to display contents over every other imgui windows.
- - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create your own ImDrawListSharedData.
+ - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
+ your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
+
+ Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
+ A: - You can control Dear ImGui with a gamepad. Read about navigation in "Using gamepad/keyboard navigation controls".
+ (short version: map gamepad inputs into the io.NavInputs[] array + set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad)
+ - You can share your computer mouse seamlessly with your console/tablet/phone using Synergy (https://symless.com/synergy)
+ This is the preferred solution for developer productivity.
+ In particular, the "micro-synergy-client" repository (https://github.com/symless/micro-synergy-client) has simple
+ and portable source code (uSynergy.c/.h) for a small embeddable client that you can use on any platform to connect
+ to your host computer, based on the Synergy 1.x protocol. Make sure you download the Synergy 1 server on your computer.
+ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-like protocols.
+ - You may also use a third party solution such as Remote ImGui (https://github.com/JordiRos/remoteimgui) which sends
+ the vertices to render over the local network, allowing you to use Dear ImGui even on a screen-less machine.
+ - For touch inputs, you can increase the hit box of widgets (via the style.TouchPadding setting) to accommodate
+ for the lack of precision of touch inputs, but it is recommended you use a mouse or gamepad to allow optimizing
+ for screen real-estate and precision.
Q: I integrated Dear ImGui in my engine and the text or lines are blurry..
A: In your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f).
@@ -778,10 +901,12 @@
Rectangles provided by ImGui are defined as (x1=left,y1=top,x2=right,y2=bottom) and NOT as (x1,y1,width,height).
Q: How can I help?
- A: - If you are experienced with Dear ImGui and C++, look at the github issues, or TODO.txt and see how you want/can help!
- - Convince your company to fund development time! Individual users: you can also become a Patron (patreon.com/imgui) or donate on PayPal! See README.
+ A: - 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!
+ - Businesses: convince your company to fund development via support contracts/sponsoring! This is among the most useful thing you can do for dear imgui.
+ - Individuals: you can also become a Patron (http://www.patreon.com/imgui) or donate on PayPal! See README.
- 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/1269). Visuals are ideal as they inspire other programmers.
+ You may post screenshot or links in the gallery threads (github.com/ocornut/imgui/issues/1902). 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).
@@ -813,17 +938,17 @@
#include <stdint.h> // intptr_t
#endif
-#define IMGUI_DEBUG_NAV_SCORING 0
-#define IMGUI_DEBUG_NAV_RECTS 0
+// Debug options
+#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
+#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
// 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: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#endif
-// Clang warnings with -Weverything
+// Clang/GCC warnings with -Weverything
#ifdef __clang__
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning : unknown warning group '-Wformat-pedantic *' // not all warnings are known by all clang versions.. so ignoring warnings triggers new warnings on some configuration. great!
#pragma clang diagnostic ignored "-Wold-style-cast" // warning : use of old-style cast // yes, they are more terse.
@@ -833,7 +958,13 @@
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning : declaration requires a global destructor // similar to above, not sure what the exact difference it.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning : implicit conversion changes signedness //
#pragma clang diagnostic ignored "-Wformat-pedantic" // warning : format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
-#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
+#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast" // warning : cast to 'void *' from smaller integer type 'int'
+#if __has_warning("-Wzero-as-null-pointer-constant")
+#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning : zero as null pointer constant // some standard header variations use #define NULL 0
+#endif
+#if __has_warning("-Wdouble-promotion")
+#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.
+#endif
#elif defined(__GNUC__)
#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
@@ -847,91 +978,81 @@
#endif
#endif
-static const ImS32 IM_S32_MIN = 0x80000000; // INT_MIN;
-static const ImS32 IM_S32_MAX = 0x7FFFFFFF; // INT_MAX;
-static const ImU32 IM_U32_MIN = 0;
-static const ImU32 IM_U32_MAX = 0xFFFFFFFF;
-static const ImS64 IM_S64_MIN = -9223372036854775807ll - 1ll;
-static const ImS64 IM_S64_MAX = 9223372036854775807ll;
-static const ImU64 IM_U64_MIN = 0;
-static const ImU64 IM_U64_MAX = 0xFFFFFFFFFFFFFFFFull;
-
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
-static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
-static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
+static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in
+static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear
+
+// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by back-end)
+static const float WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS = 4.0f; // Extend outside and inside windows. 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.
//-------------------------------------------------------------------------
-// Forward Declarations
+// [SECTION] FORWARD DECLARATIONS
//-------------------------------------------------------------------------
-static bool IsKeyPressedMap(ImGuiKey key, bool repeat = true);
-
static void SetCurrentWindow(ImGuiWindow* window);
-static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x);
-static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y);
-static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond);
-static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond);
-static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond);
static void FindHoveredWindow();
static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags);
-static ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
static void CheckStacksSize(ImGuiWindow* window, bool write);
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
-static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
-static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
+static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
static ImRect GetViewportRect();
-static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data);
-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);
+// Settings
+static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
+static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
+static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
-static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format);
-static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg_1, const void* arg_2);
-static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, const char* format);
+// Platform Dependents default implementation for IO functions
+static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
+static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
+static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
namespace ImGui
{
static bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags);
+// Navigation
static void NavUpdate();
static void NavUpdateWindowing();
static void NavUpdateWindowingList();
+static void NavUpdateMoveResult();
+static float NavUpdatePageUpPageDown(int allowed_dir_flags);
+static inline void NavUpdateAnyRequestFlag();
static void NavProcessItem(ImGuiWindow* window, const ImRect& nav_bb, const ImGuiID id);
+static ImVec2 NavCalcPreferredRefPos();
+static void NavSaveLastChildNavWindow(ImGuiWindow* nav_window);
+static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
+// Misc
static void UpdateMouseInputs();
static void UpdateMouseWheel();
static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
-static void FocusFrontMostActiveWindow(ImGuiWindow* ignore_window);
+static void RenderOuterBorders(ImGuiWindow* window);
-// Template widget behaviors
-template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
-static bool DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power);
-
-template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
-static bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags);
}
//-----------------------------------------------------------------------------
-// Platform dependent default implementations
-//-----------------------------------------------------------------------------
-
-static const char* GetClipboardTextFn_DefaultImpl(void* user_data);
-static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text);
-static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
-
-//-----------------------------------------------------------------------------
-// Context
+// [SECTION] CONTEXT AND MEMORY ALLOCATORS
//-----------------------------------------------------------------------------
-// Current context pointer. Implicitly used by all ImGui functions. Always assumed to be != NULL.
-// CreateContext() will automatically set this pointer if it is NULL. Change to a different context by calling ImGui::SetCurrentContext().
-// If you use DLL hotreloading you might need to call SetCurrentContext() after reloading code from this file.
-// 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. You may #define GImGui in imconfig.h for that purpose. Future development aim to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
-// - Having multiple instances of the ImGui code compiled inside different namespace (easiest/safest, if you have a finite number of contexts)
+// 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.
#ifndef GImGui
ImGuiContext* GImGui = NULL;
#endif
@@ -940,20 +1061,19 @@ ImGuiContext* GImGui = NULL;
// 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.
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
-static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; return malloc(size); }
-static void FreeWrapper(void* ptr, void* user_data) { (void)user_data; free(ptr); }
+static void* MallocWrapper(size_t size, void* user_data) { IM_UNUSED(user_data); return malloc(size); }
+static void FreeWrapper(void* ptr, void* user_data) { IM_UNUSED(user_data); free(ptr); }
#else
-static void* MallocWrapper(size_t size, void* user_data) { (void)user_data; (void)size; IM_ASSERT(0); return NULL; }
-static void FreeWrapper(void* ptr, void* user_data) { (void)user_data; (void)ptr; IM_ASSERT(0); }
+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 size_t GImAllocatorActiveAllocationsCount = 0;
//-----------------------------------------------------------------------------
-// User facing structures
+// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
//-----------------------------------------------------------------------------
ImGuiStyle::ImGuiStyle()
@@ -980,8 +1100,11 @@ ImGuiStyle::ImGuiStyle()
ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar
GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar
GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
+ 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.
ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
- DisplayWindowPadding = ImVec2(20,20); // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
+ SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text when button is larger than text.
+ DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area by at least this amount. Only applies to regular windows.
DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
AntiAliasedLines = true; // Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
@@ -1012,6 +1135,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor)
ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
GrabMinSize = ImFloor(GrabMinSize * scale_factor);
GrabRounding = ImFloor(GrabRounding * scale_factor);
+ TabRounding = ImFloor(TabRounding * scale_factor);
DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
@@ -1023,8 +1147,8 @@ ImGuiIO::ImGuiIO()
memset(this, 0, sizeof(*this));
// Settings
- ConfigFlags = 0x00;
- BackendFlags = 0x00;
+ ConfigFlags = ImGuiConfigFlags_None;
+ BackendFlags = ImGuiBackendFlags_None;
DisplaySize = ImVec2(-1.0f, -1.0f);
DeltaTime = 1.0f/60.0f;
IniSavingRate = 5.0f;
@@ -1043,17 +1167,21 @@ ImGuiIO::ImGuiIO()
FontDefault = NULL;
FontAllowUserScaling = false;
DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
- DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
- // Advanced/subtle behaviors
+ // Miscellaneous options
+ MouseDrawCursor = false;
#ifdef __APPLE__
- OptMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
+ ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
#else
- OptMacOSXBehaviors = false;
+ ConfigMacOSXBehaviors = false;
#endif
- OptCursorBlink = true;
+ ConfigInputTextCursorBlink = true;
+ ConfigWindowsResizeFromEdges = true;
+ ConfigWindowsMoveFromTitleBarOnly = false;
- // Settings (User Functions)
+ // Platform Functions
+ BackendPlatformName = BackendRendererName = NULL;
+ BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations
SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
ClipboardUserData = NULL;
@@ -1064,7 +1192,7 @@ ImGuiIO::ImGuiIO()
RenderDrawListsFn = NULL;
#endif
- // Input (NB: we already have memset zero the entire structure)
+ // 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;
@@ -1078,32 +1206,29 @@ ImGuiIO::ImGuiIO()
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
void ImGuiIO::AddInputCharacter(ImWchar c)
{
- const int n = ImStrlenW(InputCharacters);
- if (n + 1 < IM_ARRAYSIZE(InputCharacters))
+ InputQueueCharacters.push_back(c);
+}
+
+void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
+{
+ while (*utf8_chars != 0)
{
- InputCharacters[n] = c;
- InputCharacters[n+1] = '\0';
+ unsigned int c = 0;
+ utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
+ if (c > 0 && c <= 0xFFFF)
+ InputQueueCharacters.push_back((ImWchar)c);
}
}
-void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
+void ImGuiIO::ClearInputCharacters()
{
- // We can't pass more wchars than ImGuiIO::InputCharacters[] can hold so don't convert more
- const int wchars_buf_len = sizeof(ImGuiIO::InputCharacters) / sizeof(ImWchar);
- ImWchar wchars[wchars_buf_len];
- ImTextStrFromUtf8(wchars, wchars_buf_len, utf8_chars, NULL);
- for (int i = 0; i < wchars_buf_len && wchars[i] != 0; i++)
- AddInputCharacter(wchars[i]);
+ InputQueueCharacters.resize(0);
}
//-----------------------------------------------------------------------------
-// HELPERS
+// [SECTION] MISC HELPER/UTILITIES (Maths, String, Format, Hash, File functions)
//-----------------------------------------------------------------------------
-#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
-#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
-
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
{
ImVec2 ap = p - a;
@@ -1152,6 +1277,7 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
return proj_ca;
}
+// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
int ImStricmp(const char* str1, const char* str2)
{
int d;
@@ -1168,33 +1294,55 @@ int ImStrnicmp(const char* str1, const char* str2, size_t count)
void ImStrncpy(char* dst, const char* src, size_t count)
{
- if (count < 1) return;
- strncpy(dst, src, count);
- dst[count-1] = 0;
+ if (count < 1)
+ return;
+ if (count > 1)
+ strncpy(dst, src, count - 1);
+ dst[count - 1] = 0;
}
-char* ImStrdup(const char *str)
+char* ImStrdup(const char* str)
{
- size_t len = strlen(str) + 1;
- void* buf = ImGui::MemAlloc(len);
- return (char*)memcpy(buf, (const void*)str, len);
+ size_t len = strlen(str);
+ void* buf = ImGui::MemAlloc(len + 1);
+ return (char*)memcpy(buf, (const void*)str, len + 1);
+}
+
+char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
+{
+ size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
+ size_t src_size = strlen(src) + 1;
+ if (dst_buf_size < src_size)
+ {
+ ImGui::MemFree(dst);
+ dst = (char*)ImGui::MemAlloc(src_size);
+ if (p_dst_size)
+ *p_dst_size = src_size;
+ }
+ return (char*)memcpy(dst, (const void*)src, src_size);
}
const char* ImStrchrRange(const char* str, const char* str_end, char c)
{
- for ( ; str < str_end; str++)
- if (*str == c)
- return str;
- return NULL;
+ const char* p = (const char*)memchr(str, (int)c, str_end - str);
+ return p;
}
int ImStrlenW(const ImWchar* str)
{
+ //return (int)wcslen((const wchar_t*)str); // FIXME-OPT: Could use this when wchar_t are 16-bits
int n = 0;
while (*str++) n++;
return n;
}
+// Find end-of-line. Return pointer will point to either first \n, either str_end.
+const char* ImStreolRange(const char* str, const char* str_end)
+{
+ const char* p = (const char*)memchr(str, '\n', str_end - str);
+ return p ? p : str_end;
+}
+
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
{
while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
@@ -1240,29 +1388,30 @@ void ImStrTrimBlanks(char* buf)
buf[p - p_start] = 0; // Zero terminate
}
-template<typename TYPE>
-static const char* ImAtoi(const char* src, TYPE* output)
-{
- int negative = 0;
- if (*src == '-') { negative = 1; src++; }
- if (*src == '+') { src++; }
- TYPE v = 0;
- while (*src >= '0' && *src <= '9')
- v = (v * 10) + (*src++ - '0');
- *output = negative ? -v : v;
- return src;
-}
-
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
// B) When buf==NULL vsnprintf() will return the output size.
#ifndef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
+
+//#define IMGUI_USE_STB_SPRINTF
+#ifdef IMGUI_USE_STB_SPRINTF
+#define STB_SPRINTF_IMPLEMENTATION
+#include "imstb_sprintf.h"
+#endif
+
+#if defined(_MSC_VER) && !defined(vsnprintf)
+#define vsnprintf _vsnprintf
+#endif
+
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
{
- IM_ASSERT(fmt != NULL);
va_list args;
va_start(args, fmt);
+#ifdef IMGUI_USE_STB_SPRINTF
+ int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
va_end(args);
if (buf == NULL)
return w;
@@ -1274,8 +1423,11 @@ int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
{
- IM_ASSERT(fmt != NULL);
+#ifdef IMGUI_USE_STB_SPRINTF
+ int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
+#else
int w = vsnprintf(buf, buf_size, fmt, args);
+#endif
if (buf == NULL)
return w;
if (w == -1 || w >= (int)buf_size)
@@ -1285,43 +1437,69 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
}
#endif // #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS
-// Pass data_size==0 for zero-terminated strings
+// CRC32 needs a 1KB lookup table (not cache friendly)
+// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
+// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
+static const ImU32 GCrc32LookupTable[256] =
+{
+ 0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
+ 0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
+ 0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
+ 0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
+ 0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
+ 0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
+ 0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
+ 0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
+ 0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
+ 0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
+ 0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
+ 0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
+ 0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
+ 0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
+ 0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
+ 0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
+};
+
+// Known size hash
+// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
-ImU32 ImHash(const void* data, int data_size, ImU32 seed)
+ImU32 ImHashData(const void* data_p, size_t data_size, ImU32 seed)
{
- static ImU32 crc32_lut[256] = { 0 };
- if (!crc32_lut[1])
- {
- const ImU32 polynomial = 0xEDB88320;
- for (ImU32 i = 0; i < 256; i++)
- {
- ImU32 crc = i;
- for (ImU32 j = 0; j < 8; j++)
- crc = (crc >> 1) ^ (ImU32(-int(crc & 1)) & polynomial);
- crc32_lut[i] = crc;
- }
- }
+ ImU32 crc = ~seed;
+ const unsigned char* data = (const unsigned char*)data_p;
+ const ImU32* crc32_lut = GCrc32LookupTable;
+ while (data_size-- != 0)
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
+ return ~crc;
+}
+// Zero-terminated string hash, with support for ### to reset back to seed value
+// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
+// Because this syntax is rarely used we are optimizing for the common case.
+// - If we reach ### in the string we discard the hash so far and reset to the seed.
+// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
+// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
+ImU32 ImHashStr(const char* data, size_t data_size, ImU32 seed)
+{
seed = ~seed;
ImU32 crc = seed;
- const unsigned char* current = (const unsigned char*)data;
-
- if (data_size > 0)
+ const unsigned char* src = (const unsigned char*)data;
+ const ImU32* crc32_lut = GCrc32LookupTable;
+ if (data_size != 0)
{
- // Known size
- while (data_size--)
- crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *current++];
+ while (data_size-- != 0)
+ {
+ unsigned char c = *src++;
+ if (c == '#' && src[0] == '#' && src[1] == '#')
+ crc = seed;
+ crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
+ }
}
else
{
- // Zero-terminated string
- while (unsigned char c = *current++)
+ while (unsigned char c = *src++)
{
- // We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
- // Because this syntax is rarely used we are optimizing for the common case.
- // - If we reach ### in the string we discard the hash so far and reset to the seed.
- // - We don't do 'current += 2; continue;' after handling ### to keep the code smaller.
- if (c == '#' && current[0] == '#' && current[1] == '#')
+ if (c == '#' && src[0] == '#' && src[1] == '#')
crc = seed;
crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
}
@@ -1329,8 +1507,66 @@ ImU32 ImHash(const void* data, int data_size, ImU32 seed)
return ~crc;
}
+FILE* ImFileOpen(const char* filename, const char* mode)
+{
+#if defined(_WIN32) && !defined(__CYGWIN__) && !defined(__GNUC__)
+ // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
+ const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
+ const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
+ ImVector<ImWchar> buf;
+ buf.resize(filename_wsize + mode_wsize);
+ ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL);
+ ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL);
+ return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]);
+#else
+ return fopen(filename, mode);
+#endif
+}
+
+// Load file content into memory
+// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
+void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes)
+{
+ IM_ASSERT(filename && file_open_mode);
+ if (out_file_size)
+ *out_file_size = 0;
+
+ FILE* f;
+ if ((f = ImFileOpen(filename, file_open_mode)) == NULL)
+ return NULL;
+
+ long file_size_signed;
+ if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
+ {
+ fclose(f);
+ return NULL;
+ }
+
+ size_t file_size = (size_t)file_size_signed;
+ void* file_data = ImGui::MemAlloc(file_size + padding_bytes);
+ if (file_data == NULL)
+ {
+ fclose(f);
+ return NULL;
+ }
+ if (fread(file_data, 1, file_size, f) != file_size)
+ {
+ fclose(f);
+ ImGui::MemFree(file_data);
+ return NULL;
+ }
+ if (padding_bytes > 0)
+ memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
+
+ fclose(f);
+ if (out_file_size)
+ *out_file_size = file_size;
+
+ return file_data;
+}
+
//-----------------------------------------------------------------------------
-// ImText* helpers
+// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
//-----------------------------------------------------------------------------
// Convert UTF-8 to 32-bits character, process single character input.
@@ -1466,6 +1702,13 @@ static inline int ImTextCharToUtf8(char* buf, int buf_size, unsigned int c)
}
}
+// Not optimal but we very rarely use this function.
+int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
+{
+ unsigned int dummy = 0;
+ return ImTextCharFromUtf8(&dummy, in_text, in_text_end);
+}
+
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
{
if (c < 0x80) return 1;
@@ -1505,6 +1748,11 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e
return bytes_count;
}
+//-----------------------------------------------------------------------------
+// [SECTION] MISC HELPER/UTILTIES (Color functions)
+// Note: The Convert functions are early design which are not consistent with other API.
+//-----------------------------------------------------------------------------
+
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
{
float s = 1.0f/255.0f;
@@ -1525,38 +1773,6 @@ ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
return out;
}
-ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
-{
- ImGuiStyle& style = GImGui->Style;
- ImVec4 c = style.Colors[idx];
- c.w *= style.Alpha * alpha_mul;
- return ColorConvertFloat4ToU32(c);
-}
-
-ImU32 ImGui::GetColorU32(const ImVec4& col)
-{
- ImGuiStyle& style = GImGui->Style;
- ImVec4 c = col;
- c.w *= style.Alpha;
- return ColorConvertFloat4ToU32(c);
-}
-
-const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
-{
- ImGuiStyle& style = GImGui->Style;
- return style.Colors[idx];
-}
-
-ImU32 ImGui::GetColorU32(ImU32 col)
-{
- float style_alpha = GImGui->Style.Alpha;
- if (style_alpha >= 1.0f)
- return col;
- ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
- a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
- return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
-}
-
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
@@ -1608,79 +1824,53 @@ void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float&
}
}
-FILE* ImFileOpen(const char* filename, const char* mode)
+ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
{
-#if defined(_WIN32) && !defined(__CYGWIN__)
- // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames. Converting both strings from UTF-8 to wchar format (using a single allocation, because we can)
- const int filename_wsize = ImTextCountCharsFromUtf8(filename, NULL) + 1;
- const int mode_wsize = ImTextCountCharsFromUtf8(mode, NULL) + 1;
- ImVector<ImWchar> buf;
- buf.resize(filename_wsize + mode_wsize);
- ImTextStrFromUtf8(&buf[0], filename_wsize, filename, NULL);
- ImTextStrFromUtf8(&buf[filename_wsize], mode_wsize, mode, NULL);
- return _wfopen((wchar_t*)&buf[0], (wchar_t*)&buf[filename_wsize]);
-#else
- return fopen(filename, mode);
-#endif
+ ImGuiStyle& style = GImGui->Style;
+ ImVec4 c = style.Colors[idx];
+ c.w *= style.Alpha * alpha_mul;
+ return ColorConvertFloat4ToU32(c);
}
-// Load file content into memory
-// Memory allocated with ImGui::MemAlloc(), must be freed by user using ImGui::MemFree()
-void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, size_t* out_file_size, int padding_bytes)
+ImU32 ImGui::GetColorU32(const ImVec4& col)
{
- IM_ASSERT(filename && file_open_mode);
- if (out_file_size)
- *out_file_size = 0;
-
- FILE* f;
- if ((f = ImFileOpen(filename, file_open_mode)) == NULL)
- return NULL;
-
- long file_size_signed;
- if (fseek(f, 0, SEEK_END) || (file_size_signed = ftell(f)) == -1 || fseek(f, 0, SEEK_SET))
- {
- fclose(f);
- return NULL;
- }
-
- size_t file_size = (size_t)file_size_signed;
- void* file_data = ImGui::MemAlloc(file_size + padding_bytes);
- if (file_data == NULL)
- {
- fclose(f);
- return NULL;
- }
- if (fread(file_data, 1, file_size, f) != file_size)
- {
- fclose(f);
- ImGui::MemFree(file_data);
- return NULL;
- }
- if (padding_bytes > 0)
- memset((void *)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
+ ImGuiStyle& style = GImGui->Style;
+ ImVec4 c = col;
+ c.w *= style.Alpha;
+ return ColorConvertFloat4ToU32(c);
+}
- fclose(f);
- if (out_file_size)
- *out_file_size = file_size;
+const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
+{
+ ImGuiStyle& style = GImGui->Style;
+ return style.Colors[idx];
+}
- return file_data;
+ImU32 ImGui::GetColorU32(ImU32 col)
+{
+ float style_alpha = GImGui->Style.Alpha;
+ if (style_alpha >= 1.0f)
+ return col;
+ ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
+ a = (ImU32)(a * style_alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
+ return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
}
//-----------------------------------------------------------------------------
-// ImGuiStorage
+// [SECTION] ImGuiStorage
// Helper: Key->value storage
//-----------------------------------------------------------------------------
// std::lower_bound but without the bullshit
-static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
+static ImGuiStorage::Pair* LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
{
- ImVector<ImGuiStorage::Pair>::iterator first = data.begin();
- ImVector<ImGuiStorage::Pair>::iterator last = data.end();
+ ImGuiStorage::Pair* first = data.Data;
+ ImGuiStorage::Pair* last = data.Data + data.Size;
size_t count = (size_t)(last - first);
while (count > 0)
{
size_t count2 = count >> 1;
- ImVector<ImGuiStorage::Pair>::iterator mid = first + count2;
+ ImGuiStorage::Pair* mid = first + count2;
if (mid->key < key)
{
first = ++mid;
@@ -1713,7 +1903,7 @@ void ImGuiStorage::BuildSortByKey()
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
{
- ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return default_val;
return it->val_i;
@@ -1726,7 +1916,7 @@ bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
{
- ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return default_val;
return it->val_f;
@@ -1734,7 +1924,7 @@ float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
{
- ImVector<Pair>::iterator it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
+ ImGuiStorage::Pair* it = LowerBound(const_cast<ImVector<ImGuiStorage::Pair>&>(Data), key);
if (it == Data.end() || it->key != key)
return NULL;
return it->val_p;
@@ -1743,7 +1933,7 @@ void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_i;
@@ -1756,7 +1946,7 @@ bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_f;
@@ -1764,7 +1954,7 @@ float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
it = Data.insert(it, Pair(key, default_val));
return &it->val_p;
@@ -1773,7 +1963,7 @@ void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
void ImGuiStorage::SetInt(ImGuiID key, int val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
@@ -1789,7 +1979,7 @@ void ImGuiStorage::SetBool(ImGuiID key, bool val)
void ImGuiStorage::SetFloat(ImGuiID key, float val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
@@ -1800,7 +1990,7 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val)
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
{
- ImVector<Pair>::iterator it = LowerBound(Data, key);
+ ImGuiStorage::Pair* it = LowerBound(Data, key);
if (it == Data.end() || it->key != key)
{
Data.insert(it, Pair(key, val));
@@ -1816,7 +2006,7 @@ void ImGuiStorage::SetAllInt(int v)
}
//-----------------------------------------------------------------------------
-// ImGuiTextFilter
+// [SECTION] ImGuiTextFilter
//-----------------------------------------------------------------------------
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
@@ -1920,39 +2110,37 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
}
//-----------------------------------------------------------------------------
-// ImGuiTextBuffer
+// [SECTION] ImGuiTextBuffer
//-----------------------------------------------------------------------------
// On some platform vsnprintf() takes va_list by reference and modifies it.
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
#ifndef va_copy
+#if defined(__GNUC__) || defined(__clang__)
+#define va_copy(dest, src) __builtin_va_copy(dest, src)
+#else
#define va_copy(dest, src) (dest = src)
#endif
+#endif
-// Helper: Text buffer for logging/accumulating text
-void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
-{
- va_list args_copy;
- va_copy(args_copy, args);
+char ImGuiTextBuffer::EmptyString[1] = { 0 };
- int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
- if (len <= 0)
- {
- va_end(args_copy);
- return;
- }
+void ImGuiTextBuffer::append(const char* str, const char* str_end)
+{
+ int len = str_end ? (int)(str_end - str) : (int)strlen(str);
- const int write_off = Buf.Size;
+ // Add zero-terminator the first time
+ const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
const int needed_sz = write_off + len;
if (write_off + len >= Buf.Capacity)
{
- int double_capacity = Buf.Capacity * 2;
- Buf.reserve(needed_sz > double_capacity ? needed_sz : double_capacity);
+ int new_capacity = Buf.Capacity * 2;
+ Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
}
Buf.resize(needed_sz);
- ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
- va_end(args_copy);
+ memcpy(&Buf[write_off - 1], str, (size_t)len);
+ Buf[write_off - 1 + len] = 0;
}
void ImGuiTextBuffer::appendf(const char* fmt, ...)
@@ -1963,64 +2151,47 @@ void ImGuiTextBuffer::appendf(const char* fmt, ...)
va_end(args);
}
-//-----------------------------------------------------------------------------
-// ImGuiSimpleColumns (internal use only)
-//-----------------------------------------------------------------------------
-
-ImGuiMenuColumns::ImGuiMenuColumns()
+// Helper: Text buffer for logging/accumulating text
+void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
{
- Count = 0;
- Spacing = Width = NextWidth = 0.0f;
- memset(Pos, 0, sizeof(Pos));
- memset(NextWidths, 0, sizeof(NextWidths));
-}
+ va_list args_copy;
+ va_copy(args_copy, args);
-void ImGuiMenuColumns::Update(int count, float spacing, bool clear)
-{
- IM_ASSERT(Count <= IM_ARRAYSIZE(Pos));
- Count = count;
- Width = NextWidth = 0.0f;
- Spacing = spacing;
- if (clear) memset(NextWidths, 0, sizeof(NextWidths));
- for (int i = 0; i < Count; i++)
+ int len = ImFormatStringV(NULL, 0, fmt, args); // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
+ if (len <= 0)
{
- if (i > 0 && NextWidths[i] > 0.0f)
- Width += Spacing;
- Pos[i] = (float)(int)Width;
- Width += NextWidths[i];
- NextWidths[i] = 0.0f;
+ va_end(args_copy);
+ return;
}
-}
-float ImGuiMenuColumns::DeclColumns(float w0, float w1, float w2) // not using va_arg because they promote float to double
-{
- 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 < 3; i++)
- NextWidth += NextWidths[i] + ((i > 0 && NextWidths[i] > 0.0f) ? Spacing : 0.0f);
- return ImMax(Width, NextWidth);
-}
+ // Add zero-terminator the first time
+ const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
+ const int needed_sz = write_off + len;
+ if (write_off + len >= Buf.Capacity)
+ {
+ int new_capacity = Buf.Capacity * 2;
+ Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
+ }
-float ImGuiMenuColumns::CalcExtraSpace(float avail_w)
-{
- return ImMax(0.0f, avail_w - Width);
+ Buf.resize(needed_sz);
+ ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
+ va_end(args_copy);
}
//-----------------------------------------------------------------------------
-// ImGuiListClipper
+// [SECTION] ImGuiListClipper
+// This is currently not as flexible/powerful as it should be, needs some rework (see TODO)
//-----------------------------------------------------------------------------
static void SetCursorPosYAndSetupDummyPrevLine(float pos_y, float line_height)
{
- // Set cursor position and a few other things so that SetScrollHere() and Columns() can work when seeking cursor.
+ // 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.
ImGui::SetCursorPosY(pos_y);
ImGuiWindow* window = ImGui::GetCurrentWindow();
- window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height; // Setting those fields so that SetScrollHere() can properly function after the end of our clipper usage.
- window->DC.PrevLineHeight = (line_height - GImGui->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.
+ 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 - GImGui->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 (window->DC.ColumnsSet)
window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y; // Setting this so that cell Y position are set properly
}
@@ -2093,22 +2264,248 @@ bool ImGuiListClipper::Step()
}
//-----------------------------------------------------------------------------
-// ImGuiWindow
+// [SECTION] RENDER HELPERS
+// Those (internal) functions are currently quite a legacy mess - their signature and behavior will change.
+// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: state.
//-----------------------------------------------------------------------------
+const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
+{
+ const char* text_display_end = text;
+ if (!text_end)
+ text_end = (const char*)-1;
+
+ while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
+ text_display_end++;
+ return text_display_end;
+}
+
+// Internal ImGui functions to render text
+// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
+void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ // Hide anything after a '##' string
+ const char* text_display_end;
+ if (hide_text_after_hash)
+ {
+ text_display_end = FindRenderedTextEnd(text, text_end);
+ }
+ else
+ {
+ if (!text_end)
+ text_end = text + strlen(text); // FIXME-OPT
+ text_display_end = text_end;
+ }
+
+ if (text != text_display_end)
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
+ if (g.LogEnabled)
+ LogRenderedText(&pos, text, text_display_end);
+ }
+}
+
+void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (!text_end)
+ text_end = text + strlen(text); // FIXME-OPT
+
+ if (text != text_end)
+ {
+ window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
+ if (g.LogEnabled)
+ LogRenderedText(&pos, text, text_end);
+ }
+}
+
+// Default clip_rect uses (pos_min,pos_max)
+// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
+void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+ // Perform CPU side clipping for single clipped element to avoid using scissor state
+ ImVec2 pos = pos_min;
+ const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
+
+ const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
+ const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
+ bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
+ if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
+ need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
+
+ // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
+ if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
+ if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
+
+ // Render
+ if (need_clipping)
+ {
+ ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
+ draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
+ }
+ else
+ {
+ draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
+ }
+}
+
+void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
+{
+ // Hide anything after a '##' string
+ const char* text_display_end = FindRenderedTextEnd(text, text_end);
+ const int text_len = (int)(text_display_end - text);
+ if (text_len == 0)
+ return;
+
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
+ if (g.LogEnabled)
+ LogRenderedText(&pos_min, text, text_display_end);
+}
+
+// Render a rectangle shaped with optional rounding and borders
+void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
+ const float border_size = g.Style.FrameBorderSize;
+ if (border && border_size > 0.0f)
+ {
+ window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+ }
+}
+
+void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ const float border_size = g.Style.FrameBorderSize;
+ if (border_size > 0.0f)
+ {
+ window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
+ window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+ }
+}
+
+// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
+void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
+{
+ ImGuiContext& g = *GImGui;
+
+ const float h = g.FontSize * 1.00f;
+ float r = h * 0.40f * scale;
+ ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale);
+
+ ImVec2 a, b, c;
+ switch (dir)
+ {
+ case ImGuiDir_Up:
+ case ImGuiDir_Down:
+ if (dir == ImGuiDir_Up) r = -r;
+ a = ImVec2(+0.000f,+0.750f) * r;
+ b = ImVec2(-0.866f,-0.750f) * r;
+ c = ImVec2(+0.866f,-0.750f) * r;
+ break;
+ case ImGuiDir_Left:
+ case ImGuiDir_Right:
+ if (dir == ImGuiDir_Left) r = -r;
+ a = ImVec2(+0.750f,+0.000f) * r;
+ b = ImVec2(-0.750f,+0.866f) * r;
+ c = ImVec2(-0.750f,-0.866f) * r;
+ break;
+ case ImGuiDir_None:
+ case ImGuiDir_COUNT:
+ IM_ASSERT(0);
+ break;
+ }
+
+ g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
+}
+
+void ImGui::RenderBullet(ImVec2 pos)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ window->DrawList->AddCircleFilled(pos, g.FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
+}
+
+void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ float thickness = ImMax(sz / 5.0f, 1.0f);
+ sz -= thickness*0.5f;
+ pos += ImVec2(thickness*0.25f, thickness*0.25f);
+
+ float third = sz / 3.0f;
+ float bx = pos.x + third;
+ float by = pos.y + sz - third*0.5f;
+ window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
+ window->DrawList->PathLineTo(ImVec2(bx, by));
+ window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
+ window->DrawList->PathStroke(col, false, thickness);
+}
+
+void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (id != g.NavId)
+ return;
+ if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
+ return;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (window->DC.NavHideHighlightOneFrame)
+ return;
+
+ float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
+ ImRect display_rect = bb;
+ display_rect.ClipWith(window->ClipRect);
+ if (flags & ImGuiNavHighlightFlags_TypeDefault)
+ {
+ const float THICKNESS = 2.0f;
+ const float DISTANCE = 3.0f + THICKNESS * 0.5f;
+ display_rect.Expand(ImVec2(DISTANCE,DISTANCE));
+ bool fully_visible = window->ClipRect.Contains(display_rect);
+ if (!fully_visible)
+ window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
+ window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
+ 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);
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
+//-----------------------------------------------------------------------------
+
+// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
: DrawListInst(&context->DrawListSharedData)
{
Name = ImStrdup(name);
- ID = ImHash(name, 0);
+ ID = ImHashStr(name, 0);
IDStack.push_back(ID);
- Flags = 0;
+ Flags = ImGuiWindowFlags_None;
Pos = ImVec2(0.0f, 0.0f);
Size = SizeFull = ImVec2(0.0f, 0.0f);
SizeContents = SizeContentsExplicit = ImVec2(0.0f, 0.0f);
WindowPadding = ImVec2(0.0f, 0.0f);
WindowRounding = 0.0f;
WindowBorderSize = 0.0f;
+ NameBufLen = (int)strlen(name) + 1;
MoveId = GetID("#MOVE");
ChildId = 0;
Scroll = ImVec2(0.0f, 0.0f);
@@ -2119,14 +2516,15 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
Active = WasActive = false;
WriteAccessed = false;
Collapsed = false;
- CollapseToggleWanted = false;
+ WantCollapseToggle = false;
SkipItems = false;
Appearing = false;
Hidden = false;
HasCloseButton = false;
+ ResizeBorderHeld = -1;
+ BeginCount = 0;
BeginOrderWithinParent = -1;
BeginOrderWithinContext = -1;
- BeginCount = 0;
PopupId = 0;
AutoFitFramesX = AutoFitFramesY = -1;
AutoFitOnlyGrows = false;
@@ -2168,7 +2566,7 @@ ImGuiWindow::~ImGuiWindow()
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
{
ImGuiID seed = IDStack.back();
- ImGuiID id = ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+ ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
ImGui::KeepAliveID(id);
return id;
}
@@ -2176,7 +2574,7 @@ ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
ImGuiID ImGuiWindow::GetID(const void* ptr)
{
ImGuiID seed = IDStack.back();
- ImGuiID id = ImHash(&ptr, sizeof(void*), seed);
+ ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
ImGui::KeepAliveID(id);
return id;
}
@@ -2184,7 +2582,13 @@ ImGuiID ImGuiWindow::GetID(const void* ptr)
ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end)
{
ImGuiID seed = IDStack.back();
- return ImHash(str, str_end ? (int)(str_end - str) : 0, seed);
+ return ImHashStr(str, str_end ? (str_end - str) : 0, seed);
+}
+
+ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr)
+{
+ ImGuiID seed = IDStack.back();
+ return ImHashData(&ptr, sizeof(void*), seed);
}
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
@@ -2192,15 +2596,11 @@ ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
{
ImGuiID seed = IDStack.back();
const int r_rel[4] = { (int)(r_abs.Min.x - Pos.x), (int)(r_abs.Min.y - Pos.y), (int)(r_abs.Max.x - Pos.x), (int)(r_abs.Max.y - Pos.y) };
- ImGuiID id = ImHash(&r_rel, sizeof(r_rel), seed);
+ ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
ImGui::KeepAliveID(id);
return id;
}
-//-----------------------------------------------------------------------------
-// Internal API exposed in imgui_internal.h
-//-----------------------------------------------------------------------------
-
static void SetCurrentWindow(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
@@ -2209,7 +2609,7 @@ static void SetCurrentWindow(ImGuiWindow* window)
g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
}
-static void SetNavID(ImGuiID id, int nav_layer)
+void ImGui::SetNavID(ImGuiID id, int nav_layer)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(g.NavWindow);
@@ -2218,7 +2618,7 @@ static void SetNavID(ImGuiID id, int nav_layer)
g.NavWindow->NavLastIds[nav_layer] = id;
}
-static void SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
+void ImGui::SetNavIDWithRectRel(ImGuiID id, int nav_layer, const ImRect& rect_rel)
{
ImGuiContext& g = *GImGui;
SetNavID(id, nav_layer);
@@ -2235,7 +2635,8 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
if (g.ActiveIdIsJustActivated)
{
g.ActiveIdTimer = 0.0f;
- g.ActiveIdValueChanged = false;
+ g.ActiveIdHasBeenPressed = false;
+ g.ActiveIdHasBeenEdited = false;
if (id != 0)
{
g.LastActiveId = id;
@@ -2244,22 +2645,24 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
}
g.ActiveId = id;
g.ActiveIdAllowNavDirFlags = 0;
+ g.ActiveIdBlockNavInputFlags = 0;
g.ActiveIdAllowOverlap = false;
g.ActiveIdWindow = window;
if (id)
{
- g.ActiveIdIsAlive = true;
+ g.ActiveIdIsAlive = id;
g.ActiveIdSource = (g.NavActivateId == id || g.NavInputId == id || g.NavJustTabbedId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
}
}
+// FIXME-NAV: The existence of SetNavID/SetNavIDWithRectRel/SetFocusID is incredibly messy and confusing and needs some explanation or refactoring.
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
IM_ASSERT(id != 0);
// Assume that SetFocusID() is called in the context where its NavLayer is the current layer, which is the case everywhere we call it.
- const int nav_layer = window->DC.NavLayerCurrent;
+ const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
if (g.NavWindow != window)
g.NavInitRequest = false;
g.NavId = id;
@@ -2285,7 +2688,8 @@ void ImGui::SetHoveredID(ImGuiID id)
ImGuiContext& g = *GImGui;
g.HoveredId = id;
g.HoveredIdAllowOverlap = false;
- g.HoveredIdTimer = (id != 0 && g.HoveredIdPreviousFrame == id) ? (g.HoveredIdTimer + g.IO.DeltaTime) : 0.0f;
+ if (id != 0 && g.HoveredIdPreviousFrame != id)
+ g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
}
ImGuiID ImGui::GetHoveredID()
@@ -2298,19 +2702,21 @@ void ImGui::KeepAliveID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
if (g.ActiveId == id)
- g.ActiveIdIsAlive = true;
+ g.ActiveIdIsAlive = id;
if (g.ActiveIdPreviousFrame == id)
g.ActiveIdPreviousFrameIsAlive = true;
}
-void ImGui::MarkItemValueChanged(ImGuiID id)
+void ImGui::MarkItemEdited(ImGuiID id)
{
- // This marking is solely to be able to provide info for IsItemDeactivatedAfterChange().
+ // 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.
- (void)id; // Avoid unused variable warnings when asserts are compiled out.
ImGuiContext& g = *GImGui;
IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
- g.ActiveIdValueChanged = true;
+ IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
+ //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
+ g.ActiveIdHasBeenEdited = true;
+ g.CurrentWindow->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_Edited;
}
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
@@ -2342,18 +2748,19 @@ void ImGui::ItemSize(const ImVec2& size, float text_offset_y)
return;
// Always align ourselves on pixel boundaries
- const float line_height = ImMax(window->DC.CurrentLineHeight, size.y);
+ const float line_height = ImMax(window->DC.CurrentLineSize.y, size.y);
const float text_base_offset = ImMax(window->DC.CurrentLineTextBaseOffset, text_offset_y);
//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 = ImVec2(window->DC.CursorPos.x + size.x, window->DC.CursorPos.y);
- window->DC.CursorPos = ImVec2((float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX), (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y));
+ window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
+ window->DC.CursorPos.y = (float)(int)(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y);
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]
- window->DC.PrevLineHeight = line_height;
+ window->DC.PrevLineSize.y = line_height;
window->DC.PrevLineTextBaseOffset = text_base_offset;
- window->DC.CurrentLineHeight = window->DC.CurrentLineTextBaseOffset = 0.0f;
+ window->DC.CurrentLineSize.y = window->DC.CurrentLineTextBaseOffset = 0.0f;
// Horizontal layout mode
if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
@@ -2365,285 +2772,6 @@ void ImGui::ItemSize(const ImRect& bb, float text_offset_y)
ItemSize(bb.GetSize(), text_offset_y);
}
-static ImGuiDir inline NavScoreItemGetQuadrant(float dx, float dy)
-{
- if (ImFabs(dx) > ImFabs(dy))
- return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
- return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
-}
-
-static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
-{
- if (a1 < b0)
- return a1 - b0;
- if (b1 < a0)
- return a0 - b1;
- return 0.0f;
-}
-
-static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
-{
- if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
- {
- 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
- {
- 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);
- }
-}
-
-// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
-static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (g.NavLayer != window->DC.NavLayerCurrent)
- return false;
-
- const ImRect& curr = g.NavScoringRectScreen; // 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++;
-
- // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
- if (window->ParentWindow == g.NavWindow)
- {
- IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
- if (!window->ClipRect.Contains(cand))
- return false;
- cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
- }
-
- // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
- // For example, this ensure that items in one column are not reached when moving vertically from items in another column.
- NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
-
- // Compute distance between boxes
- // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
- float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
- float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
- if (dby != 0.0f && dbx != 0.0f)
- dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
- float dist_box = ImFabs(dbx) + ImFabs(dby);
-
- // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
- float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
- float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
- float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
-
- // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
- ImGuiDir quadrant;
- float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
- if (dbx != 0.0f || dby != 0.0f)
- {
- // For non-overlapping boxes, use distance between boxes
- dax = dbx;
- day = dby;
- dist_axial = dist_box;
- quadrant = NavScoreItemGetQuadrant(dbx, dby);
- }
- else if (dcx != 0.0f || dcy != 0.0f)
- {
- // For overlapping boxes with different centers, use distance between centers
- dax = dcx;
- day = dcy;
- dist_axial = dist_center;
- quadrant = NavScoreItemGetQuadrant(dcx, dcy);
- }
- else
- {
- // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
- quadrant = (window->DC.LastItemId < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
- }
-
-#if IMGUI_DEBUG_NAV_SCORING
- char buf[128];
- if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
- {
- ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
- ImDrawList* draw_list = ImGui::GetOverlayDrawList();
- 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+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
- draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
- }
- else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
- {
- 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 = ImGui::GetOverlayDrawList();
- 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);
- }
- }
- #endif
-
- // Is it in the quadrant we're interesting in moving to?
- bool new_best = false;
- if (quadrant == g.NavMoveDir)
- {
- // Does it beat the current best candidate?
- if (dist_box < result->DistBox)
- {
- result->DistBox = dist_box;
- result->DistCenter = dist_center;
- return true;
- }
- if (dist_box == result->DistBox)
- {
- // Try using distance between center points to break ties
- if (dist_center < result->DistCenter)
- {
- result->DistCenter = dist_center;
- new_best = true;
- }
- else if (dist_center == result->DistCenter)
- {
- // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
- // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
- // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
- if (((g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
- new_best = true;
- }
- }
- }
-
- // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
- // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
- // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
- // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
- // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
- if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
- if (g.NavLayer == 1 && !(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))
- {
- result->DistAxial = dist_axial;
- new_best = true;
- }
-
- return new_best;
-}
-
-static void NavSaveLastChildNavWindow(ImGuiWindow* child_window)
-{
- ImGuiWindow* parent_window = child_window;
- while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
- parent_window = parent_window->ParentWindow;
- if (parent_window && parent_window != child_window)
- parent_window->NavLastChildNavWindow = child_window;
-}
-
-// Call when we are expected to land on Layer 0 after FocusWindow()
-static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window)
-{
- return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
-}
-
-static void NavRestoreLayer(int layer)
-{
- ImGuiContext& g = *GImGui;
- g.NavLayer = layer;
- if (layer == 0)
- g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);
- if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
- SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
- else
- ImGui::NavInitWindow(g.NavWindow, true);
-}
-
-static inline void NavUpdateAnyRequestFlag()
-{
- ImGuiContext& g = *GImGui;
- g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
- if (g.NavAnyRequest)
- IM_ASSERT(g.NavWindow != NULL);
-}
-
-static bool NavMoveRequestButNoResultYet()
-{
- ImGuiContext& g = *GImGui;
- return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
-}
-
-void ImGui::NavMoveRequestCancel()
-{
- ImGuiContext& g = *GImGui;
- g.NavMoveRequest = false;
- NavUpdateAnyRequestFlag();
-}
-
-// 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)
-{
- 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);
-
- // Process Init Request
- if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
- {
- // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
- if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus) || g.NavInitResultId == 0)
- {
- g.NavInitResultId = id;
- g.NavInitResultRectRel = nav_bb_rel;
- }
- if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
- {
- g.NavInitRequest = false; // Found a match, clear request
- NavUpdateAnyRequestFlag();
- }
- }
-
- // Process Move Request (scoring for navigation)
- // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRectScreen + scoring from a rect wrapped according to current wrapping policy)
- if ((g.NavId != id || (g.NavMoveRequestFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & ImGuiItemFlags_NoNav))
- {
- 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)
- {
- result->ID = id;
- result->Window = window;
- result->RectRel = nav_bb_rel;
- }
-
- 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))
- {
- result = &g.NavMoveResultLocalVisibleSet;
- result->ID = id;
- result->Window = window;
- result->RectRel = nav_bb_rel;
- }
- }
-
- // Update window-relative bounding box of navigated item
- if (g.NavId == id)
- {
- g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
- g.NavLayer = window->DC.NavLayerCurrent;
- g.NavIdIsAlive = true;
- g.NavIdTabCounter = window->FocusIdxTabCounter;
- window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
- }
-}
-
// 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 then use a larger region for drawing/interaction, which is passed to ItemAdd().
@@ -2668,7 +2796,12 @@ bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg)
window->DC.LastItemId = id;
window->DC.LastItemRect = bb;
- window->DC.LastItemStatusFlags = 0;
+ window->DC.LastItemStatusFlags = ImGuiItemStatusFlags_None;
+
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ if (id != 0)
+ ImGuiTestEngineHook_ItemAdd(&g, nav_bb_arg ? *nav_bb_arg : bb, id);
+#endif
// Clipping test
const bool is_clipped = IsClippedEx(bb, id, false);
@@ -2718,7 +2851,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
return false;
- // Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case.
+ // 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->MoveId && window->WriteAccessed)
return false;
return true;
@@ -2762,19 +2896,19 @@ bool ImGui::FocusableItemRegister(ImGuiWindow* window, ImGuiID id, bool tab_stop
{
ImGuiContext& g = *GImGui;
- const bool allow_keyboard_focus = (window->DC.ItemFlags & (ImGuiItemFlags_AllowKeyboardFocus | ImGuiItemFlags_Disabled)) == ImGuiItemFlags_AllowKeyboardFocus;
+ const bool is_tab_stop = (window->DC.ItemFlags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0;
window->FocusIdxAllCounter++;
- if (allow_keyboard_focus)
+ if (is_tab_stop)
window->FocusIdxTabCounter++;
// Process keyboard input at this point: 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 (tab_stop && (g.ActiveId == id) && window->FocusIdxAllRequestNext == INT_MAX && window->FocusIdxTabRequestNext == INT_MAX && !g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab))
- window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (g.IO.KeyShift ? (allow_keyboard_focus ? -1 : 0) : +1); // Modulo on index will be applied at the end of frame once we've got the total counter of items.
+ window->FocusIdxTabRequestNext = window->FocusIdxTabCounter + (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.
if (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent)
return true;
- if (allow_keyboard_focus && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
+ if (is_tab_stop && window->FocusIdxTabCounter == window->FocusIdxTabRequestCurrent)
{
g.NavJustTabbedId = id;
return true;
@@ -2816,17 +2950,18 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
return ImMax(wrap_pos_x - pos.x, 1.0f);
}
-//-----------------------------------------------------------------------------
-
void* ImGui::MemAlloc(size_t size)
{
- GImAllocatorActiveAllocationsCount++;
+ if (ImGuiContext* ctx = GImGui)
+ ctx->IO.MetricsActiveAllocations++;
return GImAllocatorAllocFunc(size, GImAllocatorUserData);
}
void ImGui::MemFree(void* ptr)
{
- if (ptr) GImAllocatorActiveAllocationsCount--;
+ if (ptr)
+ if (ImGuiContext* ctx = GImGui)
+ ctx->IO.MetricsActiveAllocations--;
return GImAllocatorFreeFunc(ptr, GImAllocatorUserData);
}
@@ -2867,7 +3002,7 @@ void ImGui::SetCurrentContext(ImGuiContext* ctx)
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)
{
bool error = false;
- if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatch version string!"); }
+ if (strcmp(version, IMGUI_VERSION)!=0) { error = true; IM_ASSERT(strcmp(version,IMGUI_VERSION)==0 && "Mismatched version string!"); }
if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
@@ -2876,7 +3011,7 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si
return !error;
}
-void ImGui::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void(*free_func)(void* ptr, void* user_data), void* user_data)
+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;
@@ -2931,704 +3066,43 @@ int ImGui::GetFrameCount()
return GImGui->FrameCount;
}
-ImDrawList* ImGui::GetOverlayDrawList()
+static ImDrawList* GetOverlayDrawList(ImGuiWindow*)
{
+ // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'viewport' branches.
return &GImGui->OverlayDrawList;
}
-ImDrawListSharedData* ImGui::GetDrawListSharedData()
-{
- return &GImGui->DrawListSharedData;
-}
-
-// This needs to be called before we submit any widget (aka in or before Begin)
-void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(window == g.NavWindow);
- 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 (init_for_nav)
- {
- SetNavID(0, g.NavLayer);
- g.NavInitRequest = true;
- g.NavInitRequestFromMove = false;
- g.NavInitResultId = 0;
- g.NavInitResultRectRel = ImRect();
- NavUpdateAnyRequestFlag();
- }
- else
- {
- g.NavId = window->NavLastIds[0];
- }
-}
-
-static ImVec2 NavCalcPreferredRefPos()
-{
- ImGuiContext& g = *GImGui;
- if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
- return ImFloor(g.IO.MousePos);
-
- // 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 = GetViewportRect();
- return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
-}
-
-static int FindWindowIndex(ImGuiWindow* window) // FIXME-OPT O(N)
-{
- ImGuiContext& g = *GImGui;
- for (int i = g.Windows.Size-1; i >= 0; i--)
- if (g.Windows[i] == window)
- return i;
- return -1;
-}
-
-static ImGuiWindow* FindWindowNavigable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
-{
- ImGuiContext& g = *GImGui;
- for (int i = i_start; i >= 0 && i < g.Windows.Size && i != i_stop; i += dir)
- if (ImGui::IsWindowNavFocusable(g.Windows[i]))
- return g.Windows[i];
- return NULL;
-}
-
-float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
-{
- ImGuiContext& g = *GImGui;
- if (mode == ImGuiInputReadMode_Down)
- return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
-
- 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)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
- if (mode == ImGuiInputReadMode_RepeatSlow)
- return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
- if (mode == ImGuiInputReadMode_RepeatFast)
- return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
- return 0.0f;
-}
-
-// Equivalent of IsKeyDown() for NavInputs[]
-static bool IsNavInputDown(ImGuiNavInput n)
-{
- return GImGui->IO.NavInputs[n] > 0.0f;
-}
-
-// Equivalent of IsKeyPressed() for NavInputs[]
-static bool IsNavInputPressed(ImGuiNavInput n, ImGuiInputReadMode mode)
-{
- return ImGui::GetNavInputAmount(n, mode) > 0.0f;
-}
-
-static bool IsNavInputPressedAnyOfTwo(ImGuiNavInput n1, ImGuiNavInput n2, ImGuiInputReadMode mode)
-{
- return (ImGui::GetNavInputAmount(n1, mode) + ImGui::GetNavInputAmount(n2, mode)) > 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;
-}
-
-static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.NavWindowingTarget);
- if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
- return;
-
- const int i_current = FindWindowIndex(g.NavWindowingTarget);
- ImGuiWindow* window_target = FindWindowNavigable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
- if (!window_target)
- window_target = FindWindowNavigable((focus_change_dir < 0) ? (g.Windows.Size - 1) : 0, i_current, focus_change_dir);
- if (window_target) // Don't reset windowing target if there's a single window in the list
- g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
- g.NavWindowingToggleLayer = false;
-}
-
-// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
-static void ImGui::NavUpdateWindowing()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* apply_focus_window = NULL;
- bool apply_toggle_layer = false;
-
- ImGuiWindow* modal_window = GetFrontMostPopupModal();
- if (modal_window != NULL)
- {
- g.NavWindowingTarget = NULL;
- return;
- }
-
- // Fade out
- if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
- {
- g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.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 = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
- bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
- if (start_windowing_with_gamepad || start_windowing_with_keyboard)
- if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavigable(g.Windows.Size - 1, -INT_MAX, -1))
- {
- g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
- g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
- g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
- g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
- }
-
- // Gamepad update
- g.NavWindowingTimer += g.IO.DeltaTime;
- if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
- {
- // 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)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
- if (focus_change_dir != 0)
- {
- NavUpdateWindowingHighlightWindow(focus_change_dir);
- g.NavWindowingHighlightAlpha = 1.0f;
- }
-
- // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
- if (!IsNavInputDown(ImGuiNavInput_Menu))
- {
- g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
- if (g.NavWindowingToggleLayer && g.NavWindow)
- apply_toggle_layer = true;
- else if (!g.NavWindowingToggleLayer)
- apply_focus_window = g.NavWindowingTarget;
- g.NavWindowingTarget = NULL;
- }
- }
-
- // Keyboard: Focus
- if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
- {
- // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
- g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
- if (IsKeyPressedMap(ImGuiKey_Tab, true))
- NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
- if (!g.IO.KeyCtrl)
- 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 back-end clearing releases all keys on ALT-TAB
- if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
- if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
- apply_toggle_layer = true;
-
- // 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)
- {
- const float NAV_MOVE_SPEED = 800.0f;
- const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
- g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
- g.NavDisableMouseHover = true;
- MarkIniSettingsDirty(g.NavWindowingTarget);
- }
- }
-
- // Apply final focus
- if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
- {
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = true;
- apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
- ClosePopupsOverWindow(apply_focus_window);
- 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 << 1))
- g.NavLayer = 1;
- }
- if (apply_focus_window)
- g.NavWindowingTarget = NULL;
-
- // Apply menu/layer toggle
- if (apply_toggle_layer && g.NavWindow)
- {
- // Move to parent menu if necessary
- ImGuiWindow* new_nav_window = g.NavWindow;
- while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0 && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
- new_nav_window = new_nav_window->ParentWindow;
-
- if (new_nav_window != g.NavWindow)
- {
- ImGuiWindow* old_nav_window = g.NavWindow;
- FocusWindow(new_nav_window);
- new_nav_window->NavLastChildNavWindow = old_nav_window;
- }
- g.NavDisableHighlight = false;
- g.NavDisableMouseHover = true;
- NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << 1)) ? (g.NavLayer ^ 1) : 0);
- }
-}
-
-// Window has already passed the IsWindowNavFocusable()
-static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
-{
- if (window->Flags & ImGuiWindowFlags_Popup)
- return "(Popup)";
- if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
- return "(Main menu bar)";
- return "(Untitled)";
-}
-
-// Overlay displayed when using CTRL+TAB. Called by EndFrame().
-void ImGui::NavUpdateWindowingList()
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.NavWindowingTarget != NULL);
-
- if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
- return;
-
- if (g.NavWindowingList == NULL)
- g.NavWindowingList = FindWindowByName("###NavWindowingList");
- SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
- SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Always, ImVec2(0.5f, 0.5f));
- PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
- Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize);
- for (int n = g.Windows.Size - 1; n >= 0; n--)
- {
- ImGuiWindow* window = g.Windows[n];
- if (!IsWindowNavFocusable(window))
- continue;
- const char* label = window->Name;
- if (label == FindRenderedTextEnd(label))
- label = GetFallbackWindowNameForWindowingList(window);
- Selectable(label, g.NavWindowingTarget == window);
- }
- End();
- PopStyleVar();
-}
-
-// Scroll to keep newly navigated item fully into view
-// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
-static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
+ImDrawList* ImGui::GetOverlayDrawList()
{
- ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
- //g.OverlayDrawList.AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
- if (window_rect.Contains(item_rect))
- return;
-
- ImGuiContext& g = *GImGui;
- if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
- {
- window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
- window->ScrollTargetCenterRatio.x = 0.0f;
- }
- else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
- {
- window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
- window->ScrollTargetCenterRatio.x = 1.0f;
- }
- if (item_rect.Min.y < window_rect.Min.y)
- {
- window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
- window->ScrollTargetCenterRatio.y = 0.0f;
- }
- else if (item_rect.Max.y >= window_rect.Max.y)
- {
- window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
- window->ScrollTargetCenterRatio.y = 1.0f;
- }
+ return &GImGui->OverlayDrawList;
}
-static void ImGui::NavUpdate()
+ImDrawListSharedData* ImGui::GetDrawListSharedData()
{
- ImGuiContext& g = *GImGui;
- g.IO.WantSetMousePos = false;
-
-#if 0
- if (g.NavScoringCount > 0) printf("[%05d] 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
-
- bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
- bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
-
- // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
- if (nav_gamepad_active)
- if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
- g.NavInputSource = ImGuiInputSource_NavGamepad;
-
- // Update Keyboard->Nav inputs mapping
- if (nav_keyboard_active)
- {
- #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
- 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 (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
- if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
- if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
- #undef NAV_MAP_KEY
- }
-
- memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
- for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
- g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
-
- // Process navigation init request (select first/default focus)
- if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
- {
- // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
- IM_ASSERT(g.NavWindow);
- if (g.NavInitRequestFromMove)
- SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
- else
- SetNavID(g.NavInitResultId, g.NavLayer);
- g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
- }
- g.NavInitRequest = false;
- g.NavInitRequestFromMove = false;
- g.NavInitResultId = 0;
- g.NavJustMovedToId = 0;
-
- // Process navigation move request
- if (g.NavMoveRequest && (g.NavMoveResultLocal.ID != 0 || g.NavMoveResultOther.ID != 0))
- {
- // 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;
-
- // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
- if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
- if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
- result = &g.NavMoveResultOther;
- IM_ASSERT(g.NavWindow && result->Window);
-
- // Scroll to keep newly navigated item fully into view.
- if (g.NavLayer == 0)
- {
- ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
- NavScrollToBringItemIntoView(result->Window, rect_abs);
-
- // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
- ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
- ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
- result->RectRel.Translate(delta_scroll);
-
- // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
- if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
- NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
- }
-
- // Apply result from previous frame navigation directional move request
- ClearActiveID();
- g.NavWindow = result->Window;
- SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
- g.NavJustMovedToId = result->ID;
- g.NavMoveFromClampedRefRect = 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.
- if (g.NavMousePosDirty && g.NavIdIsAlive)
- {
- // Set mouse position given our knowledge of the navigated item position from last frame
- if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
- {
- if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
- {
- g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
- g.IO.WantSetMousePos = true;
- }
- }
- g.NavMousePosDirty = false;
- }
- g.NavIdIsAlive = false;
- g.NavJustTabbedId = 0;
- IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
-
- // 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
- if (g.NavWindow)
- NavSaveLastChildNavWindow(g.NavWindow);
- if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
- g.NavWindow->NavLastChildNavWindow = NULL;
-
- NavUpdateWindowing();
-
- // Set output flags for user application
- g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
- g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL) || g.NavInitRequest;
-
- // Process NavCancel input (to close a popup, get back to parent, clear focus)
- if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
- {
- if (g.ActiveId != 0)
- {
- ClearActiveID();
- }
- else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(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);
- FocusWindow(parent_window);
- SetNavID(child_window->ChildId, 0);
- g.NavIdIsAlive = false;
- 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);
- }
- else if (g.NavLayer != 0)
- {
- // Leave the "menu" layer
- NavRestoreLayer(0);
- }
- 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;
- }
- }
-
- // Process manual activation request
- g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
- if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
- {
- bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
- bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
- if (g.ActiveId == 0 && activate_pressed)
- g.NavActivateId = g.NavId;
- 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) && IsNavInputPressed(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
- if (g.NavNextActivateId != 0)
- g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
- g.NavNextActivateId = 0;
-
- // Initiate directional inputs request
- const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
- if (g.NavMoveRequestForward == ImGuiNavForward_None)
- {
- g.NavMoveDir = ImGuiDir_None;
- g.NavMoveRequestFlags = 0;
- if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
- {
- if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
- if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
- if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
- if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) 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);
- g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
- }
-
- // PageUp/PageDown scroll
- float nav_scoring_rect_offset_y = 0.0f;
- if (nav_keyboard_active && g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
- {
- ImGuiWindow* window = g.NavWindow;
- bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
- bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
- if ((page_up_held && !page_down_held) || (page_down_held && !page_up_held))
- {
- if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
- {
- // Fallback manual-scroll when window has no navigable item
- if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
- SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
- else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
- SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
- }
- else
- {
- const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
- const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
- if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
- {
- nav_scoring_rect_offset_y = -page_offset_y;
- g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
- g.NavMoveClipDir = ImGuiDir_Up;
- g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
- }
- else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
- {
- nav_scoring_rect_offset_y = +page_offset_y;
- g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
- g.NavMoveClipDir = ImGuiDir_Down;
- g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
- }
- }
- }
- }
-
- if (g.NavMoveDir != ImGuiDir_None)
- {
- g.NavMoveRequest = true;
- g.NavMoveDirLast = g.NavMoveDir;
- }
-
- // 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.NavMoveRequest && g.NavId == 0)
- {
- g.NavInitRequest = g.NavInitRequestFromMove = true;
- g.NavInitResultId = 0;
- g.NavDisableHighlight = false;
- }
-
- NavUpdateAnyRequestFlag();
-
- // Scrolling
- if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
- {
- // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
- ImGuiWindow* window = g.NavWindow;
- const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
- if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
- {
- if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
- SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
- if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
- SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
- }
-
- // *Normal* Manual scroll with NavScrollXXX keys
- // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
- ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
- if (scroll_dir.x != 0.0f && window->ScrollbarX)
- {
- SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
- g.NavMoveFromClampedRefRect = true;
- }
- if (scroll_dir.y != 0.0f)
- {
- SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
- g.NavMoveFromClampedRefRect = true;
- }
- }
-
- // Reset search results
- g.NavMoveResultLocal.Clear();
- g.NavMoveResultLocalVisibleSet.Clear();
- g.NavMoveResultOther.Clear();
-
- // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
- if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
- {
- ImGuiWindow* window = g.NavWindow;
- ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
- if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
- {
- float pad = window->CalcFontSize() * 0.5f;
- window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
- window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
- g.NavId = 0;
- }
- g.NavMoveFromClampedRefRect = false;
- }
-
- // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
- ImRect nav_rect_rel = (g.NavWindow && !g.NavWindow->NavRectRel[g.NavLayer].IsInverted()) ? g.NavWindow->NavRectRel[g.NavLayer] : ImRect(0,0,0,0);
- g.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
- g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
- g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
- g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
- IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
- //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
- g.NavScoringCount = 0;
-#if IMGUI_DEBUG_NAV_RECTS
- if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList()->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 (g.NavWindow) { ImU32 col = (g.NavWindow->HiddenFrames == 0) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); g.OverlayDrawList.AddCircleFilled(p, 3.0f, col); g.OverlayDrawList.AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
-#endif
+ return &GImGui->DrawListSharedData;
}
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
{
// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
+ // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
+ // This is because we want ActiveId to be set even when the window is not permitted to move.
ImGuiContext& g = *GImGui;
FocusWindow(window);
SetActiveID(window->MoveId, window);
g.NavDisableHighlight = true;
g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;
- if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+
+ bool can_move_window = true;
+ if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
+ can_move_window = false;
+ if (can_move_window)
g.MovingWindow = window;
}
// Handle mouse moving window
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
-void ImGui::UpdateMouseMovingWindow()
+void ImGui::UpdateMouseMovingWindowNewFrame()
{
ImGuiContext& g = *GImGui;
if (g.MovingWindow != NULL)
@@ -3666,6 +3140,57 @@ void ImGui::UpdateMouseMovingWindow()
}
}
+// Initiate moving window, handle left-click and right-click focus
+void ImGui::UpdateMouseMovingWindowEndFrame()
+{
+ // Initiate moving window
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId != 0 || g.HoveredId != 0)
+ return;
+
+ // Unless we just made a window/popup appear
+ if (g.NavWindow && g.NavWindow->Appearing)
+ return;
+
+ // Click to focus window and start moving (after we're done with all our widgets)
+ if (g.IO.MouseClicked[0])
+ {
+ if (g.HoveredRootWindow != NULL)
+ {
+ StartMouseMovingWindow(g.HoveredWindow);
+ if (g.IO.ConfigWindowsMoveFromTitleBarOnly && !(g.HoveredRootWindow->Flags & ImGuiWindowFlags_NoTitleBar))
+ if (!g.HoveredRootWindow->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
+ g.MovingWindow = NULL;
+ }
+ else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
+ {
+ // Clicking on void disable focus
+ FocusWindow(NULL);
+ }
+ }
+
+ // With right mouse button we close popups without changing focus
+ // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
+ if (g.IO.MouseClicked[1])
+ {
+ // Find the top-most window between HoveredWindow and the front most Modal Window.
+ // This is where we can trim the popup stack.
+ ImGuiWindow* modal = GetFrontMostPopupModal();
+ bool hovered_window_above_modal = false;
+ if (modal == NULL)
+ hovered_window_above_modal = true;
+ for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (window == modal)
+ break;
+ if (window == g.HoveredWindow)
+ hovered_window_above_modal = true;
+ }
+ ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
+ }
+}
+
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
{
return (window->Active) && (!window->Hidden);
@@ -3675,7 +3200,11 @@ static void ImGui::UpdateMouseInputs()
{
ImGuiContext& g = *GImGui;
- // If mouse just appeared or disappeared (usually denoted by -FLT_MAX component, but in reality we test for -256000.0f) we cancel out movement in MouseDelta
+ // 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
@@ -3732,9 +3261,9 @@ void ImGui::UpdateMouseWheel()
// If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent (unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set).
ImGuiWindow* window = g.HoveredWindow;
ImGuiWindow* scroll_window = window;
- while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs) && scroll_window->ParentWindow)
+ while ((scroll_window->Flags & ImGuiWindowFlags_ChildWindow) && (scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoScrollbar) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs) && scroll_window->ParentWindow)
scroll_window = scroll_window->ParentWindow;
- const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoInputs);
+ const bool scroll_allowed = !(scroll_window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(scroll_window->Flags & ImGuiWindowFlags_NoMouseInputs);
if (g.IO.MouseWheel != 0.0f)
{
@@ -3830,26 +3359,30 @@ void ImGui::NewFrame()
IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
ImGuiContext& g = *GImGui;
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiTestEngineHook_PreNewFrame(&g);
+#endif
+
// Check user data
// (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
IM_ASSERT(g.Initialized);
- IM_ASSERT(g.IO.DeltaTime >= 0.0f && "Need a positive DeltaTime (zero is tolerated but will cause some timing issues)");
- IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value");
+ IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!");
+ 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.Style.CurveTessellationTol > 0.0f && "Invalid style setting");
- IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)");
+ IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!");
+ IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting. Alpha cannot be negative (allows us to avoid a few clamps in color computations)!");
IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
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)");
- // Perform simple check for 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 recently added in 1.60 WIP)
+ // Perform simple 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 recently added in 1.60 WIP)
if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard)
IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
- // The beta io.OptResizeWindowsFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
- if (g.IO.OptResizeWindowsFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
- g.IO.OptResizeWindowsFromEdges = false;
+ // Perform simple check: the beta io.ConfigWindowsResizeFromEdges option requires back-end to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
+ if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
+ g.IO.ConfigWindowsResizeFromEdges = false;
// Load settings on first frame (if not explicitly loaded manually before)
if (!g.SettingsLoaded)
@@ -3875,11 +3408,12 @@ void ImGui::NewFrame()
}
g.Time += g.IO.DeltaTime;
+ g.FrameScopeActive = true;
g.FrameCount += 1;
g.TooltipOverrideCount = 0;
g.WindowsActiveCount = 0;
- // Setup current font and draw list
+ // Setup current font and draw list shared data
g.IO.Fonts->Locked = true;
SetCurrentFont(GetDefaultFont());
IM_ASSERT(g.Font->IsLoaded());
@@ -3891,35 +3425,40 @@ void ImGui::NewFrame()
g.OverlayDrawList.PushClipRectFullScreen();
g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
- // Mark rendering data as invalid to prevent user who may have a handle on it to use it
+ // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
g.DrawData.Clear();
+ // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
+ if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
+ KeepAliveID(g.DragDropPayload.SourceId);
+
// Clear reference to active widget if the widget isn't alive anymore
if (!g.HoveredIdPreviousFrame)
g.HoveredIdTimer = 0.0f;
+ if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
+ g.HoveredIdNotActiveTimer = 0.0f;
+ if (g.HoveredId)
+ g.HoveredIdTimer += g.IO.DeltaTime;
+ if (g.HoveredId && g.ActiveId != g.HoveredId)
+ g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
g.HoveredIdPreviousFrame = g.HoveredId;
g.HoveredId = 0;
g.HoveredIdAllowOverlap = false;
- if (!g.ActiveIdIsAlive && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
+ if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0)
ClearActiveID();
if (g.ActiveId)
g.ActiveIdTimer += g.IO.DeltaTime;
g.LastActiveIdTimer += g.IO.DeltaTime;
g.ActiveIdPreviousFrame = g.ActiveId;
g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
- g.ActiveIdPreviousFrameValueChanged = g.ActiveIdValueChanged;
- g.ActiveIdIsAlive = g.ActiveIdPreviousFrameIsAlive = false;
+ g.ActiveIdPreviousFrameHasBeenEdited = g.ActiveIdHasBeenEdited;
+ g.ActiveIdIsAlive = 0;
+ g.ActiveIdPreviousFrameIsAlive = false;
g.ActiveIdIsJustActivated = false;
if (g.ScalarAsInputTextId && g.ActiveId != g.ScalarAsInputTextId)
g.ScalarAsInputTextId = 0;
- // Elapse drag & drop payload
- if (g.DragDropActive && g.DragDropPayload.DataFrameCount + 1 < g.FrameCount)
- {
- ClearDragDrop();
- g.DragDropPayloadBufHeap.clear();
- memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
- }
+ // Drag and drop
g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
g.DragDropAcceptIdCurr = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
@@ -3943,7 +3482,7 @@ void ImGui::NewFrame()
g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)IM_ARRAYSIZE(g.FramerateSecPerFrame))) : FLT_MAX;
// Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
- UpdateMouseMovingWindow();
+ UpdateMouseMovingWindowNewFrame();
UpdateHoveredWindowAndCaptureFlags();
// Background darkening/whitening
@@ -3970,6 +3509,7 @@ void ImGui::NewFrame()
g.NavIdTabCounter = INT_MAX;
// Mark all windows as not visible
+ IM_ASSERT(g.WindowsFocusOrder.Size == g.Windows.Size);
for (int i = 0; i != g.Windows.Size; i++)
{
ImGuiWindow* window = g.Windows[i];
@@ -3980,77 +3520,24 @@ void ImGui::NewFrame()
// Closing the focused window restore focus to the first active root window in descending z-order
if (g.NavWindow && !g.NavWindow->WasActive)
- FocusFrontMostActiveWindow(NULL);
+ FocusPreviousWindowIgnoringOne(NULL);
// No window should be open at the beginning of the frame.
// But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
g.CurrentWindowStack.resize(0);
- g.CurrentPopupStack.resize(0);
+ g.BeginPopupStack.resize(0);
ClosePopupsOverWindow(g.NavWindow);
- // Create implicit window - we will only render it if the user has added something to it.
+ // 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.
SetNextWindowSize(ImVec2(400,400), ImGuiCond_FirstUseEver);
Begin("Debug##Default");
-}
-
-static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
-{
- ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHash(name, 0));
- if (!settings)
- settings = CreateNewWindowSettings(name);
- return (void*)settings;
-}
-
-static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
-{
- ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
- float x, y;
- int i;
- if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y);
- else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize);
- else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0);
-}
-
-static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
-{
- // Gather data from windows that were active during this session
- ImGuiContext& g = *imgui_ctx;
- for (int i = 0; i != g.Windows.Size; i++)
- {
- ImGuiWindow* window = g.Windows[i];
- if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
- continue;
-
- ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID);
- if (!settings)
- {
- settings = CreateNewWindowSettings(window->Name);
- window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings);
- }
- IM_ASSERT(settings->ID == window->ID);
- settings->Pos = window->Pos;
- settings->Size = window->SizeFull;
- settings->Collapsed = window->Collapsed;
- }
+ g.FrameScopePushedImplicitWindow = true;
- // Write a buffer
- // If a window wasn't opened in this session we preserve its settings
- buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve
- for (int i = 0; i != g.SettingsWindows.Size; i++)
- {
- const ImGuiWindowSettings* settings = &g.SettingsWindows[i];
- if (settings->Pos.x == FLT_MAX)
- continue;
- const char* name = settings->Name;
- if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
- name = p;
- buf->appendf("[%s][%s]\n", handler->TypeName, name);
- buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
- buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
- buf->appendf("Collapsed=%d\n", settings->Collapsed);
- buf->appendf("\n");
- }
+#ifdef IMGUI_ENABLE_TEST_ENGINE
+ ImGuiTestEngineHook_PostNewFrame(&g);
+#endif
}
void ImGui::Initialize(ImGuiContext* context)
@@ -4061,11 +3548,11 @@ void ImGui::Initialize(ImGuiContext* context)
// Add .ini handle for ImGuiWindow type
ImGuiSettingsHandler ini_handler;
ini_handler.TypeName = "Window";
- ini_handler.TypeHash = ImHash("Window", 0, 0);
+ ini_handler.TypeHash = ImHashStr("Window", 0);
ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen;
ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine;
ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll;
- g.SettingsHandlers.push_front(ini_handler);
+ g.SettingsHandlers.push_back(ini_handler);
g.Initialized = true;
}
@@ -4076,7 +3563,10 @@ 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 ImGui.
@@ -4085,32 +3575,37 @@ void ImGui::Shutdown(ImGuiContext* context)
// 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(context);
SaveIniSettingsToDisk(g.IO.IniFilename);
+ SetCurrentContext(backup_context);
+ }
// Clear everything else
for (int i = 0; i < g.Windows.Size; i++)
IM_DELETE(g.Windows[i]);
g.Windows.clear();
+ g.WindowsFocusOrder.clear();
g.WindowsSortBuffer.clear();
g.CurrentWindow = NULL;
g.CurrentWindowStack.clear();
g.WindowsById.Clear();
g.NavWindow = NULL;
- g.HoveredWindow = NULL;
- g.HoveredRootWindow = NULL;
+ g.HoveredWindow = g.HoveredRootWindow = NULL;
g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
g.MovingWindow = NULL;
g.ColorModifiers.clear();
g.StyleModifiers.clear();
g.FontStack.clear();
g.OpenPopupStack.clear();
- g.CurrentPopupStack.clear();
+ g.BeginPopupStack.clear();
g.DrawDataBuilder.ClearFreeMemory();
g.OverlayDrawList.ClearFreeMemory();
g.PrivateClipboard.clear();
- g.InputTextState.Text.clear();
+ g.InputTextState.TextW.clear();
g.InputTextState.InitialText.clear();
- g.InputTextState.TempTextBuffer.clear();
+ g.InputTextState.TempBuffer.clear();
for (int i = 0; i < g.SettingsWindows.Size; i++)
IM_DELETE(g.SettingsWindows[i].Name);
@@ -4127,154 +3622,6 @@ void ImGui::Shutdown(ImGuiContext* context)
g.Initialized = false;
}
-ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- for (int i = 0; i != g.SettingsWindows.Size; i++)
- if (g.SettingsWindows[i].ID == id)
- return &g.SettingsWindows[i];
- return NULL;
-}
-
-static ImGuiWindowSettings* CreateNewWindowSettings(const char* name)
-{
- ImGuiContext& g = *GImGui;
- g.SettingsWindows.push_back(ImGuiWindowSettings());
- ImGuiWindowSettings* settings = &g.SettingsWindows.back();
- settings->Name = ImStrdup(name);
- settings->ID = ImHash(name, 0);
- return settings;
-}
-
-void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
-{
- size_t file_data_size = 0;
- char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
- if (!file_data)
- return;
- LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
- ImGui::MemFree(file_data);
-}
-
-ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
-{
- ImGuiContext& g = *GImGui;
- const ImGuiID type_hash = ImHash(type_name, 0, 0);
- for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
- if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
- return &g.SettingsHandlers[handler_n];
- return NULL;
-}
-
-// Zero-tolerance, no error reporting, cheap .ini parsing
-void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.Initialized);
- IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
-
- // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
- // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
- if (ini_size == 0)
- ini_size = strlen(ini_data);
- char* buf = (char*)ImGui::MemAlloc(ini_size + 1);
- char* buf_end = buf + ini_size;
- memcpy(buf, ini_data, ini_size);
- buf[ini_size] = 0;
-
- void* entry_data = NULL;
- ImGuiSettingsHandler* entry_handler = NULL;
-
- char* line_end = NULL;
- for (char* line = buf; line < buf_end; line = line_end + 1)
- {
- // Skip new lines markers, then find end of the line
- while (*line == '\n' || *line == '\r')
- line++;
- line_end = line;
- while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
- line_end++;
- line_end[0] = 0;
-
- if (line[0] == '[' && line_end > line && line_end[-1] == ']')
- {
- // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
- line_end[-1] = 0;
- const char* name_end = line_end - 1;
- const char* type_start = line + 1;
- char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']');
- const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
- if (!type_end || !name_start)
- {
- name_start = type_start; // Import legacy entries that have no type
- type_start = "Window";
- }
- else
- {
- *type_end = 0; // Overwrite first ']'
- name_start++; // Skip second '['
- }
- entry_handler = FindSettingsHandler(type_start);
- entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
- }
- else if (entry_handler != NULL && entry_data != NULL)
- {
- // Let type handler parse the line
- entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
- }
- }
- ImGui::MemFree(buf);
- g.SettingsLoaded = true;
-}
-
-void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
-{
- ImGuiContext& g = *GImGui;
- g.SettingsDirtyTimer = 0.0f;
- if (!ini_filename)
- return;
-
- size_t ini_data_size = 0;
- const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
- FILE* f = ImFileOpen(ini_filename, "wt");
- if (!f)
- return;
- fwrite(ini_data, sizeof(char), ini_data_size, f);
- fclose(f);
-}
-
-// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
-const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
-{
- ImGuiContext& g = *GImGui;
- g.SettingsDirtyTimer = 0.0f;
- g.SettingsIniData.Buf.resize(0);
- g.SettingsIniData.Buf.push_back(0);
- for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
- {
- ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
- handler->WriteAllFn(&g, handler, &g.SettingsIniData);
- }
- if (out_size)
- *out_size = (size_t)g.SettingsIniData.size();
- return g.SettingsIniData.c_str();
-}
-
-void ImGui::MarkIniSettingsDirty()
-{
- ImGuiContext& g = *GImGui;
- if (g.SettingsDirtyTimer <= 0.0f)
- g.SettingsDirtyTimer = g.IO.IniSavingRate;
-}
-
-void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
- if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
- if (g.SettingsDirtyTimer <= 0.0f)
- g.SettingsDirtyTimer = g.IO.IniSavingRate;
-}
-
// FIXME: Add a more explicit sort order in the window structure.
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
{
@@ -4287,7 +3634,7 @@ static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
}
-static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
+static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
{
out_sorted_windows->push_back(window);
if (window->Active)
@@ -4299,7 +3646,7 @@ static void AddWindowToSortedBuffer(ImVector<ImGuiWindow*>* out_sorted_windows,
{
ImGuiWindow* child = window->DC.ChildWindows[i];
if (child->Active)
- AddWindowToSortedBuffer(out_sorted_windows, child);
+ AddWindowToSortBuffer(out_sorted_windows, child);
}
}
}
@@ -4339,6 +3686,8 @@ static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* d
static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
{
+ ImGuiContext& g = *GImGui;
+ g.IO.MetricsRenderWindows++;
AddDrawListToDrawData(out_render_list, window->DrawList);
for (int i = 0; i < window->DC.ChildWindows.Size; i++)
{
@@ -4348,10 +3697,9 @@ static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWin
}
}
-static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
+static void AddRootWindowToDrawData(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
- g.IO.MetricsActiveWindows++;
if (window->Flags & ImGuiWindowFlags_Tooltip)
AddWindowToDrawData(&g.DrawDataBuilder.Layers[1], window);
else
@@ -4376,19 +3724,20 @@ void ImDrawDataBuilder::FlattenIntoSingleLayer()
}
}
-static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* out_draw_data)
+static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
{
ImGuiIO& io = ImGui::GetIO();
- out_draw_data->Valid = true;
- out_draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
- out_draw_data->CmdListsCount = draw_lists->Size;
- out_draw_data->TotalVtxCount = out_draw_data->TotalIdxCount = 0;
- out_draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
- out_draw_data->DisplaySize = io.DisplaySize;
+ draw_data->Valid = true;
+ draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
+ draw_data->CmdListsCount = draw_lists->Size;
+ draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
+ draw_data->DisplayPos = ImVec2(0.0f, 0.0f);
+ draw_data->DisplaySize = io.DisplaySize;
+ draw_data->FramebufferScale = io.DisplayFramebufferScale;
for (int n = 0; n < draw_lists->Size; n++)
{
- out_draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
- out_draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
+ draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size;
+ draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size;
}
}
@@ -4411,64 +3760,68 @@ void ImGui::PopClipRect()
void ImGui::EndFrame()
{
ImGuiContext& g = *GImGui;
- IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
+ IM_ASSERT(g.Initialized);
if (g.FrameCountEnded == g.FrameCount) // Don't process EndFrame() multiple times.
return;
+ IM_ASSERT(g.FrameScopeActive && "Forgot to call ImGui::NewFrame()?");
// Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
- if (g.IO.ImeSetInputScreenPosFn && ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)
+ if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f))
{
g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y);
g.PlatformImeLastPos = g.PlatformImePos;
}
- // Hide implicit "Debug" window if it hasn't been used
- IM_ASSERT(g.CurrentWindowStack.Size == 1); // Mismatched Begin()/End() calls, did you forget to call end on g.CurrentWindow->Name?
+ // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
+ // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
+ if (g.CurrentWindowStack.Size != 1)
+ {
+ if (g.CurrentWindowStack.Size > 1)
+ {
+ IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
+ while (g.CurrentWindowStack.Size > 1) // FIXME-ERRORHANDLING
+ End();
+ }
+ else
+ {
+ IM_ASSERT(g.CurrentWindowStack.Size == 1 && "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
+ }
+ }
+
+ // Hide implicit/fallback "Debug" window if it hasn't been used
+ g.FrameScopePushedImplicitWindow = false;
if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
g.CurrentWindow->Active = false;
End();
- // Show CTRL+TAB list
+ // Show CTRL+TAB list window
if (g.NavWindowingTarget)
NavUpdateWindowingList();
- // Initiate moving window
- if (g.ActiveId == 0 && g.HoveredId == 0)
+ // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
+ if (g.DragDropActive)
{
- if (!g.NavWindow || !g.NavWindow->Appearing) // Unless we just made a window/popup appear
- {
- // Click to focus window and start moving (after we're done with all our widgets)
- if (g.IO.MouseClicked[0])
- {
- if (g.HoveredRootWindow != NULL)
- StartMouseMovingWindow(g.HoveredWindow);
- else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
- FocusWindow(NULL); // Clicking on void disable focus
- }
+ bool is_delivered = g.DragDropPayload.Delivery;
+ bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
+ if (is_delivered || is_elapsed)
+ ClearDragDrop();
+ }
- // With right mouse button we close popups without changing focus
- // (The left mouse button path calls FocusWindow which will lead NewFrame->ClosePopupsOverWindow to trigger)
- if (g.IO.MouseClicked[1])
- {
- // Find the top-most window between HoveredWindow and the front most Modal Window.
- // This is where we can trim the popup stack.
- ImGuiWindow* modal = GetFrontMostPopupModal();
- bool hovered_window_above_modal = false;
- if (modal == NULL)
- hovered_window_above_modal = true;
- for (int i = g.Windows.Size - 1; i >= 0 && hovered_window_above_modal == false; i--)
- {
- ImGuiWindow* window = g.Windows[i];
- if (window == modal)
- break;
- if (window == g.HoveredWindow)
- hovered_window_above_modal = true;
- }
- ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal);
- }
- }
+ // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
+ if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount)
+ {
+ g.DragDropWithinSourceOrTarget = true;
+ SetTooltip("...");
+ g.DragDropWithinSourceOrTarget = false;
}
+ // End frame
+ g.FrameScopeActive = false;
+ g.FrameCountEnded = g.FrameCount;
+
+ // Initiate moving window + handle left-click and right-click focus
+ UpdateMouseMovingWindowEndFrame();
+
// Sort the window list so that all child windows are after their parent
// We cannot do that on FocusWindow() because childs may not exist yet
g.WindowsSortBuffer.resize(0);
@@ -4478,34 +3831,34 @@ void ImGui::EndFrame()
ImGuiWindow* window = g.Windows[i];
if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it
continue;
- AddWindowToSortedBuffer(&g.WindowsSortBuffer, window);
+ AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
}
- IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
+ // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
+ IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);
g.Windows.swap(g.WindowsSortBuffer);
+ g.IO.MetricsActiveWindows = g.WindowsActiveCount;
// Unlock font atlas
g.IO.Fonts->Locked = false;
// Clear Input data for next frame
g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
- memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
+ g.IO.InputQueueCharacters.resize(0);
memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs));
-
- g.FrameCountEnded = g.FrameCount;
}
void ImGui::Render()
{
ImGuiContext& g = *GImGui;
- IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
+ IM_ASSERT(g.Initialized);
if (g.FrameCountEnded != g.FrameCount)
- ImGui::EndFrame();
+ EndFrame();
g.FrameCountRendered = g.FrameCount;
- // Gather windows to render
- g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsActiveWindows = 0;
+ // Gather ImDrawList to render (for each active window)
+ g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = g.IO.MetricsRenderWindows = 0;
g.DrawDataBuilder.Clear();
ImGuiWindow* windows_to_render_front_most[2];
windows_to_render_front_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL;
@@ -4514,27 +3867,17 @@ void ImGui::Render()
{
ImGuiWindow* window = g.Windows[n];
if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
- AddWindowToDrawDataSelectLayer(window);
+ AddRootWindowToDrawData(window);
}
for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
- AddWindowToDrawDataSelectLayer(windows_to_render_front_most[n]);
+ AddRootWindowToDrawData(windows_to_render_front_most[n]);
g.DrawDataBuilder.FlattenIntoSingleLayer();
// Draw software mouse cursor if requested
- ImVec2 offset, size, uv[4];
- if (g.IO.MouseDrawCursor && g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
- {
- const ImVec2 pos = g.IO.MousePos - offset;
- const ImTextureID tex_id = g.IO.Fonts->TexID;
- const float sc = g.Style.MouseCursorScale;
- g.OverlayDrawList.PushTextureID(tex_id);
- g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
- g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow
- g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border
- g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill
- g.OverlayDrawList.PopTextureID();
- }
+ if (g.IO.MouseDrawCursor)
+ RenderMouseCursor(&g.OverlayDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
+
if (!g.OverlayDrawList.VtxBuffer.empty())
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.OverlayDrawList);
@@ -4543,308 +3886,13 @@ void ImGui::Render()
g.IO.MetricsRenderVertices = g.DrawData.TotalVtxCount;
g.IO.MetricsRenderIndices = g.DrawData.TotalIdxCount;
- // Render. If user hasn't set a callback then they may retrieve the draw data via GetDrawData()
+ // (Legacy) Call the Render callback function. The current prefer way is to let the user retrieve GetDrawData() and call the render function themselves.
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
if (g.DrawData.CmdListsCount > 0 && g.IO.RenderDrawListsFn != NULL)
g.IO.RenderDrawListsFn(&g.DrawData);
#endif
}
-const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
-{
- const char* text_display_end = text;
- if (!text_end)
- text_end = (const char*)-1;
-
- while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
- text_display_end++;
- return text_display_end;
-}
-
-// Pass text data straight to log (without being displayed)
-void ImGui::LogText(const char* fmt, ...)
-{
- ImGuiContext& g = *GImGui;
- if (!g.LogEnabled)
- return;
-
- va_list args;
- va_start(args, fmt);
- if (g.LogFile)
- vfprintf(g.LogFile, fmt, args);
- else
- g.LogClipboard.appendfv(fmt, args);
- va_end(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
-static void LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end = NULL)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (!text_end)
- text_end = ImGui::FindRenderedTextEnd(text, text_end);
-
- const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1);
- if (ref_pos)
- window->DC.LogLinePosY = ref_pos->y;
-
- const char* text_remaining = text;
- if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
- g.LogStartDepth = window->DC.TreeDepth;
- const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
- for (;;)
- {
- // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
- const char* line_end = text_remaining;
- while (line_end < text_end)
- if (*line_end == '\n')
- break;
- else
- line_end++;
- if (line_end >= text_end)
- line_end = NULL;
-
- const bool is_first_line = (text == text_remaining);
- bool is_last_line = false;
- if (line_end == NULL)
- {
- is_last_line = true;
- line_end = text_end;
- }
- if (line_end != NULL && !(is_last_line && (line_end - text_remaining)==0))
- {
- const int char_count = (int)(line_end - text_remaining);
- if (log_new_line || !is_first_line)
- ImGui::LogText(IM_NEWLINE "%*s%.*s", tree_depth*4, "", char_count, text_remaining);
- else
- ImGui::LogText(" %.*s", char_count, text_remaining);
- }
-
- if (is_last_line)
- break;
- text_remaining = line_end + 1;
- }
-}
-
-// Internal ImGui functions to render text
-// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
-void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- // Hide anything after a '##' string
- const char* text_display_end;
- if (hide_text_after_hash)
- {
- text_display_end = FindRenderedTextEnd(text, text_end);
- }
- else
- {
- if (!text_end)
- text_end = text + strlen(text); // FIXME-OPT
- text_display_end = text_end;
- }
-
- if (text != text_display_end)
- {
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
- if (g.LogEnabled)
- LogRenderedText(&pos, text, text_display_end);
- }
-}
-
-void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (!text_end)
- text_end = text + strlen(text); // FIXME-OPT
-
- if (text != text_end)
- {
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
- if (g.LogEnabled)
- LogRenderedText(&pos, text, text_end);
- }
-}
-
-// Default clip_rect uses (pos_min,pos_max)
-// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
-void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
-{
- // Hide anything after a '##' string
- const char* text_display_end = FindRenderedTextEnd(text, text_end);
- const int text_len = (int)(text_display_end - text);
- if (text_len == 0)
- return;
-
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- // Perform CPU side clipping for single clipped element to avoid using scissor state
- ImVec2 pos = pos_min;
- const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
-
- const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
- const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
- bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
- if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
- need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
-
- // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
- if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
- if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
-
- // Render
- if (need_clipping)
- {
- ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
- }
- else
- {
- window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
- }
- if (g.LogEnabled)
- LogRenderedText(&pos, text, text_display_end);
-}
-
-// Render a rectangle shaped with optional rounding and borders
-void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
- const float border_size = g.Style.FrameBorderSize;
- if (border && border_size > 0.0f)
- {
- window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
- window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
- }
-}
-
-void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- const float border_size = g.Style.FrameBorderSize;
- if (border_size > 0.0f)
- {
- window->DrawList->AddRect(p_min+ImVec2(1,1), p_max+ImVec2(1,1), GetColorU32(ImGuiCol_BorderShadow), rounding, ImDrawCornerFlags_All, border_size);
- window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
- }
-}
-
-// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
-void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
-{
- switch (direction)
- {
- case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
- case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
- case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
- case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
- case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
- }
-}
-
-// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
-void ImGui::RenderArrow(ImVec2 p_min, ImGuiDir dir, float scale)
-{
- ImGuiContext& g = *GImGui;
-
- const float h = g.FontSize * 1.00f;
- float r = h * 0.40f * scale;
- ImVec2 center = p_min + ImVec2(h * 0.50f, h * 0.50f * scale);
-
- ImVec2 a, b, c;
- switch (dir)
- {
- case ImGuiDir_Up:
- case ImGuiDir_Down:
- if (dir == ImGuiDir_Up) r = -r;
- a = ImVec2(+0.000f,+0.750f) * r;
- b = ImVec2(-0.866f,-0.750f) * r;
- c = ImVec2(+0.866f,-0.750f) * r;
- break;
- case ImGuiDir_Left:
- case ImGuiDir_Right:
- if (dir == ImGuiDir_Left) r = -r;
- a = ImVec2(+0.750f,+0.000f) * r;
- b = ImVec2(-0.750f,+0.866f) * r;
- c = ImVec2(-0.750f,-0.866f) * r;
- break;
- case ImGuiDir_None:
- case ImGuiDir_COUNT:
- IM_ASSERT(0);
- break;
- }
-
- g.CurrentWindow->DrawList->AddTriangleFilled(center + a, center + b, center + c, GetColorU32(ImGuiCol_Text));
-}
-
-void ImGui::RenderBullet(ImVec2 pos)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- window->DrawList->AddCircleFilled(pos, GImGui->FontSize*0.20f, GetColorU32(ImGuiCol_Text), 8);
-}
-
-void ImGui::RenderCheckMark(ImVec2 pos, ImU32 col, float sz)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- float thickness = ImMax(sz / 5.0f, 1.0f);
- sz -= thickness*0.5f;
- pos += ImVec2(thickness*0.25f, thickness*0.25f);
-
- float third = sz / 3.0f;
- float bx = pos.x + third;
- float by = pos.y + sz - third*0.5f;
- window->DrawList->PathLineTo(ImVec2(bx - third, by - third));
- window->DrawList->PathLineTo(ImVec2(bx, by));
- window->DrawList->PathLineTo(ImVec2(bx + third*2, by - third*2));
- window->DrawList->PathStroke(col, false, thickness);
-}
-
-void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
-{
- ImGuiContext& g = *GImGui;
- if (id != g.NavId)
- return;
- if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
- return;
- ImGuiWindow* window = ImGui::GetCurrentWindow();
- if (window->DC.NavHideHighlightOneFrame)
- return;
-
- float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
- ImRect display_rect = bb;
- display_rect.ClipWith(window->ClipRect);
- if (flags & ImGuiNavHighlightFlags_TypeDefault)
- {
- const float THICKNESS = 2.0f;
- const float DISTANCE = 3.0f + THICKNESS * 0.5f;
- display_rect.Expand(ImVec2(DISTANCE,DISTANCE));
- bool fully_visible = window->ClipRect.Contains(display_rect);
- if (!fully_visible)
- window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
- window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), display_rect.Max - ImVec2(THICKNESS*0.5f,THICKNESS*0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, ImDrawCornerFlags_All, THICKNESS);
- 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);
- }
-}
-
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
// CalcTextSize("") should return ImVec2(0.0f, GImGui->FontSize)
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
@@ -4863,11 +3911,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex
return ImVec2(0.0f, font_size);
ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
- // Cancel out character spacing for the last character of a line (it is baked into glyph->AdvanceX field)
- const float font_scale = font_size / font->FontSize;
- const float character_spacing_x = 1.0f * font_scale;
- if (text_size.x > 0.0f)
- text_size.x -= character_spacing_x;
+ // Round
text_size.x = (float)(int)(text_size.x + 0.95f);
return text_size;
@@ -4915,32 +3959,41 @@ void ImGui::CalcListClipping(int items_count, float items_height, int* out_items
}
// Find window given position, search front-to-back
-// FIXME: Note that we have a lag here because WindowRectClipped is updated in Begin() so windows moved by user via SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is called, aka before the next Begin(). Moving window thankfully isn't affected.
+// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programatically
+// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
+// called, aka before the next Begin(). Moving window isn't affected.
static void FindHoveredWindow()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* hovered_window = NULL;
- if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoInputs))
+ if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
hovered_window = g.MovingWindow;
- for (int i = g.Windows.Size - 1; i >= 0 && hovered_window == NULL; i--)
+ 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;
+ for (int i = g.Windows.Size - 1; i >= 0; i--)
{
ImGuiWindow* window = g.Windows[i];
if (!window->Active || window->Hidden)
continue;
- if (window->Flags & ImGuiWindowFlags_NoInputs)
+ if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
continue;
// Using the clipped AABB, a child window will typically be clipped by its parent (not always)
- ImRect bb(window->OuterRectClipped.Min - g.Style.TouchExtraPadding, window->OuterRectClipped.Max + g.Style.TouchExtraPadding);
- if (bb.Contains(g.IO.MousePos))
- {
- if (hovered_window == NULL)
- hovered_window = window;
- if (hovered_window)
- break;
- }
+ ImRect bb(window->OuterRectClipped);
+ if ((window->Flags & ImGuiWindowFlags_ChildWindow) || (window->Flags & ImGuiWindowFlags_NoResize))
+ bb.Expand(padding_regular);
+ else
+ bb.Expand(padding_for_resize_from_edges);
+ if (!bb.Contains(g.IO.MousePos))
+ continue;
+
+ // Those seemingly unnecessary extra tests are because the code here is a little different in viewport/docking branches.
+ if (hovered_window == NULL)
+ hovered_window = window;
+ if (hovered_window)
+ break;
}
g.HoveredWindow = hovered_window;
@@ -4962,13 +4015,9 @@ bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool c
// Expand for touch input
const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
- return rect_for_touch.Contains(g.IO.MousePos);
-}
-
-static bool IsKeyPressedMap(ImGuiKey key, bool repeat)
-{
- const int key_index = GImGui->IO.KeyMap[key];
- return (key_index >= 0) ? ImGui::IsKeyPressed(key_index, repeat) : false;
+ if (!rect_for_touch.Contains(g.IO.MousePos))
+ return false;
+ return true;
}
int ImGui::GetKeyIndex(ImGuiKey imgui_key)
@@ -4998,7 +4047,8 @@ int ImGui::CalcTypematicPressedRepeatAmount(float t, float t_prev, float repeat_
int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate)
{
ImGuiContext& g = *GImGui;
- if (key_index < 0) return false;
+ 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 CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, repeat_delay, repeat_rate);
@@ -5007,7 +4057,8 @@ int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_r
bool ImGui::IsKeyPressed(int user_key_index, bool repeat)
{
ImGuiContext& g = *GImGui;
- if (user_key_index < 0) return false;
+ 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)
@@ -5093,20 +4144,24 @@ ImVec2 ImGui::GetMousePos()
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
{
ImGuiContext& g = *GImGui;
- if (g.CurrentPopupStack.Size > 0)
- return g.OpenPopupStack[g.CurrentPopupStack.Size-1].OpenMousePos;
+ 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
+// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
{
- if (mouse_pos == NULL)
- mouse_pos = &GImGui->IO.MousePos;
+ // 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;
- return mouse_pos->x >= MOUSE_INVALID && mouse_pos->y >= MOUSE_INVALID;
+ ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
+ return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
}
+// Return the delta from the initial clicking position.
+// 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(). Back-ends in theory should always keep mouse position valid when dragging even outside the client window.
ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
{
@@ -5159,6 +4214,18 @@ bool ImGui::IsItemActive()
return false;
}
+bool ImGui::IsItemActivated()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.ActiveId)
+ {
+ ImGuiWindow* window = g.CurrentWindow;
+ if (g.ActiveId == window->DC.LastItemId && g.ActiveIdPreviousFrame != window->DC.LastItemId)
+ return true;
+ }
+ return false;
+}
+
bool ImGui::IsItemDeactivated()
{
ImGuiContext& g = *GImGui;
@@ -5166,16 +4233,20 @@ bool ImGui::IsItemDeactivated()
return (g.ActiveIdPreviousFrame == window->DC.LastItemId && g.ActiveIdPreviousFrame != 0 && g.ActiveId != window->DC.LastItemId);
}
-bool ImGui::IsItemDeactivatedAfterChange()
+bool ImGui::IsItemDeactivatedAfterEdit()
{
ImGuiContext& g = *GImGui;
- return IsItemDeactivated() && (g.ActiveIdPreviousFrameValueChanged || (g.ActiveId == 0 && g.ActiveIdValueChanged));
+ return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEdited || (g.ActiveId == 0 && g.ActiveIdHasBeenEdited));
}
bool ImGui::IsItemFocused()
{
ImGuiContext& g = *GImGui;
- return g.NavId && !g.NavDisableHighlight && g.NavId == g.CurrentWindow->DC.LastItemId;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
+ return false;
+ return true;
}
bool ImGui::IsItemClicked(int mouse_button)
@@ -5207,6 +4278,12 @@ bool ImGui::IsItemVisible()
return window->ClipRect.Overlaps(window->DC.LastItemRect);
}
+bool ImGui::IsItemEdited()
+{
+ ImGuiWindow* window = GetCurrentWindowRead();
+ return (window->DC.LastItemStatusFlags & 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.
void ImGui::SetItemAllowOverlap()
{
@@ -5238,377 +4315,9 @@ ImVec2 ImGui::GetItemRectSize()
static ImRect GetViewportRect()
{
ImGuiContext& g = *GImGui;
- if (g.IO.DisplayVisibleMin.x != g.IO.DisplayVisibleMax.x && g.IO.DisplayVisibleMin.y != g.IO.DisplayVisibleMax.y)
- return ImRect(g.IO.DisplayVisibleMin, g.IO.DisplayVisibleMax);
return ImRect(0.0f, 0.0f, g.IO.DisplaySize.x, g.IO.DisplaySize.y);
}
-// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first.
-void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip)
-{
- ImGuiContext& g = *GImGui;
- char window_name[16];
- ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
- if (override_previous_tooltip)
- if (ImGuiWindow* window = FindWindowByName(window_name))
- if (window->Active)
- {
- // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
- window->Hidden = true;
- window->HiddenFramesRegular = 1;
- ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
- }
- ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoNav;
- Begin(window_name, NULL, flags | extra_flags);
-}
-
-void ImGui::SetTooltipV(const char* fmt, va_list args)
-{
- BeginTooltipEx(0, true);
- TextV(fmt, args);
- EndTooltip();
-}
-
-void ImGui::SetTooltip(const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- SetTooltipV(fmt, args);
- va_end(args);
-}
-
-void ImGui::BeginTooltip()
-{
- ImGuiContext& g = *GImGui;
- if (g.DragDropWithinSourceOrTarget)
- {
- // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
- // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
- // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
- //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
- ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
- SetNextWindowPos(tooltip_pos);
- SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
- //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
- BeginTooltipEx(0, true);
- }
- else
- {
- BeginTooltipEx(0, false);
- }
-}
-
-void ImGui::EndTooltip()
-{
- IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls
- End();
-}
-
-// Mark popup as open (toggle toward open state).
-// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
-// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
-// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
-void ImGui::OpenPopupEx(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* parent_window = g.CurrentWindow;
- int current_stack_size = g.CurrentPopupStack.Size;
- ImGuiPopupRef 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.ParentWindow = parent_window;
- popup_ref.OpenFrameCount = g.FrameCount;
- popup_ref.OpenParentId = parent_window->IDStack.back();
- popup_ref.OpenMousePos = g.IO.MousePos;
- popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
-
- //printf("[%05d] OpenPopupEx(0x%08X)\n", g.FrameCount, id);
- if (g.OpenPopupStack.Size < current_stack_size + 1)
- {
- g.OpenPopupStack.push_back(popup_ref);
- }
- else
- {
- // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
- // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
- // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
- if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
- {
- g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
- }
- else
- {
- // Close child popups if any, then flag popup for open/reopen
- g.OpenPopupStack.resize(current_stack_size + 1);
- g.OpenPopupStack[current_stack_size] = popup_ref;
- }
-
- // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
- // This is equivalent to what ClosePopupToLevel() does.
- //if (g.OpenPopupStack[current_stack_size].PopupId == id)
- // FocusWindow(parent_window);
- }
-}
-
-void ImGui::OpenPopup(const char* str_id)
-{
- ImGuiContext& g = *GImGui;
- OpenPopupEx(g.CurrentWindow->GetID(str_id));
-}
-
-void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window)
-{
- ImGuiContext& g = *GImGui;
- if (g.OpenPopupStack.empty())
- return;
-
- // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
- // Don't close our own child popup windows.
- int n = 0;
- if (ref_window)
- {
- for (n = 0; n < g.OpenPopupStack.Size; n++)
- {
- ImGuiPopupRef& popup = g.OpenPopupStack[n];
- if (!popup.Window)
- continue;
- IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
- if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
- continue;
-
- // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow)
- bool has_focus = false;
- for (int m = n; m < g.OpenPopupStack.Size && !has_focus; m++)
- has_focus = (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow);
- if (!has_focus)
- break;
- }
- }
- if (n < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the block below
- ClosePopupToLevel(n);
-}
-
-ImGuiWindow* ImGui::GetFrontMostPopupModal()
-{
- 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)
- return popup;
- return NULL;
-}
-
-void ImGui::ClosePopupToLevel(int remaining)
-{
- IM_ASSERT(remaining >= 0);
- ImGuiContext& g = *GImGui;
- ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow;
- if (g.NavLayer == 0)
- focus_window = NavRestoreLastChildNavWindow(focus_window);
- FocusWindow(focus_window);
- focus_window->DC.NavHideHighlightOneFrame = true;
- g.OpenPopupStack.resize(remaining);
-}
-
-void ImGui::ClosePopup(ImGuiID id)
-{
- if (!IsPopupOpen(id))
- return;
- ImGuiContext& g = *GImGui;
- ClosePopupToLevel(g.OpenPopupStack.Size - 1);
-}
-
-// Close the popup we have begin-ed into.
-void ImGui::CloseCurrentPopup()
-{
- ImGuiContext& g = *GImGui;
- int popup_idx = g.CurrentPopupStack.Size - 1;
- if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.CurrentPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
- return;
- while (popup_idx > 0 && g.OpenPopupStack[popup_idx].Window && (g.OpenPopupStack[popup_idx].Window->Flags & ImGuiWindowFlags_ChildMenu))
- popup_idx--;
- ClosePopupToLevel(popup_idx);
-}
-
-bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
-{
- ImGuiContext& g = *GImGui;
- if (!IsPopupOpen(id))
- {
- g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
- return false;
- }
-
- char name[20];
- if (extra_flags & ImGuiWindowFlags_ChildMenu)
- ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.CurrentPopupStack.Size); // 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
-
- bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
- if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
- EndPopup();
-
- return is_open;
-}
-
-bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
-{
- ImGuiContext& g = *GImGui;
- if (g.OpenPopupStack.Size <= g.CurrentPopupStack.Size) // Early out for performance
- {
- g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
- return false;
- }
- return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags|ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
-}
-
-bool ImGui::IsPopupOpen(ImGuiID id)
-{
- ImGuiContext& g = *GImGui;
- return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == id;
-}
-
-bool ImGui::IsPopupOpen(const char* str_id)
-{
- ImGuiContext& g = *GImGui;
- return g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
-}
-
-bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- const ImGuiID id = window->GetID(name);
- if (!IsPopupOpen(id))
- {
- g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
- return false;
- }
-
- // Center modal windows by default
- // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
- if (g.NextWindowData.PosCond == 0)
- SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
-
- bool is_open = Begin(name, p_open, flags | ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings);
- if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
- {
- EndPopup();
- if (is_open)
- ClosePopup(id);
- return false;
- }
-
- return is_open;
-}
-
-void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
-{
- ImGuiContext& g = *GImGui;
- IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
- ImGui::NavMoveRequestCancel();
- g.NavMoveDir = move_dir;
- g.NavMoveClipDir = clip_dir;
- g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
- g.NavMoveRequestFlags = move_flags;
- g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
-}
-
-void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
-{
- ImGuiContext& g = *GImGui;
- if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
- return;
- 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->SizeContents.x) - 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->SizeContents.y) - 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);
- }
-}
-
-void ImGui::EndPopup()
-{
- ImGuiContext& g = *GImGui; (void)g;
- IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
- IM_ASSERT(g.CurrentPopupStack.Size > 0);
-
- // Make all menus and popups wrap around for now, may need to expose that policy.
- NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);
-
- End();
-}
-
-bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- 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)
- OpenPopupEx(id);
- return true;
- }
- return false;
-}
-
-// This is a helper to handle the simplest case of associating one named popup to one given widget.
-// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
-// You can pass a NULL str_id to use the identifier of the last item.
-bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
-{
- ImGuiWindow* window = GImGui->CurrentWindow;
- 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)
- if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- OpenPopupEx(id);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
-}
-
-bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items)
-{
- if (!str_id)
- str_id = "window_context";
- ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
- if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
- if (also_over_items || !IsAnyItemHovered())
- OpenPopupEx(id);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
-}
-
-bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
-{
- if (!str_id)
- str_id = "void_context";
- ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
- if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
- OpenPopupEx(id);
- return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
-}
-
static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
@@ -5627,10 +4336,10 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size
size.y = ImMax(content_avail.y + size.y, 4.0f);
SetNextWindowSize(size);
- // Name
+ // 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];
if (name)
- ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s", parent_window->Name, name);
+ ImFormatString(title, IM_ARRAYSIZE(title), "%s/%s_%08X", parent_window->Name, name, id);
else
ImFormatString(title, IM_ARRAYSIZE(title), "%s/%08X", parent_window->Name, id);
@@ -5644,6 +4353,11 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size
child_window->ChildId = id;
child_window->AutoFitChildAxises = auto_fit_axises;
+ // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
+ // While this is not really documented/defined, it seems that the expected thing to do.
+ if (child_window->BeginCount == 1)
+ 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))
{
@@ -5652,7 +4366,6 @@ static bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size
SetActiveID(id+1, child_window); // Steal ActiveId with a dummy id so that key-press won't activate child item
g.ActiveIdSource = ImGuiInputSource_Nav;
}
-
return ret;
}
@@ -5732,129 +4445,17 @@ static void CheckStacksSize(ImGuiWindow* window, bool write)
{
// NOT checking: DC.ItemWidth, DC.AllowKeyboardFocus, DC.ButtonRepeat, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
ImGuiContext& g = *GImGui;
- int* p_backup = &window->DC.StackSizesBackup[0];
- { int current = window->IDStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop()
- { int current = window->DC.GroupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup()
- { int current = g.CurrentPopupStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup()
+ short* p_backup = &window->DC.StackSizesBackup[0];
+ { int current = window->IDStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "PushID/PopID or TreeNode/TreePop Mismatch!"); p_backup++; } // Too few or too many PopID()/TreePop()
+ { int current = window->DC.GroupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginGroup/EndGroup Mismatch!"); p_backup++; } // Too few or too many EndGroup()
+ { int current = g.BeginPopupStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup == current && "BeginMenu/EndMenu or BeginPopup/EndPopup Mismatch"); p_backup++;}// Too few or too many EndMenu()/EndPopup()
// 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.
- { int current = g.ColorModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor()
- { int current = g.StyleModifiers.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar()
- { int current = g.FontStack.Size; if (write) *p_backup = current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont()
+ { int current = g.ColorModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleColor/PopStyleColor Mismatch!"); p_backup++; } // Too few or too many PopStyleColor()
+ { int current = g.StyleModifiers.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushStyleVar/PopStyleVar Mismatch!"); p_backup++; } // Too few or too many PopStyleVar()
+ { int current = g.FontStack.Size; if (write) *p_backup = (short)current; else IM_ASSERT(*p_backup >= current && "PushFont/PopFont Mismatch!"); p_backup++; } // Too few or too many PopFont()
IM_ASSERT(p_backup == window->DC.StackSizesBackup + IM_ARRAYSIZE(window->DC.StackSizesBackup));
}
-enum ImGuiPopupPositionPolicy
-{
- ImGuiPopupPositionPolicy_Default,
- ImGuiPopupPositionPolicy_ComboBox
-};
-
-static ImRect FindAllowedExtentRectForWindow(ImGuiWindow*)
-{
- ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
- ImRect r_screen = GetViewportRect();
- r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
- return r_screen;
-}
-
-// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
-// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
-static ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy = ImGuiPopupPositionPolicy_Default)
-{
- ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
- //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
- //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
-
- // Combo Box policy (we want a connecting edge)
- if (policy == ImGuiPopupPositionPolicy_ComboBox)
- {
- const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
- for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
- {
- const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
- if (n != -1 && dir == *last_dir) // Already tried this direction?
- continue;
- ImVec2 pos;
- if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default)
- if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
- if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
- if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
- if (!r_outer.Contains(ImRect(pos, pos + size)))
- continue;
- *last_dir = dir;
- return pos;
- }
- }
-
- // Default popup policy
- const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
- for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
- {
- const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
- if (n != -1 && dir == *last_dir) // Already tried this direction?
- continue;
- float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
- float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
- if (avail_w < size.x || avail_h < size.y)
- continue;
- ImVec2 pos;
- pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
- pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
- *last_dir = dir;
- return pos;
- }
-
- // Fallback, try to keep within display
- *last_dir = ImGuiDir_None;
- ImVec2 pos = ref_pos;
- pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
- pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
- return pos;
-}
-
-static ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window)
-{
- ImGuiContext& g = *GImGui;
-
- ImRect r_outer = FindAllowedExtentRectForWindow(window);
- if (window->Flags & ImGuiWindowFlags_ChildMenu)
- {
- // Child menus typically request _any_ position within the parent menu item, and then our FindBestWindowPosForPopup() function will 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.
- IM_ASSERT(g.CurrentWindow == window);
- ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
- float horizontal_overlap = g.Style.ItemSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
- ImRect r_avoid;
- if (parent_window->DC.MenuBarAppending)
- r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
- else
- r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
- return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
- }
- if (window->Flags & ImGuiWindowFlags_Popup)
- {
- ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1);
- return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
- }
- if (window->Flags & ImGuiWindowFlags_Tooltip)
- {
- // Position tooltip (always follows mouse)
- float sc = g.Style.MouseCursorScale;
- ImVec2 ref_pos = NavCalcPreferredRefPos();
- 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);
- else
- r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
- ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
- if (window->AutoPosLastDirection == ImGuiDir_None)
- pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
- return pos;
- }
- IM_ASSERT(0);
- return window->Pos;
-}
-
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
{
window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags);
@@ -5862,13 +4463,18 @@ static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, b
window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
}
-ImGuiWindow* ImGui::FindWindowByName(const char* name)
+ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
{
ImGuiContext& g = *GImGui;
- ImGuiID id = ImHash(name, 0);
return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
}
+ImGuiWindow* ImGui::FindWindowByName(const char* name)
+{
+ ImGuiID id = ImHashStr(name, 0);
+ return FindWindowByID(id);
+}
+
static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
@@ -5886,14 +4492,14 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID))
{
// Retrieve settings from .ini file
- window->SettingsIdx = g.SettingsWindows.index_from_pointer(settings);
+ window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
window->Pos = ImFloor(settings->Pos);
window->Collapsed = settings->Collapsed;
if (ImLengthSqr(settings->Size) > 0.00001f)
size = ImFloor(settings->Size);
}
- window->Size = window->SizeFull = window->SizeFullAtLastBegin = size;
+ window->Size = window->SizeFull = window->SizeFullAtLastBegin = ImFloor(size);
window->DC.CursorMaxPos = window->Pos; // So first call to CalcSizeContents() doesn't return crazy values
if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
@@ -5910,8 +4516,9 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImVec2 size, ImGuiWindowFl
window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
}
+ g.WindowsFocusOrder.push_back(window);
if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
- g.Windows.insert(g.Windows.begin(), window); // Quite slow but rare and only once
+ g.Windows.push_front(window); // Quite slow but rare and only once
else
g.Windows.push_back(window);
return window;
@@ -5949,6 +4556,12 @@ static ImVec2 CalcSizeAfterConstraint(ImGuiWindow* window, ImVec2 new_size)
static ImVec2 CalcSizeContents(ImGuiWindow* window)
{
+ if (window->Collapsed)
+ if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
+ return window->SizeContents;
+ if (window->Hidden && window->HiddenFramesForResize == 0 && window->HiddenFramesRegular > 0)
+ return window->SizeContents;
+
ImVec2 sz;
sz.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : (window->DC.CursorMaxPos.x - window->Pos.x + window->Scroll.x));
sz.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : (window->DC.CursorMaxPos.y - window->Pos.y + window->Scroll.y));
@@ -5966,13 +4579,16 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
}
else
{
- // 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 DisplaySize-WindowPadding.
+ // Maximum window size is determined by the display size
const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
ImVec2 size_min = style.WindowMinSize;
if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - 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 = CalcSizeAfterConstraint(window, size_auto_fit);
if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
size_auto_fit.y += style.ScrollbarSize;
@@ -5982,12 +4598,18 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
}
}
-static float GetScrollMaxX(ImGuiWindow* window)
+ImVec2 ImGui::CalcWindowExpectedSize(ImGuiWindow* window)
+{
+ ImVec2 size_contents = CalcSizeContents(window);
+ return CalcSizeAfterConstraint(window, CalcSizeAutoFit(window, size_contents));
+}
+
+float ImGui::GetWindowScrollMaxX(ImGuiWindow* window)
{
return ImMax(0.0f, window->SizeContents.x - (window->SizeFull.x - window->ScrollbarSizes.x));
}
-static float GetScrollMaxY(ImGuiWindow* window)
+float ImGui::GetWindowScrollMaxY(ImGuiWindow* window)
{
return ImMax(0.0f, window->SizeContents.y - (window->SizeFull.y - window->ScrollbarSizes.y));
}
@@ -6015,8 +4637,8 @@ static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool s
scroll = ImMax(scroll, ImVec2(0.0f, 0.0f));
if (!window->Collapsed && !window->SkipItems)
{
- scroll.x = ImMin(scroll.x, GetScrollMaxX(window));
- scroll.y = ImMin(scroll.y, GetScrollMaxY(window));
+ scroll.x = ImMin(scroll.x, ImGui::GetWindowScrollMaxX(window));
+ scroll.y = ImMin(scroll.y, ImGui::GetWindowScrollMaxY(window));
}
return scroll;
}
@@ -6046,12 +4668,12 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co
struct ImGuiResizeGripDef
{
- ImVec2 CornerPos;
+ ImVec2 CornerPosN;
ImVec2 InnerDir;
int AngleMin12, AngleMax12;
};
-const ImGuiResizeGripDef resize_grip_def[4] =
+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
@@ -6059,14 +4681,14 @@ const ImGuiResizeGripDef resize_grip_def[4] =
{ ImVec2(1,0), ImVec2(-1,+1), 9,12 }, // Upper right
};
-static ImRect GetBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
+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, rect.Max.x - perp_padding, rect.Min.y + thickness);
- if (border_n == 1) return ImRect(rect.Max.x - thickness, rect.Min.y + perp_padding, rect.Max.x, rect.Max.y - perp_padding);
- if (border_n == 2) return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness, rect.Max.x - perp_padding, rect.Max.y);
- if (border_n == 3) return ImRect(rect.Min.x, rect.Min.y + perp_padding, rect.Min.x + thickness, rect.Max.y - perp_padding);
+ 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
IM_ASSERT(0);
return ImRect();
}
@@ -6078,10 +4700,13 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
ImGuiWindowFlags flags = window->Flags;
if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
return;
+ if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window.
+ return;
- const int resize_border_count = g.IO.OptResizeWindowsFromEdges ? 4 : 0;
+ const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
- const float grip_hover_size = (float)(int)(grip_draw_size * 0.75f);
+ const float grip_hover_inner_size = (float)(int)(grip_draw_size * 0.75f);
+ const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS : 0.0f;
ImVec2 pos_target(FLT_MAX, FLT_MAX);
ImVec2 size_target(FLT_MAX, FLT_MAX);
@@ -6091,14 +4716,15 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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.CornerPos);
+ const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.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, corner + grip.InnerDir * grip_hover_size);
+ ImRect resize_rect(corner - grip.InnerDir * grip_hover_outer_size, corner + grip.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((void*)(intptr_t)resize_grip_n), &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
+ //GetOverlayDrawList(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;
@@ -6112,32 +4738,32 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
{
// 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 + resize_rect.GetSize() * grip.CornerPos; // Corner of the window corresponding to our corner grip
- CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPos, &pos_target, &size_target);
+ 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
+ CalcResizePosSizeFromAnyCorner(window, corner_target, grip.CornerPosN, &pos_target, &size_target);
}
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 float BORDER_SIZE = 5.0f; // FIXME: Only works _inside_ window because of HoveredWindow check.
- const float BORDER_APPEAR_TIMER = 0.05f; // Reduce visual noise
bool hovered, held;
- ImRect border_rect = GetBorderRect(window, border_n, grip_hover_size, BORDER_SIZE);
+ ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_RESIZE_FROM_EDGES_HALF_THICKNESS);
ButtonBehavior(border_rect, window->GetID((void*)(intptr_t)(border_n + 4)), &hovered, &held, ImGuiButtonFlags_FlattenChildren);
- if ((hovered && g.HoveredIdTimer > BORDER_APPEAR_TIMER) || held)
+ //GetOverlayDrawList(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;
- if (held) *border_held = border_n;
+ if (held)
+ *border_held = border_n;
}
if (held)
{
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); }
- if (border_n == 1) { border_posn = ImVec2(1, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + BORDER_SIZE); }
- if (border_n == 2) { border_posn = ImVec2(0, 1); border_target.y = (g.IO.MousePos.y - g.ActiveIdClickOffset.y + BORDER_SIZE); }
- if (border_n == 3) { border_posn = ImVec2(0, 0); border_target.x = (g.IO.MousePos.x - g.ActiveIdClickOffset.x); }
+ 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
CalcResizePosSizeFromAnyCorner(window, border_target, border_posn, &pos_target, &size_target);
}
}
@@ -6178,6 +4804,43 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
window->Size = window->SizeFull;
}
+static void ImGui::RenderOuterBorders(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ float rounding = window->WindowRounding;
+ float border_size = window->WindowBorderSize;
+ if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
+ window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
+
+ int border_held = window->ResizeBorderHeld;
+ if (border_held != -1)
+ {
+ struct ImGuiResizeBorderDef
+ {
+ ImVec2 InnerDir;
+ ImVec2 CornerPosN1, CornerPosN2;
+ 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(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
+ };
+ 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
+ }
+ if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ float y = window->Pos.y + window->TitleBarHeight() - 1;
+ window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
+ }
+}
+
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
{
window->ParentWindow = parent_window;
@@ -6187,7 +4850,10 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags
if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)))
window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
+ {
+ IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
+ }
}
// Push a new ImGui window to add widgets to.
@@ -6201,8 +4867,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
const ImGuiStyle& style = g.Style;
- IM_ASSERT(name != NULL); // Window name required
- IM_ASSERT(g.Initialized); // Forgot to call ImGui::NewFrame()
+ IM_ASSERT(name != NULL && name[0] != '\0'); // Window name required
+ IM_ASSERT(g.FrameScopeActive); // Forgot to call ImGui::NewFrame()
IM_ASSERT(g.FrameCountEnded != g.FrameCount); // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
// Find or create
@@ -6215,7 +4881,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
// Automatically disable manual moving/resizing when NoInputs is set
- if (flags & ImGuiWindowFlags_NoInputs)
+ if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
if (flags & ImGuiWindowFlags_NavFlattened)
@@ -6223,6 +4889,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const int current_frame = g.FrameCount;
const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
+
+ // Update Flags, LastFrameActive, BeginOrderXXX fields
if (first_begin_of_the_frame)
window->Flags = (ImGuiWindowFlags)flags;
else
@@ -6239,7 +4907,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesForResize > 0);
if (flags & ImGuiWindowFlags_Popup)
{
- ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
+ ImGuiPopupRef& 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);
}
@@ -6253,9 +4921,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
CheckStacksSize(window, true);
if (flags & ImGuiWindowFlags_Popup)
{
- ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.CurrentPopupStack.Size];
+ ImGuiPopupRef& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
popup_ref.Window = window;
- g.CurrentPopupStack.push_back(popup_ref);
+ g.BeginPopupStack.push_back(popup_ref);
window->PopupId = popup_ref.PopupId;
}
@@ -6314,12 +4982,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Active = true;
window->BeginOrderWithinParent = 0;
- window->BeginOrderWithinContext = g.WindowsActiveCount++;
+ window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
window->BeginCount = 0;
window->ClipRect = ImVec4(-FLT_MAX,-FLT_MAX,+FLT_MAX,+FLT_MAX);
window->LastFrameActive = current_frame;
window->IDStack.resize(1);
+ // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
+ // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
+ bool window_title_visible_elsewhere = false;
+ if (g.NavWindowingList != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0) // Window titles visible when using CTRL+TAB
+ window_title_visible_elsewhere = true;
+ if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
+ {
+ size_t buf_len = (size_t)window->NameBufLen;
+ window->Name = ImStrdupcpy(window->Name, &buf_len, name);
+ window->NameBufLen = (int)buf_len;
+ }
+
// UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
// Update contents size from last frame for auto-fitting (or use explicit size)
@@ -6365,8 +5045,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// 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])
- window->CollapseToggleWanted = true;
- if (window->CollapseToggleWanted)
+ window->WantCollapseToggle = true;
+ if (window->WantCollapseToggle)
{
window->Collapsed = !window->Collapsed;
MarkIniSettingsDirty(window);
@@ -6377,7 +5057,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
window->Collapsed = false;
}
- window->CollapseToggleWanted = false;
+ window->WantCollapseToggle = false;
// SIZE
@@ -6430,13 +5110,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
window->AutoPosLastDirection = ImGuiDir_None;
if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api)
- window->Pos = g.CurrentPopupStack.back().OpenPopupPos;
+ window->Pos = g.BeginPopupStack.back().OpenPopupPos;
}
// Position child window
if (flags & ImGuiWindowFlags_ChildWindow)
{
- window->BeginOrderWithinParent = parent_window->DC.ChildWindows.Size;
+ IM_ASSERT(parent_window && parent_window->Active);
+ window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
parent_window->DC.ChildWindows.push_back(window);
if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
window->Pos = parent_window->DC.CursorPos;
@@ -6453,12 +5134,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->Pos = FindBestWindowPosForPopup(window);
// Clamp position so it stays visible
- if (!(flags & ImGuiWindowFlags_ChildWindow))
+ // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
{
- if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
+ if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
{
ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
- window->Pos = ImMax(window->Pos + window->Size, padding) - window->Size;
+ ImVec2 size_for_clamping = ((g.IO.ConfigWindowsMoveFromTitleBarOnly) && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size;
+ window->Pos = ImMax(window->Pos + size_for_clamping, padding) - size_for_clamping;
window->Pos = ImMin(window->Pos, g.IO.DisplaySize - padding);
}
}
@@ -6480,16 +5163,21 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Apply window focus (new and reactivated windows are moved to front)
bool want_focus = false;
if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
- if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
+ {
+ if (flags & ImGuiWindowFlags_Popup)
want_focus = true;
+ else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
+ want_focus = true;
+ }
// Handle manual resize: Resize Grips, Borders, Gamepad
int border_held = -1;
ImU32 resize_grip_col[4] = { 0 };
- const int resize_grip_count = g.IO.OptResizeWindowsFromEdges ? 2 : 1; // 4
+ const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // 4
const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
if (!window->Collapsed)
UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
+ window->ResizeBorderHeld = (signed char)border_held;
// Default item width. Make it proportional to window size if window manually resizes
if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
@@ -6528,6 +5216,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
// Draw window + handle manual resize
+ // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
const float window_rounding = window->WindowRounding;
const float window_border_size = window->WindowBorderSize;
const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
@@ -6545,18 +5234,24 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
else
{
// Window background
- ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
- if (g.NextWindowData.BgAlphaCond != 0)
+ if (!(flags & ImGuiWindowFlags_NoBackground))
{
- bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
- g.NextWindowData.BgAlphaCond = 0;
+ ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
+ float alpha = 1.0f;
+ if (g.NextWindowData.BgAlphaCond != 0)
+ alpha = g.NextWindowData.BgAlphaVal;
+ if (alpha != 1.0f)
+ 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);
}
- window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
+ g.NextWindowData.BgAlphaCond = 0;
// Title bar
- ImU32 title_bar_col = GetColorU32(window->Collapsed ? ImGuiCol_TitleBgCollapsed : title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
if (!(flags & ImGuiWindowFlags_NoTitleBar))
+ {
+ 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);
+ }
// Menu bar
if (flags & ImGuiWindowFlags_MenuBar)
@@ -6580,7 +5275,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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.CornerPos);
+ const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, grip_draw_size) : ImVec2(grip_draw_size, window_border_size)));
window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(grip_draw_size, window_border_size) : ImVec2(window_border_size, grip_draw_size)));
window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
@@ -6589,15 +5284,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
}
// Borders
- if (window_border_size > 0.0f)
- window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), window_rounding, ImDrawCornerFlags_All, window_border_size);
- if (border_held != -1)
- {
- ImRect border = GetBorderRect(window, border_held, grip_draw_size, 0.0f);
- window->DrawList->AddLine(border.Min, border.Max, GetColorU32(ImGuiCol_SeparatorActive), ImMax(1.0f, window_border_size));
- }
- if (style.FrameBorderSize > 0 && !(flags & ImGuiWindowFlags_NoTitleBar))
- window->DrawList->AddLine(title_bar_rect.GetBL() + ImVec2(style.WindowBorderSize, -1), title_bar_rect.GetBR() + ImVec2(-style.WindowBorderSize, -1), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
+ RenderOuterBorders(window);
}
// Draw navigation selection/windowing rectangle border
@@ -6626,17 +5313,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// 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.IndentX = 0.0f + window->WindowPadding.x - window->Scroll.x;
- window->DC.GroupOffsetX = 0.0f;
- window->DC.ColumnsOffsetX = 0.0f;
- window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.IndentX + window->DC.ColumnsOffsetX, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y);
+ window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x;
+ window->DC.GroupOffset.x = 0.0f;
+ window->DC.ColumnsOffset.x = 0.0f;
+ window->DC.CursorStartPos = window->Pos + ImVec2(window->DC.Indent.x + window->DC.ColumnsOffset.x, window->TitleBarHeight() + window->MenuBarHeight() + window->WindowPadding.y - window->Scroll.y);
window->DC.CursorPos = window->DC.CursorStartPos;
window->DC.CursorPosPrevLine = window->DC.CursorPos;
window->DC.CursorMaxPos = window->DC.CursorStartPos;
- window->DC.CurrentLineHeight = window->DC.PrevLineHeight = 0.0f;
+ window->DC.CurrentLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
window->DC.NavHideHighlightOneFrame = false;
- window->DC.NavHasScroll = (GetScrollMaxY() > 0.0f);
+ window->DC.NavHasScroll = (GetWindowScrollMaxY(window) > 0.0f);
window->DC.NavLayerActiveMask = window->DC.NavLayerActiveMaskNext;
window->DC.NavLayerActiveMaskNext = 0x00;
window->DC.MenuBarAppending = false;
@@ -6681,13 +5368,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Close & collapse button are on layer 1 (same as menus) and don't default focus
const ImGuiItemFlags item_flags_backup = window->DC.ItemFlags;
window->DC.ItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
- window->DC.NavLayerCurrent++;
- window->DC.NavLayerCurrentMask <<= 1;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Menu);
// Collapse button
if (!(flags & ImGuiWindowFlags_NoCollapse))
- if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos + style.FramePadding))
- window->CollapseToggleWanted = true; // Defer collapsing to next frame as we are too far in the Begin() function
+ if (CollapseButton(window->GetID("#COLLAPSE"), window->Pos))
+ window->WantCollapseToggle = true; // Defer collapsing to next frame as we are too far in the Begin() function
// Close button
if (p_open != NULL)
@@ -6698,12 +5385,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
*p_open = false;
}
- window->DC.NavLayerCurrent--;
- window->DC.NavLayerCurrentMask >>= 1;
+ window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
+ window->DC.NavLayerCurrentMask = (1 << ImGuiNavLayer_Main);
window->DC.ItemFlags = item_flags_backup;
- // Title text (FIXME: refactor text alignment facilities along with RenderText helpers, this is too much code for what it does.)
- ImVec2 text_size = CalcTextSize(name, NULL, true);
+ // 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 too much code..
+ const char* UNSAVED_DOCUMENT_MARKER = "*";
+ float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? CalcTextSize(UNSAVED_DOCUMENT_MARKER, NULL, false).x : 0.0f;
+ ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
ImRect text_r = title_bar_rect;
float pad_left = (flags & ImGuiWindowFlags_NoCollapse) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
float pad_right = (p_open == NULL) ? style.FramePadding.x : (style.FramePadding.x + g.FontSize + style.ItemInnerSpacing.x);
@@ -6714,6 +5404,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
ImRect clip_rect = text_r;
clip_rect.Max.x = window->Pos.x + window->Size.x - (p_open ? title_bar_rect.GetHeight() - 3 : style.FramePadding.x); // Match the size of CloseButton()
RenderTextClipped(text_r.Min, text_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_rect);
+ if (flags & ImGuiWindowFlags_UnsavedDocument)
+ {
+ ImVec2 marker_pos = ImVec2(ImMax(text_r.Min.x, text_r.Min.x + (text_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x) + text_size.x, text_r.Min.y) + ImVec2(2 - marker_size_x, 0.0f);
+ ImVec2 off = ImVec2(0.0f, (float)(int)(-g.FontSize * 0.25f));
+ RenderTextClipped(marker_pos + off, text_r.Max + off, UNSAVED_DOCUMENT_MARKER, NULL, NULL, ImVec2(0, style.WindowTitleAlign.y), &clip_rect);
+ }
}
// Save clipped aabb so we can access it in constant-time in FindHoveredWindow()
@@ -6726,7 +5422,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
/*
if (g.ActiveId == move_id)
if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C))
- ImGui::LogToClipboard();
+ LogToClipboard();
*/
// Inner rectangle
@@ -6745,7 +5441,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
- // After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.).
+ // We fill last item data based on Title Bar, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
+ // This is useful to allow creating context menus on title bar only, etc.
window->DC.LastItemId = window->MoveId;
window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
window->DC.LastItemRect = title_bar_rect;
@@ -6765,7 +5462,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
// Child window can be out of sight and have "negative" clip windows.
// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
-
if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
window->HiddenFramesRegular = 1;
@@ -6780,7 +5476,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
window->HiddenFramesRegular = 1;
// Update the Hidden flag
- window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize);
+ window->Hidden = (window->HiddenFramesRegular > 0) || (window->HiddenFramesForResize > 0);
// Return false if we don't intend to display anything to allow user to perform an early out optimization
window->SkipItems = (window->Collapsed || !window->Active || window->Hidden) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesForResize <= 0;
@@ -6794,19 +5490,27 @@ bool ImGui::Begin(const char* name, bool* p_open, const ImVec2& size_first_use,
{
// Old API feature: we could pass the initial window size as a parameter. This was misleading because it only had an effect if the window didn't have data in the .ini file.
if (size_first_use.x != 0.0f || size_first_use.y != 0.0f)
- ImGui::SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver);
+ SetNextWindowSize(size_first_use, ImGuiCond_FirstUseEver);
// Old API feature: override the window background alpha with a parameter.
if (bg_alpha_override >= 0.0f)
- ImGui::SetNextWindowBgAlpha(bg_alpha_override);
+ SetNextWindowBgAlpha(bg_alpha_override);
- return ImGui::Begin(name, p_open, flags);
+ return Begin(name, p_open, flags);
}
#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
void ImGui::End()
{
ImGuiContext& g = *GImGui;
+
+ if (g.CurrentWindowStack.Size <= 1 && g.FrameScopePushedImplicitWindow)
+ {
+ IM_ASSERT(g.CurrentWindowStack.Size > 1 && "Calling End() too many times!");
+ return; // FIXME-ERRORHANDLING
+ }
+ IM_ASSERT(g.CurrentWindowStack.Size > 0);
+
ImGuiWindow* window = g.CurrentWindow;
if (window->DC.ColumnsSet != NULL)
@@ -6820,122 +5524,26 @@ void ImGui::End()
// Pop from window stack
g.CurrentWindowStack.pop_back();
if (window->Flags & ImGuiWindowFlags_Popup)
- g.CurrentPopupStack.pop_back();
+ g.BeginPopupStack.pop_back();
CheckStacksSize(window, false);
SetCurrentWindow(g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back());
}
-// Vertical scrollbar
-// The entire piece of code below is rather confusing because:
-// - We handle absolute seeking (when first clicking outside the grab) and relative manipulation (afterward or when clicking inside the grab)
-// - We store values as normalized ratio and in a form that allows the window content to change while we are holding on a scrollbar
-// - We handle both horizontal and vertical scrollbars, which makes the terminology not ideal.
-void ImGui::Scrollbar(ImGuiLayoutType direction)
+void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- const bool horizontal = (direction == ImGuiLayoutType_Horizontal);
- const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(horizontal ? "#SCROLLX" : "#SCROLLY");
-
- // Render background
- bool other_scrollbar = (horizontal ? window->ScrollbarY : window->ScrollbarX);
- float other_scrollbar_size_w = other_scrollbar ? style.ScrollbarSize : 0.0f;
- const ImRect window_rect = window->Rect();
- const float border_size = window->WindowBorderSize;
- ImRect bb = horizontal
- ? ImRect(window->Pos.x + border_size, window_rect.Max.y - style.ScrollbarSize, window_rect.Max.x - other_scrollbar_size_w - border_size, window_rect.Max.y - border_size)
- : ImRect(window_rect.Max.x - style.ScrollbarSize, window->Pos.y + border_size, window_rect.Max.x - border_size, window_rect.Max.y - other_scrollbar_size_w - border_size);
- if (!horizontal)
- bb.Min.y += window->TitleBarHeight() + ((window->Flags & ImGuiWindowFlags_MenuBar) ? window->MenuBarHeight() : 0.0f);
- if (bb.GetWidth() <= 0.0f || bb.GetHeight() <= 0.0f)
+ if (g.WindowsFocusOrder.back() == window)
return;
-
- int window_rounding_corners;
- if (horizontal)
- window_rounding_corners = ImDrawCornerFlags_BotLeft | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
- else
- window_rounding_corners = (((window->Flags & ImGuiWindowFlags_NoTitleBar) && !(window->Flags & ImGuiWindowFlags_MenuBar)) ? ImDrawCornerFlags_TopRight : 0) | (other_scrollbar ? 0 : ImDrawCornerFlags_BotRight);
- window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_ScrollbarBg), window->WindowRounding, window_rounding_corners);
- bb.Expand(ImVec2(-ImClamp((float)(int)((bb.Max.x - bb.Min.x - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp((float)(int)((bb.Max.y - bb.Min.y - 2.0f) * 0.5f), 0.0f, 3.0f)));
-
- // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar)
- float scrollbar_size_v = horizontal ? bb.GetWidth() : bb.GetHeight();
- float scroll_v = horizontal ? window->Scroll.x : window->Scroll.y;
- float win_size_avail_v = (horizontal ? window->SizeFull.x : window->SizeFull.y) - other_scrollbar_size_w;
- float win_size_contents_v = horizontal ? window->SizeContents.x : window->SizeContents.y;
-
- // 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(win_size_contents_v, win_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(win_size_contents_v, win_size_avail_v), 1.0f);
- const float grab_h_pixels = ImClamp(scrollbar_size_v * (win_size_avail_v / 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;
- const bool previously_held = (g.ActiveId == id);
- ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus);
-
- float scroll_max = ImMax(1.0f, win_size_contents_v - win_size_avail_v);
- float scroll_ratio = ImSaturate(scroll_v / scroll_max);
- float grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
- if (held && grab_h_norm < 1.0f)
- {
- float scrollbar_pos_v = horizontal ? bb.Min.x : bb.Min.y;
- float mouse_pos_v = horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
- float* click_delta_to_grab_center_v = horizontal ? &g.ScrollbarClickDeltaToGrabCenter.x : &g.ScrollbarClickDeltaToGrabCenter.y;
-
- // 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);
- SetHoveredID(id);
-
- bool seek_absolute = false;
- if (!previously_held)
+ for (int i = g.WindowsFocusOrder.Size - 2; i >= 0; i--) // We can ignore the front most window
+ if (g.WindowsFocusOrder[i] == window)
{
- // On initial click calculate the distance between mouse and the center of the grab
- if (clicked_v_norm >= grab_v_norm && clicked_v_norm <= grab_v_norm + grab_h_norm)
- {
- *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
- }
- else
- {
- seek_absolute = true;
- *click_delta_to_grab_center_v = 0.0f;
- }
+ 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;
}
-
- // Apply scroll
- // It is ok to modify Scroll here because we are being called in Begin() after the calculation of SizeContents and before setting up our starting position
- const float scroll_v_norm = ImSaturate((clicked_v_norm - *click_delta_to_grab_center_v - grab_h_norm*0.5f) / (1.0f - grab_h_norm));
- scroll_v = (float)(int)(0.5f + scroll_v_norm * scroll_max);//(win_size_contents_v - win_size_v));
- if (horizontal)
- window->Scroll.x = scroll_v;
- else
- window->Scroll.y = scroll_v;
-
- // Update values for rendering
- scroll_ratio = ImSaturate(scroll_v / scroll_max);
- grab_v_norm = scroll_ratio * (scrollbar_size_v - grab_h_pixels) / scrollbar_size_v;
-
- // Update distance to grab now that we have seeked and saturated
- if (seek_absolute)
- *click_delta_to_grab_center_v = clicked_v_norm - grab_v_norm - grab_h_norm*0.5f;
- }
-
- // Render
- const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
- ImRect grab_rect;
- if (horizontal)
- grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y);
- else
- grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y));
- window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
}
-void ImGui::BringWindowToFront(ImGuiWindow* window)
+void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
ImGuiWindow* current_front_window = g.Windows.back();
@@ -6944,13 +5552,13 @@ void ImGui::BringWindowToFront(ImGuiWindow* window)
for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the front most window
if (g.Windows[i] == window)
{
- g.Windows.erase(g.Windows.Data + i);
- g.Windows.push_back(window);
+ memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
+ g.Windows[g.Windows.Size - 1] = window;
break;
}
}
-void ImGui::BringWindowToBack(ImGuiWindow* window)
+void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
{
ImGuiContext& g = *GImGui;
if (g.Windows[0] == window)
@@ -6977,8 +5585,8 @@ void ImGui::FocusWindow(ImGuiWindow* window)
g.NavInitRequest = false;
g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
g.NavIdIsAlive = false;
- g.NavLayer = 0;
- //printf("[%05d] FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
+ g.NavLayer = ImGuiNavLayer_Main;
+ //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
}
// Passing NULL allow to disable keyboard focus
@@ -6995,20 +5603,26 @@ void ImGui::FocusWindow(ImGuiWindow* window)
ClearActiveID();
// Bring to front
+ BringWindowToFocusFront(window);
if (!(window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus))
- BringWindowToFront(window);
+ BringWindowToDisplayFront(window);
}
-void ImGui::FocusFrontMostActiveWindow(ImGuiWindow* ignore_window)
+void ImGui::FocusPreviousWindowIgnoringOne(ImGuiWindow* ignore_window)
{
ImGuiContext& g = *GImGui;
- for (int i = g.Windows.Size - 1; i >= 0; i--)
- if (g.Windows[i] != ignore_window && g.Windows[i]->WasActive && !(g.Windows[i]->Flags & ImGuiWindowFlags_ChildWindow))
- {
- ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(g.Windows[i]);
- FocusWindow(focus_window);
- return;
- }
+ for (int i = g.WindowsFocusOrder.Size - 1; 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->Flags & ImGuiWindowFlags_ChildWindow))
+ if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
+ {
+ ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
+ FocusWindow(focus_window);
+ return;
+ }
+ }
}
void ImGui::PushItemWidth(float item_width)
@@ -7059,7 +5673,7 @@ void ImGui::SetCurrentFont(ImFont* font)
IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
IM_ASSERT(font->Scale > 0.0f);
g.Font = font;
- g.FontBaseSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
+ g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
ImFontAtlas* atlas = g.Font->ContainerAtlas;
@@ -7103,9 +5717,10 @@ void ImGui::PopItemFlag()
window->DC.ItemFlags = window->DC.ItemFlagsStack.empty() ? ImGuiItemFlags_Default_ : window->DC.ItemFlagsStack.back();
}
+// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system.
void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
{
- PushItemFlag(ImGuiItemFlags_AllowKeyboardFocus, allow_keyboard_focus);
+ PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus);
}
void ImGui::PopAllowKeyboardFocus()
@@ -7141,7 +5756,7 @@ void ImGui::PopTextWrapPos()
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
{
ImGuiContext& g = *GImGui;
- ImGuiColMod backup;
+ ImGuiColorMod backup;
backup.Col = idx;
backup.BackupValue = g.Style.Colors[idx];
g.ColorModifiers.push_back(backup);
@@ -7151,7 +5766,7 @@ void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
{
ImGuiContext& g = *GImGui;
- ImGuiColMod backup;
+ ImGuiColorMod backup;
backup.Col = idx;
backup.BackupValue = g.Style.Colors[idx];
g.ColorModifiers.push_back(backup);
@@ -7163,7 +5778,7 @@ void ImGui::PopStyleColor(int count)
ImGuiContext& g = *GImGui;
while (count > 0)
{
- ImGuiColMod& backup = g.ColorModifiers.back();
+ ImGuiColorMod& backup = g.ColorModifiers.back();
g.Style.Colors[backup.Col] = backup.BackupValue;
g.ColorModifiers.pop_back();
count--;
@@ -7180,27 +5795,29 @@ struct ImGuiStyleVarInfo
static const ImGuiStyleVarInfo GStyleVarInfo[] =
{
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
- { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
- { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding
+ { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign
+ { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
};
static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx)
@@ -7292,6 +5909,11 @@ const char* ImGui::GetStyleColorName(ImGuiCol idx)
case ImGuiCol_ResizeGrip: return "ResizeGrip";
case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
+ case ImGuiCol_Tab: return "Tab";
+ case ImGuiCol_TabHovered: return "TabHovered";
+ case ImGuiCol_TabActive: return "TabActive";
+ case ImGuiCol_TabUnfocused: return "TabUnfocused";
+ case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
case ImGuiCol_PlotLines: return "PlotLines";
case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
case ImGuiCol_PlotHistogram: return "PlotHistogram";
@@ -7364,11 +5986,11 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
{
ImGuiContext& g = *GImGui;
- IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
if (flags & ImGuiFocusedFlags_AnyWindow)
return g.NavWindow != NULL;
+ IM_ASSERT(g.CurrentWindow); // Not inside a Begin()/End()
switch (flags & (ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows))
{
case ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows:
@@ -7383,10 +6005,11 @@ bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
}
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
+// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmaticaly.
+// If you want a window to never be focused, you may use the e.g. NoInputs flag.
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
{
- ImGuiContext& g = *GImGui;
- return window->Active && window == window->RootWindow && (!(window->Flags & ImGuiWindowFlags_NoNavFocus) || window == g.NavWindow);
+ return window->Active && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
}
float ImGui::GetWindowWidth()
@@ -7408,21 +6031,21 @@ ImVec2 ImGui::GetWindowPos()
return window->Pos;
}
-static void SetWindowScrollX(ImGuiWindow* window, float new_scroll_x)
+void ImGui::SetWindowScrollX(ImGuiWindow* window, float new_scroll_x)
{
window->DC.CursorMaxPos.x += window->Scroll.x; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
window->Scroll.x = new_scroll_x;
window->DC.CursorMaxPos.x -= window->Scroll.x;
}
-static void SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
+void ImGui::SetWindowScrollY(ImGuiWindow* window, float new_scroll_y)
{
window->DC.CursorMaxPos.y += window->Scroll.y; // SizeContents is generally computed based on CursorMaxPos which is affected by scroll position, so we need to apply our change to it.
window->Scroll.y = new_scroll_y;
window->DC.CursorMaxPos.y -= window->Scroll.y;
}
-static void SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
+void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
@@ -7457,7 +6080,7 @@ ImVec2 ImGui::GetWindowSize()
return window->Size;
}
-static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
+void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
@@ -7470,7 +6093,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con
if (size.x > 0.0f)
{
window->AutoFitFramesX = 0;
- window->SizeFull.x = size.x;
+ window->SizeFull.x = ImFloor(size.x);
}
else
{
@@ -7480,7 +6103,7 @@ static void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con
if (size.y > 0.0f)
{
window->AutoFitFramesY = 0;
- window->SizeFull.y = size.y;
+ window->SizeFull.y = ImFloor(size.y);
}
else
{
@@ -7500,7 +6123,7 @@ void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
SetWindowSize(window, size, cond);
}
-static void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
+void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
{
// Test condition (NB: bit 0 is always true) and clear flags for next time
if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
@@ -7606,7 +6229,7 @@ void ImGui::SetNextWindowBgAlpha(float alpha)
g.NextWindowData.BgAlphaCond = ImGuiCond_Always; // Using a Cond member for consistency (may transition all of them to single flag set for fast Clear() op)
}
-// In window space (not screen space!)
+// FIXME: This is in window space (not screen space!)
ImVec2 ImGui::GetContentRegionMax()
{
ImGuiWindow* window = GetCurrentWindowRead();
@@ -7752,10 +6375,10 @@ ImVec2 ImGui::GetCursorScreenPos()
return window->DC.CursorPos;
}
-void ImGui::SetCursorScreenPos(const ImVec2& screen_pos)
+void ImGui::SetCursorScreenPos(const ImVec2& pos)
{
ImGuiWindow* window = GetCurrentWindow();
- window->DC.CursorPos = screen_pos;
+ window->DC.CursorPos = pos;
window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
}
@@ -7771,12 +6394,12 @@ float ImGui::GetScrollY()
float ImGui::GetScrollMaxX()
{
- return GetScrollMaxX(GImGui->CurrentWindow);
+ return GetWindowScrollMaxX(GImGui->CurrentWindow);
}
float ImGui::GetScrollMaxY()
{
- return GetScrollMaxY(GImGui->CurrentWindow);
+ return GetWindowScrollMaxY(GImGui->CurrentWindow);
}
void ImGui::SetScrollX(float scroll_x)
@@ -7793,21 +6416,21 @@ void ImGui::SetScrollY(float scroll_y)
window->ScrollTargetCenterRatio.y = 0.0f;
}
-void ImGui::SetScrollFromPosY(float pos_y, float center_y_ratio)
+void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
{
// We store a target position so centering can occur on the next frame when we are guaranteed to have a known window size
ImGuiWindow* window = GetCurrentWindow();
IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
- window->ScrollTarget.y = (float)(int)(pos_y + window->Scroll.y);
+ window->ScrollTarget.y = (float)(int)(local_y + window->Scroll.y);
window->ScrollTargetCenterRatio.y = center_y_ratio;
}
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
-void ImGui::SetScrollHere(float center_y_ratio)
+void ImGui::SetScrollHereY(float center_y_ratio)
{
ImGuiWindow* window = GetCurrentWindow();
float target_y = window->DC.CursorPosPrevLine.y - window->Pos.y; // Top of last item, in window space
- target_y += (window->DC.PrevLineHeight * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
+ target_y += (window->DC.PrevLineSize.y * center_y_ratio) + (GImGui->Style.ItemSpacing.y * (center_y_ratio - 0.5f) * 2.0f); // Precisely aim above, in the middle or below the last line.
SetScrollFromPosY(target_y, center_y_ratio);
}
@@ -7838,5338 +6461,1693 @@ void ImGui::SetItemDefaultFocus()
g.NavInitResultRectRel = ImRect(g.NavWindow->DC.LastItemRect.Min - g.NavWindow->Pos, g.NavWindow->DC.LastItemRect.Max - g.NavWindow->Pos);
NavUpdateAnyRequestFlag();
if (!IsItemVisible())
- SetScrollHere();
+ SetScrollHereY();
}
}
void ImGui::SetStateStorage(ImGuiStorage* tree)
{
- ImGuiWindow* window = GetCurrentWindow();
+ ImGuiWindow* window = GImGui->CurrentWindow;
window->DC.StateStorage = tree ? tree : &window->StateStorage;
}
ImGuiStorage* ImGui::GetStateStorage()
{
- ImGuiWindow* window = GetCurrentWindowRead();
+ ImGuiWindow* window = GImGui->CurrentWindow;
return window->DC.StateStorage;
}
-void ImGui::TextV(const char* fmt, va_list args)
+void ImGui::PushID(const char* str_id)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- ImGuiContext& g = *GImGui;
- const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args);
- TextUnformatted(g.TempBuffer, text_end);
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ window->IDStack.push_back(window->GetIDNoKeepAlive(str_id));
}
-void ImGui::Text(const char* fmt, ...)
+void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
{
- va_list args;
- va_start(args, fmt);
- TextV(fmt, args);
- va_end(args);
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ window->IDStack.push_back(window->GetIDNoKeepAlive(str_id_begin, str_id_end));
}
-void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args)
+void ImGui::PushID(const void* ptr_id)
{
- PushStyleColor(ImGuiCol_Text, col);
- TextV(fmt, args);
- PopStyleColor();
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
}
-void ImGui::TextColored(const ImVec4& col, const char* fmt, ...)
+void ImGui::PushID(int int_id)
{
- va_list args;
- va_start(args, fmt);
- TextColoredV(col, fmt, args);
- va_end(args);
+ const void* ptr_id = (void*)(intptr_t)int_id;
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ window->IDStack.push_back(window->GetIDNoKeepAlive(ptr_id));
}
-void ImGui::TextDisabledV(const char* fmt, va_list args)
+void ImGui::PopID()
{
- PushStyleColor(ImGuiCol_Text, GImGui->Style.Colors[ImGuiCol_TextDisabled]);
- TextV(fmt, args);
- PopStyleColor();
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ window->IDStack.pop_back();
}
-void ImGui::TextDisabled(const char* fmt, ...)
+ImGuiID ImGui::GetID(const char* str_id)
{
- va_list args;
- va_start(args, fmt);
- TextDisabledV(fmt, args);
- va_end(args);
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(str_id);
}
-void ImGui::TextWrappedV(const char* fmt, va_list args)
+ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
{
- bool need_wrap = (GImGui->CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position is one ia already set
- if (need_wrap) PushTextWrapPos(0.0f);
- TextV(fmt, args);
- if (need_wrap) PopTextWrapPos();
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(str_id_begin, str_id_end);
}
-void ImGui::TextWrapped(const char* fmt, ...)
+ImGuiID ImGui::GetID(const void* ptr_id)
{
- va_list args;
- va_start(args, fmt);
- TextWrappedV(fmt, args);
- va_end(args);
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ return window->GetID(ptr_id);
}
-void ImGui::TextUnformatted(const char* text, const char* text_end)
+bool ImGui::IsRectVisible(const ImVec2& size)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- ImGuiContext& g = *GImGui;
- IM_ASSERT(text != NULL);
- const char* text_begin = text;
- if (text_end == NULL)
- text_end = text + strlen(text); // FIXME-OPT
-
- const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrentLineTextBaseOffset);
- const float wrap_pos_x = window->DC.TextWrapPos;
- const bool wrap_enabled = wrap_pos_x >= 0.0f;
- if (text_end - text > 2000 && !wrap_enabled)
- {
- // Long text!
- // Perform manual coarse clipping to optimize for long multi-line text
- // From this point we will only compute the width of lines that are visible. Optimization only available when word-wrapping is disabled.
- // We also don't vertically center the text within the line full height, which is unlikely to matter because we are likely the biggest and only item on the line.
- const char* line = text;
- const float line_height = GetTextLineHeight();
- const ImRect clip_rect = window->ClipRect;
- ImVec2 text_size(0,0);
-
- if (text_pos.y <= clip_rect.Max.y)
- {
- ImVec2 pos = text_pos;
-
- // Lines to skip (can't skip when logging text)
- if (!g.LogEnabled)
- {
- int lines_skippable = (int)((clip_rect.Min.y - text_pos.y) / line_height);
- if (lines_skippable > 0)
- {
- int lines_skipped = 0;
- while (line < text_end && lines_skipped < lines_skippable)
- {
- const char* line_end = strchr(line, '\n');
- if (!line_end)
- line_end = text_end;
- line = line_end + 1;
- lines_skipped++;
- }
- pos.y += lines_skipped * line_height;
- }
- }
-
- // Lines to render
- if (line < text_end)
- {
- ImRect line_rect(pos, pos + ImVec2(FLT_MAX, line_height));
- while (line < text_end)
- {
- const char* line_end = strchr(line, '\n');
- if (IsClippedEx(line_rect, 0, false))
- break;
-
- const ImVec2 line_size = CalcTextSize(line, line_end, false);
- text_size.x = ImMax(text_size.x, line_size.x);
- RenderText(pos, line, line_end, false);
- if (!line_end)
- line_end = text_end;
- line = line_end + 1;
- line_rect.Min.y += line_height;
- line_rect.Max.y += line_height;
- pos.y += line_height;
- }
-
- // Count remaining lines
- int lines_skipped = 0;
- while (line < text_end)
- {
- const char* line_end = strchr(line, '\n');
- if (!line_end)
- line_end = text_end;
- line = line_end + 1;
- lines_skipped++;
- }
- pos.y += lines_skipped * line_height;
- }
-
- text_size.y += (pos - text_pos).y;
- }
-
- ImRect bb(text_pos, text_pos + text_size);
- ItemSize(bb);
- 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);
-
- // Account of baseline offset
- ImRect bb(text_pos, text_pos + text_size);
- ItemSize(text_size);
- 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);
- }
+ ImGuiWindow* window = GImGui->CurrentWindow;;
+ return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
}
-void ImGui::AlignTextToFramePadding()
+bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- ImGuiContext& g = *GImGui;
- window->DC.CurrentLineHeight = ImMax(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y * 2);
- window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.CurrentLineTextBaseOffset, g.Style.FramePadding.y);
+ ImGuiWindow* window = GImGui->CurrentWindow;;
+ return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
}
-// Add a label+text combo aligned to other label+value widgets
-void ImGui::LabelTextV(const char* label, const char* fmt, va_list args)
+// 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.)
+void ImGui::BeginGroup()
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const float w = CalcItemWidth();
-
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const ImRect value_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2));
- const ImRect total_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w + (label_size.x > 0.0f ? style.ItemInnerSpacing.x : 0.0f), style.FramePadding.y*2) + label_size);
- ItemSize(total_bb, style.FramePadding.y);
- if (!ItemAdd(total_bb, 0))
- return;
+ ImGuiWindow* window = GetCurrentWindow();
- // 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));
- if (label_size.x > 0.0f)
- RenderText(ImVec2(value_bb.Max.x + style.ItemInnerSpacing.x, value_bb.Min.y + style.FramePadding.y), label);
-}
+ window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
+ ImGuiGroupData& group_data = window->DC.GroupStack.back();
+ group_data.BackupCursorPos = window->DC.CursorPos;
+ group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
+ group_data.BackupIndent = window->DC.Indent;
+ group_data.BackupGroupOffset = window->DC.GroupOffset;
+ group_data.BackupCurrentLineSize = window->DC.CurrentLineSize;
+ group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
+ group_data.BackupLogLinePosY = window->DC.LogLinePosY;
+ group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
+ group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
+ group_data.AdvanceCursor = true;
-void ImGui::LabelText(const char* label, const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- LabelTextV(label, fmt, args);
- va_end(args);
+ window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
+ window->DC.Indent = window->DC.GroupOffset;
+ window->DC.CursorMaxPos = window->DC.CursorPos;
+ window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f);
+ window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
}
-bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags)
+void ImGui::EndGroup()
{
ImGuiContext& g = *GImGui;
ImGuiWindow* window = GetCurrentWindow();
+ IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
- if (flags & ImGuiButtonFlags_Disabled)
- {
- if (out_hovered) *out_hovered = false;
- if (out_held) *out_held = false;
- if (g.ActiveId == id) ClearActiveID();
- return false;
- }
-
- // Default behavior requires click+release on same spot
- if ((flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick)) == 0)
- flags |= ImGuiButtonFlags_PressedOnClickRelease;
-
- ImGuiWindow* backup_hovered_window = g.HoveredWindow;
- if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
- g.HoveredWindow = window;
-
- bool pressed = false;
- bool hovered = ItemHoverable(bb, id);
-
- // Drag source doesn't report as hovered
- if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover))
- hovered = false;
-
- // Special mode for Drag and Drop where holding button pressed for a long time while dragging another item triggers the button
- if (g.DragDropActive && (flags & ImGuiButtonFlags_PressedOnDragDropHold) && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoHoldToOpenOthers))
- if (IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
- {
- hovered = true;
- SetHoveredID(id);
- if (CalcTypematicPressedRepeatAmount(g.HoveredIdTimer + 0.0001f, g.HoveredIdTimer + 0.0001f - g.IO.DeltaTime, 0.01f, 0.70f)) // FIXME: Our formula for CalcTypematicPressedRepeatAmount() is fishy
- {
- pressed = true;
- FocusWindow(window);
- }
- }
-
- if ((flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredRootWindow == window)
- g.HoveredWindow = backup_hovered_window;
-
- // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one.
- if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0))
- hovered = false;
-
- // Mouse
- if (hovered)
- {
- if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt))
- {
- // | CLICKING | HOLDING with ImGuiButtonFlags_Repeat
- // PressedOnClickRelease | <on release>* | <on repeat> <on repeat> .. (NOT on release) <-- MOST COMMON! (*) only if both click/release were over bounds
- // PressedOnClick | <on click> | <on click> <on repeat> <on repeat> ..
- // PressedOnRelease | <on release> | <on repeat> <on repeat> .. (NOT on release)
- // PressedOnDoubleClick | <on dclick> | <on dclick> <on repeat> <on repeat> ..
- // FIXME-NAV: We don't honor those different behaviors.
- if ((flags & ImGuiButtonFlags_PressedOnClickRelease) && g.IO.MouseClicked[0])
- {
- SetActiveID(id, window);
- if (!(flags & ImGuiButtonFlags_NoNavFocus))
- SetFocusID(id, window);
- FocusWindow(window);
- }
- if (((flags & ImGuiButtonFlags_PressedOnClick) && g.IO.MouseClicked[0]) || ((flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseDoubleClicked[0]))
- {
- pressed = true;
- if (flags & ImGuiButtonFlags_NoHoldingActiveID)
- ClearActiveID();
- else
- SetActiveID(id, window); // Hold on ID
- FocusWindow(window);
- }
- if ((flags & ImGuiButtonFlags_PressedOnRelease) && g.IO.MouseReleased[0])
- {
- if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
- pressed = true;
- 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 ((flags & ImGuiButtonFlags_Repeat) && g.ActiveId == id && g.IO.MouseDownDuration[0] > 0.0f && IsMouseClicked(0, true))
- pressed = true;
- }
-
- if (pressed)
- g.NavDisableHighlight = true;
- }
+ ImGuiGroupData& group_data = window->DC.GroupStack.back();
- // Gamepad/Keyboard navigation
- // We report navigated item as hovered but we don't set g.HoveredId to not interfere with mouse.
- if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover && (g.ActiveId == 0 || g.ActiveId == id || g.ActiveId == window->MoveId))
- hovered = true;
+ ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
+ group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
- if (g.NavActivateDownId == id)
- {
- bool nav_activated_by_code = (g.NavActivateId == id);
- bool nav_activated_by_inputs = IsNavInputPressed(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed);
- if (nav_activated_by_code || nav_activated_by_inputs)
- pressed = true;
- if (nav_activated_by_code || nav_activated_by_inputs || g.ActiveId == id)
- {
- // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button.
- g.NavActivateId = id; // This is so SetActiveId assign a Nav source
- SetActiveID(id, window);
- if (!(flags & ImGuiButtonFlags_NoNavFocus))
- SetFocusID(id, window);
- g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right) | (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
- }
- }
+ window->DC.CursorPos = group_data.BackupCursorPos;
+ window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
+ window->DC.Indent = group_data.BackupIndent;
+ window->DC.GroupOffset = group_data.BackupGroupOffset;
+ window->DC.CurrentLineSize = group_data.BackupCurrentLineSize;
+ window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
+ window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
- bool held = false;
- if (g.ActiveId == id)
+ if (group_data.AdvanceCursor)
{
- if (g.ActiveIdSource == ImGuiInputSource_Mouse)
- {
- if (g.ActiveIdIsJustActivated)
- g.ActiveIdClickOffset = g.IO.MousePos - bb.Min;
- if (g.IO.MouseDown[0])
- {
- held = true;
- }
- else
- {
- if (hovered && (flags & ImGuiButtonFlags_PressedOnClickRelease))
- if (!((flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[0] >= g.IO.KeyRepeatDelay)) // Repeat mode trumps <on release>
- if (!g.DragDropActive)
- pressed = true;
- ClearActiveID();
- }
- if (!(flags & ImGuiButtonFlags_NoNavFocus))
- g.NavDisableHighlight = true;
- }
- else if (g.ActiveIdSource == ImGuiInputSource_Nav)
- {
- if (g.NavActivateDownId != id)
- ClearActiveID();
- }
+ window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // 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(), 0.0f);
+ ItemAdd(group_bb, 0);
}
- if (out_hovered) *out_hovered = hovered;
- if (out_held) *out_held = held;
-
- return pressed;
-}
-
-bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags flags)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(label);
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
-
- ImVec2 pos = window->DC.CursorPos;
- if ((flags & ImGuiButtonFlags_AlignTextBaseLine) && style.FramePadding.y < window->DC.CurrentLineTextBaseOffset) // Try to vertically align buttons that are smaller/have no padding so that text baseline matches (bit hacky, since it shouldn't be a flag)
- pos.y += window->DC.CurrentLineTextBaseOffset - style.FramePadding.y;
- ImVec2 size = CalcItemSize(size_arg, label_size.x + style.FramePadding.x * 2.0f, label_size.y + style.FramePadding.y * 2.0f);
-
- const ImRect bb(pos, pos + size);
- ItemSize(bb, style.FramePadding.y);
- if (!ItemAdd(bb, id))
- return false;
-
- if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
- flags |= ImGuiButtonFlags_Repeat;
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
- if (pressed)
- MarkItemValueChanged(id);
-
- // Render
- 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);
- 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();
-
- return pressed;
-}
-
-bool ImGui::Button(const char* label, const ImVec2& size_arg)
-{
- return ButtonEx(label, size_arg, 0);
-}
-
-// Small buttons fits within text without additional vertical spacing.
-bool ImGui::SmallButton(const char* label)
-{
- ImGuiContext& g = *GImGui;
- float backup_padding_y = g.Style.FramePadding.y;
- g.Style.FramePadding.y = 0.0f;
- bool pressed = ButtonEx(label, ImVec2(0,0), ImGuiButtonFlags_AlignTextBaseLine);
- g.Style.FramePadding.y = backup_padding_y;
- return pressed;
-}
-
-bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
-{
- 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();
- ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f);
- if (!ItemAdd(bb, id))
- return false;
-
- if (window->DC.ItemFlags & ImGuiItemFlags_ButtonRepeat)
- flags |= ImGuiButtonFlags_Repeat;
-
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
-
- // Render
- const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
- RenderNavHighlight(bb, id);
- RenderFrame(bb.Min, bb.Max, col, true, g.Style.FrameRounding);
- RenderArrow(bb.Min + ImVec2(ImMax(0.0f, size.x - g.FontSize - g.Style.FramePadding.x), ImMax(0.0f, size.y - g.FontSize - g.Style.FramePadding.y)), dir);
-
- return pressed;
-}
-
-bool ImGui::ArrowButton(const char* str_id, ImGuiDir dir)
-{
- float sz = GetFrameHeight();
- return ArrowButtonEx(str_id, dir, ImVec2(sz, sz), 0);
-}
-
-// Tip: use ImGui::PushID()/PopID() to push indices or pointers in the ID stack.
-// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
-bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- const ImGuiID id = window->GetID(str_id);
- ImVec2 size = CalcItemSize(size_arg, 0.0f, 0.0f);
- const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
- ItemSize(bb);
- if (!ItemAdd(bb, id))
- return false;
-
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held);
-
- return pressed;
-}
-
-// Button to close a window
-bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos, float radius)
-{
- 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).
- const ImRect bb(pos - ImVec2(radius,radius), pos + ImVec2(radius,radius));
- bool is_clipped = !ItemAdd(bb, id);
-
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held);
- if (is_clipped)
- return pressed;
-
- // Render
- ImVec2 center = bb.GetCenter();
- if (hovered)
- window->DrawList->AddCircleFilled(center, ImMax(2.0f, radius), GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered), 9);
-
- float cross_extent = (radius * 0.7071f) - 1.0f;
- ImU32 cross_col = GetColorU32(ImGuiCol_Text);
- center -= ImVec2(0.5f, 0.5f);
- window->DrawList->AddLine(center + ImVec2(+cross_extent,+cross_extent), center + ImVec2(-cross_extent,-cross_extent), cross_col, 1.0f);
- window->DrawList->AddLine(center + ImVec2(+cross_extent,-cross_extent), center + ImVec2(-cross_extent,+cross_extent), cross_col, 1.0f);
-
- return pressed;
-}
-
-bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
-
- ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize));
- ItemAdd(bb, id);
- bool ret = ButtonBehavior(bb, id, NULL, NULL, ImGuiButtonFlags_None);
- RenderNavHighlight(bb, id);
- RenderArrow(bb.Min, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f);
+ // 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.
+ // (and if you grep for LastItemId you'll notice it is only used in that context.
+ if ((group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
+ window->DC.LastItemId = g.ActiveId;
+ else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow)
+ window->DC.LastItemId = g.ActiveIdPreviousFrame;
+ window->DC.LastItemRect = group_bb;
- // Switch to moving the window after mouse is moved beyond the initial drag threshold
- if (IsItemActive() && IsMouseDragging())
- StartMouseMovingWindow(window);
+ window->DC.GroupStack.pop_back();
- return ret;
+ //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
}
-void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col)
+// Gets back to previous line and continue with horizontal layout
+// pos_x == 0 : follow right after previous item
+// pos_x != 0 : align to specified x position (relative to window/group left)
+// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
+// spacing_w >= 0 : enforce spacing amount
+void ImGui::SameLine(float pos_x, float spacing_w)
{
ImGuiWindow* window = GetCurrentWindow();
if (window->SkipItems)
return;
- ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
- if (border_col.w > 0.0f)
- bb.Max += ImVec2(2,2);
- ItemSize(bb);
- if (!ItemAdd(bb, 0))
- return;
-
- if (border_col.w > 0.0f)
+ ImGuiContext& g = *GImGui;
+ if (pos_x != 0.0f)
{
- window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f);
- window->DrawList->AddImage(user_texture_id, bb.Min+ImVec2(1,1), bb.Max-ImVec2(1,1), uv0, uv1, GetColorU32(tint_col));
+ if (spacing_w < 0.0f) spacing_w = 0.0f;
+ window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
+ window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
}
else
{
- window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col));
+ 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.CurrentLineSize = window->DC.PrevLineSize;
+ window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
}
-// frame_padding < 0: uses FramePadding from style (default)
-// frame_padding = 0: no framing
-// frame_padding > 0: set framing size
-// The color used are the button colors.
-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)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
-
- // Default to using texture ID as ID. User can still push string/integer prefixes.
- // We could hash the size/uv to create a unique ID but that would prevent the user from animating UV.
- PushID((void *)user_texture_id);
- const ImGuiID id = window->GetID("#image");
- PopID();
-
- const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : style.FramePadding;
- const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding*2);
- const ImRect image_bb(window->DC.CursorPos + padding, window->DC.CursorPos + padding + size);
- ItemSize(bb);
- if (!ItemAdd(bb, id))
- return false;
-
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held);
-
- // Render
- const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
- RenderNavHighlight(bb, id);
- RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, style.FrameRounding));
- if (bg_col.w > 0.0f)
- window->DrawList->AddRectFilled(image_bb.Min, image_bb.Max, GetColorU32(bg_col));
- window->DrawList->AddImage(user_texture_id, image_bb.Min, image_bb.Max, uv0, uv1, GetColorU32(tint_col));
-
- return pressed;
-}
-
-// Start logging ImGui output to TTY
-void ImGui::LogToTTY(int max_depth)
+void ImGui::Indent(float indent_w)
{
ImGuiContext& g = *GImGui;
- if (g.LogEnabled)
- return;
- ImGuiWindow* window = g.CurrentWindow;
-
- IM_ASSERT(g.LogFile == NULL);
- g.LogFile = stdout;
- g.LogEnabled = true;
- g.LogStartDepth = window->DC.TreeDepth;
- if (max_depth >= 0)
- g.LogAutoExpandMaxDepth = max_depth;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+ window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
}
-// Start logging ImGui output to given file
-void ImGui::LogToFile(int max_depth, const char* filename)
+void ImGui::Unindent(float indent_w)
{
ImGuiContext& g = *GImGui;
- if (g.LogEnabled)
- return;
- ImGuiWindow* window = g.CurrentWindow;
-
- if (!filename)
- {
- filename = g.IO.LogFilename;
- if (!filename)
- return;
- }
-
- IM_ASSERT(g.LogFile == NULL);
- g.LogFile = ImFileOpen(filename, "ab");
- if (!g.LogFile)
- {
- IM_ASSERT(g.LogFile != NULL); // Consider this an error
- return;
- }
- g.LogEnabled = true;
- g.LogStartDepth = window->DC.TreeDepth;
- if (max_depth >= 0)
- g.LogAutoExpandMaxDepth = max_depth;
+ ImGuiWindow* window = GetCurrentWindow();
+ window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
+ window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
}
-// Start logging ImGui output to clipboard
-void ImGui::LogToClipboard(int max_depth)
-{
- ImGuiContext& g = *GImGui;
- if (g.LogEnabled)
- return;
- ImGuiWindow* window = g.CurrentWindow;
-
- IM_ASSERT(g.LogFile == NULL);
- g.LogFile = NULL;
- g.LogEnabled = true;
- g.LogStartDepth = window->DC.TreeDepth;
- if (max_depth >= 0)
- g.LogAutoExpandMaxDepth = max_depth;
-}
+//-----------------------------------------------------------------------------
+// [SECTION] TOOLTIPS
+//-----------------------------------------------------------------------------
-void ImGui::LogFinish()
+void ImGui::BeginTooltip()
{
ImGuiContext& g = *GImGui;
- if (!g.LogEnabled)
- return;
-
- LogText(IM_NEWLINE);
- if (g.LogFile != NULL)
+ if (g.DragDropWithinSourceOrTarget)
{
- if (g.LogFile == stdout)
- fflush(g.LogFile);
- else
- fclose(g.LogFile);
- g.LogFile = NULL;
+ // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
+ // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
+ // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
+ //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
+ ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
+ SetNextWindowPos(tooltip_pos);
+ SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
+ //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
+ BeginTooltipEx(0, true);
}
- if (g.LogClipboard.size() > 1)
+ else
{
- SetClipboardText(g.LogClipboard.begin());
- g.LogClipboard.clear();
+ BeginTooltipEx(0, false);
}
- g.LogEnabled = false;
-}
-
-// Helper to display logging buttons
-void ImGui::LogButtons()
-{
- ImGuiContext& g = *GImGui;
-
- PushID("LogButtons");
- const bool log_to_tty = Button("Log To TTY"); SameLine();
- const bool log_to_file = Button("Log To File"); SameLine();
- const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
- PushItemWidth(80.0f);
- PushAllowKeyboardFocus(false);
- SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
- PopAllowKeyboardFocus();
- PopItemWidth();
- PopID();
-
- // Start logging at the end of the function so that the buttons don't appear in the log
- if (log_to_tty)
- LogToTTY(g.LogAutoExpandMaxDepth);
- if (log_to_file)
- LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
- if (log_to_clipboard)
- LogToClipboard(g.LogAutoExpandMaxDepth);
}
-bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags)
+// Not exposed publicly as BeginTooltip() because bool parameters are evil. Let's see if other needs arise first.
+void ImGui::BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip)
{
- if (flags & ImGuiTreeNodeFlags_Leaf)
- return true;
-
- // We only write to the tree storage if the user clicks (or explicitly use SetNextTreeNode*** functions)
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- ImGuiStorage* storage = window->DC.StateStorage;
-
- bool is_open;
- if (g.NextTreeNodeOpenCond != 0)
- {
- if (g.NextTreeNodeOpenCond & ImGuiCond_Always)
- {
- is_open = g.NextTreeNodeOpenVal;
- storage->SetInt(id, is_open);
- }
- else
- {
- // We treat ImGuiCond_Once and ImGuiCond_FirstUseEver the same because tree node state are not saved persistently.
- const int stored_value = storage->GetInt(id, -1);
- if (stored_value == -1)
- {
- is_open = g.NextTreeNodeOpenVal;
- storage->SetInt(id, is_open);
- }
- else
+ char window_name[16];
+ ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
+ if (override_previous_tooltip)
+ if (ImGuiWindow* window = FindWindowByName(window_name))
+ if (window->Active)
{
- is_open = stored_value != 0;
+ // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
+ window->Hidden = true;
+ window->HiddenFramesRegular = 1;
+ ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
}
- }
- g.NextTreeNodeOpenCond = 0;
- }
- else
- {
- is_open = storage->GetInt(id, (flags & ImGuiTreeNodeFlags_DefaultOpen) ? 1 : 0) != 0;
- }
-
- // When logging is enabled, we automatically expand tree nodes (but *NOT* collapsing headers.. seems like sensible behavior).
- // NB- If we are above max depth we still allow manually opened nodes to be logged.
- if (g.LogEnabled && !(flags & ImGuiTreeNodeFlags_NoAutoOpenOnLog) && window->DC.TreeDepth < g.LogAutoExpandMaxDepth)
- is_open = true;
-
- return is_open;
-}
-
-bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const bool display_frame = (flags & ImGuiTreeNodeFlags_Framed) != 0;
- const ImVec2 padding = (display_frame || (flags & ImGuiTreeNodeFlags_FramePadding)) ? style.FramePadding : ImVec2(style.FramePadding.x, 0.0f);
-
- if (!label_end)
- label_end = FindRenderedTextEnd(label);
- const ImVec2 label_size = CalcTextSize(label, label_end, false);
-
- // We vertically grow up to current line height up the typical widget height.
- const float text_base_offset_y = ImMax(padding.y, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
- const float frame_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + style.FramePadding.y*2), label_size.y + padding.y*2);
- ImRect frame_bb = ImRect(window->DC.CursorPos, ImVec2(window->Pos.x + GetContentRegionMax().x, window->DC.CursorPos.y + frame_height));
- if (display_frame)
- {
- // Framed header expand a little outside the default padding
- frame_bb.Min.x -= (float)(int)(window->WindowPadding.x*0.5f) - 1;
- frame_bb.Max.x += (float)(int)(window->WindowPadding.x*0.5f) - 1;
- }
-
- const float text_offset_x = (g.FontSize + (display_frame ? padding.x*3 : padding.x*2)); // Collapser arrow width + Spacing
- const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x*2 : 0.0f); // Include collapser
- ItemSize(ImVec2(text_width, frame_height), text_base_offset_y);
-
- // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing
- // (Ideally we'd want to add a flag for the user to specify if we want the hit test to be done up to the right side of the content or not)
- const ImRect interact_bb = display_frame ? frame_bb : ImRect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + text_width + style.ItemSpacing.x*2, frame_bb.Max.y);
- bool is_open = TreeNodeBehaviorIsOpen(id, flags);
-
- // Store a flag for the current depth to tell if we will allow closing this node when navigating one of its child.
- // 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.
- if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
- window->DC.TreeDepthMayJumpToParentOnPop |= (1 << window->DC.TreeDepth);
-
- bool item_add = ItemAdd(interact_bb, id);
- window->DC.LastItemStatusFlags |= ImGuiItemStatusFlags_HasDisplayRect;
- window->DC.LastItemDisplayRect = frame_bb;
-
- if (!item_add)
- {
- if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
- TreePushRawID(id);
- return is_open;
- }
-
- // Flags that affects opening behavior:
- // - 0(default) ..................... single-click anywhere to open
- // - OpenOnDoubleClick .............. double-click anywhere to open
- // - OpenOnArrow .................... single-click on arrow to open
- // - OpenOnDoubleClick|OpenOnArrow .. single-click on arrow or double-click anywhere to open
- ImGuiButtonFlags button_flags = ImGuiButtonFlags_NoKeyModifiers | ((flags & ImGuiTreeNodeFlags_AllowItemOverlap) ? ImGuiButtonFlags_AllowItemOverlap : 0);
- if (!(flags & ImGuiTreeNodeFlags_Leaf))
- button_flags |= ImGuiButtonFlags_PressedOnDragDropHold;
- if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
- button_flags |= ImGuiButtonFlags_PressedOnDoubleClick | ((flags & ImGuiTreeNodeFlags_OpenOnArrow) ? ImGuiButtonFlags_PressedOnClickRelease : 0);
-
- bool hovered, held, pressed = ButtonBehavior(interact_bb, id, &hovered, &held, button_flags);
- if (!(flags & ImGuiTreeNodeFlags_Leaf))
- {
- bool toggled = false;
- if (pressed)
- {
- toggled = !(flags & (ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_OpenOnDoubleClick)) || (g.NavActivateId == id);
- if (flags & ImGuiTreeNodeFlags_OpenOnArrow)
- toggled |= IsMouseHoveringRect(interact_bb.Min, ImVec2(interact_bb.Min.x + text_offset_x, interact_bb.Max.y)) && (!g.NavDisableMouseHover);
- if (flags & ImGuiTreeNodeFlags_OpenOnDoubleClick)
- toggled |= g.IO.MouseDoubleClicked[0];
- if (g.DragDropActive && is_open) // When using Drag and Drop "hold to open" we keep the node highlighted after opening, but never close it again.
- toggled = false;
- }
-
- if (g.NavId == id && g.NavMoveRequest && 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?
- {
- toggled = true;
- NavMoveRequestCancel();
- }
-
- if (toggled)
- {
- is_open = !is_open;
- window->DC.StateStorage->SetInt(id, is_open);
- }
- }
- if (flags & ImGuiTreeNodeFlags_AllowItemOverlap)
- SetItemAllowOverlap();
-
- // Render
- const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header);
- const ImVec2 text_pos = frame_bb.Min + ImVec2(text_offset_x, text_base_offset_y);
- if (display_frame)
- {
- // Framed type
- RenderFrame(frame_bb.Min, frame_bb.Max, col, true, style.FrameRounding);
- RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
- RenderArrow(frame_bb.Min + ImVec2(padding.x, text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f);
- 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+1, log_suffix+3);
- }
- else
- {
- RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size);
- }
- }
- else
- {
- // Unframed typed for tree nodes
- if (hovered || (flags & ImGuiTreeNodeFlags_Selected))
- {
- RenderFrame(frame_bb.Min, frame_bb.Max, col, false);
- RenderNavHighlight(frame_bb, id, ImGuiNavHighlightFlags_TypeThin);
- }
-
- if (flags & ImGuiTreeNodeFlags_Bullet)
- RenderBullet(frame_bb.Min + ImVec2(text_offset_x * 0.5f, g.FontSize*0.50f + text_base_offset_y));
- else if (!(flags & ImGuiTreeNodeFlags_Leaf))
- RenderArrow(frame_bb.Min + ImVec2(padding.x, g.FontSize*0.15f + text_base_offset_y), is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f);
- if (g.LogEnabled)
- LogRenderedText(&text_pos, ">");
- RenderText(text_pos, label, label_end, false);
- }
-
- if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen))
- TreePushRawID(id);
- return is_open;
-}
-
-// CollapsingHeader returns true when opened but do not indent nor push into the ID stack (because of the ImGuiTreeNodeFlags_NoTreePushOnOpen flag).
-// This is basically the same as calling TreeNodeEx(label, ImGuiTreeNodeFlags_CollapsingHeader). You can remove the _NoTreePushOnOpen flag if you want behavior closer to normal TreeNode().
-bool ImGui::CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- return TreeNodeBehavior(window->GetID(label), flags | ImGuiTreeNodeFlags_CollapsingHeader, label);
-}
-
-bool ImGui::CollapsingHeader(const char* label, bool* p_open, ImGuiTreeNodeFlags flags)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- if (p_open && !*p_open)
- return false;
-
- ImGuiID id = window->GetID(label);
- bool is_open = TreeNodeBehavior(id, flags | ImGuiTreeNodeFlags_CollapsingHeader | (p_open ? ImGuiTreeNodeFlags_AllowItemOverlap : 0), label);
- if (p_open)
- {
- // Create a small overlapping close button // FIXME: We can evolve this into user accessible helpers to add extra buttons on title bars, headers, etc.
- ImGuiContext& g = *GImGui;
- float button_sz = g.FontSize * 0.5f;
- ImGuiItemHoveredDataBackup last_item_backup;
- if (CloseButton(window->GetID((void*)(intptr_t)(id+1)), ImVec2(ImMin(window->DC.LastItemRect.Max.x, window->ClipRect.Max.x) - g.Style.FramePadding.x - button_sz, window->DC.LastItemRect.Min.y + g.Style.FramePadding.y + button_sz), button_sz))
- *p_open = false;
- last_item_backup.Restore();
- }
-
- return is_open;
-}
-
-bool ImGui::TreeNodeEx(const char* label, ImGuiTreeNodeFlags flags)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- return TreeNodeBehavior(window->GetID(label), flags, label, NULL);
+ ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip|ImGuiWindowFlags_NoInputs|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoMove|ImGuiWindowFlags_NoResize|ImGuiWindowFlags_NoSavedSettings|ImGuiWindowFlags_AlwaysAutoResize;
+ Begin(window_name, NULL, flags | extra_flags);
}
-bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+void ImGui::EndTooltip()
{
- ImGuiWindow* window = GetCurrentWindow();
- 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);
+ IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip); // Mismatched BeginTooltip()/EndTooltip() calls
+ End();
}
-bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args)
+void ImGui::SetTooltipV(const char* fmt, va_list args)
{
- ImGuiWindow* window = GetCurrentWindow();
- 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);
-}
-
-bool ImGui::TreeNodeV(const char* str_id, const char* fmt, va_list args)
-{
- return TreeNodeExV(str_id, 0, fmt, args);
-}
-
-bool ImGui::TreeNodeV(const void* ptr_id, const char* fmt, va_list args)
-{
- return TreeNodeExV(ptr_id, 0, fmt, args);
-}
-
-bool ImGui::TreeNodeEx(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- bool is_open = TreeNodeExV(str_id, flags, fmt, args);
- va_end(args);
- return is_open;
-}
-
-bool ImGui::TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- bool is_open = TreeNodeExV(ptr_id, flags, fmt, args);
- va_end(args);
- return is_open;
-}
-
-bool ImGui::TreeNode(const char* str_id, const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- bool is_open = TreeNodeExV(str_id, 0, fmt, args);
- va_end(args);
- return is_open;
+ if (g.DragDropWithinSourceOrTarget)
+ BeginTooltip();
+ else
+ BeginTooltipEx(0, true);
+ TextV(fmt, args);
+ EndTooltip();
}
-bool ImGui::TreeNode(const void* ptr_id, const char* fmt, ...)
+void ImGui::SetTooltip(const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
- bool is_open = TreeNodeExV(ptr_id, 0, fmt, args);
+ SetTooltipV(fmt, args);
va_end(args);
- return is_open;
}
-bool ImGui::TreeNode(const char* label)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
- return TreeNodeBehavior(window->GetID(label), 0, label, NULL);
-}
-
-void ImGui::TreeAdvanceToLabelPos()
-{
- ImGuiContext& g = *GImGui;
- g.CurrentWindow->DC.CursorPos.x += GetTreeNodeToLabelSpacing();
-}
+//-----------------------------------------------------------------------------
+// [SECTION] POPUPS
+//-----------------------------------------------------------------------------
-// Horizontal distance preceding label when using TreeNode() or Bullet()
-float ImGui::GetTreeNodeToLabelSpacing()
+bool ImGui::IsPopupOpen(ImGuiID id)
{
ImGuiContext& g = *GImGui;
- return g.FontSize + (g.Style.FramePadding.x * 2.0f);
+ return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
}
-void ImGui::SetNextTreeNodeOpen(bool is_open, ImGuiCond cond)
+bool ImGui::IsPopupOpen(const char* str_id)
{
ImGuiContext& g = *GImGui;
- if (g.CurrentWindow->SkipItems)
- return;
- g.NextTreeNodeOpenVal = is_open;
- g.NextTreeNodeOpenCond = cond ? cond : ImGuiCond_Always;
-}
-
-void ImGui::PushID(const char* str_id)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- window->IDStack.push_back(window->GetID(str_id));
-}
-
-void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- window->IDStack.push_back(window->GetID(str_id_begin, str_id_end));
-}
-
-void ImGui::PushID(const void* ptr_id)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- window->IDStack.push_back(window->GetID(ptr_id));
-}
-
-void ImGui::PushID(int int_id)
-{
- const void* ptr_id = (void*)(intptr_t)int_id;
- ImGuiWindow* window = GetCurrentWindowRead();
- window->IDStack.push_back(window->GetID(ptr_id));
-}
-
-void ImGui::PopID()
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- window->IDStack.pop_back();
-}
-
-ImGuiID ImGui::GetID(const char* str_id)
-{
- return GImGui->CurrentWindow->GetID(str_id);
-}
-
-ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
-{
- return GImGui->CurrentWindow->GetID(str_id_begin, str_id_end);
-}
-
-ImGuiID ImGui::GetID(const void* ptr_id)
-{
- return GImGui->CurrentWindow->GetID(ptr_id);
+ return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == g.CurrentWindow->GetID(str_id);
}
-void ImGui::Bullet()
+ImGuiWindow* ImGui::GetFrontMostPopupModal()
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
- const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height));
- ItemSize(bb);
- if (!ItemAdd(bb, 0))
- {
- SameLine(0, style.FramePadding.x*2);
- return;
- }
-
- // Render and stay on same line
- RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
- SameLine(0, style.FramePadding.x*2);
+ for (int n = g.OpenPopupStack.Size-1; n >= 0; n--)
+ if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
+ if (popup->Flags & ImGuiWindowFlags_Modal)
+ return popup;
+ return NULL;
}
-// Text with a little bullet aligned to the typical tree node.
-void ImGui::BulletTextV(const char* fmt, va_list args)
+void ImGui::OpenPopup(const char* str_id)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
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 ImVec2 label_size = CalcTextSize(text_begin, text_end, false);
- const float text_base_offset_y = ImMax(0.0f, window->DC.CurrentLineTextBaseOffset); // Latch before ItemSize changes it
- const float line_height = ImMax(ImMin(window->DC.CurrentLineHeight, g.FontSize + g.Style.FramePadding.y*2), g.FontSize);
- const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x*2) : 0.0f), ImMax(line_height, label_size.y))); // Empty text doesn't add padding
- ItemSize(bb);
- if (!ItemAdd(bb, 0))
- return;
-
- // Render
- RenderBullet(bb.Min + ImVec2(style.FramePadding.x + g.FontSize*0.5f, line_height*0.5f));
- RenderText(bb.Min+ImVec2(g.FontSize + style.FramePadding.x*2, text_base_offset_y), text_begin, text_end, false);
-}
-
-void ImGui::BulletText(const char* fmt, ...)
-{
- va_list args;
- va_start(args, fmt);
- BulletTextV(fmt, args);
- va_end(args);
-}
-
-static inline int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* data_ptr, const char* format)
-{
- if (data_type == ImGuiDataType_S32 || data_type == ImGuiDataType_U32) // Signedness doesn't matter when pushing the argument
- return ImFormatString(buf, buf_size, format, *(const ImU32*)data_ptr);
- if (data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) // Signedness doesn't matter when pushing the argument
- return ImFormatString(buf, buf_size, format, *(const ImU64*)data_ptr);
- if (data_type == ImGuiDataType_Float)
- return ImFormatString(buf, buf_size, format, *(const float*)data_ptr);
- if (data_type == ImGuiDataType_Double)
- return ImFormatString(buf, buf_size, format, *(const double*)data_ptr);
- IM_ASSERT(0);
- return 0;
-}
-
-// FIXME: Adding support for clamping on boundaries of the data type would be nice.
-static void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, void* arg1, const void* arg2)
-{
- IM_ASSERT(op == '+' || op == '-');
- switch (data_type)
- {
- case ImGuiDataType_S32:
- if (op == '+') *(int*)output = *(const int*)arg1 + *(const int*)arg2;
- else if (op == '-') *(int*)output = *(const int*)arg1 - *(const int*)arg2;
- return;
- case ImGuiDataType_U32:
- if (op == '+') *(unsigned int*)output = *(const unsigned int*)arg1 + *(const ImU32*)arg2;
- else if (op == '-') *(unsigned int*)output = *(const unsigned int*)arg1 - *(const ImU32*)arg2;
- return;
- case ImGuiDataType_S64:
- if (op == '+') *(ImS64*)output = *(const ImS64*)arg1 + *(const ImS64*)arg2;
- else if (op == '-') *(ImS64*)output = *(const ImS64*)arg1 - *(const ImS64*)arg2;
- return;
- case ImGuiDataType_U64:
- if (op == '+') *(ImU64*)output = *(const ImU64*)arg1 + *(const ImU64*)arg2;
- else if (op == '-') *(ImU64*)output = *(const ImU64*)arg1 - *(const ImU64*)arg2;
- return;
- case ImGuiDataType_Float:
- if (op == '+') *(float*)output = *(const float*)arg1 + *(const float*)arg2;
- else if (op == '-') *(float*)output = *(const float*)arg1 - *(const float*)arg2;
- return;
- case ImGuiDataType_Double:
- if (op == '+') *(double*)output = *(const double*)arg1 + *(const double*)arg2;
- else if (op == '-') *(double*)output = *(const double*)arg1 - *(const double*)arg2;
- return;
- case ImGuiDataType_COUNT: break;
- }
- IM_ASSERT(0);
-}
-
-struct ImGuiDataTypeInfo
-{
- size_t Size;
- const char* PrintFmt; // Unused
- const char* ScanFmt;
-};
-
-static const ImGuiDataTypeInfo GDataTypeInfo[] =
-{
- { sizeof(int), "%d", "%d" },
- { sizeof(unsigned int), "%u", "%u" },
-#ifdef _MSC_VER
- { sizeof(ImS64), "%I64d","%I64d" },
- { sizeof(ImU64), "%I64u","%I64u" },
-#else
- { sizeof(ImS64), "%lld", "%lld" },
- { sizeof(ImU64), "%llu", "%llu" },
-#endif
- { sizeof(float), "%f", "%f" }, // float are promoted to double in va_arg
- { sizeof(double), "%f", "%lf" },
-};
-IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT);
-
-// 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..
-static bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* data_ptr, 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;
-
- // Copy the value in an opaque buffer so we can compare at the end of the function if it changed at all.
- IM_ASSERT(data_type < ImGuiDataType_COUNT);
- int data_backup[2];
- IM_ASSERT(GDataTypeInfo[data_type].Size <= sizeof(data_backup));
- memcpy(data_backup, data_ptr, GDataTypeInfo[data_type].Size);
-
- if (format == NULL)
- format = GDataTypeInfo[data_type].ScanFmt;
-
- int arg1i = 0;
- if (data_type == ImGuiDataType_S32)
- {
- int* v = (int*)data_ptr;
- 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_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64)
- {
- // Assign constant
- // FIXME: We don't bother handling support for legacy operators since they are a little too crappy. Instead we may implement a proper expression evaluator in the future.
- sscanf(buf, format, data_ptr);
- }
- 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*)data_ptr;
- 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*)data_ptr;
- 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
- }
- return memcmp(data_backup, data_ptr, GDataTypeInfo[data_type].Size) != 0;
+ OpenPopupEx(g.CurrentWindow->GetID(str_id));
}
-// Create text input in place of a slider (when CTRL+Clicking on slider)
-// FIXME: Logic is messy and confusing.
-bool ImGui::InputScalarAsWidgetReplacement(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* data_ptr, const char* format)
+// Mark popup as open (toggle toward open state).
+// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
+// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
+// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
+void ImGui::OpenPopupEx(ImGuiID id)
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
-
- // Our replacement widget will override the focus ID (registered previously to allow for a TAB focus to happen)
- // On the first frame, g.ScalarAsInputTextId == 0, then on subsequent frames it becomes == id
- SetActiveID(g.ScalarAsInputTextId, window);
- g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
- SetHoveredID(0);
- FocusableItemUnregister(window);
-
- char fmt_buf[32];
- char data_buf[32];
- format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf));
- DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, data_ptr, format);
- ImStrTrimBlanks(data_buf);
- ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal);
- bool value_changed = InputTextEx(label, data_buf, IM_ARRAYSIZE(data_buf), bb.GetSize(), flags);
- if (g.ScalarAsInputTextId == 0) // First frame we started displaying the InputText widget
- {
- IM_ASSERT(g.ActiveId == id); // InputText ID expected to match the Slider ID
- g.ScalarAsInputTextId = g.ActiveId;
- SetHoveredID(id);
- }
- if (value_changed)
- return DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialText.begin(), data_type, data_ptr, NULL);
- return false;
-}
-
-// We don't use strchr() because our strings are usually very short and often start with '%'
-const char* ImParseFormatFindStart(const char* fmt)
-{
- while (char c = fmt[0])
- {
- if (c == '%' && fmt[1] != '%')
- return fmt;
- else if (c == '%')
- fmt++;
- fmt++;
- }
- return fmt;
-}
-
-const char* ImParseFormatFindEnd(const char* fmt)
-{
- // Printf/scanf types modifiers: I/L/h/j/l/t/w/z. Other uppercase letters qualify as types aka end of the format.
- if (fmt[0] != '%')
- return fmt;
- const unsigned int ignored_uppercase_mask = (1 << ('I'-'A')) | (1 << ('L'-'A'));
- const unsigned int ignored_lowercase_mask = (1 << ('h'-'a')) | (1 << ('j'-'a')) | (1 << ('l'-'a')) | (1 << ('t'-'a')) | (1 << ('w'-'a')) | (1 << ('z'-'a'));
- for (char c; (c = *fmt) != 0; fmt++)
- {
- if (c >= 'A' && c <= 'Z' && ((1 << (c - 'A')) & ignored_uppercase_mask) == 0)
- return fmt + 1;
- if (c >= 'a' && c <= 'z' && ((1 << (c - 'a')) & ignored_lowercase_mask) == 0)
- return fmt + 1;
- }
- return fmt;
-}
-
-// Extract the format out of a format string with leading or trailing decorations
-// fmt = "blah blah" -> return fmt
-// fmt = "%.3f" -> return fmt
-// fmt = "hello %.3f" -> return fmt + 6
-// fmt = "%.3f hello" -> return buf written with "%.3f"
-const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, int buf_size)
-{
- const char* fmt_start = ImParseFormatFindStart(fmt);
- if (fmt_start[0] != '%')
- return fmt;
- const char* fmt_end = ImParseFormatFindEnd(fmt_start);
- if (fmt_end[0] == 0) // If we only have leading decoration, we don't need to copy the data.
- return fmt_start;
- ImStrncpy(buf, fmt_start, ImMin((int)(fmt_end + 1 - fmt_start), buf_size));
- return buf;
-}
+ ImGuiWindow* parent_window = g.CurrentWindow;
+ int current_stack_size = g.BeginPopupStack.Size;
+ ImGuiPopupRef 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.ParentWindow = parent_window;
+ 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;
-// 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)
-{
- fmt = ImParseFormatFindStart(fmt);
- if (fmt[0] != '%')
- return default_precision;
- fmt++;
- while (*fmt >= '0' && *fmt <= '9')
- fmt++;
- int precision = INT_MAX;
- if (*fmt == '.')
+ //IMGUI_DEBUG_LOG("OpenPopupEx(0x%08X)\n", g.FrameCount, id);
+ if (g.OpenPopupStack.Size < current_stack_size + 1)
{
- fmt = ImAtoi<int>(fmt + 1, &precision);
- if (precision < 0 || precision > 99)
- precision = default_precision;
+ g.OpenPopupStack.push_back(popup_ref);
}
- if (*fmt == 'e' || *fmt == 'E') // Maximum precision with scientific notation
- precision = -1;
- if ((*fmt == 'g' || *fmt == 'G') && precision == INT_MAX)
- precision = -1;
- return (precision == INT_MAX) ? default_precision : precision;
-}
-
-static float GetMinimumStepAtDecimalPrecision(int decimal_precision)
-{
- static const float min_steps[10] = { 1.0f, 0.1f, 0.01f, 0.001f, 0.0001f, 0.00001f, 0.000001f, 0.0000001f, 0.00000001f, 0.000000001f };
- if (decimal_precision < 0)
- return FLT_MIN;
- return (decimal_precision >= 0 && decimal_precision < 10) ? min_steps[decimal_precision] : ImPow(10.0f, (float)-decimal_precision);
-}
-
-template<typename TYPE, typename SIGNEDTYPE>
-static inline TYPE RoundScalarWithFormat(const char* format, ImGuiDataType data_type, TYPE v)
-{
- const char* fmt_start = ImParseFormatFindStart(format);
- if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string
- return v;
- 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);
- return v;
-}
-
-template<typename TYPE, typename FLOATTYPE>
-static inline float SliderBehaviorCalcRatioFromValue(ImGuiDataType data_type, TYPE v, TYPE v_min, TYPE v_max, float power, float linear_zero_pos)
-{
- if (v_min == v_max)
- return 0.0f;
-
- const bool is_power = (power != 1.0f) && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double);
- const TYPE v_clamped = (v_min < v_max) ? ImClamp(v, v_min, v_max) : ImClamp(v, v_max, v_min);
- if (is_power)
{
- if (v_clamped < 0.0f)
+ // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
+ // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
+ // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
+ if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
{
- const float f = 1.0f - (float)((v_clamped - v_min) / (ImMin((TYPE)0, v_max) - v_min));
- return (1.0f - ImPow(f, 1.0f/power)) * linear_zero_pos;
+ g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
}
else
{
- const float f = (float)((v_clamped - ImMax((TYPE)0, v_min)) / (v_max - ImMax((TYPE)0, v_min)));
- return linear_zero_pos + ImPow(f, 1.0f/power) * (1.0f - linear_zero_pos);
- }
- }
-
- // Linear slider
- return (float)((FLOATTYPE)(v_clamped - v_min) / (FLOATTYPE)(v_max - v_min));
-}
-
-// FIXME: Move some of the code into SliderBehavior(). Current responsability is larger than what the equivalent DragBehaviorT<> does, we also do some rendering, etc.
-template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
-static bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, float power, ImGuiSliderFlags flags)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- const ImGuiStyle& style = g.Style;
-
- const bool is_horizontal = (flags & ImGuiSliderFlags_Vertical) == 0;
- const bool is_decimal = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double);
- const bool is_power = (power != 1.0f) && is_decimal;
-
- const float grab_padding = 2.0f;
- const float slider_sz = is_horizontal ? (bb.GetWidth() - grab_padding * 2.0f) : (bb.GetHeight() - 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
- grab_sz = ImMin(grab_sz, slider_sz);
- const float slider_usable_sz = slider_sz - grab_sz;
- const float slider_usable_pos_min = (is_horizontal ? bb.Min.x : bb.Min.y) + grab_padding + grab_sz*0.5f;
- const float slider_usable_pos_max = (is_horizontal ? bb.Max.x : bb.Max.y) - grab_padding - grab_sz*0.5f;
-
- // For power curve sliders that cross over sign boundary we want the curve to be symmetric around 0.0f
- float linear_zero_pos; // 0.0->1.0f
- if (is_power && v_min * v_max < 0.0f)
- {
- // Different sign
- const FLOATTYPE linear_dist_min_to_0 = ImPow(v_min >= 0 ? (FLOATTYPE)v_min : -(FLOATTYPE)v_min, (FLOATTYPE)1.0f/power);
- const FLOATTYPE linear_dist_max_to_0 = ImPow(v_max >= 0 ? (FLOATTYPE)v_max : -(FLOATTYPE)v_max, (FLOATTYPE)1.0f/power);
- linear_zero_pos = (float)(linear_dist_min_to_0 / (linear_dist_min_to_0 + linear_dist_max_to_0));
- }
- else
- {
- // Same sign
- linear_zero_pos = v_min < 0.0f ? 1.0f : 0.0f;
- }
-
- // Process interacting with the slider
- bool value_changed = false;
- if (g.ActiveId == id)
- {
- bool set_new_value = false;
- float clicked_t = 0.0f;
- if (g.ActiveIdSource == ImGuiInputSource_Mouse)
- {
- if (!g.IO.MouseDown[0])
- {
- ClearActiveID();
- }
- else
- {
- const float mouse_abs_pos = is_horizontal ? g.IO.MousePos.x : g.IO.MousePos.y;
- 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 (!is_horizontal)
- clicked_t = 1.0f - clicked_t;
- set_new_value = true;
- }
- }
- else if (g.ActiveIdSource == ImGuiInputSource_Nav)
- {
- const ImVec2 delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f);
- float delta = is_horizontal ? delta2.x : -delta2.y;
- if (g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
- {
- ClearActiveID();
- }
- else if (delta != 0.0f)
- {
- clicked_t = SliderBehaviorCalcRatioFromValue<TYPE,FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
- const int decimal_precision = is_decimal ? ImParseFormatPrecision(format, 3) : 0;
- if ((decimal_precision > 0) || is_power)
- {
- delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds
- if (IsNavInputDown(ImGuiNavInput_TweakSlow))
- delta /= 10.0f;
- }
- else
- {
- if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow))
- delta = ((delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps
- else
- delta /= 100.0f;
- }
- if (IsNavInputDown(ImGuiNavInput_TweakFast))
- delta *= 10.0f;
- set_new_value = true;
- if ((clicked_t >= 1.0f && delta > 0.0f) || (clicked_t <= 0.0f && delta < 0.0f)) // This is to avoid applying the saturation when already past the limits
- set_new_value = false;
- else
- clicked_t = ImSaturate(clicked_t + delta);
- }
- }
-
- if (set_new_value)
- {
- TYPE v_new;
- if (is_power)
- {
- // Account for power curve scale on both sides of the zero
- if (clicked_t < linear_zero_pos)
- {
- // Negative: rescale to the negative range before powering
- float a = 1.0f - (clicked_t / linear_zero_pos);
- a = ImPow(a, power);
- v_new = ImLerp(ImMin(v_max, (TYPE)0), v_min, a);
- }
- else
- {
- // Positive: rescale to the positive range before powering
- float a;
- if (ImFabs(linear_zero_pos - 1.0f) > 1.e-6f)
- a = (clicked_t - linear_zero_pos) / (1.0f - linear_zero_pos);
- else
- a = clicked_t;
- a = ImPow(a, power);
- v_new = ImLerp(ImMax(v_min, (TYPE)0), v_max, a);
- }
- }
- else
- {
- // Linear slider
- if (is_decimal)
- {
- v_new = ImLerp(v_min, v_max, clicked_t);
- }
- else
- {
- // For integer values we want the clicking position to match the grab box so we round above
- // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property..
- FLOATTYPE v_new_off_f = (v_max - v_min) * clicked_t;
- TYPE v_new_off_floor = (TYPE)(v_new_off_f);
- TYPE v_new_off_round = (TYPE)(v_new_off_f + (FLOATTYPE)0.5);
- if (!is_decimal && v_new_off_floor < v_new_off_round)
- v_new = v_min + v_new_off_round;
- else
- v_new = v_min + v_new_off_floor;
- }
- }
-
- // Round to user desired precision based on format string
- v_new = RoundScalarWithFormat<TYPE,SIGNEDTYPE>(format, data_type, v_new);
-
- // Apply result
- if (*v != v_new)
- {
- *v = v_new;
- value_changed = true;
- }
+ // Close child popups if any, then flag popup for open/reopen
+ g.OpenPopupStack.resize(current_stack_size + 1);
+ g.OpenPopupStack[current_stack_size] = popup_ref;
}
- }
-
- // Draw
- float grab_t = SliderBehaviorCalcRatioFromValue<TYPE,FLOATTYPE>(data_type, *v, v_min, v_max, power, linear_zero_pos);
- if (!is_horizontal)
- grab_t = 1.0f - grab_t;
- const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t);
- ImRect grab_bb;
- if (is_horizontal)
- grab_bb = ImRect(grab_pos - grab_sz*0.5f, bb.Min.y + grab_padding, grab_pos + grab_sz*0.5f, bb.Max.y - grab_padding);
- else
- grab_bb = ImRect(bb.Min.x + grab_padding, grab_pos - grab_sz*0.5f, bb.Max.x - grab_padding, grab_pos + grab_sz*0.5f);
- window->DrawList->AddRectFilled(grab_bb.Min, grab_bb.Max, GetColorU32(g.ActiveId == id ? ImGuiCol_SliderGrabActive : ImGuiCol_SliderGrab), style.GrabRounding);
-
- return value_changed;
-}
-// For 32-bits and larger types, slider bounds are limited to half the natural type range.
-// So e.g. an integer Slider between INT_MAX-10 and INT_MAX will fail, but an integer Slider between INT_MAX/2-10 and INT_MAX/2 will be ok.
-// It would be possible to lift that limitation with some work but it doesn't seem to be worth it for sliders.
-bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power, ImGuiSliderFlags flags)
-{
- // Draw frame
- ImGuiContext& g = *GImGui;
- const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
- RenderNavHighlight(bb, id);
- RenderFrame(bb.Min, bb.Max, frame_col, true, g.Style.FrameRounding);
-
- switch (data_type)
- {
- case ImGuiDataType_S32:
- IM_ASSERT(*(const ImS32*)v_min >= IM_S32_MIN/2 && *(const ImS32*)v_max <= IM_S32_MAX/2);
- return SliderBehaviorT<ImS32, ImS32, float >(bb, id, data_type, (ImS32*)v, *(const ImS32*)v_min, *(const ImS32*)v_max, format, power, flags);
- case ImGuiDataType_U32:
- IM_ASSERT(*(const ImU32*)v_min <= IM_U32_MAX/2);
- return SliderBehaviorT<ImU32, ImS32, float >(bb, id, data_type, (ImU32*)v, *(const ImU32*)v_min, *(const ImU32*)v_max, format, power, flags);
- case ImGuiDataType_S64:
- IM_ASSERT(*(const ImS64*)v_min >= IM_S64_MIN/2 && *(const ImS64*)v_max <= IM_S64_MAX/2);
- return SliderBehaviorT<ImS64, ImS64, double>(bb, id, data_type, (ImS64*)v, *(const ImS64*)v_min, *(const ImS64*)v_max, format, power, flags);
- case ImGuiDataType_U64:
- IM_ASSERT(*(const ImU64*)v_min <= IM_U64_MAX/2);
- return SliderBehaviorT<ImU64, ImS64, double>(bb, id, data_type, (ImU64*)v, *(const ImU64*)v_min, *(const ImU64*)v_max, format, power, flags);
- case ImGuiDataType_Float:
- IM_ASSERT(*(const float*)v_min >= -FLT_MAX/2.0f && *(const float*)v_max <= FLT_MAX/2.0f);
- return SliderBehaviorT<float, float, float >(bb, id, data_type, (float*)v, *(const float*)v_min, *(const float*)v_max, format, power, flags);
- case ImGuiDataType_Double:
- IM_ASSERT(*(const double*)v_min >= -DBL_MAX/2.0f && *(const double*)v_max <= DBL_MAX/2.0f);
- return SliderBehaviorT<double,double,double>(bb, id, data_type, (double*)v, *(const double*)v_min, *(const double*)v_max, format, power, flags);
- case ImGuiDataType_COUNT: break;
+ // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
+ // This is equivalent to what ClosePopupToLevel() does.
+ //if (g.OpenPopupStack[current_stack_size].PopupId == id)
+ // FocusWindow(parent_window);
}
- IM_ASSERT(0);
- return false;
}
-// 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)
+bool ImGui::OpenPopupOnItemClick(const char* str_id, int mouse_button)
{
- 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')
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
{
-#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
+ ImGuiID id = str_id ? window->GetID(str_id) : window->DC.LastItemId; // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
+ IM_ASSERT(id != 0); // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
+ OpenPopupEx(id);
+ return true;
}
- return fmt;
+ return false;
}
-bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power)
+void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(label);
- const float w = CalcItemWidth();
-
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
- const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
-
- // NB- we don't call ItemSize() yet because we may turn into a text edit box below
- if (!ItemAdd(total_bb, id, &frame_bb))
- {
- ItemSize(total_bb, style.FramePadding.y);
- return false;
- }
-
- // Default format string when passing NULL
- // Patch old "%.0f" format string to use "%d", read function comments for more details.
- IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
- if (format == NULL)
- format = GDataTypeInfo[data_type].PrintFmt;
- else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0)
- format = PatchFormatStringFloatToInt(format);
+ if (g.OpenPopupStack.empty())
+ return;
- // Tabbing or CTRL-clicking on Slider turns it into an input box
- bool start_text_input = false;
- const bool tab_focus_requested = FocusableItemRegister(window, id);
- const bool hovered = ItemHoverable(frame_bb, id);
- if (tab_focus_requested || (hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id))
+ // When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
+ // Don't close our own child popup windows.
+ int popup_count_to_keep = 0;
+ if (ref_window)
{
- SetActiveID(id, window);
- SetFocusID(id, window);
- FocusWindow(window);
- g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
- if (tab_focus_requested || g.IO.KeyCtrl || g.NavInputId == id)
+ // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
+ for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
{
- start_text_input = true;
- g.ScalarAsInputTextId = 0;
+ ImGuiPopupRef& popup = g.OpenPopupStack[popup_count_to_keep];
+ if (!popup.Window)
+ continue;
+ IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
+ if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
+ continue;
+
+ // Trim the stack if popups are not direct descendant of the reference window (which is often the NavWindow)
+ bool popup_or_descendent_has_focus = false;
+ for (int m = popup_count_to_keep; m < g.OpenPopupStack.Size && !popup_or_descendent_has_focus; m++)
+ if (g.OpenPopupStack[m].Window && g.OpenPopupStack[m].Window->RootWindow == ref_window->RootWindow)
+ popup_or_descendent_has_focus = true;
+ if (!popup_or_descendent_has_focus)
+ break;
}
}
- if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
- return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format);
-
- // Actual slider behavior + render grab
- ItemSize(total_bb, style.FramePadding.y);
- const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power);
- if (value_changed)
- MarkItemValueChanged(id);
-
- // 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, v, format);
- 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);
-
- return value_changed;
-}
-
-bool ImGui::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);
+ if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
+ {
+ //IMGUI_DEBUG_LOG("ClosePopupsOverWindow(%s) -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep);
+ ClosePopupToLevel(popup_count_to_keep, false);
+ }
}
-bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType data_type, void* v, const void* v_min, const void* v_max, const char* format, float power)
+void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
+ IM_ASSERT(remaining >= 0);
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(label);
-
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
- const ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
-
- ItemSize(bb, style.FramePadding.y);
- if (!ItemAdd(frame_bb, id))
- return false;
-
- // Default format string when passing NULL
- // Patch old "%.0f" format string to use "%d", read function comments for more details.
- IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
- if (format == NULL)
- format = GDataTypeInfo[data_type].PrintFmt;
- else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0)
- format = PatchFormatStringFloatToInt(format);
+ ImGuiWindow* focus_window = (remaining > 0) ? g.OpenPopupStack[remaining-1].Window : g.OpenPopupStack[0].ParentWindow;
+ g.OpenPopupStack.resize(remaining);
- const bool hovered = ItemHoverable(frame_bb, id);
- if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavInputId == id)
+ // FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely.
+ // Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing.
+ // The current code will set focus to the parent of the popup window which is incorrect.
+ // It rarely manifested until now because UpdateMouseMovingWindowNewFrame() would call FocusWindow() again on the clicked window,
+ // leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again.
+ // However if the clicked window has the _NoMove flag set we would be left with B focused.
+ // For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway,
+ // but we should inspect and fix this properly.
+ if (apply_focus_to_window_under)
{
- SetActiveID(id, window);
- SetFocusID(id, window);
- FocusWindow(window);
- g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right);
+ if (g.NavLayer == 0)
+ focus_window = NavRestoreLastChildNavWindow(focus_window);
+ FocusWindow(focus_window);
}
-
- // Actual slider behavior + render grab
- const bool value_changed = SliderBehavior(frame_bb, id, data_type, v, v_min, v_max, format, power, ImGuiSliderFlags_Vertical);
- if (value_changed)
- MarkItemValueChanged(id);
-
- // Display value using user-provided display format so user can add prefix/suffix/decorations to the value.
- // For the vertical slider we allow centered text to overlap the frame padding
- char value_buf[64];
- const char* value_buf_end = value_buf + DataTypeFormatString(value_buf, IM_ARRAYSIZE(value_buf), data_type, v, format);
- RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, value_buf, value_buf_end, NULL, ImVec2(0.5f,0.0f));
- if (label_size.x > 0.0f)
- RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
-
- return value_changed;
-}
-
-bool ImGui::SliderAngle(const char* label, float* v_rad, float v_degrees_min, float v_degrees_max)
-{
- float v_deg = (*v_rad) * 360.0f / (2*IM_PI);
- bool value_changed = SliderFloat(label, &v_deg, v_degrees_min, v_degrees_max, "%.0f deg", 1.0f);
- *v_rad = v_deg * (2*IM_PI) / 360.0f;
- return value_changed;
-}
-
-bool ImGui::SliderInt(const char* label, int* v, int v_min, int v_max, const char* format)
-{
- return SliderScalar(label, ImGuiDataType_S32, v, &v_min, &v_max, format);
}
-bool ImGui::VSliderFloat(const char* label, const ImVec2& size, float* v, float v_min, float v_max, const char* format, float power)
-{
- return VSliderScalar(label, size, ImGuiDataType_Float, v, &v_min, &v_max, format, power);
-}
-
-bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, int v_max, const char* format)
-{
- return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format);
-}
-
-// Add multiple sliders on 1 line for compact edition of multiple components
-bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power)
+// Close the popup we have begin-ed into.
+void ImGui::CloseCurrentPopup()
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
ImGuiContext& g = *GImGui;
- bool value_changed = false;
- BeginGroup();
- PushID(label);
- PushMultiItemsWidths(components);
- size_t type_size = GDataTypeInfo[data_type].Size;
- for (int i = 0; i < components; i++)
+ int popup_idx = g.BeginPopupStack.Size - 1;
+ if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
+ return;
+
+ // Closing a menu closes its top-most parent popup (unless a modal)
+ while (popup_idx > 0)
{
- PushID(i);
- value_changed |= SliderScalar("##v", data_type, v, v_min, v_max, format, power);
- SameLine(0, g.Style.ItemInnerSpacing.x);
- PopID();
- PopItemWidth();
- v = (void*)((char*)v + type_size);
+ ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
+ 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))
+ close_parent = true;
+ if (!close_parent)
+ break;
+ popup_idx--;
}
- PopID();
-
- TextUnformatted(label, FindRenderedTextEnd(label));
- EndGroup();
- return value_changed;
-}
-
-bool ImGui::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);
-}
-
-bool ImGui::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);
-}
+ //IMGUI_DEBUG_LOG("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
+ ClosePopupToLevel(popup_idx, true);
-bool ImGui::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);
-}
-
-bool ImGui::SliderInt2(const char* label, int v[2], int v_min, int v_max, const char* format)
-{
- return SliderScalarN(label, ImGuiDataType_S32, v, 2, &v_min, &v_max, format);
-}
-
-bool ImGui::SliderInt3(const char* label, int v[3], int v_min, int v_max, const char* format)
-{
- return SliderScalarN(label, ImGuiDataType_S32, v, 3, &v_min, &v_max, format);
+ // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
+ // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
+ // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
+ if (ImGuiWindow* window = g.NavWindow)
+ window->DC.NavHideHighlightOneFrame = true;
}
-bool ImGui::SliderInt4(const char* label, int v[4], int v_min, int v_max, const char* format)
-{
- return SliderScalarN(label, ImGuiDataType_S32, v, 4, &v_min, &v_max, format);
-}
-
-// This is called by DragBehavior() when the widget is active (held by mouse or being manipulated with Nav controls)
-template<typename TYPE, typename SIGNEDTYPE, typename FLOATTYPE>
-static bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const TYPE v_min, const TYPE v_max, const char* format, float power)
+bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags)
{
ImGuiContext& g = *GImGui;
-
- // Default tweak speed
- bool has_min_max = (v_min != v_max) && (v_max - v_max < FLT_MAX);
- if (v_speed == 0.0f && has_min_max)
- v_speed = (float)((v_max - v_min) * g.DragSpeedDefaultRatio);
-
- // Inputs accumulates into g.DragCurrentAccum, which is flushed into the current value as soon as it makes a difference with our precision settings
- float adjust_delta = 0.0f;
- if (g.ActiveIdSource == ImGuiInputSource_Mouse && IsMousePosValid() && g.IO.MouseDragMaxDistanceSqr[0] > 1.0f*1.0f)
- {
- adjust_delta = g.IO.MouseDelta.x;
- if (g.IO.KeyAlt)
- adjust_delta *= 1.0f/100.0f;
- if (g.IO.KeyShift)
- adjust_delta *= 10.0f;
- }
- else if (g.ActiveIdSource == ImGuiInputSource_Nav)
- {
- int decimal_precision = (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImParseFormatPrecision(format, 3) : 0;
- adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard|ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f/10.0f, 10.0f).x;
- v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision));
- }
- adjust_delta *= v_speed;
-
- // Clear current value on activation
- // Avoid altering values and clamping when we are _already_ past the limits and heading in the same direction, so e.g. if range is 0..255, current value is 300 and we are pushing to the right side, keep the 300.
- bool is_just_activated = g.ActiveIdIsJustActivated;
- bool is_already_past_limits_and_pushing_outward = has_min_max && ((*v >= v_max && adjust_delta > 0.0f) || (*v <= v_min && adjust_delta < 0.0f));
- if (is_just_activated || is_already_past_limits_and_pushing_outward)
- {
- g.DragCurrentAccum = 0.0f;
- g.DragCurrentAccumDirty = false;
- }
- else if (adjust_delta != 0.0f)
+ if (!IsPopupOpen(id))
{
- g.DragCurrentAccum += adjust_delta;
- g.DragCurrentAccumDirty = true;
- }
-
- if (!g.DragCurrentAccumDirty)
+ g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
return false;
-
- TYPE v_cur = *v;
- FLOATTYPE v_old_ref_for_accum_remainder = (FLOATTYPE)0.0f;
-
- const bool is_power = (power != 1.0f && (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) && has_min_max);
- if (is_power)
- {
- // Offset + round to user desired precision, with a curve on the v_min..v_max range to get more precision on one side of the range
- FLOATTYPE v_old_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power);
- FLOATTYPE v_new_norm_curved = v_old_norm_curved + (g.DragCurrentAccum / (v_max - v_min));
- v_cur = v_min + (TYPE)ImPow(ImSaturate((float)v_new_norm_curved), power) * (v_max - v_min);
- v_old_ref_for_accum_remainder = v_old_norm_curved;
}
- else
- {
- v_cur += (TYPE)g.DragCurrentAccum;
- }
-
- // Round to user desired precision based on format string
- v_cur = RoundScalarWithFormat<TYPE, SIGNEDTYPE>(format, data_type, v_cur);
- // Preserve remainder after rounding has been applied. This also allow slow tweaking of values.
- g.DragCurrentAccumDirty = false;
- if (is_power)
- {
- FLOATTYPE v_cur_norm_curved = ImPow((FLOATTYPE)(v_cur - v_min) / (FLOATTYPE)(v_max - v_min), (FLOATTYPE)1.0f / power);
- g.DragCurrentAccum -= (float)(v_cur_norm_curved - v_old_ref_for_accum_remainder);
- }
+ char name[20];
+ if (extra_flags & ImGuiWindowFlags_ChildMenu)
+ ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginPopupStack.Size); // Recycle windows based on depth
else
- {
- g.DragCurrentAccum -= (float)((SIGNEDTYPE)v_cur - (SIGNEDTYPE)*v);
- }
-
- // Lose zero sign for float/double
- if (v_cur == (TYPE)-0)
- v_cur = (TYPE)0;
+ ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
- // Clamp values (handle overflow/wrap-around)
- if (*v != v_cur && has_min_max)
- {
- if (v_cur < v_min || (v_cur > *v && adjust_delta < 0.0f))
- v_cur = v_min;
- if (v_cur > v_max || (v_cur < *v && adjust_delta > 0.0f))
- v_cur = v_max;
- }
+ bool is_open = Begin(name, NULL, extra_flags | ImGuiWindowFlags_Popup);
+ if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
+ EndPopup();
- // Apply result
- if (*v == v_cur)
- return false;
- *v = v_cur;
- return true;
+ return is_open;
}
-bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power)
+bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
{
ImGuiContext& g = *GImGui;
- if (g.ActiveId == id)
+ if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
{
- if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0])
- ClearActiveID();
- else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated)
- ClearActiveID();
- }
- if (g.ActiveId != id)
+ g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
return false;
-
- switch (data_type)
- {
- case ImGuiDataType_S32: return DragBehaviorT<ImS32, ImS32, float >(data_type, (ImS32*)v, v_speed, v_min ? *(const ImS32* )v_min : IM_S32_MIN, v_max ? *(const ImS32* )v_max : IM_S32_MAX, format, power);
- case ImGuiDataType_U32: return DragBehaviorT<ImU32, ImS32, float >(data_type, (ImU32*)v, v_speed, v_min ? *(const ImU32* )v_min : IM_U32_MIN, v_max ? *(const ImU32* )v_max : IM_U32_MAX, format, power);
- case ImGuiDataType_S64: return DragBehaviorT<ImS64, ImS64, double>(data_type, (ImS64*)v, v_speed, v_min ? *(const ImS64* )v_min : IM_S64_MIN, v_max ? *(const ImS64* )v_max : IM_S64_MAX, format, power);
- case ImGuiDataType_U64: return DragBehaviorT<ImU64, ImS64, double>(data_type, (ImU64*)v, v_speed, v_min ? *(const ImU64* )v_min : IM_U64_MIN, v_max ? *(const ImU64* )v_max : IM_U64_MAX, format, power);
- case ImGuiDataType_Float: return DragBehaviorT<float, float, float >(data_type, (float*)v, v_speed, v_min ? *(const float* )v_min : -FLT_MAX, v_max ? *(const float* )v_max : FLT_MAX, format, power);
- case ImGuiDataType_Double: return DragBehaviorT<double,double,double>(data_type, (double*)v, v_speed, v_min ? *(const double*)v_min : -DBL_MAX, v_max ? *(const double*)v_max : DBL_MAX, format, power);
- case ImGuiDataType_COUNT: break;
}
- IM_ASSERT(0);
- return false;
+ flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
+ return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags);
}
-bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* v, float v_speed, const void* v_min, const void* v_max, const char* format, float power)
+// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
+// Note that popup visibility status is owned by imgui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
+bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- if (power != 1.0f)
- IM_ASSERT(v_min != NULL && v_max != NULL); // When using a power curve the drag needs to have known bounds
-
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(label);
- const float w = CalcItemWidth();
-
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
- const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
- const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
-
- // NB- we don't call ItemSize() yet because we may turn into a text edit box below
- if (!ItemAdd(total_bb, id, &frame_bb))
+ ImGuiWindow* window = g.CurrentWindow;
+ const ImGuiID id = window->GetID(name);
+ if (!IsPopupOpen(id))
{
- ItemSize(total_bb, style.FramePadding.y);
+ g.NextWindowData.Clear(); // We behave like Begin() and need to consume those values
return false;
}
- const bool hovered = ItemHoverable(frame_bb, id);
- // Default format string when passing NULL
- // Patch old "%.0f" format string to use "%d", read function comments for more details.
- IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
- if (format == NULL)
- format = GDataTypeInfo[data_type].PrintFmt;
- else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0)
- format = PatchFormatStringFloatToInt(format);
+ // Center modal windows by default
+ // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
+ if (g.NextWindowData.PosCond == 0)
+ SetNextWindowPos(g.IO.DisplaySize * 0.5f, ImGuiCond_Appearing, ImVec2(0.5f, 0.5f));
- // Tabbing or CTRL-clicking on Drag turns it into an input box
- bool start_text_input = false;
- const bool tab_focus_requested = FocusableItemRegister(window, id);
- if (tab_focus_requested || (hovered && (g.IO.MouseClicked[0] || g.IO.MouseDoubleClicked[0])) || g.NavActivateId == id || (g.NavInputId == id && g.ScalarAsInputTextId != id))
+ flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoSavedSettings;
+ const bool is_open = Begin(name, p_open, flags);
+ if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
{
- SetActiveID(id, window);
- SetFocusID(id, window);
- FocusWindow(window);
- g.ActiveIdAllowNavDirFlags = (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down);
- if (tab_focus_requested || g.IO.KeyCtrl || g.IO.MouseDoubleClicked[0] || g.NavInputId == id)
- {
- start_text_input = true;
- g.ScalarAsInputTextId = 0;
- }
- }
- if (start_text_input || (g.ActiveId == id && g.ScalarAsInputTextId == id))
- return InputScalarAsWidgetReplacement(frame_bb, id, label, data_type, v, format);
-
- // Actual drag behavior
- ItemSize(total_bb, style.FramePadding.y);
- const bool value_changed = DragBehavior(id, data_type, v, v_speed, v_min, v_max, format, power);
- if (value_changed)
- MarkItemValueChanged(id);
-
- // Draw frame
- const ImU32 frame_col = GetColorU32(g.ActiveId == id ? ImGuiCol_FrameBgActive : g.HoveredId == id ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
- RenderNavHighlight(frame_bb, id);
- RenderFrame(frame_bb.Min, frame_bb.Max, frame_col, true, style.FrameRounding);
-
- // 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, v, format);
- 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, inner_bb.Min.y), label);
-
- return value_changed;
-}
-
-bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* v, int components, float v_speed, const void* v_min, const void* v_max, const char* format, float power)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
+ EndPopup();
+ if (is_open)
+ ClosePopupToLevel(g.BeginPopupStack.Size, true);
return false;
-
- ImGuiContext& g = *GImGui;
- bool value_changed = false;
- BeginGroup();
- PushID(label);
- PushMultiItemsWidths(components);
- size_t type_size = GDataTypeInfo[data_type].Size;
- for (int i = 0; i < components; i++)
- {
- PushID(i);
- value_changed |= DragScalar("##v", data_type, v, v_speed, v_min, v_max, format, power);
- SameLine(0, g.Style.ItemInnerSpacing.x);
- PopID();
- PopItemWidth();
- v = (void*)((char*)v + type_size);
}
- PopID();
-
- TextUnformatted(label, FindRenderedTextEnd(label));
- EndGroup();
- return value_changed;
-}
-
-bool ImGui::DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power)
-{
- return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power);
-}
-
-bool ImGui::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);
-}
-
-bool ImGui::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);
-}
-
-bool ImGui::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);
+ return is_open;
}
-bool ImGui::DragFloatRange2(const char* label, float* v_current_min, float* v_current_max, float v_speed, float v_min, float v_max, const char* format, const char* format_max, float power)
+void ImGui::EndPopup()
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
ImGuiContext& g = *GImGui;
- PushID(label);
- BeginGroup();
- PushMultiItemsWidths(2);
-
- bool value_changed = DragFloat("##min", v_current_min, v_speed, (v_min >= v_max) ? -FLT_MAX : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format, power);
- PopItemWidth();
- SameLine(0, g.Style.ItemInnerSpacing.x);
- value_changed |= DragFloat("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? FLT_MAX : v_max, format_max ? format_max : format, power);
- PopItemWidth();
- SameLine(0, g.Style.ItemInnerSpacing.x);
+ IM_ASSERT(g.CurrentWindow->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginPopup()/EndPopup() calls
+ IM_ASSERT(g.BeginPopupStack.Size > 0);
- TextUnformatted(label, FindRenderedTextEnd(label));
- EndGroup();
- PopID();
- return value_changed;
-}
+ // Make all menus and popups wrap around for now, may need to expose that policy.
+ NavMoveRequestTryWrapping(g.CurrentWindow, ImGuiNavMoveFlags_LoopY);
-// NB: v_speed is float to allow adjusting the drag speed with more precision
-bool ImGui::DragInt(const char* label, int* v, float v_speed, int v_min, int v_max, const char* format)
-{
- return DragScalar(label, ImGuiDataType_S32, v, v_speed, &v_min, &v_max, format);
+ End();
}
-bool ImGui::DragInt2(const char* label, int v[2], float v_speed, int v_min, int v_max, const char* format)
+// This is a helper to handle the simplest case of associating one named popup to one given widget.
+// You may want to handle this on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
+// You can pass a NULL str_id to use the identifier of the last item.
+bool ImGui::BeginPopupContextItem(const char* str_id, int mouse_button)
{
- return DragScalarN(label, ImGuiDataType_S32, v, 2, v_speed, &v_min, &v_max, format);
+ ImGuiWindow* window = GImGui->CurrentWindow;
+ 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)
+ if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ OpenPopupEx(id);
+ return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
}
-bool ImGui::DragInt3(const char* label, int v[3], float v_speed, int v_min, int v_max, const char* format)
+bool ImGui::BeginPopupContextWindow(const char* str_id, int mouse_button, bool also_over_items)
{
- return DragScalarN(label, ImGuiDataType_S32, v, 3, v_speed, &v_min, &v_max, format);
+ if (!str_id)
+ str_id = "window_context";
+ ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
+ if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
+ if (also_over_items || !IsAnyItemHovered())
+ OpenPopupEx(id);
+ return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
}
-bool ImGui::DragInt4(const char* label, int v[4], float v_speed, int v_min, int v_max, const char* format)
+bool ImGui::BeginPopupContextVoid(const char* str_id, int mouse_button)
{
- return DragScalarN(label, ImGuiDataType_S32, v, 4, v_speed, &v_min, &v_max, format);
+ if (!str_id)
+ str_id = "void_context";
+ ImGuiID id = GImGui->CurrentWindow->GetID(str_id);
+ if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
+ OpenPopupEx(id);
+ return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize|ImGuiWindowFlags_NoTitleBar|ImGuiWindowFlags_NoSavedSettings);
}
-bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_max, float v_speed, int v_min, int v_max, const char* format, const char* format_max)
+ImRect ImGui::GetWindowAllowedExtentRect(ImGuiWindow*)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- ImGuiContext& g = *GImGui;
- PushID(label);
- BeginGroup();
- PushMultiItemsWidths(2);
-
- bool value_changed = DragInt("##min", v_current_min, v_speed, (v_min >= v_max) ? INT_MIN : v_min, (v_min >= v_max) ? *v_current_max : ImMin(v_max, *v_current_max), format);
- PopItemWidth();
- SameLine(0, g.Style.ItemInnerSpacing.x);
- value_changed |= DragInt("##max", v_current_max, v_speed, (v_min >= v_max) ? *v_current_min : ImMax(v_min, *v_current_min), (v_min >= v_max) ? INT_MAX : v_max, format_max ? format_max : format);
- PopItemWidth();
- SameLine(0, g.Style.ItemInnerSpacing.x);
-
- TextUnformatted(label, FindRenderedTextEnd(label));
- EndGroup();
- PopID();
-
- return value_changed;
+ ImVec2 padding = GImGui->Style.DisplaySafeAreaPadding;
+ ImRect r_screen = GetViewportRect();
+ r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
+ return r_screen;
}
-void 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 graph_size)
+// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
+// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
+ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
-
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
- if (graph_size.x == 0.0f)
- graph_size.x = CalcItemWidth();
- if (graph_size.y == 0.0f)
- graph_size.y = label_size.y + (style.FramePadding.y * 2);
-
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(graph_size.x, graph_size.y));
- const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding);
- const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0));
- ItemSize(total_bb, style.FramePadding.y);
- if (!ItemAdd(total_bb, 0, &frame_bb))
- return;
- const bool hovered = ItemHoverable(inner_bb, 0);
-
- // Determine scale from values if not specified
- if (scale_min == FLT_MAX || scale_max == FLT_MAX)
- {
- float v_min = FLT_MAX;
- float v_max = -FLT_MAX;
- for (int i = 0; i < values_count; i++)
- {
- const float v = values_getter(data, i);
- v_min = ImMin(v_min, v);
- v_max = ImMax(v_max, v);
- }
- if (scale_min == FLT_MAX)
- scale_min = v_min;
- if (scale_max == FLT_MAX)
- scale_max = v_max;
- }
-
- RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
+ ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
+ //GImGui->OverlayDrawList.AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
+ //GImGui->OverlayDrawList.AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
- if (values_count > 0)
+ // Combo Box policy (we want a connecting edge)
+ if (policy == ImGuiPopupPositionPolicy_ComboBox)
{
- int res_w = ImMin((int)graph_size.x, values_count) + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
- int item_count = values_count + ((plot_type == ImGuiPlotType_Lines) ? -1 : 0);
-
- // Tooltip on hover
- int v_hovered = -1;
- if (hovered)
- {
- const float t = ImClamp((g.IO.MousePos.x - inner_bb.Min.x) / (inner_bb.Max.x - inner_bb.Min.x), 0.0f, 0.9999f);
- const int v_idx = (int)(t * item_count);
- IM_ASSERT(v_idx >= 0 && v_idx < values_count);
-
- const float v0 = values_getter(data, (v_idx + values_offset) % values_count);
- const float v1 = values_getter(data, (v_idx + 1 + values_offset) % values_count);
- if (plot_type == ImGuiPlotType_Lines)
- SetTooltip("%d: %8.4g\n%d: %8.4g", v_idx, v0, v_idx+1, v1);
- else if (plot_type == ImGuiPlotType_Histogram)
- SetTooltip("%d: %8.4g", v_idx, v0);
- v_hovered = v_idx;
- }
-
- const float t_step = 1.0f / (float)res_w;
- const float inv_scale = (scale_min == scale_max) ? 0.0f : (1.0f / (scale_max - scale_min));
-
- float v0 = values_getter(data, (0 + values_offset) % values_count);
- float t0 = 0.0f;
- ImVec2 tp0 = ImVec2( t0, 1.0f - ImSaturate((v0 - scale_min) * inv_scale) ); // Point in the normalized space of our target rectangle
- float histogram_zero_line_t = (scale_min * scale_max < 0.0f) ? (-scale_min * inv_scale) : (scale_min < 0.0f ? 0.0f : 1.0f); // Where does the zero line stands
-
- const ImU32 col_base = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLines : ImGuiCol_PlotHistogram);
- const ImU32 col_hovered = GetColorU32((plot_type == ImGuiPlotType_Lines) ? ImGuiCol_PlotLinesHovered : ImGuiCol_PlotHistogramHovered);
-
- for (int n = 0; n < res_w; n++)
+ const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
+ for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
{
- const float t1 = t0 + t_step;
- const int v1_idx = (int)(t0 * item_count + 0.5f);
- IM_ASSERT(v1_idx >= 0 && v1_idx < values_count);
- const float v1 = values_getter(data, (v1_idx + values_offset + 1) % values_count);
- const ImVec2 tp1 = ImVec2( t1, 1.0f - ImSaturate((v1 - scale_min) * inv_scale) );
-
- // NB: Draw calls are merged together by the DrawList system. Still, we should render our batch are lower level to save a bit of CPU.
- ImVec2 pos0 = ImLerp(inner_bb.Min, inner_bb.Max, tp0);
- ImVec2 pos1 = ImLerp(inner_bb.Min, inner_bb.Max, (plot_type == ImGuiPlotType_Lines) ? tp1 : ImVec2(tp1.x, histogram_zero_line_t));
- if (plot_type == ImGuiPlotType_Lines)
- {
- window->DrawList->AddLine(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
- }
- else if (plot_type == ImGuiPlotType_Histogram)
- {
- if (pos1.x >= pos0.x + 2.0f)
- pos1.x -= 1.0f;
- window->DrawList->AddRectFilled(pos0, pos1, v_hovered == v1_idx ? col_hovered : col_base);
- }
-
- t0 = t1;
- tp0 = tp1;
+ const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+ if (n != -1 && dir == *last_dir) // Already tried this direction?
+ continue;
+ ImVec2 pos;
+ if (dir == ImGuiDir_Down) pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y); // Below, Toward Right (default)
+ if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
+ if (dir == ImGuiDir_Left) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
+ if (dir == ImGuiDir_Up) pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
+ if (!r_outer.Contains(ImRect(pos, pos + size)))
+ continue;
+ *last_dir = dir;
+ return pos;
}
}
- // Text overlay
- if (overlay_text)
- RenderTextClipped(ImVec2(frame_bb.Min.x, frame_bb.Min.y + style.FramePadding.y), frame_bb.Max, overlay_text, NULL, NULL, ImVec2(0.5f,0.0f));
-
- if (label_size.x > 0.0f)
- RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, inner_bb.Min.y), label);
-}
-
-struct ImGuiPlotArrayGetterData
-{
- const float* Values;
- int Stride;
-
- ImGuiPlotArrayGetterData(const float* values, int stride) { Values = values; Stride = stride; }
-};
-
-static float Plot_ArrayGetter(void* data, int idx)
-{
- ImGuiPlotArrayGetterData* plot_data = (ImGuiPlotArrayGetterData*)data;
- const float v = *(const float*)(const void*)((const unsigned char*)plot_data->Values + (size_t)idx * plot_data->Stride);
- return v;
-}
-
-void ImGui::PlotLines(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
-{
- ImGuiPlotArrayGetterData data(values, stride);
- PlotEx(ImGuiPlotType_Lines, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
-}
-
-void ImGui::PlotLines(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
-{
- PlotEx(ImGuiPlotType_Lines, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
-}
-
-void ImGui::PlotHistogram(const char* label, const float* values, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size, int stride)
-{
- ImGuiPlotArrayGetterData data(values, stride);
- PlotEx(ImGuiPlotType_Histogram, label, &Plot_ArrayGetter, (void*)&data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
-}
-
-void ImGui::PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 graph_size)
-{
- PlotEx(ImGuiPlotType_Histogram, label, values_getter, data, values_count, values_offset, overlay_text, scale_min, scale_max, graph_size);
-}
-
-// size_arg (for each axis) < 0.0f: align to end, 0.0f: auto, > 0.0f: specified size
-void ImGui::ProgressBar(float fraction, const ImVec2& size_arg, const char* overlay)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
-
- ImVec2 pos = window->DC.CursorPos;
- ImRect bb(pos, pos + CalcItemSize(size_arg, CalcItemWidth(), g.FontSize + style.FramePadding.y*2.0f));
- ItemSize(bb, style.FramePadding.y);
- if (!ItemAdd(bb, 0))
- return;
-
- // Render
- fraction = ImSaturate(fraction);
- RenderFrame(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
- bb.Expand(ImVec2(-style.FrameBorderSize, -style.FrameBorderSize));
- const ImVec2 fill_br = ImVec2(ImLerp(bb.Min.x, bb.Max.x, fraction), bb.Max.y);
- RenderRectFilledRangeH(window->DrawList, bb, GetColorU32(ImGuiCol_PlotHistogram), 0.0f, fraction, style.FrameRounding);
-
- // Default displaying the fraction as percentage string, but user can override it
- char overlay_buf[32];
- if (!overlay)
+ // Default popup policy
+ const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
+ for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
{
- ImFormatString(overlay_buf, IM_ARRAYSIZE(overlay_buf), "%.0f%%", fraction*100+0.01f);
- overlay = overlay_buf;
+ const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
+ if (n != -1 && dir == *last_dir) // Already tried this direction?
+ continue;
+ float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
+ float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
+ if (avail_w < size.x || avail_h < size.y)
+ continue;
+ ImVec2 pos;
+ pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
+ pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
+ *last_dir = dir;
+ return pos;
}
- ImVec2 overlay_size = CalcTextSize(overlay, NULL);
- if (overlay_size.x > 0.0f)
- RenderTextClipped(ImVec2(ImClamp(fill_br.x + style.ItemSpacing.x, bb.Min.x, bb.Max.x - overlay_size.x - style.ItemInnerSpacing.x), bb.Min.y), bb.Max, overlay, NULL, &overlay_size, ImVec2(0.0f,0.5f), &bb);
+ // Fallback, try to keep within display
+ *last_dir = ImGuiDir_None;
+ ImVec2 pos = ref_pos;
+ pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
+ pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
+ return pos;
}
-bool ImGui::Checkbox(const char* label, bool* v)
+ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(label);
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
-
- const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2, label_size.y + style.FramePadding.y*2)); // We want a square shape to we use Y twice
- ItemSize(check_bb, style.FramePadding.y);
-
- ImRect total_bb = check_bb;
- if (label_size.x > 0)
- SameLine(0, style.ItemInnerSpacing.x);
- const ImRect text_bb(window->DC.CursorPos + ImVec2(0,style.FramePadding.y), window->DC.CursorPos + ImVec2(0,style.FramePadding.y) + label_size);
- if (label_size.x > 0)
- {
- ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
- total_bb = ImRect(ImMin(check_bb.Min, text_bb.Min), ImMax(check_bb.Max, text_bb.Max));
- }
- if (!ItemAdd(total_bb, id))
- return false;
-
- bool hovered, held;
- bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
- if (pressed)
+ ImRect r_outer = GetWindowAllowedExtentRect(window);
+ if (window->Flags & ImGuiWindowFlags_ChildMenu)
{
- *v = !(*v);
- MarkItemValueChanged(id);
+ // 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.
+ IM_ASSERT(g.CurrentWindow == window);
+ ImGuiWindow* parent_window = g.CurrentWindowStack[g.CurrentWindowStack.Size - 2];
+ float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
+ ImRect r_avoid;
+ if (parent_window->DC.MenuBarAppending)
+ r_avoid = ImRect(-FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight(), FLT_MAX, parent_window->Pos.y + parent_window->TitleBarHeight() + parent_window->MenuBarHeight());
+ else
+ r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
+ return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
}
-
- RenderNavHighlight(total_bb, id);
- RenderFrame(check_bb.Min, check_bb.Max, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), true, style.FrameRounding);
- if (*v)
+ if (window->Flags & ImGuiWindowFlags_Popup)
{
- const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
- const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
- RenderCheckMark(check_bb.Min + ImVec2(pad,pad), GetColorU32(ImGuiCol_CheckMark), check_bb.GetWidth() - pad*2.0f);
+ 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);
}
-
- if (g.LogEnabled)
- LogRenderedText(&text_bb.Min, *v ? "[x]" : "[ ]");
- if (label_size.x > 0.0f)
- RenderText(text_bb.Min, label);
-
- return pressed;
-}
-
-bool ImGui::CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value)
-{
- bool v = ((*flags & flags_value) == flags_value);
- bool pressed = Checkbox(label, &v);
- if (pressed)
+ if (window->Flags & ImGuiWindowFlags_Tooltip)
{
- if (v)
- *flags |= flags_value;
+ // Position tooltip (always follows mouse)
+ float sc = g.Style.MouseCursorScale;
+ ImVec2 ref_pos = NavCalcPreferredRefPos();
+ 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);
else
- *flags &= ~flags_value;
+ r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
+ ImVec2 pos = FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid);
+ if (window->AutoPosLastDirection == ImGuiDir_None)
+ pos = ref_pos + ImVec2(2, 2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
+ return pos;
}
-
- return pressed;
+ IM_ASSERT(0);
+ return window->Pos;
}
-bool ImGui::RadioButton(const char* label, bool active)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(label);
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
-
- const ImRect check_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(label_size.y + style.FramePadding.y*2-1, label_size.y + style.FramePadding.y*2-1));
- ItemSize(check_bb, style.FramePadding.y);
-
- ImRect total_bb = check_bb;
- if (label_size.x > 0)
- SameLine(0, style.ItemInnerSpacing.x);
- const ImRect text_bb(window->DC.CursorPos + ImVec2(0, style.FramePadding.y), window->DC.CursorPos + ImVec2(0, style.FramePadding.y) + label_size);
- if (label_size.x > 0)
- {
- ItemSize(ImVec2(text_bb.GetWidth(), check_bb.GetHeight()), style.FramePadding.y);
- total_bb.Add(text_bb);
- }
-
- if (!ItemAdd(total_bb, id))
- return false;
-
- ImVec2 center = check_bb.GetCenter();
- center.x = (float)(int)center.x + 0.5f;
- center.y = (float)(int)center.y + 0.5f;
- const float radius = check_bb.GetHeight() * 0.5f;
-
- bool hovered, held;
- bool pressed = ButtonBehavior(total_bb, id, &hovered, &held);
- if (pressed)
- MarkItemValueChanged(id);
-
- RenderNavHighlight(total_bb, id);
- window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16);
- if (active)
- {
- const float check_sz = ImMin(check_bb.GetWidth(), check_bb.GetHeight());
- const float pad = ImMax(1.0f, (float)(int)(check_sz / 6.0f));
- window->DrawList->AddCircleFilled(center, radius-pad, GetColorU32(ImGuiCol_CheckMark), 16);
- }
-
- if (style.FrameBorderSize > 0.0f)
- {
- window->DrawList->AddCircle(center+ImVec2(1,1), radius, GetColorU32(ImGuiCol_BorderShadow), 16, style.FrameBorderSize);
- window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), 16, style.FrameBorderSize);
- }
+//-----------------------------------------------------------------------------
+// [SECTION] VIEWPORTS, PLATFORM WINDOWS
+//-----------------------------------------------------------------------------
- if (g.LogEnabled)
- LogRenderedText(&text_bb.Min, active ? "(x)" : "( )");
- if (label_size.x > 0.0f)
- RenderText(text_bb.Min, label);
+// (this section is filled in the 'viewport' and 'docking' branches)
- return pressed;
-}
+//-----------------------------------------------------------------------------
+// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
+//-----------------------------------------------------------------------------
-bool ImGui::RadioButton(const char* label, int* v, int v_button)
+ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
{
- const bool pressed = RadioButton(label, *v == v_button);
- if (pressed)
- *v = v_button;
- return pressed;
+ if (ImFabs(dx) > ImFabs(dy))
+ return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
+ return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
}
-static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end)
+static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
{
- int line_count = 0;
- const char* s = text_begin;
- while (char c = *s++) // We are only matching for \n so we can ignore UTF-8 decoding
- if (c == '\n')
- line_count++;
- s--;
- if (s[0] != '\n' && s[0] != '\r')
- line_count++;
- *out_text_end = s;
- return line_count;
+ if (a1 < b0)
+ return a1 - b0;
+ if (b1 < a0)
+ return a0 - b1;
+ return 0.0f;
}
-static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line)
+static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
{
- ImFont* font = GImGui->Font;
- const float line_height = GImGui->FontSize;
- const float scale = line_height / font->FontSize;
-
- ImVec2 text_size = ImVec2(0,0);
- float line_width = 0.0f;
-
- const ImWchar* s = text_begin;
- while (s < text_end)
+ if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
{
- unsigned int c = (unsigned int)(*s++);
- if (c == '\n')
- {
- text_size.x = ImMax(text_size.x, line_width);
- text_size.y += line_height;
- line_width = 0.0f;
- if (stop_on_new_line)
- break;
- continue;
- }
- if (c == '\r')
- continue;
-
- const float char_width = font->GetCharAdvance((unsigned short)c) * scale;
- line_width += char_width;
+ 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
+ {
+ 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);
}
-
- if (text_size.x < line_width)
- text_size.x = line_width;
-
- if (out_offset)
- *out_offset = ImVec2(line_width, text_size.y + line_height); // offset allow for the possibility of sitting after a trailing \n
-
- if (line_width > 0 || text_size.y == 0.0f) // whereas size.y will ignore the trailing \n
- text_size.y += line_height;
-
- if (remaining)
- *remaining = s;
-
- return text_size;
-}
-
-// Wrapper for stb_textedit.h to edit text (our wrapper is for: statically sized buffer, single-line, wchar characters. InputText converts between UTF-8 and wchar)
-namespace ImGuiStb
-{
-
-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->Text[idx]; }
-static float STB_TEXTEDIT_GETWIDTH(STB_TEXTEDIT_STRING* obj, int line_start_idx, int char_idx) { ImWchar c = obj->Text[line_start_idx+char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; return GImGui->Font->GetCharAdvance(c) * (GImGui->FontSize / GImGui->Font->FontSize); }
-static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x10000 ? 0 : key; }
-static ImWchar STB_TEXTEDIT_NEWLINE = '\n';
-static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, STB_TEXTEDIT_STRING* obj, int line_start_idx)
-{
- const ImWchar* text = obj->Text.Data;
- const ImWchar* text_remaining = NULL;
- const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true);
- r->x0 = 0.0f;
- r->x1 = size.x;
- r->baseline_y_delta = size.y;
- r->ymin = 0.0f;
- r->ymax = size.y;
- 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->Text[idx-1] ) && !is_separator( obj->Text[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->Text[idx-1] ) && is_separator( obj->Text[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
-#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL
-
-static void STB_TEXTEDIT_DELETECHARS(STB_TEXTEDIT_STRING* obj, int pos, int n)
-{
- ImWchar* dst = obj->Text.Data + pos;
-
- // We maintain our buffer length in both UTF-8 and wchar formats
- obj->CurLenA -= ImTextCountUtf8BytesFromStr(dst, dst + n);
- obj->CurLenW -= n;
-
- // Offset remaining text
- const ImWchar* src = obj->Text.Data + pos + n;
- while (ImWchar c = *src++)
- *dst++ = c;
- *dst = '\0';
}
-static bool STB_TEXTEDIT_INSERTCHARS(STB_TEXTEDIT_STRING* obj, int pos, const ImWchar* new_text, int new_text_len)
+// Scoring function for directional navigation. Based on https://gist.github.com/rygorous/6981057
+static bool NavScoreItem(ImGuiNavMoveResult* result, ImRect cand)
{
- const int text_len = obj->CurLenW;
- IM_ASSERT(pos <= text_len);
- if (new_text_len + text_len + 1 > obj->Text.Size)
- return false;
-
- const int new_text_len_utf8 = ImTextCountUtf8BytesFromStr(new_text, new_text + new_text_len);
- if (new_text_len_utf8 + obj->CurLenA + 1 > obj->BufSizeA)
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+ if (g.NavLayer != window->DC.NavLayerCurrent)
return false;
- ImWchar* text = obj->Text.Data;
- if (pos != text_len)
- memmove(text + pos + new_text_len, text + pos, (size_t)(text_len - pos) * sizeof(ImWchar));
- memcpy(text + pos, new_text, (size_t)new_text_len * sizeof(ImWchar));
-
- obj->CurLenW += new_text_len;
- obj->CurLenA += new_text_len_utf8;
- obj->Text[obj->CurLenW] = '\0';
-
- return true;
-}
-
-// We don't use an enum so we can build even with conflicting symbols (if another user of stb_textedit.h leak their STB_TEXTEDIT_K_* symbols)
-#define STB_TEXTEDIT_K_LEFT 0x10000 // keyboard input to move cursor left
-#define STB_TEXTEDIT_K_RIGHT 0x10001 // keyboard input to move cursor right
-#define STB_TEXTEDIT_K_UP 0x10002 // keyboard input to move cursor up
-#define STB_TEXTEDIT_K_DOWN 0x10003 // keyboard input to move cursor down
-#define STB_TEXTEDIT_K_LINESTART 0x10004 // keyboard input to move cursor to start of line
-#define STB_TEXTEDIT_K_LINEEND 0x10005 // keyboard input to move cursor to end of line
-#define STB_TEXTEDIT_K_TEXTSTART 0x10006 // keyboard input to move cursor to start of text
-#define STB_TEXTEDIT_K_TEXTEND 0x10007 // keyboard input to move cursor to end of text
-#define STB_TEXTEDIT_K_DELETE 0x10008 // keyboard input to delete selection or character under cursor
-#define STB_TEXTEDIT_K_BACKSPACE 0x10009 // keyboard input to delete selection or character left of cursor
-#define STB_TEXTEDIT_K_UNDO 0x1000A // keyboard input to perform undo
-#define STB_TEXTEDIT_K_REDO 0x1000B // keyboard input to perform redo
-#define STB_TEXTEDIT_K_WORDLEFT 0x1000C // keyboard input to move cursor left one word
-#define STB_TEXTEDIT_K_WORDRIGHT 0x1000D // keyboard input to move cursor right one word
-#define STB_TEXTEDIT_K_SHIFT 0x20000
-
-#define STB_TEXTEDIT_IMPLEMENTATION
-#include "stb_textedit.h"
-
-}
-
-void ImGuiTextEditState::OnKeyPressed(int key)
-{
- stb_textedit_key(this, &StbState, key);
- CursorFollow = true;
- CursorAnimReset();
-}
-
-// Public API to manipulate UTF-8 text
-// We expose UTF-8 to the user (unlike the STB_TEXTEDIT_* functions which are manipulating wchar)
-// FIXME: The existence of this rarely exercised code path is a bit of a nuisance.
-void ImGuiTextEditCallbackData::DeleteChars(int pos, int bytes_count)
-{
- IM_ASSERT(pos + bytes_count <= BufTextLen);
- char* dst = Buf + pos;
- const char* src = Buf + pos + bytes_count;
- while (char c = *src++)
- *dst++ = c;
- *dst = '\0';
-
- if (CursorPos + bytes_count >= pos)
- CursorPos -= bytes_count;
- else if (CursorPos >= pos)
- CursorPos = pos;
- SelectionStart = SelectionEnd = CursorPos;
- BufDirty = true;
- BufTextLen -= bytes_count;
-}
-
-void ImGuiTextEditCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end)
-{
- const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text);
- if (new_text_len + BufTextLen + 1 >= BufSize)
- return;
-
- if (BufTextLen != pos)
- memmove(Buf + pos + new_text_len, Buf + pos, (size_t)(BufTextLen - pos));
- memcpy(Buf + pos, new_text, (size_t)new_text_len * sizeof(char));
- Buf[BufTextLen + new_text_len] = '\0';
-
- if (CursorPos >= pos)
- CursorPos += new_text_len;
- SelectionStart = SelectionEnd = CursorPos;
- BufDirty = true;
- BufTextLen += new_text_len;
-}
-
-// Return false to discard a character.
-static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
-{
- unsigned int c = *p_char;
+ const ImRect& curr = g.NavScoringRectScreen; // 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++;
- if (c < 128 && c != ' ' && !isprint((int)(c & 0xFF)))
+ // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
+ if (window->ParentWindow == g.NavWindow)
{
- bool pass = false;
- pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline));
- pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput));
- if (!pass)
+ IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
+ if (!window->ClipRect.Contains(cand))
return false;
+ cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
}
- if (c >= 0xE000 && c <= 0xF8FF) // Filter private Unicode range. I don't imagine anybody would want to input them. GLFW on OSX seems to send private characters for special keys like arrow keys.
- return false;
-
- if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase | ImGuiInputTextFlags_CharsNoBlank | ImGuiInputTextFlags_CharsScientific))
- {
- if (flags & ImGuiInputTextFlags_CharsDecimal)
- if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/'))
- return false;
-
- if (flags & ImGuiInputTextFlags_CharsScientific)
- if (!(c >= '0' && c <= '9') && (c != '.') && (c != '-') && (c != '+') && (c != '*') && (c != '/') && (c != 'e') && (c != 'E'))
- return false;
-
- if (flags & ImGuiInputTextFlags_CharsHexadecimal)
- if (!(c >= '0' && c <= '9') && !(c >= 'a' && c <= 'f') && !(c >= 'A' && c <= 'F'))
- return false;
+ // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
+ // For example, this ensure that items in one column are not reached when moving vertically from items in another column.
+ NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
- if (flags & ImGuiInputTextFlags_CharsUppercase)
- if (c >= 'a' && c <= 'z')
- *p_char = (c += (unsigned int)('A'-'a'));
+ // Compute distance between boxes
+ // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
+ float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
+ float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
+ if (dby != 0.0f && dbx != 0.0f)
+ dbx = (dbx/1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
+ float dist_box = ImFabs(dbx) + ImFabs(dby);
- if (flags & ImGuiInputTextFlags_CharsNoBlank)
- if (ImCharIsBlankW(c))
- return false;
- }
+ // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
+ float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
+ float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
+ float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
- if (flags & ImGuiInputTextFlags_CallbackCharFilter)
+ // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
+ ImGuiDir quadrant;
+ float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
+ if (dbx != 0.0f || dby != 0.0f)
{
- ImGuiTextEditCallbackData callback_data;
- memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
- callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter;
- callback_data.EventChar = (ImWchar)c;
- callback_data.Flags = flags;
- callback_data.UserData = user_data;
- if (callback(&callback_data) != 0)
- return false;
- *p_char = callback_data.EventChar;
- if (!callback_data.EventChar)
- return false;
+ // For non-overlapping boxes, use distance between boxes
+ dax = dbx;
+ day = dby;
+ dist_axial = dist_box;
+ quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
}
-
- return true;
-}
-
-// Edit a string of text
-// NB: when active, hold on a privately held copy of the text (and apply back to 'buf'). So changing 'buf' while active has no effect.
-// FIXME: Rather messy function partly because we are doing UTF8 > u16 > UTF8 conversions on the go to more easily handle stb_textedit calls. Ideally we should stay in UTF-8 all the time. See https://github.com/nothings/stb/issues/188
-bool ImGui::InputTextEx(const char* label, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackHistory) && (flags & ImGuiInputTextFlags_Multiline))); // Can't use both together (they both use up/down keys)
- IM_ASSERT(!((flags & ImGuiInputTextFlags_CallbackCompletion) && (flags & ImGuiInputTextFlags_AllowTabInput))); // Can't use both together (they both use tab key)
-
- ImGuiContext& g = *GImGui;
- const ImGuiIO& io = g.IO;
- const ImGuiStyle& style = g.Style;
-
- const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0;
- const bool is_editable = (flags & ImGuiInputTextFlags_ReadOnly) == 0;
- const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0;
- const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0;
-
- if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope,
- BeginGroup();
- const ImGuiID id = window->GetID(label);
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
- ImVec2 size = CalcItemSize(size_arg, CalcItemWidth(), (is_multiline ? GetTextLineHeight() * 8.0f : label_size.y) + style.FramePadding.y*2.0f); // Arbitrary default of 8 lines high for multi-line
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + size);
- 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));
-
- ImGuiWindow* draw_window = window;
- if (is_multiline)
+ else if (dcx != 0.0f || dcy != 0.0f)
{
- ItemAdd(total_bb, id, &frame_bb);
- if (!BeginChildFrame(id, frame_bb.GetSize()))
- {
- EndChildFrame();
- EndGroup();
- return false;
- }
- draw_window = GetCurrentWindow();
- draw_window->DC.NavLayerActiveMaskNext |= draw_window->DC.NavLayerCurrentMask; // This is to ensure that EndChild() will display a navigation highlight
- size.x -= draw_window->ScrollbarSizes.x;
+ // For overlapping boxes with different centers, use distance between centers
+ dax = dcx;
+ day = dcy;
+ dist_axial = dist_center;
+ quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
}
else
{
- ItemSize(total_bb, style.FramePadding.y);
- if (!ItemAdd(total_bb, id, &frame_bb))
- return false;
+ // 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;
}
- const bool hovered = ItemHoverable(frame_bb, id);
- if (hovered)
- g.MouseCursor = ImGuiMouseCursor_TextInput;
- // Password pushes a temporary font with only a fallback glyph
- if (is_password)
+#if IMGUI_DEBUG_NAV_SCORING
+ char buf[128];
+ if (ImGui::IsMouseHoveringRect(cand.Min, cand.Max))
{
- const ImFontGlyph* glyph = g.Font->FindGlyph('*');
- ImFont* password_font = &g.InputTextPasswordFont;
- password_font->FontSize = g.Font->FontSize;
- password_font->Scale = g.Font->Scale;
- password_font->DisplayOffset = g.Font->DisplayOffset;
- password_font->Ascent = g.Font->Ascent;
- password_font->Descent = g.Font->Descent;
- password_font->ContainerAtlas = g.Font->ContainerAtlas;
- password_font->FallbackGlyph = glyph;
- password_font->FallbackAdvanceX = glyph->AdvanceX;
- IM_ASSERT(password_font->Glyphs.empty() && password_font->IndexAdvanceX.empty() && password_font->IndexLookup.empty());
- PushFont(password_font);
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
+ ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
+ draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
+ draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
+ draw_list->AddRectFilled(cand.Max-ImVec2(4,4), cand.Max+ImGui::CalcTextSize(buf)+ImVec2(4,4), IM_COL32(40,0,0,150));
+ draw_list->AddText(g.IO.FontDefault, 13.0f, cand.Max, ~0U, buf);
}
-
- // NB: we are only allowed to access 'edit_state' if we are the active widget.
- ImGuiTextEditState& edit_state = g.InputTextState;
-
- const bool focus_requested = FocusableItemRegister(window, id, (flags & (ImGuiInputTextFlags_CallbackCompletion|ImGuiInputTextFlags_AllowTabInput)) == 0); // Using completion callback disable keyboard tabbing
- const bool focus_requested_by_code = focus_requested && (window->FocusIdxAllCounter == window->FocusIdxAllRequestCurrent);
- const bool focus_requested_by_tab = focus_requested && !focus_requested_by_code;
-
- const bool user_clicked = hovered && io.MouseClicked[0];
- const bool user_scrolled = is_multiline && g.ActiveId == 0 && edit_state.Id == id && g.ActiveIdPreviousFrame == draw_window->GetIDNoKeepAlive("#SCROLLY");
- const bool user_nav_input_start = (g.ActiveId != id) && ((g.NavInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_NavKeyboard));
-
- bool clear_active_id = false;
-
- bool select_all = (g.ActiveId != id) && ((flags & ImGuiInputTextFlags_AutoSelectAll) != 0 || user_nav_input_start) && (!is_multiline);
- if (focus_requested || user_clicked || user_scrolled || user_nav_input_start)
+ else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
{
- if (g.ActiveId != id)
+ if (ImGui::IsKeyPressedMap(ImGuiKey_C)) { g.NavMoveDirLast = (ImGuiDir)((g.NavMoveDirLast + 1) & 3); g.IO.KeysDownDuration[g.IO.KeyMap[ImGuiKey_C]] = 0.01f; }
+ if (quadrant == g.NavMoveDir)
{
- // Start edition
- // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar)
- // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode)
- const int prev_len_w = edit_state.CurLenW;
- edit_state.Text.resize(buf_size+1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
- edit_state.InitialText.resize(buf_size+1); // UTF-8. we use +1 to make sure that .Data isn't NULL so it doesn't crash.
- ImStrncpy(edit_state.InitialText.Data, buf, edit_state.InitialText.Size);
- const char* buf_end = NULL;
- edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
- edit_state.CurLenA = (int)(buf_end - buf); // We can't get the result from ImFormatString() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8.
- edit_state.CursorAnimReset();
-
- // Preserve cursor position and undo/redo stack if we come back to same widget
- // FIXME: We should probably compare the whole buffer to be on the safety side. Comparing buf (utf8) and edit_state.Text (wchar).
- const bool recycle_state = (edit_state.Id == id) && (prev_len_w == edit_state.CurLenW);
- if (recycle_state)
- {
- // Recycle existing cursor/selection/undo stack but clamp position
- // Note a single mouse click will override the cursor/position immediately by calling stb_textedit_click handler.
- edit_state.CursorClamp();
- }
- else
- {
- edit_state.Id = id;
- edit_state.ScrollX = 0.0f;
- stb_textedit_initialize_state(&edit_state.StbState, !is_multiline);
- if (!is_multiline && focus_requested_by_code)
- select_all = true;
- }
- if (flags & ImGuiInputTextFlags_AlwaysInsertMode)
- edit_state.StbState.insert_mode = true;
- if (!is_multiline && (focus_requested_by_tab || (user_clicked && io.KeyCtrl)))
- select_all = true;
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
+ ImDrawList* draw_list = ImGui::GetOverlayDrawList(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);
}
- SetActiveID(id, window);
- SetFocusID(id, window);
- FocusWindow(window);
- if (!is_multiline && !(flags & ImGuiInputTextFlags_CallbackHistory))
- g.ActiveIdAllowNavDirFlags |= ((1 << ImGuiDir_Up) | (1 << ImGuiDir_Down));
- }
- else if (io.MouseClicked[0])
- {
- // Release focus when we click outside
- clear_active_id = true;
}
+ #endif
- bool value_changed = false;
- bool enter_pressed = false;
-
- if (g.ActiveId == id)
+ // Is it in the quadrant we're interesting in moving to?
+ bool new_best = false;
+ if (quadrant == g.NavMoveDir)
{
- if (!is_editable && !g.ActiveIdIsJustActivated)
- {
- // When read-only we always use the live data passed to the function
- edit_state.Text.resize(buf_size+1);
- const char* buf_end = NULL;
- edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, buf, NULL, &buf_end);
- edit_state.CurLenA = (int)(buf_end - buf);
- edit_state.CursorClamp();
- }
-
- edit_state.BufSizeA = buf_size;
-
- // Although we are active we don't prevent mouse from hovering other elements unless we are interacting right now with the widget.
- // Down the line we should have a cleaner library-wide concept of Selected vs Active.
- g.ActiveIdAllowOverlap = !io.MouseDown[0];
- g.WantTextInputNextFrame = 1;
-
- // Edit in progress
- const float mouse_x = (io.MousePos.x - frame_bb.Min.x - style.FramePadding.x) + edit_state.ScrollX;
- const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y - style.FramePadding.y) : (g.FontSize*0.5f));
-
- const bool is_osx = io.OptMacOSXBehaviors;
- if (select_all || (hovered && !is_osx && io.MouseDoubleClicked[0]))
- {
- edit_state.SelectAll();
- edit_state.SelectedAllMouseLock = true;
- }
- else if (hovered && is_osx && io.MouseDoubleClicked[0])
- {
- // Double-click select a word only, OS X style (by simulating keystrokes)
- edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT);
- edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT);
- }
- else if (io.MouseClicked[0] && !edit_state.SelectedAllMouseLock)
- {
- if (hovered)
- {
- stb_textedit_click(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
- edit_state.CursorAnimReset();
- }
- }
- else if (io.MouseDown[0] && !edit_state.SelectedAllMouseLock && (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f))
- {
- stb_textedit_drag(&edit_state, &edit_state.StbState, mouse_x, mouse_y);
- edit_state.CursorAnimReset();
- edit_state.CursorFollow = true;
- }
- if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
- edit_state.SelectedAllMouseLock = false;
-
- if (io.InputCharacters[0])
- {
- // Process 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.
- bool ignore_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper);
- if (!ignore_inputs && is_editable && !user_nav_input_start)
- for (int n = 0; n < IM_ARRAYSIZE(io.InputCharacters) && io.InputCharacters[n]; n++)
- {
- // Insert character if they pass filtering
- unsigned int c = (unsigned int)io.InputCharacters[n];
- if (InputTextFilterCharacter(&c, flags, callback, user_data))
- edit_state.OnKeyPressed((int)c);
- }
-
- // Consume characters
- memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
- }
- }
-
- bool cancel_edit = false;
- if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id)
- {
- // Handle key-presses
- const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0);
- const bool is_osx = io.OptMacOSXBehaviors;
- const bool is_shortcut_key = (is_osx ? (io.KeySuper && !io.KeyCtrl) : (io.KeyCtrl && !io.KeySuper)) && !io.KeyAlt && !io.KeyShift; // OS X style: Shortcuts using Cmd/Super instead of Ctrl
- const bool is_osx_shift_shortcut = is_osx && io.KeySuper && io.KeyShift && !io.KeyCtrl && !io.KeyAlt;
- 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.KeyCtrl && !io.KeyShift && !io.KeyAlt && !io.KeySuper;
- const bool is_shift_key_only = io.KeyShift && !io.KeyCtrl && !io.KeyAlt && !io.KeySuper;
-
- const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && is_editable && !is_password && (!is_multiline || edit_state.HasSelection());
- const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || edit_state.HasSelection());
- const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && is_editable;
- const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && is_editable && is_undoable);
- const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && is_editable && is_undoable;
-
- if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { edit_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)) { edit_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) SetWindowScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else edit_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) SetWindowScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else edit_state.OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_Home)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_End)) { edit_state.OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_Delete) && is_editable) { edit_state.OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); }
- else if (IsKeyPressedMap(ImGuiKey_Backspace) && is_editable)
- {
- if (!edit_state.HasSelection())
- {
- if (is_wordmove_key_down) edit_state.OnKeyPressed(STB_TEXTEDIT_K_WORDLEFT|STB_TEXTEDIT_K_SHIFT);
- else if (is_osx && io.KeySuper && !io.KeyAlt && !io.KeyCtrl) edit_state.OnKeyPressed(STB_TEXTEDIT_K_LINESTART|STB_TEXTEDIT_K_SHIFT);
- }
- edit_state.OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask);
- }
- else if (IsKeyPressedMap(ImGuiKey_Enter))
- {
- bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0;
- if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl))
- {
- enter_pressed = clear_active_id = true;
- }
- else if (is_editable)
- {
- unsigned int c = '\n'; // Insert new line
- if (InputTextFilterCharacter(&c, flags, callback, user_data))
- edit_state.OnKeyPressed((int)c);
- }
- }
- else if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !io.KeyCtrl && !io.KeyShift && !io.KeyAlt && is_editable)
- {
- unsigned int c = '\t'; // Insert TAB
- if (InputTextFilterCharacter(&c, flags, callback, user_data))
- edit_state.OnKeyPressed((int)c);
- }
- else if (IsKeyPressedMap(ImGuiKey_Escape))
- {
- clear_active_id = cancel_edit = true;
- }
- else if (is_undo || is_redo)
- {
- edit_state.OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO);
- edit_state.ClearSelection();
- }
- else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A))
+ // Does it beat the current best candidate?
+ if (dist_box < result->DistBox)
{
- edit_state.SelectAll();
- edit_state.CursorFollow = true;
+ result->DistBox = dist_box;
+ result->DistCenter = dist_center;
+ return true;
}
- else if (is_cut || is_copy)
+ if (dist_box == result->DistBox)
{
- // Cut, Copy
- if (io.SetClipboardTextFn)
- {
- const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
- const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : edit_state.CurLenW;
- edit_state.TempTextBuffer.resize((ie-ib) * 4 + 1);
- ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data+ib, edit_state.Text.Data+ie);
- SetClipboardText(edit_state.TempTextBuffer.Data);
- }
- if (is_cut)
+ // Try using distance between center points to break ties
+ if (dist_center < result->DistCenter)
{
- if (!edit_state.HasSelection())
- edit_state.SelectAll();
- edit_state.CursorFollow = true;
- stb_textedit_cut(&edit_state, &edit_state.StbState);
+ result->DistCenter = dist_center;
+ new_best = true;
}
- }
- else if (is_paste)
- {
- if (const char* clipboard = GetClipboardText())
+ else if (dist_center == result->DistCenter)
{
- // Filter pasted buffer
- const int clipboard_len = (int)strlen(clipboard);
- ImWchar* clipboard_filtered = (ImWchar*)ImGui::MemAlloc((clipboard_len+1) * sizeof(ImWchar));
- int clipboard_filtered_len = 0;
- for (const char* s = clipboard; *s; )
- {
- unsigned int c;
- s += ImTextCharFromUtf8(&c, s, NULL);
- if (c == 0)
- break;
- if (c >= 0x10000 || !InputTextFilterCharacter(&c, flags, callback, user_data))
- continue;
- clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c;
- }
- clipboard_filtered[clipboard_filtered_len] = 0;
- if (clipboard_filtered_len > 0) // If everything was filtered, ignore the pasting operation
- {
- stb_textedit_paste(&edit_state, &edit_state.StbState, clipboard_filtered, clipboard_filtered_len);
- edit_state.CursorFollow = true;
- }
- ImGui::MemFree(clipboard_filtered);
+ // 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
+ new_best = true;
}
}
}
- if (g.ActiveId == id)
- {
- if (cancel_edit)
- {
- // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents.
- if (is_editable && strncmp(buf, edit_state.InitialText.Data, buf_size) != 0)
- {
- ImStrncpy(buf, edit_state.InitialText.Data, buf_size);
- value_changed = true;
- }
- }
-
- // 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. Also this allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage.
- bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0);
- if (apply_edit_back_to_user_buffer)
- {
- // Apply new value immediately - copy modified buffer back
- // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer
- // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect.
- // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks.
- if (is_editable)
- {
- edit_state.TempTextBuffer.resize(edit_state.Text.Size * 4);
- ImTextStrToUtf8(edit_state.TempTextBuffer.Data, edit_state.TempTextBuffer.Size, edit_state.Text.Data, NULL);
- }
-
- // User callback
- if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackAlways)) != 0)
+ // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
+ // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
+ // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
+ // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
+ // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
+ if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial) // Check axial match
+ if (g.NavLayer == 1 && !(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))
{
- IM_ASSERT(callback != NULL);
-
- // 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))
- {
- event_flag = ImGuiInputTextFlags_CallbackCompletion;
- event_key = ImGuiKey_Tab;
- }
- else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow))
- {
- event_flag = ImGuiInputTextFlags_CallbackHistory;
- event_key = ImGuiKey_UpArrow;
- }
- else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow))
- {
- event_flag = ImGuiInputTextFlags_CallbackHistory;
- event_key = ImGuiKey_DownArrow;
- }
- else if (flags & ImGuiInputTextFlags_CallbackAlways)
- event_flag = ImGuiInputTextFlags_CallbackAlways;
-
- if (event_flag)
- {
- ImGuiTextEditCallbackData callback_data;
- memset(&callback_data, 0, sizeof(ImGuiTextEditCallbackData));
- callback_data.EventFlag = event_flag;
- callback_data.Flags = flags;
- callback_data.UserData = user_data;
- callback_data.ReadOnly = !is_editable;
-
- callback_data.EventKey = event_key;
- callback_data.Buf = edit_state.TempTextBuffer.Data;
- callback_data.BufTextLen = edit_state.CurLenA;
- callback_data.BufSize = edit_state.BufSizeA;
- callback_data.BufDirty = false;
-
- // We have to convert from wchar-positions to UTF-8-positions, which can be pretty slow (an incentive to ditch the ImWchar buffer, see https://github.com/nothings/stb/issues/188)
- ImWchar* text = edit_state.Text.Data;
- const int utf8_cursor_pos = callback_data.CursorPos = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.cursor);
- const int utf8_selection_start = callback_data.SelectionStart = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_start);
- const int utf8_selection_end = callback_data.SelectionEnd = ImTextCountUtf8BytesFromStr(text, text + edit_state.StbState.select_end);
-
- // Call user code
- callback(&callback_data);
-
- // Read back what user may have modified
- IM_ASSERT(callback_data.Buf == edit_state.TempTextBuffer.Data); // Invalid to modify those fields
- IM_ASSERT(callback_data.BufSize == edit_state.BufSizeA);
- IM_ASSERT(callback_data.Flags == flags);
- if (callback_data.CursorPos != utf8_cursor_pos) edit_state.StbState.cursor = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.CursorPos);
- if (callback_data.SelectionStart != utf8_selection_start) edit_state.StbState.select_start = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionStart);
- if (callback_data.SelectionEnd != utf8_selection_end) edit_state.StbState.select_end = ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd);
- if (callback_data.BufDirty)
- {
- IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text!
- edit_state.CurLenW = ImTextStrFromUtf8(edit_state.Text.Data, edit_state.Text.Size, callback_data.Buf, NULL);
- edit_state.CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen()
- edit_state.CursorAnimReset();
- }
- }
+ result->DistAxial = dist_axial;
+ new_best = true;
}
- // Copy back to user buffer
- if (is_editable && strcmp(edit_state.TempTextBuffer.Data, buf) != 0)
- {
- ImStrncpy(buf, edit_state.TempTextBuffer.Data, buf_size);
- value_changed = true;
- }
- }
- }
-
- // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value)
- if (clear_active_id && g.ActiveId == id)
- ClearActiveID();
+ return new_best;
+}
- // Render
- // Select which buffer we are going to display. When ImGuiInputTextFlags_NoLiveEdit is set 'buf' might still be the old value. We set buf to NULL to prevent accidental usage from now on.
- const char* buf_display = (g.ActiveId == id && is_editable) ? edit_state.TempTextBuffer.Data : buf; buf = NULL;
+// 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)
+{
+ 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;
- if (!is_multiline)
- {
- RenderNavHighlight(frame_bb, id);
- RenderFrame(frame_bb.Min, frame_bb.Max, GetColorU32(ImGuiCol_FrameBg), true, style.FrameRounding);
- }
+ const ImGuiItemFlags item_flags = window->DC.ItemFlags;
+ const ImRect nav_bb_rel(nav_bb.Min - window->Pos, nav_bb.Max - window->Pos);
- const ImVec4 clip_rect(frame_bb.Min.x, frame_bb.Min.y, frame_bb.Min.x + size.x, frame_bb.Min.y + size.y); // Not using frame_bb.Max because we have adjusted size
- ImVec2 render_pos = is_multiline ? draw_window->DC.CursorPos : frame_bb.Min + style.FramePadding;
- ImVec2 text_size(0.f, 0.f);
- const bool is_currently_scrolling = (edit_state.Id == id && is_multiline && g.ActiveId == draw_window->GetIDNoKeepAlive("#SCROLLY"));
- if (g.ActiveId == id || is_currently_scrolling)
+ // Process Init Request
+ if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent)
{
- edit_state.CursorAnim += io.DeltaTime;
-
- // This is going to be messy. We need to:
- // - Display the text (this alone can be more easily clipped)
- // - Handle scrolling, highlight selection, display cursor (those all requires some form of 1d->2d cursor position calculation)
- // - Measure text height (for scrollbar)
- // We are attempting to do most of that in **one main pass** to minimize the computation cost (non-negligible for large amount of text) + 2nd pass for selection rendering (we could merge them by an extra refactoring effort)
- // FIXME: This should occur on buf_display but we'd need to maintain cursor/select_start/select_end for UTF-8.
- const ImWchar* text_begin = edit_state.Text.Data;
- ImVec2 cursor_offset, select_start_offset;
-
- {
- // Count lines + find lines numbers straddling 'cursor' and 'select_start' position.
- const ImWchar* searches_input_ptr[2];
- searches_input_ptr[0] = text_begin + edit_state.StbState.cursor;
- searches_input_ptr[1] = NULL;
- int searches_remaining = 1;
- int searches_result_line_number[2] = { -1, -999 };
- if (edit_state.StbState.select_start != edit_state.StbState.select_end)
- {
- searches_input_ptr[1] = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
- searches_result_line_number[1] = -1;
- searches_remaining++;
- }
-
- // Iterate all lines to find our line numbers
- // In multi-line mode, we never exit the loop until all lines are counted, so add one extra to the searches_remaining counter.
- searches_remaining += is_multiline ? 1 : 0;
- int line_count = 0;
- for (const ImWchar* s = text_begin; *s != 0; s++)
- if (*s == '\n')
- {
- line_count++;
- if (searches_result_line_number[0] == -1 && s >= searches_input_ptr[0]) { searches_result_line_number[0] = line_count; if (--searches_remaining <= 0) break; }
- if (searches_result_line_number[1] == -1 && s >= searches_input_ptr[1]) { searches_result_line_number[1] = line_count; if (--searches_remaining <= 0) break; }
- }
- line_count++;
- if (searches_result_line_number[0] == -1) searches_result_line_number[0] = line_count;
- if (searches_result_line_number[1] == -1) searches_result_line_number[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.y = searches_result_line_number[0] * g.FontSize;
- if (searches_result_line_number[1] >= 0)
- {
- select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x;
- select_start_offset.y = searches_result_line_number[1] * g.FontSize;
- }
-
- // Store text height (note that we haven't calculated text width at all, see GitHub issues #383, #1224)
- if (is_multiline)
- text_size = ImVec2(size.x, line_count * g.FontSize);
- }
-
- // Scroll
- if (edit_state.CursorFollow)
+ // 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)
{
- // Horizontal scroll in chunks of quarter width
- if (!(flags & ImGuiInputTextFlags_NoHorizontalScroll))
- {
- const float scroll_increment_x = size.x * 0.25f;
- if (cursor_offset.x < edit_state.ScrollX)
- edit_state.ScrollX = (float)(int)ImMax(0.0f, cursor_offset.x - scroll_increment_x);
- else if (cursor_offset.x - size.x >= edit_state.ScrollX)
- edit_state.ScrollX = (float)(int)(cursor_offset.x - size.x + scroll_increment_x);
- }
- else
- {
- edit_state.ScrollX = 0.0f;
- }
-
- // Vertical scroll
- if (is_multiline)
- {
- float scroll_y = draw_window->Scroll.y;
- if (cursor_offset.y - g.FontSize < scroll_y)
- scroll_y = ImMax(0.0f, cursor_offset.y - g.FontSize);
- else if (cursor_offset.y - size.y >= scroll_y)
- scroll_y = cursor_offset.y - size.y;
- draw_window->DC.CursorPos.y += (draw_window->Scroll.y - scroll_y); // To avoid a frame of lag
- draw_window->Scroll.y = scroll_y;
- render_pos.y = draw_window->DC.CursorPos.y;
- }
+ g.NavInitResultId = id;
+ g.NavInitResultRectRel = nav_bb_rel;
}
- edit_state.CursorFollow = false;
- const ImVec2 render_scroll = ImVec2(edit_state.ScrollX, 0.0f);
-
- // Draw selection
- if (edit_state.StbState.select_start != edit_state.StbState.select_end)
+ if (!(item_flags & ImGuiItemFlags_NoNavDefaultFocus))
{
- const ImWchar* text_selected_begin = text_begin + ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end);
- const ImWchar* text_selected_end = text_begin + ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end);
-
- float bg_offy_up = is_multiline ? 0.0f : -1.0f; // FIXME: those offsets should be part of the style? they don't play so well with multi-line selection.
- float bg_offy_dn = is_multiline ? 0.0f : 2.0f;
- ImU32 bg_color = GetColorU32(ImGuiCol_TextSelectedBg);
- ImVec2 rect_pos = render_pos + select_start_offset - render_scroll;
- for (const ImWchar* p = text_selected_begin; p < text_selected_end; )
- {
- if (rect_pos.y > clip_rect.w + g.FontSize)
- break;
- if (rect_pos.y < clip_rect.y)
- {
- while (p < text_selected_end)
- if (*p++ == '\n')
- break;
- }
- else
- {
- ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true);
- if (rect_size.x <= 0.0f) rect_size.x = (float)(int)(g.Font->GetCharAdvance((unsigned short)' ') * 0.50f); // So we can see selected empty lines
- ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos +ImVec2(rect_size.x, bg_offy_dn));
- rect.ClipWith(clip_rect);
- if (rect.Overlaps(clip_rect))
- draw_window->DrawList->AddRectFilled(rect.Min, rect.Max, bg_color);
- }
- rect_pos.x = render_pos.x - render_scroll.x;
- rect_pos.y += g.FontSize;
- }
+ g.NavInitRequest = false; // Found a match, clear request
+ NavUpdateAnyRequestFlag();
}
-
- draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos - render_scroll, GetColorU32(ImGuiCol_Text), buf_display, buf_display + edit_state.CurLenA, 0.0f, is_multiline ? NULL : &clip_rect);
-
- // Draw blinking cursor
- bool cursor_is_visible = (!g.IO.OptCursorBlink) || (g.InputTextState.CursorAnim <= 0.0f) || ImFmod(g.InputTextState.CursorAnim, 1.20f) <= 0.80f;
- ImVec2 cursor_screen_pos = render_pos + cursor_offset - render_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));
-
- // 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_editable)
- g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1, cursor_screen_pos.y - g.FontSize);
- }
- else
- {
- // Render text only
- const char* buf_end = NULL;
- if (is_multiline)
- text_size = ImVec2(size.x, InputTextCalcTextLenAndLineCount(buf_display, &buf_end) * g.FontSize); // We don't need width
- draw_window->DrawList->AddText(g.Font, g.FontSize, render_pos, GetColorU32(ImGuiCol_Text), buf_display, buf_end, 0.0f, is_multiline ? NULL : &clip_rect);
}
- if (is_multiline)
- {
- Dummy(text_size + ImVec2(0.0f, g.FontSize)); // Always add room to scroll an extra line
- EndChildFrame();
- EndGroup();
- }
-
- if (is_password)
- PopFont();
-
- // Log as text
- if (g.LogEnabled && !is_password)
- LogRenderedText(&render_pos, buf_display, NULL);
-
- if (label_size.x > 0)
- RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
-
- if (value_changed)
- MarkItemValueChanged(id);
-
- if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0)
- return enter_pressed;
- else
- return value_changed;
-}
-
-bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
-{
- IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline()
- return InputTextEx(label, buf, (int)buf_size, ImVec2(0,0), flags, callback, user_data);
-}
-
-bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, const ImVec2& size, ImGuiInputTextFlags flags, ImGuiTextEditCallback callback, void* user_data)
-{
- return InputTextEx(label, buf, (int)buf_size, size, flags | ImGuiInputTextFlags_Multiline, callback, user_data);
-}
-
-// NB: format here must be a simple "%xx" format string with no prefix/suffix (unlike the Drag/Slider functions "format" argument)
-bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* data_ptr, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
-
- IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT);
- if (format == NULL)
- format = GDataTypeInfo[data_type].PrintFmt;
-
- char buf[64];
- DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, data_ptr, format);
-
- bool value_changed = false;
- if ((extra_flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0)
- extra_flags |= ImGuiInputTextFlags_CharsDecimal;
- extra_flags |= ImGuiInputTextFlags_AutoSelectAll;
-
- if (step != NULL)
+ // 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_NoNav))
{
- const float button_size = GetFrameHeight();
-
- BeginGroup(); // The only purpose of the group here is to allow the caller to query item data e.g. IsItemActive()
- PushID(label);
- PushItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2));
- if (InputText("", buf, IM_ARRAYSIZE(buf), extra_flags)) // PushId(label) + "" gives us the expected ID from outside point of view
- value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format);
- PopItemWidth();
-
- // Step buttons
- SameLine(0, style.ItemInnerSpacing.x);
- if (ButtonEx("-", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
- {
- DataTypeApplyOp(data_type, '-', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
- value_changed = true;
- }
- SameLine(0, style.ItemInnerSpacing.x);
- if (ButtonEx("+", ImVec2(button_size, button_size), ImGuiButtonFlags_Repeat | ImGuiButtonFlags_DontClosePopups))
+ 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)
{
- DataTypeApplyOp(data_type, '+', data_ptr, data_ptr, g.IO.KeyCtrl && step_fast ? step_fast : step);
- value_changed = true;
+ result->ID = id;
+ result->SelectScopeId = g.MultiSelectScopeId;
+ result->Window = window;
+ result->RectRel = nav_bb_rel;
}
- SameLine(0, style.ItemInnerSpacing.x);
- TextUnformatted(label, FindRenderedTextEnd(label));
- PopID();
- EndGroup();
- }
- else
- {
- if (InputText(label, buf, IM_ARRAYSIZE(buf), extra_flags))
- value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialText.Data, data_type, data_ptr, format);
+ 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))
+ {
+ result = &g.NavMoveResultLocalVisibleSet;
+ result->ID = id;
+ result->SelectScopeId = g.MultiSelectScopeId;
+ result->Window = window;
+ result->RectRel = nav_bb_rel;
+ }
}
- return value_changed;
-}
-
-bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags extra_flags)
-{
- extra_flags |= ImGuiInputTextFlags_CharsScientific;
- return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step>0.0f ? &step : NULL), (void*)(step_fast>0.0f ? &step_fast : NULL), format, extra_flags);
-}
-
-bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags extra_flags)
-{
- extra_flags |= ImGuiInputTextFlags_CharsScientific;
- return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step>0.0 ? &step : NULL), (void*)(step_fast>0.0 ? &step_fast : NULL), format, extra_flags);
-}
-
-bool ImGui::InputInt(const char* label, int* v, int step, int step_fast, ImGuiInputTextFlags extra_flags)
-{
- // Hexadecimal input provided as a convenience but the flag name is awkward. Typically you'd use InputText() to parse your own data, if you want to handle prefixes.
- const char* format = (extra_flags & ImGuiInputTextFlags_CharsHexadecimal) ? "%08X" : "%d";
- return InputScalar(label, ImGuiDataType_S32, (void*)v, (void*)(step>0 ? &step : NULL), (void*)(step_fast>0 ? &step_fast : NULL), format, extra_flags);
-}
-
-bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* step, const void* step_fast, const char* format, ImGuiInputTextFlags extra_flags)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- ImGuiContext& g = *GImGui;
- bool value_changed = false;
- BeginGroup();
- PushID(label);
- PushMultiItemsWidths(components);
- size_t type_size = GDataTypeInfo[data_type].Size;
- for (int i = 0; i < components; i++)
+ // Update window-relative bounding box of navigated item
+ if (g.NavId == id)
{
- PushID(i);
- value_changed |= InputScalar("##v", data_type, v, step, step_fast, format, extra_flags);
- SameLine(0, g.Style.ItemInnerSpacing.x);
- PopID();
- PopItemWidth();
- v = (void*)((char*)v + type_size);
+ g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window.
+ g.NavLayer = window->DC.NavLayerCurrent;
+ g.NavIdIsAlive = true;
+ g.NavIdTabCounter = window->FocusIdxTabCounter;
+ window->NavRectRel[window->DC.NavLayerCurrent] = nav_bb_rel; // Store item bounding box (relative to window position)
}
- PopID();
-
- TextUnformatted(label, FindRenderedTextEnd(label));
- EndGroup();
- return value_changed;
-}
-
-bool ImGui::InputFloat2(const char* label, float v[2], const char* format, ImGuiInputTextFlags extra_flags)
-{
- return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags);
-}
-
-bool ImGui::InputFloat3(const char* label, float v[3], const char* format, ImGuiInputTextFlags extra_flags)
-{
- return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags);
-}
-
-bool ImGui::InputFloat4(const char* label, float v[4], const char* format, ImGuiInputTextFlags extra_flags)
-{
- return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags);
-}
-
-// Prefer using "const char* format" directly, which is more flexible and consistent with other API.
-#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, int decimal_precision, ImGuiInputTextFlags extra_flags)
-{
- char format[16] = "%f";
- if (decimal_precision >= 0)
- ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputFloat(label, v, step, step_fast, format, extra_flags);
-}
-
-bool ImGui::InputFloat2(const char* label, float v[2], int decimal_precision, ImGuiInputTextFlags extra_flags)
-{
- char format[16] = "%f";
- if (decimal_precision >= 0)
- ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 2, NULL, NULL, format, extra_flags);
-}
-
-bool ImGui::InputFloat3(const char* label, float v[3], int decimal_precision, ImGuiInputTextFlags extra_flags)
-{
- char format[16] = "%f";
- if (decimal_precision >= 0)
- ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 3, NULL, NULL, format, extra_flags);
-}
-
-bool ImGui::InputFloat4(const char* label, float v[4], int decimal_precision, ImGuiInputTextFlags extra_flags)
-{
- char format[16] = "%f";
- if (decimal_precision >= 0)
- ImFormatString(format, IM_ARRAYSIZE(format), "%%.%df", decimal_precision);
- return InputScalarN(label, ImGuiDataType_Float, v, 4, NULL, NULL, format, extra_flags);
-}
-#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS
-
-bool ImGui::InputInt2(const char* label, int v[2], ImGuiInputTextFlags extra_flags)
-{
- return InputScalarN(label, ImGuiDataType_S32, v, 2, NULL, NULL, "%d", extra_flags);
}
-bool ImGui::InputInt3(const char* label, int v[3], ImGuiInputTextFlags extra_flags)
+bool ImGui::NavMoveRequestButNoResultYet()
{
- return InputScalarN(label, ImGuiDataType_S32, v, 3, NULL, NULL, "%d", extra_flags);
+ ImGuiContext& g = *GImGui;
+ return g.NavMoveRequest && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
}
-bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags extra_flags)
+void ImGui::NavMoveRequestCancel()
{
- return InputScalarN(label, ImGuiDataType_S32, v, 4, NULL, NULL, "%d", extra_flags);
+ ImGuiContext& g = *GImGui;
+ g.NavMoveRequest = false;
+ NavUpdateAnyRequestFlag();
}
-static float CalcMaxPopupHeightFromItemCount(int items_count)
+void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, const ImRect& bb_rel, ImGuiNavMoveFlags move_flags)
{
ImGuiContext& g = *GImGui;
- if (items_count <= 0)
- return FLT_MAX;
- return (g.FontSize + g.Style.ItemSpacing.y) * items_count - g.Style.ItemSpacing.y + (g.Style.WindowPadding.y * 2);
+ IM_ASSERT(g.NavMoveRequestForward == ImGuiNavForward_None);
+ ImGui::NavMoveRequestCancel();
+ g.NavMoveDir = move_dir;
+ g.NavMoveClipDir = clip_dir;
+ g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
+ g.NavMoveRequestFlags = move_flags;
+ g.NavWindow->NavRectRel[g.NavLayer] = bb_rel;
}
-bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags)
+void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags)
{
- // Always consume the SetNextWindowSizeConstraint() call in our early return paths
ImGuiContext& g = *GImGui;
- ImGuiCond backup_next_window_size_constraint = g.NextWindowData.SizeConstraintCond;
- g.NextWindowData.SizeConstraintCond = 0;
-
- ImGuiWindow* window = GetCurrentWindow();
- 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);
-
- const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight();
- const ImVec2 label_size = CalcTextSize(label, NULL, true);
- const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth();
- const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y*2.0f));
- const ImRect total_bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f));
- ItemSize(total_bb, style.FramePadding.y);
- if (!ItemAdd(total_bb, id, &frame_bb))
- return false;
-
- bool hovered, held;
- bool pressed = ButtonBehavior(frame_bb, id, &hovered, &held);
- bool popup_open = IsPopupOpen(id);
-
- const ImRect value_bb(frame_bb.Min, frame_bb.Max - ImVec2(arrow_size, 0.0f));
- const ImU32 frame_col = GetColorU32(hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg);
- RenderNavHighlight(frame_bb, id);
- if (!(flags & ImGuiComboFlags_NoPreview))
- window->DrawList->AddRectFilled(frame_bb.Min, ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Max.y), frame_col, style.FrameRounding, ImDrawCornerFlags_Left);
- if (!(flags & ImGuiComboFlags_NoArrowButton))
- {
- window->DrawList->AddRectFilled(ImVec2(frame_bb.Max.x - arrow_size, frame_bb.Min.y), frame_bb.Max, GetColorU32((popup_open || hovered) ? ImGuiCol_ButtonHovered : ImGuiCol_Button), style.FrameRounding, (w <= arrow_size) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Right);
- RenderArrow(ImVec2(frame_bb.Max.x - arrow_size + style.FramePadding.y, frame_bb.Min.y + style.FramePadding.y), ImGuiDir_Down);
- }
- RenderFrameBorder(frame_bb.Min, frame_bb.Max, style.FrameRounding);
- if (preview_value != NULL && !(flags & ImGuiComboFlags_NoPreview))
- RenderTextClipped(frame_bb.Min + style.FramePadding, value_bb.Max, 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);
+ if (g.NavWindow != window || !NavMoveRequestButNoResultYet() || g.NavMoveRequestForward != ImGuiNavForward_None || g.NavLayer != 0)
+ return;
+ IM_ASSERT(move_flags != 0); // No points calling this with no wrapping
+ ImRect bb_rel = window->NavRectRel[0];
- if ((pressed || g.NavActivateId == id) && !popup_open)
+ ImGuiDir clip_dir = g.NavMoveDir;
+ if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
- if (window->DC.NavLayerCurrent == 0)
- window->NavLastIds[0] = id;
- OpenPopupEx(id);
- popup_open = true;
+ bb_rel.Min.x = bb_rel.Max.x = ImMax(window->SizeFull.x, window->SizeContents.x) - 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 (!popup_open)
- return false;
-
- if (backup_next_window_size_constraint)
+ if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
{
- g.NextWindowData.SizeConstraintCond = backup_next_window_size_constraint;
- g.NextWindowData.SizeConstraintRect.Min.x = ImMax(g.NextWindowData.SizeConstraintRect.Min.x, w);
+ 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);
}
- else
+ if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
- if ((flags & ImGuiComboFlags_HeightMask_) == 0)
- flags |= ImGuiComboFlags_HeightRegular;
- IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiComboFlags_HeightMask_)); // Only one
- int popup_max_height_in_items = -1;
- if (flags & ImGuiComboFlags_HeightRegular) popup_max_height_in_items = 8;
- else if (flags & ImGuiComboFlags_HeightSmall) popup_max_height_in_items = 4;
- else if (flags & ImGuiComboFlags_HeightLarge) popup_max_height_in_items = 20;
- SetNextWindowSizeConstraints(ImVec2(w, 0.0f), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
+ bb_rel.Min.y = bb_rel.Max.y = ImMax(window->SizeFull.y, window->SizeContents.y) - 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);
}
-
- char name[16];
- ImFormatString(name, IM_ARRAYSIZE(name), "##Combo_%02d", g.CurrentPopupStack.Size); // Recycle windows based on depth
-
- // Peak into expected window size so we can position it
- if (ImGuiWindow* popup_window = FindWindowByName(name))
- if (popup_window->WasActive)
- {
- ImVec2 size_contents = CalcSizeContents(popup_window);
- ImVec2 size_expected = CalcSizeAfterConstraint(popup_window, CalcSizeAutoFit(popup_window, size_contents));
- if (flags & ImGuiComboFlags_PopupAlignLeft)
- popup_window->AutoPosLastDirection = ImGuiDir_Left;
- ImRect r_outer = FindAllowedExtentRectForWindow(popup_window);
- ImVec2 pos = FindBestWindowPosForPopupEx(frame_bb.GetBL(), size_expected, &popup_window->AutoPosLastDirection, r_outer, frame_bb, ImGuiPopupPositionPolicy_ComboBox);
- SetNextWindowPos(pos);
- }
-
- // Horizontally align ourselves with the framed text
- ImGuiWindowFlags window_flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings;
- PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(style.FramePadding.x, style.WindowPadding.y));
- bool ret = Begin(name, NULL, window_flags);
- PopStyleVar();
- if (!ret)
+ if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
{
- EndPopup();
- IM_ASSERT(0); // This should never happen as we tested for IsPopupOpen() above
- return false;
+ 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);
}
- return true;
-}
-
-void ImGui::EndCombo()
-{
- EndPopup();
}
-// Getter for the old Combo() API: const char*[]
-static bool Items_ArrayGetter(void* data, int idx, const char** out_text)
+static void ImGui::NavSaveLastChildNavWindow(ImGuiWindow* nav_window)
{
- const char* const* items = (const char* const*)data;
- if (out_text)
- *out_text = items[idx];
- return true;
+ ImGuiWindow* parent_window = nav_window;
+ while (parent_window && (parent_window->Flags & ImGuiWindowFlags_ChildWindow) != 0 && (parent_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+ parent_window = parent_window->ParentWindow;
+ if (parent_window && parent_window != nav_window)
+ parent_window->NavLastChildNavWindow = nav_window;
}
-// Getter for the old Combo() API: "item1\0item2\0item3\0"
-static bool Items_SingleStringGetter(void* data, int idx, const char** out_text)
+// Call when we are expected to land on Layer 0 after FocusWindow()
+static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
{
- // FIXME-OPT: we could pre-compute the indices to fasten this. But only 1 active combo means the waste is limited.
- const char* items_separated_by_zeros = (const char*)data;
- int items_count = 0;
- const char* p = items_separated_by_zeros;
- while (*p)
- {
- if (idx == items_count)
- break;
- p += strlen(p) + 1;
- items_count++;
- }
- if (!*p)
- return false;
- if (out_text)
- *out_text = p;
- return true;
+ return window->NavLastChildNavWindow ? window->NavLastChildNavWindow : window;
}
-// Old API, prefer using BeginCombo() nowadays if you can.
-bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items)
+static void NavRestoreLayer(ImGuiNavLayer layer)
{
ImGuiContext& g = *GImGui;
-
- // Call the getter to obtain the preview string which is a parameter to BeginCombo()
- const char* preview_value = NULL;
- if (*current_item >= 0 && *current_item < items_count)
- items_getter(data, *current_item, &preview_value);
-
- // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here.
- if (popup_max_height_in_items != -1 && !g.NextWindowData.SizeConstraintCond)
- SetNextWindowSizeConstraints(ImVec2(0,0), ImVec2(FLT_MAX, CalcMaxPopupHeightFromItemCount(popup_max_height_in_items)));
-
- if (!BeginCombo(label, preview_value, ImGuiComboFlags_None))
- return false;
-
- // Display items
- // FIXME-OPT: Use clipper (but we need to disable it on the appearing frame to make sure our call to SetItemDefaultFocus() is processed)
- bool value_changed = false;
- for (int i = 0; i < items_count; i++)
- {
- PushID((void*)(intptr_t)i);
- const bool item_selected = (i == *current_item);
- const char* item_text;
- if (!items_getter(data, i, &item_text))
- item_text = "*Unknown item*";
- if (Selectable(item_text, item_selected))
- {
- value_changed = true;
- *current_item = i;
- }
- if (item_selected)
- SetItemDefaultFocus();
- PopID();
- }
-
- EndCombo();
- return value_changed;
-}
-
-// Combo box helper allowing to pass an array of strings.
-bool ImGui::Combo(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items)
-{
- const bool value_changed = Combo(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_in_items);
- return value_changed;
+ g.NavLayer = layer;
+ if (layer == 0)
+ g.NavWindow = ImGui::NavRestoreLastChildNavWindow(g.NavWindow);
+ if (layer == 0 && g.NavWindow->NavLastIds[0] != 0)
+ ImGui::SetNavIDWithRectRel(g.NavWindow->NavLastIds[0], layer, g.NavWindow->NavRectRel[0]);
+ else
+ ImGui::NavInitWindow(g.NavWindow, true);
}
-// Combo box helper allowing to pass all items in a single string literal holding multiple zero-terminated items "item1\0item2\0"
-bool ImGui::Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int height_in_items)
+static inline void ImGui::NavUpdateAnyRequestFlag()
{
- int items_count = 0;
- const char* p = items_separated_by_zeros; // FIXME-OPT: Avoid computing this, or at least only when combo is open
- while (*p)
- {
- p += strlen(p) + 1;
- items_count++;
- }
- bool value_changed = Combo(label, current_item, Items_SingleStringGetter, (void*)items_separated_by_zeros, items_count, height_in_items);
- return value_changed;
+ ImGuiContext& g = *GImGui;
+ g.NavAnyRequest = g.NavMoveRequest || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
+ if (g.NavAnyRequest)
+ IM_ASSERT(g.NavWindow != NULL);
}
-// Tip: pass an empty label (e.g. "##dummy") then you can use the space to draw other text or image.
-// But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id.
-bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+// This needs to be called before we submit any widget (aka in or before Begin)
+void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
-
- if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet) // FIXME-OPT: Avoid if vertically clipped.
- PopClipRect();
-
- ImGuiID id = window->GetID(label);
- ImVec2 label_size = CalcTextSize(label, NULL, true);
- ImVec2 size(size_arg.x != 0.0f ? size_arg.x : label_size.x, size_arg.y != 0.0f ? size_arg.y : label_size.y);
- ImVec2 pos = window->DC.CursorPos;
- pos.y += window->DC.CurrentLineTextBaseOffset;
- ImRect bb_inner(pos, pos + size);
- ItemSize(bb_inner);
-
- // Fill horizontal space.
- ImVec2 window_padding = window->WindowPadding;
- float max_x = (flags & ImGuiSelectableFlags_SpanAllColumns) ? GetWindowContentRegionMax().x : GetContentRegionMax().x;
- float w_draw = ImMax(label_size.x, window->Pos.x + max_x - window_padding.x - window->DC.CursorPos.x);
- ImVec2 size_draw((size_arg.x != 0 && !(flags & ImGuiSelectableFlags_DrawFillAvailWidth)) ? size_arg.x : w_draw, size_arg.y != 0.0f ? size_arg.y : size.y);
- ImRect bb(pos, pos + size_draw);
- if (size_arg.x == 0.0f || (flags & ImGuiSelectableFlags_DrawFillAvailWidth))
- bb.Max.x += window_padding.x;
-
- // Selectables are tightly packed together, we extend the box to cover spacing between selectable.
- float spacing_L = (float)(int)(style.ItemSpacing.x * 0.5f);
- float spacing_U = (float)(int)(style.ItemSpacing.y * 0.5f);
- float spacing_R = style.ItemSpacing.x - spacing_L;
- float spacing_D = style.ItemSpacing.y - spacing_U;
- bb.Min.x -= spacing_L;
- bb.Min.y -= spacing_U;
- bb.Max.x += spacing_R;
- bb.Max.y += spacing_D;
- if (!ItemAdd(bb, (flags & ImGuiSelectableFlags_Disabled) ? 0 : id))
- {
- if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
- PushColumnClipRect();
- return false;
- }
-
- // 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_PressedOnClick) button_flags |= ImGuiButtonFlags_PressedOnClick;
- if (flags & ImGuiSelectableFlags_PressedOnRelease) button_flags |= ImGuiButtonFlags_PressedOnRelease;
- if (flags & ImGuiSelectableFlags_Disabled) button_flags |= ImGuiButtonFlags_Disabled;
- if (flags & ImGuiSelectableFlags_AllowDoubleClick) button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick;
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags);
- if (flags & ImGuiSelectableFlags_Disabled)
- selected = false;
-
- // Hovering selectable with mouse updates NavId accordingly so navigation can be resumed with gamepad/keyboard (this doesn't happen on most widgets)
- if (pressed || hovered)
- if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent)
- {
- g.NavDisableHighlight = true;
- SetNavID(id, window->DC.NavLayerCurrent);
- }
- if (pressed)
- MarkItemValueChanged(id);
-
- // Render
- if (hovered || selected)
+ IM_ASSERT(window == g.NavWindow);
+ 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 (init_for_nav)
{
- 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);
+ SetNavID(0, g.NavLayer);
+ g.NavInitRequest = true;
+ g.NavInitRequestFromMove = false;
+ g.NavInitResultId = 0;
+ g.NavInitResultRectRel = ImRect();
+ NavUpdateAnyRequestFlag();
}
-
- if ((flags & ImGuiSelectableFlags_SpanAllColumns) && window->DC.ColumnsSet)
+ else
{
- PushColumnClipRect();
- bb.Max.x -= (GetContentRegionMax().x - max_x);
+ g.NavId = window->NavLastIds[0];
}
-
- if (flags & ImGuiSelectableFlags_Disabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
- RenderTextClipped(bb_inner.Min, bb.Max, label, NULL, &label_size, ImVec2(0.0f,0.0f));
- if (flags & ImGuiSelectableFlags_Disabled) PopStyleColor();
-
- // Automatically close popups
- if (pressed && (window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiSelectableFlags_DontClosePopups) && !(window->DC.ItemFlags & ImGuiItemFlags_SelectableDontClosePopup))
- CloseCurrentPopup();
- return pressed;
}
-bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags, const ImVec2& size_arg)
+static ImVec2 ImGui::NavCalcPreferredRefPos()
{
- if (Selectable(label, *p_selected, flags, size_arg))
+ ImGuiContext& g = *GImGui;
+ if (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow)
{
- *p_selected = !*p_selected;
- return true;
+ // 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;
+ }
+ 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 = GetViewportRect();
+ return ImFloor(ImClamp(pos, visible_rect.Min, visible_rect.Max)); // ImFloor() is important because non-integer mouse position application in back-end might be lossy and result in undesirable non-zero delta.
}
- return false;
-}
-
-// FIXME: Rename to BeginListBox()
-// 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 empty label "##empty"
-bool ImGui::ListBoxHeader(const char* label, const ImVec2& size_arg)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- const ImGuiStyle& style = GetStyle();
- 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);
- 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.
-
- BeginGroup();
- if (label_size.x > 0)
- RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label);
-
- BeginChildFrame(id, frame_bb.GetSize());
- return true;
-}
-
-// FIXME: Rename to BeginListBox()
-bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items)
-{
- // Size default to hold ~7 items. Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar.
- // We don't add +0.40f 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);
- float height_in_items_f = height_in_items < items_count ? (height_in_items + 0.40f) : (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().
- ImVec2 size;
- size.x = 0.0f;
- size.y = GetTextLineHeightWithSpacing() * height_in_items_f + GetStyle().ItemSpacing.y;
- return ListBoxHeader(label, size);
}
-// FIXME: Rename to EndListBox()
-void ImGui::ListBoxFooter()
+float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode)
{
- ImGuiWindow* parent_window = GetCurrentWindow()->ParentWindow;
- const ImRect bb = parent_window->DC.LastItemRect;
- const ImGuiStyle& style = GetStyle();
-
- 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();
-}
+ ImGuiContext& g = *GImGui;
+ if (mode == ImGuiInputReadMode_Down)
+ return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user)
-bool ImGui::ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_items)
-{
- const bool value_changed = ListBox(label, current_item, Items_ArrayGetter, (void*)items, items_count, height_items);
- return value_changed;
+ 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)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.80f);
+ if (mode == ImGuiInputReadMode_RepeatSlow)
+ return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 1.00f, g.IO.KeyRepeatRate * 2.00f);
+ if (mode == ImGuiInputReadMode_RepeatFast)
+ return (float)CalcTypematicPressedRepeatAmount(t, t - g.IO.DeltaTime, g.IO.KeyRepeatDelay * 0.80f, g.IO.KeyRepeatRate * 0.30f);
+ return 0.0f;
}
-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)
+ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor)
{
- if (!ListBoxHeader(label, items_count, height_in_items))
- 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.
- bool value_changed = false;
- ImGuiListClipper clipper(items_count, GetTextLineHeightWithSpacing()); // We know exactly our line height here so we pass it as a minor optimization, but generally you don't need to.
- 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);
- if (Selectable(item_text, item_selected))
- {
- *current_item = i;
- value_changed = true;
- }
- if (item_selected)
- SetItemDefaultFocus();
- PopID();
- }
- ListBoxFooter();
- return value_changed;
+ 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;
}
-bool ImGui::MenuItem(const char* label, const char* shortcut, bool selected, bool enabled)
+// Scroll to keep newly navigated item fully into view
+// NB: We modify rect_rel by the amount we scrolled for, so it is immediately updated.
+static void NavScrollToBringItemIntoView(ImGuiWindow* window, const ImRect& item_rect)
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
+ ImRect window_rect(window->InnerMainRect.Min - ImVec2(1, 1), window->InnerMainRect.Max + ImVec2(1, 1));
+ //GetOverlayDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG]
+ if (window_rect.Contains(item_rect))
+ return;
ImGuiContext& g = *GImGui;
- ImGuiStyle& style = g.Style;
- ImVec2 pos = window->DC.CursorPos;
- ImVec2 label_size = CalcTextSize(label, NULL, true);
-
- ImGuiSelectableFlags flags = ImGuiSelectableFlags_PressedOnRelease | (enabled ? 0 : ImGuiSelectableFlags_Disabled);
- bool pressed;
- if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+ if (window->ScrollbarX && item_rect.Min.x < window_rect.Min.x)
{
- // 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
- float w = label_size.x;
- window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
- PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
- pressed = Selectable(label, false, flags, ImVec2(w, 0.0f));
- PopStyleVar();
- window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar().
+ window->ScrollTarget.x = item_rect.Min.x - window->Pos.x + window->Scroll.x - g.Style.ItemSpacing.x;
+ window->ScrollTargetCenterRatio.x = 0.0f;
}
- else
+ else if (window->ScrollbarX && item_rect.Max.x >= window_rect.Max.x)
{
- ImVec2 shortcut_size = shortcut ? CalcTextSize(shortcut, NULL) : ImVec2(0.0f, 0.0f);
- float w = window->MenuColumns.DeclColumns(label_size.x, shortcut_size.x, (float)(int)(g.FontSize * 1.20f)); // Feedback for next frame
- float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
- pressed = Selectable(label, false, flags | ImGuiSelectableFlags_DrawFillAvailWidth, ImVec2(w, 0.0f));
- if (shortcut_size.x > 0.0f)
- {
- PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
- RenderText(pos + ImVec2(window->MenuColumns.Pos[1] + extra_w, 0.0f), shortcut, NULL, false);
- PopStyleColor();
- }
- if (selected)
- RenderCheckMark(pos + ImVec2(window->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);
+ window->ScrollTarget.x = item_rect.Max.x - window->Pos.x + window->Scroll.x + g.Style.ItemSpacing.x;
+ window->ScrollTargetCenterRatio.x = 1.0f;
}
- return pressed;
-}
-
-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 (item_rect.Min.y < window_rect.Min.y)
{
- if (p_selected)
- *p_selected = !*p_selected;
- return true;
+ window->ScrollTarget.y = item_rect.Min.y - window->Pos.y + window->Scroll.y - g.Style.ItemSpacing.y;
+ window->ScrollTargetCenterRatio.y = 0.0f;
}
- return false;
-}
-
-// For the main menu bar, which cannot be moved, we honor g.Style.DisplaySafeAreaPadding to ensure text can be visible on a TV set.
-bool ImGui::BeginMainMenuBar()
-{
- ImGuiContext& g = *GImGui;
- g.NextWindowData.MenuBarOffsetMinVal = ImVec2(g.Style.DisplaySafeAreaPadding.x, ImMax(g.Style.DisplaySafeAreaPadding.y - g.Style.FramePadding.y, 0.0f));
- SetNextWindowPos(ImVec2(0.0f, 0.0f));
- SetNextWindowSize(ImVec2(g.IO.DisplaySize.x, g.NextWindowData.MenuBarOffsetMinVal.y + g.FontBaseSize + g.Style.FramePadding.y));
- PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
- PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(0,0));
- ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_MenuBar;
- bool is_open = Begin("##MainMenuBar", NULL, window_flags) && BeginMenuBar();
- PopStyleVar(2);
- g.NextWindowData.MenuBarOffsetMinVal = ImVec2(0.0f, 0.0f);
- if (!is_open)
+ else if (item_rect.Max.y >= window_rect.Max.y)
{
- End();
- return false;
+ window->ScrollTarget.y = item_rect.Max.y - window->Pos.y + window->Scroll.y + g.Style.ItemSpacing.y;
+ window->ScrollTargetCenterRatio.y = 1.0f;
}
- return true;
}
-void ImGui::EndMainMenuBar()
+static void ImGui::NavUpdate()
{
- EndMenuBar();
-
- // When the user has left the menu layer (typically: closed menus through activation of an item), we restore focus to the previous window
ImGuiContext& g = *GImGui;
- if (g.CurrentWindow == g.NavWindow && g.NavLayer == 0)
- FocusFrontMostActiveWindow(g.NavWindow);
-
- End();
-}
-
-bool ImGui::BeginMenuBar()
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
- if (!(window->Flags & ImGuiWindowFlags_MenuBar))
- return false;
-
- IM_ASSERT(!window->DC.MenuBarAppending);
- BeginGroup(); // Backup position on layer 0
- PushID("##menubar");
-
- // We don't clip with current window clipping rectangle as it is already set to the area below. However we clip with window full rect.
- // We remove 1 worth of rounding to Max.x to that text in long menus and small windows don't tend to display over the lower-right rounded area, which looks particularly glitchy.
- ImRect bar_rect = window->MenuBarRect();
- ImRect clip_rect(ImFloor(bar_rect.Min.x + 0.5f), ImFloor(bar_rect.Min.y + window->WindowBorderSize + 0.5f), ImFloor(ImMax(bar_rect.Min.x, bar_rect.Max.x - window->WindowRounding) + 0.5f), ImFloor(bar_rect.Max.y + 0.5f));
- clip_rect.ClipWith(window->OuterRectClipped);
- PushClipRect(clip_rect.Min, clip_rect.Max, false);
-
- window->DC.CursorPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y);
- window->DC.LayoutType = ImGuiLayoutType_Horizontal;
- window->DC.NavLayerCurrent++;
- window->DC.NavLayerCurrentMask <<= 1;
- window->DC.MenuBarAppending = true;
- AlignTextToFramePadding();
- return true;
-}
+ g.IO.WantSetMousePos = false;
+#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
-void ImGui::EndMenuBar()
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
- ImGuiContext& g = *GImGui;
+ // Set input source as Gamepad when buttons are pressed before we map Keyboard (some features differs when used with Gamepad vs Keyboard)
+ bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
+ bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
+ if (nav_gamepad_active)
+ if (g.IO.NavInputs[ImGuiNavInput_Activate] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Input] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Cancel] > 0.0f || g.IO.NavInputs[ImGuiNavInput_Menu] > 0.0f)
+ g.NavInputSource = ImGuiInputSource_NavGamepad;
- // 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))
+ // Update Keyboard->Nav inputs mapping
+ if (nav_keyboard_active)
{
- 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)
- {
- // 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)
- IM_ASSERT(window->DC.NavLayerActiveMaskNext & 0x02); // Sanity check
- FocusWindow(window);
- SetNavIDWithRectRel(window->NavLastIds[1], 1, window->NavRectRel[1]);
- g.NavLayer = 1;
- g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection.
- g.NavMoveRequestForward = ImGuiNavForward_ForwardQueued;
- NavMoveRequestCancel();
- }
+ #define NAV_MAP_KEY(_KEY, _NAV_INPUT) if (IsKeyDown(g.IO.KeyMap[_KEY])) { g.IO.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_NavKeyboard; }
+ 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 (g.IO.KeyCtrl) g.IO.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f;
+ if (g.IO.KeyShift) g.IO.NavInputs[ImGuiNavInput_TweakFast] = 1.0f;
+ if (g.IO.KeyAlt) g.IO.NavInputs[ImGuiNavInput_KeyMenu_] = 1.0f;
+ #undef NAV_MAP_KEY
}
+ memcpy(g.IO.NavInputsDownDurationPrev, g.IO.NavInputsDownDuration, sizeof(g.IO.NavInputsDownDuration));
+ for (int i = 0; i < IM_ARRAYSIZE(g.IO.NavInputs); i++)
+ g.IO.NavInputsDownDuration[i] = (g.IO.NavInputs[i] > 0.0f) ? (g.IO.NavInputsDownDuration[i] < 0.0f ? 0.0f : g.IO.NavInputsDownDuration[i] + g.IO.DeltaTime) : -1.0f;
- 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.GroupStack.back().AdvanceCursor = false;
- EndGroup(); // Restore position on layer 0
- window->DC.LayoutType = ImGuiLayoutType_Vertical;
- window->DC.NavLayerCurrent--;
- window->DC.NavLayerCurrentMask >>= 1;
- window->DC.MenuBarAppending = false;
-}
-
-bool ImGui::BeginMenu(const char* label, bool enabled)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
- ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const ImGuiID id = window->GetID(label);
-
- ImVec2 label_size = CalcTextSize(label, NULL, true);
-
- bool pressed;
- bool menu_is_open = IsPopupOpen(id);
- bool menuset_is_open = !(window->Flags & ImGuiWindowFlags_Popup) && (g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].OpenParentId == window->IDStack.back());
- ImGuiWindow* backed_nav_window = g.NavWindow;
- if (menuset_is_open)
- g.NavWindow = window; // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent)
-
- // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu (using FindBestWindowPosForPopup).
- ImVec2 popup_pos, pos = window->DC.CursorPos;
- if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
+ // Process navigation init request (select first/default focus)
+ if (g.NavInitResultId != 0 && (!g.NavDisableHighlight || g.NavInitRequestFromMove))
{
- // Menu inside an horizontal menu bar
- // Selectable extend their highlight by half ItemSpacing in each direction.
- // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin()
- popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
- window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
- PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
- float w = label_size.x;
- pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
- PopStyleVar();
- window->DC.CursorPos.x += (float)(int)(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().
+ // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
+ IM_ASSERT(g.NavWindow);
+ if (g.NavInitRequestFromMove)
+ SetNavIDWithRectRel(g.NavInitResultId, g.NavLayer, g.NavInitResultRectRel);
+ else
+ SetNavID(g.NavInitResultId, g.NavLayer);
+ g.NavWindow->NavRectRel[g.NavLayer] = g.NavInitResultRectRel;
}
- else
+ g.NavInitRequest = false;
+ g.NavInitRequestFromMove = false;
+ g.NavInitResultId = 0;
+ g.NavJustMovedToId = 0;
+
+ // Process navigation move request
+ if (g.NavMoveRequest)
+ NavUpdateMoveResult();
+
+ // When a forwarded move request failed, we restore the highlight that we disabled during the forward frame
+ if (g.NavMoveRequestForward == ImGuiNavForward_ForwardActive)
{
- // Menu inside a menu
- popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y);
- float w = window->MenuColumns.DeclColumns(label_size.x, 0.0f, (float)(int)(g.FontSize * 1.20f)); // Feedback to next frame
- float extra_w = ImMax(0.0f, GetContentRegionAvail().x - w);
- pressed = Selectable(label, menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_PressedOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_DrawFillAvailWidth | (!enabled ? ImGuiSelectableFlags_Disabled : 0), ImVec2(w, 0.0f));
- if (!enabled) PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]);
- RenderArrow(pos + ImVec2(window->MenuColumns.Pos[2] + extra_w + g.FontSize * 0.30f, 0.0f), ImGuiDir_Right);
- if (!enabled) PopStyleColor();
+ IM_ASSERT(g.NavMoveRequest);
+ if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
+ g.NavDisableHighlight = false;
+ g.NavMoveRequestForward = ImGuiNavForward_None;
}
- const bool hovered = enabled && ItemHoverable(window->DC.LastItemRect, id);
- if (menuset_is_open)
- g.NavWindow = backed_nav_window;
-
- bool want_open = false, want_close = false;
- if (window->DC.LayoutType == ImGuiLayoutType_Vertical) // (window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu))
+ // Apply application mouse position movement, after we had a chance to process move request result.
+ if (g.NavMousePosDirty && g.NavIdIsAlive)
{
- // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive.
- bool moving_within_opened_triangle = false;
- if (g.HoveredWindow == window && g.OpenPopupStack.Size > g.CurrentPopupStack.Size && g.OpenPopupStack[g.CurrentPopupStack.Size].ParentWindow == window && !(window->Flags & ImGuiWindowFlags_MenuBar))
+ // Set mouse position given our knowledge of the navigated item position from last frame
+ if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (g.IO.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
{
- if (ImGuiWindow* next_window = g.OpenPopupStack[g.CurrentPopupStack.Size].Window)
+ if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
{
- ImRect next_window_rect = next_window->Rect();
- ImVec2 ta = g.IO.MousePos - g.IO.MouseDelta;
- ImVec2 tb = (window->Pos.x < next_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR();
- ImVec2 tc = (window->Pos.x < next_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 < next_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_within_opened_triangle = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos);
- //window->DrawList->PushClipRectFullScreen(); window->DrawList->AddTriangleFilled(ta, tb, tc, moving_within_opened_triangle ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); window->DrawList->PopClipRect(); // Debug
+ g.IO.MousePos = g.IO.MousePosPrev = NavCalcPreferredRefPos();
+ g.IO.WantSetMousePos = true;
}
}
+ g.NavMousePosDirty = false;
+ }
+ g.NavIdIsAlive = false;
+ g.NavJustTabbedId = 0;
+ IM_ASSERT(g.NavLayer == 0 || g.NavLayer == 1);
+
+ // 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
+ if (g.NavWindow)
+ NavSaveLastChildNavWindow(g.NavWindow);
+ if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == 0)
+ g.NavWindow->NavLastChildNavWindow = NULL;
- want_close = (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_within_opened_triangle);
- want_open = (!menu_is_open && hovered && !moving_within_opened_triangle) || (!menu_is_open && hovered && pressed);
+ // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
+ NavUpdateWindowing();
- if (g.NavActivateId == id)
+ // Set output flags for user application
+ g.IO.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
+ g.IO.NavVisible = (g.IO.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
+
+ // Process NavCancel input (to close a popup, get back to parent, clear focus)
+ if (IsNavInputPressed(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed))
+ {
+ if (g.ActiveId != 0)
{
- want_close = menu_is_open;
- want_open = !menu_is_open;
+ if (!(g.ActiveIdBlockNavInputFlags & (1 << ImGuiNavInput_Cancel)))
+ ClearActiveID();
}
- if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open
+ else if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow) && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
{
- want_open = true;
- NavMoveRequestCancel();
+ // 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);
+ g.NavIdIsAlive = false;
+ if (g.NavDisableMouseHover)
+ g.NavMousePosDirty = true;
}
- }
- else
- {
- // Menu bar
- if (menu_is_open && pressed && menuset_is_open) // Click an open menu again to close it
+ else if (g.OpenPopupStack.Size > 0)
{
- want_close = true;
- want_open = menu_is_open = false;
+ // Close open popup/menu
+ if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
+ ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
}
- else if (pressed || (hovered && menuset_is_open && !menu_is_open)) // First click to open, then hover to open others
+ else if (g.NavLayer != 0)
{
- want_open = true;
+ // Leave the "menu" layer
+ NavRestoreLayer(ImGuiNavLayer_Main);
}
- else if (g.NavId == id && g.NavMoveRequest && g.NavMoveDir == ImGuiDir_Down) // Nav-Down to open
+ else
{
- want_open = true;
- NavMoveRequestCancel();
+ // 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;
}
}
- if (!enabled) // explicitly close if an open menu becomes disabled, facilitate users code a lot in pattern such as 'if (BeginMenu("options", has_object)) { ..use object.. }'
- want_close = true;
- if (want_close && IsPopupOpen(id))
- ClosePopupToLevel(g.CurrentPopupStack.Size);
-
- if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.CurrentPopupStack.Size)
- {
- // Don't 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)
- OpenPopup(label);
-
- if (menu_is_open)
- {
- // 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)
- SetNextWindowPos(popup_pos, ImGuiCond_Always);
- ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ((window->Flags & (ImGuiWindowFlags_Popup|ImGuiWindowFlags_ChildMenu)) ? ImGuiWindowFlags_ChildMenu|ImGuiWindowFlags_ChildWindow : ImGuiWindowFlags_ChildMenu);
- menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
- }
-
- return menu_is_open;
-}
-
-void ImGui::EndMenu()
-{
- // Nav: When a left move request _within our child menu_ failed, close the menu.
- // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs.
- // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction.
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- if (g.NavWindow && g.NavWindow->ParentWindow == window && g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical)
- {
- ClosePopupToLevel(g.OpenPopupStack.Size - 1);
- NavMoveRequestCancel();
- }
-
- EndPopup();
-}
-
-// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
-void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags)
-{
- ImGuiContext& g = *GImGui;
-
- 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]);
- BeginTooltipEx(0, true);
-
- const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text;
- if (text_end > text)
+ // Process manual activation request
+ g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = 0;
+ if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
- TextUnformatted(text, text_end);
- Separator();
+ bool activate_down = IsNavInputDown(ImGuiNavInput_Activate);
+ bool activate_pressed = activate_down && IsNavInputPressed(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed);
+ if (g.ActiveId == 0 && activate_pressed)
+ g.NavActivateId = g.NavId;
+ 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) && IsNavInputPressed(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;
- ImVec2 sz(g.FontSize * 3 + g.Style.FramePadding.y * 2, g.FontSize * 3 + g.Style.FramePadding.y * 2);
- ColorButton("##preview", ImVec4(col[0], col[1], col[2], col[3]), (flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)) | ImGuiColorEditFlags_NoTooltip, sz);
- SameLine();
- 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]);
- else
- Text("#%02X%02X%02X%02X\nR:%d, G:%d, B:%d, A:%d\n(%.3f, %.3f, %.3f, %.3f)", cr, cg, cb, ca, cr, cg, cb, ca, col[0], col[1], col[2], col[3]);
- EndTooltip();
-}
-
-static inline ImU32 ImAlphaBlendColor(ImU32 col_a, ImU32 col_b)
-{
- float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
- int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
- int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
- int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
- return IM_COL32(r, g, b, 0xFF);
-}
+ // Process programmatic activation request
+ if (g.NavNextActivateId != 0)
+ g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavInputId = g.NavNextActivateId;
+ g.NavNextActivateId = 0;
-// 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.
-// I 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 alltogether.
-void ImGui::RenderColorRectWithAlphaCheckerboard(ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, int rounding_corners_flags)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
+ // Initiate directional inputs request
+ const int allowed_dir_flags = (g.ActiveId == 0) ? ~0 : g.ActiveIdAllowNavDirFlags;
+ if (g.NavMoveRequestForward == ImGuiNavForward_None)
{
- ImU32 col_bg1 = GetColorU32(ImAlphaBlendColor(IM_COL32(204,204,204,255), col));
- ImU32 col_bg2 = GetColorU32(ImAlphaBlendColor(IM_COL32(128,128,128,255), col));
- window->DrawList->AddRectFilled(p_min, p_max, col_bg1, rounding, rounding_corners_flags);
-
- int yi = 0;
- for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
+ g.NavMoveDir = ImGuiDir_None;
+ g.NavMoveRequestFlags = ImGuiNavMoveFlags_None;
+ if (g.NavWindow && !g.NavWindowingTarget && allowed_dir_flags && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
{
- float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
- if (y2 <= y1)
- continue;
- for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
- {
- 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;
- window->DrawList->AddRectFilled(ImVec2(x1,y1), ImVec2(x2,y2), col_bg2, rounding_corners_flags_cell ? rounding : 0.0f, rounding_corners_flags_cell);
- }
+ if ((allowed_dir_flags & (1<<ImGuiDir_Left)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadLeft, ImGuiNavInput_KeyLeft_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Left;
+ if ((allowed_dir_flags & (1<<ImGuiDir_Right)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadRight,ImGuiNavInput_KeyRight_,ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Right;
+ if ((allowed_dir_flags & (1<<ImGuiDir_Up)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadUp, ImGuiNavInput_KeyUp_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Up;
+ if ((allowed_dir_flags & (1<<ImGuiDir_Down)) && IsNavInputPressedAnyOfTwo(ImGuiNavInput_DpadDown, ImGuiNavInput_KeyDown_, ImGuiInputReadMode_Repeat)) g.NavMoveDir = ImGuiDir_Down;
}
+ g.NavMoveClipDir = g.NavMoveDir;
}
else
{
- window->DrawList->AddRectFilled(p_min, p_max, col, rounding, rounding_corners_flags);
+ // 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);
+ g.NavMoveRequestForward = ImGuiNavForward_ForwardActive;
}
-}
-
-void ImGui::SetColorEditOptions(ImGuiColorEditFlags flags)
-{
- ImGuiContext& g = *GImGui;
- if ((flags & ImGuiColorEditFlags__InputsMask) == 0)
- flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__InputsMask;
- if ((flags & ImGuiColorEditFlags__DataTypeMask) == 0)
- flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__DataTypeMask;
- if ((flags & ImGuiColorEditFlags__PickerMask) == 0)
- flags |= ImGuiColorEditFlags__OptionsDefault & ImGuiColorEditFlags__PickerMask;
- IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__InputsMask))); // Check only 1 option is selected
- IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__DataTypeMask))); // Check only 1 option is selected
- IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check only 1 option is selected
- g.ColorEditOptions = flags;
-}
-
-// A little colored square. Return true when clicked.
-// 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.
-bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
- 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 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))
- return false;
-
- bool hovered, held;
- bool pressed = ButtonBehavior(bb, id, &hovered, &held);
-
- if (flags & ImGuiColorEditFlags_NoAlpha)
- flags &= ~(ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf);
+ // Update PageUp/PageDown scroll
+ float nav_scoring_rect_offset_y = 0.0f;
+ if (nav_keyboard_active)
+ nav_scoring_rect_offset_y = NavUpdatePageUpPageDown(allowed_dir_flags);
- ImVec4 col_without_alpha(col.x, col.y, col.z, 1.0f);
- float grid_step = ImMin(size.x, size.y) / 2.99f;
- float rounding = ImMin(g.Style.FrameRounding, grid_step * 0.5f);
- ImRect bb_inner = bb;
- float off = -0.75f; // The border (using Col_FrameBg) tends to look off when color is near-opaque and rounding is enabled. This offset seemed like a good middle ground to reduce those artifacts.
- bb_inner.Expand(off);
- if ((flags & ImGuiColorEditFlags_AlphaPreviewHalf) && col.w < 1.0f)
- {
- float mid_x = (float)(int)((bb_inner.Min.x + bb_inner.Max.x) * 0.5f + 0.5f);
- RenderColorRectWithAlphaCheckerboard(ImVec2(bb_inner.Min.x + grid_step, bb_inner.Min.y), bb_inner.Max, GetColorU32(col), 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_without_alpha), rounding, ImDrawCornerFlags_TopLeft|ImDrawCornerFlags_BotLeft);
- }
- else
+ // 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)
{
- // Because GetColorU32() multiplies by the global style Alpha and we don't want to display a checkerboard if the source code had no alpha
- ImVec4 col_source = (flags & ImGuiColorEditFlags_AlphaPreview) ? col : col_without_alpha;
- if (col_source.w < 1.0f)
- RenderColorRectWithAlphaCheckerboard(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);
+ g.NavMoveRequest = true;
+ g.NavMoveDirLast = g.NavMoveDir;
}
- RenderNavHighlight(bb, id);
- if (g.Style.FrameBorderSize > 0.0f)
- RenderFrameBorder(bb.Min, bb.Max, rounding);
- else
- window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_FrameBg), rounding); // Color button are often in need of some sort of border
-
- // Drag and Drop Source
- // NB: The ActiveId test is merely an optional micro-optimization, BeginDragDropSource() does the same test.
- if (g.ActiveId == id && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropSource())
+ if (g.NavMoveRequest && g.NavId == 0)
{
- if (flags & ImGuiColorEditFlags_NoAlpha)
- SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F, &col, sizeof(float) * 3, ImGuiCond_Once);
- else
- SetDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F, &col, sizeof(float) * 4, ImGuiCond_Once);
- ColorButton(desc_id, col, flags);
- SameLine();
- TextUnformatted("Color");
- EndDragDropSource();
+ g.NavInitRequest = g.NavInitRequestFromMove = true;
+ g.NavInitResultId = 0;
+ g.NavDisableHighlight = false;
}
+ NavUpdateAnyRequestFlag();
- // Tooltip
- if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered)
- ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf));
-
- if (pressed)
- MarkItemValueChanged(id);
-
- return pressed;
-}
-
-bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flags)
-{
- return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha);
-}
-
-void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags)
-{
- bool allow_opt_inputs = !(flags & ImGuiColorEditFlags__InputsMask);
- 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_RGB) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_RGB;
- if (RadioButton("HSV", (opts & ImGuiColorEditFlags_HSV) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HSV;
- if (RadioButton("HEX", (opts & ImGuiColorEditFlags_HEX) != 0)) opts = (opts & ~ImGuiColorEditFlags__InputsMask) | ImGuiColorEditFlags_HEX;
- }
- if (allow_opt_datatype)
+ // Scrolling
+ if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
{
- 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;
- }
+ // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
+ ImGuiWindow* window = g.NavWindow;
+ const float scroll_speed = ImFloor(window->CalcFontSize() * 100 * g.IO.DeltaTime + 0.5f); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
+ if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll && g.NavMoveRequest)
+ {
+ if (g.NavMoveDir == ImGuiDir_Left || g.NavMoveDir == ImGuiDir_Right)
+ SetWindowScrollX(window, ImFloor(window->Scroll.x + ((g.NavMoveDir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
+ if (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down)
+ SetWindowScrollY(window, ImFloor(window->Scroll.y + ((g.NavMoveDir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
+ }
- if (allow_opt_inputs || allow_opt_datatype)
- Separator();
- if (Button("Copy as..", ImVec2(-1,0)))
- OpenPopup("Copy");
- if (BeginPopup("Copy"))
- {
- int cr = IM_F32_TO_INT8_SAT(col[0]), cg = IM_F32_TO_INT8_SAT(col[1]), cb = IM_F32_TO_INT8_SAT(col[2]), ca = (flags & ImGuiColorEditFlags_NoAlpha) ? 255 : IM_F32_TO_INT8_SAT(col[3]);
- char buf[64];
- ImFormatString(buf, IM_ARRAYSIZE(buf), "(%.3ff, %.3ff, %.3ff, %.3ff)", col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
- if (Selectable(buf))
- SetClipboardText(buf);
- ImFormatString(buf, IM_ARRAYSIZE(buf), "(%d,%d,%d,%d)", cr, cg, cb, ca);
- if (Selectable(buf))
- SetClipboardText(buf);
- if (flags & ImGuiColorEditFlags_NoAlpha)
- ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X", cr, cg, cb);
- else
- ImFormatString(buf, IM_ARRAYSIZE(buf), "0x%02X%02X%02X%02X", cr, cg, cb, ca);
- if (Selectable(buf))
- SetClipboardText(buf);
- EndPopup();
+ // *Normal* Manual scroll with NavScrollXXX keys
+ // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
+ ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f/10.0f, 10.0f);
+ if (scroll_dir.x != 0.0f && window->ScrollbarX)
+ {
+ SetWindowScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed));
+ g.NavMoveFromClampedRefRect = true;
+ }
+ if (scroll_dir.y != 0.0f)
+ {
+ SetWindowScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed));
+ g.NavMoveFromClampedRefRect = true;
+ }
}
- g.ColorEditOptions = opts;
- EndPopup();
-}
+ // Reset search results
+ g.NavMoveResultLocal.Clear();
+ g.NavMoveResultLocalVisibleSet.Clear();
+ g.NavMoveResultOther.Clear();
-static void ColorPickerOptionsPopup(ImGuiColorEditFlags flags, const float* ref_col)
-{
- 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) || !ImGui::BeginPopup("context"))
- return;
- ImGuiContext& g = *GImGui;
- if (allow_opt_picker)
+ // When we have manually scrolled (without using navigation) and NavId becomes out of bounds, we project its bounding box to the visible area to restart navigation within visible items
+ if (g.NavMoveRequest && g.NavMoveFromClampedRefRect && g.NavLayer == 0)
{
- ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function
- ImGui::PushItemWidth(picker_size.x);
- for (int picker_type = 0; picker_type < 2; picker_type++)
+ ImGuiWindow* window = g.NavWindow;
+ ImRect window_rect_rel(window->InnerMainRect.Min - window->Pos - ImVec2(1,1), window->InnerMainRect.Max - window->Pos + ImVec2(1,1));
+ if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
{
- // Draw small/thumbnail version of each picker type (over an invisible button for selection)
- if (picker_type > 0) ImGui::Separator();
- ImGui::PushID(picker_type);
- ImGuiColorEditFlags picker_flags = ImGuiColorEditFlags_NoInputs|ImGuiColorEditFlags_NoOptions|ImGuiColorEditFlags_NoLabel|ImGuiColorEditFlags_NoSidePreview|(flags & ImGuiColorEditFlags_NoAlpha);
- if (picker_type == 0) picker_flags |= ImGuiColorEditFlags_PickerHueBar;
- if (picker_type == 1) picker_flags |= ImGuiColorEditFlags_PickerHueWheel;
- ImVec2 backup_pos = ImGui::GetCursorScreenPos();
- if (ImGui::Selectable("##selectable", false, 0, picker_size)) // By default, Selectable() is closing popup
- g.ColorEditOptions = (g.ColorEditOptions & ~ImGuiColorEditFlags__PickerMask) | (picker_flags & ImGuiColorEditFlags__PickerMask);
- ImGui::SetCursorScreenPos(backup_pos);
- ImVec4 dummy_ref_col;
- memcpy(&dummy_ref_col.x, ref_col, sizeof(float) * (picker_flags & ImGuiColorEditFlags_NoAlpha ? 3 : 4));
- ImGui::ColorPicker4("##dummypicker", &dummy_ref_col.x, picker_flags);
- ImGui::PopID();
+ float pad = window->CalcFontSize() * 0.5f;
+ window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item
+ window->NavRectRel[g.NavLayer].ClipWith(window_rect_rel);
+ g.NavId = 0;
}
- ImGui::PopItemWidth();
- }
- if (allow_opt_alpha_bar)
- {
- if (allow_opt_picker) ImGui::Separator();
- ImGui::CheckboxFlags("Alpha Bar", (unsigned int*)&g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar);
+ g.NavMoveFromClampedRefRect = false;
}
- ImGui::EndPopup();
+
+ // 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.NavScoringRectScreen = g.NavWindow ? ImRect(g.NavWindow->Pos + nav_rect_rel.Min, g.NavWindow->Pos + nav_rect_rel.Max) : GetViewportRect();
+ g.NavScoringRectScreen.TranslateY(nav_scoring_rect_offset_y);
+ g.NavScoringRectScreen.Min.x = ImMin(g.NavScoringRectScreen.Min.x + 1.0f, g.NavScoringRectScreen.Max.x);
+ g.NavScoringRectScreen.Max.x = g.NavScoringRectScreen.Min.x;
+ IM_ASSERT(!g.NavScoringRectScreen.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem().
+ //g.OverlayDrawList.AddRect(g.NavScoringRectScreen.Min, g.NavScoringRectScreen.Max, IM_COL32(255,200,0,255)); // [DEBUG]
+ g.NavScoringCount = 0;
+#if IMGUI_DEBUG_NAV_RECTS
+ if (g.NavWindow) { for (int layer = 0; layer < 2; layer++) GetOverlayDrawList(g.NavWindow)->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 (g.NavWindow) { 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); GetOverlayDrawList(g.NavWindow)->AddCircleFilled(p, 3.0f, col); GetOverlayDrawList(g.NavWindow)->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
+#endif
}
-// 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 colored square to open color picker. Right-click to open option menu. CTRL-Click over input fields to edit them and TAB to go to next item.
-bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags)
+// Apply result from previous frame navigation directional move request
+static void ImGui::NavUpdateMoveResult()
{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return false;
-
ImGuiContext& g = *GImGui;
- const ImGuiStyle& style = g.Style;
- const float square_sz = GetFrameHeight();
- const float w_extra = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x);
- const float w_items_all = CalcItemWidth() - w_extra;
- const char* label_display_end = FindRenderedTextEnd(label);
-
- BeginGroup();
- PushID(label);
-
- // 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__InputsMask)) | ImGuiColorEditFlags_RGB | 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__InputsMask))
- flags |= (g.ColorEditOptions & ImGuiColorEditFlags__InputsMask);
- if (!(flags & ImGuiColorEditFlags__DataTypeMask))
- flags |= (g.ColorEditOptions & ImGuiColorEditFlags__DataTypeMask);
- if (!(flags & ImGuiColorEditFlags__PickerMask))
- flags |= (g.ColorEditOptions & ImGuiColorEditFlags__PickerMask);
- flags |= (g.ColorEditOptions & ~(ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask));
-
- const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0;
- const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0;
- const int components = alpha ? 4 : 3;
-
- // Convert to the formats we need
- float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f };
- if (flags & ImGuiColorEditFlags_HSV)
- ColorConvertRGBtoHSV(f[0], f[1], f[2], 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]) };
-
- bool value_changed = false;
- bool value_changed_as_float = false;
-
- if ((flags & (ImGuiColorEditFlags_RGB | ImGuiColorEditFlags_HSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
- {
- // RGB/HSV 0..255 Sliders
- const float w_item_one = ImMax(1.0f, (float)(int)((w_items_all - (style.ItemInnerSpacing.x) * (components-1)) / (float)components));
- const float w_item_last = ImMax(1.0f, (float)(int)(w_items_all - (w_item_one + style.ItemInnerSpacing.x) * (components-1)));
-
- const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x);
- const char* ids[4] = { "##X", "##Y", "##Z", "##W" };
- const char* fmt_table_int[3][4] =
- {
- { "%3d", "%3d", "%3d", "%3d" }, // Short display
- { "R:%3d", "G:%3d", "B:%3d", "A:%3d" }, // Long display for RGBA
- { "H:%3d", "S:%3d", "V:%3d", "A:%3d" } // Long display for HSVA
- };
- const char* fmt_table_float[3][4] =
- {
- { "%0.3f", "%0.3f", "%0.3f", "%0.3f" }, // Short display
- { "R:%0.3f", "G:%0.3f", "B:%0.3f", "A:%0.3f" }, // Long display for RGBA
- { "H:%0.3f", "S:%0.3f", "V:%0.3f", "A:%0.3f" } // Long display for HSVA
- };
- const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_HSV) ? 2 : 1;
-
- PushItemWidth(w_item_one);
- for (int n = 0; n < components; n++)
- {
- if (n > 0)
- SameLine(0, style.ItemInnerSpacing.x);
- if (n + 1 == components)
- PushItemWidth(w_item_last);
- if (flags & ImGuiColorEditFlags_Float)
- value_changed = value_changed_as_float = value_changed | DragFloat(ids[n], &f[n], 1.0f/255.0f, 0.0f, hdr ? 0.0f : 1.0f, fmt_table_float[fmt_idx][n]);
- else
- 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");
- }
- PopItemWidth();
- PopItemWidth();
- }
- else if ((flags & ImGuiColorEditFlags_HEX) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0)
+ if (g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0)
{
- // RGB Hexadecimal Input
- char buf[64];
- if (alpha)
- ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255), ImClamp(i[3],0,255));
- else
- ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0],0,255), ImClamp(i[1],0,255), ImClamp(i[2],0,255));
- PushItemWidth(w_items_all);
- if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase))
+ // 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)
{
- value_changed = true;
- char* p = buf;
- while (*p == '#' || ImCharIsBlankA(*p))
- p++;
- i[0] = i[1] = i[2] = i[3] = 0;
- 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)
- else
- sscanf(p, "%02X%02X%02X", (unsigned int*)&i[0], (unsigned int*)&i[1], (unsigned int*)&i[2]);
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
}
- if (!(flags & ImGuiColorEditFlags_NoOptions))
- OpenPopupOnItemClick("context");
- PopItemWidth();
+ return;
}
- ImGuiWindow* picker_active_window = NULL;
- if (!(flags & ImGuiColorEditFlags_NoSmallPreview))
- {
- if (!(flags & ImGuiColorEditFlags_NoInputs))
- SameLine(0, style.ItemInnerSpacing.x);
+ // Select which result to use
+ ImGuiNavMoveResult* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
- const ImVec4 col_v4(col[0], col[1], col[2], alpha ? col[3] : 1.0f);
- if (ColorButton("##ColorButton", col_v4, flags))
- {
- if (!(flags & ImGuiColorEditFlags_NoPicker))
- {
- // Store current color and open a picker
- g.ColorPickerRef = col_v4;
- OpenPopup("picker");
- SetNextWindowPos(window->DC.LastItemRect.GetBL() + ImVec2(-1,style.ItemSpacing.y));
- }
- }
- if (!(flags & ImGuiColorEditFlags_NoOptions))
- OpenPopupOnItemClick("context");
+ // 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 (BeginPopup("picker"))
- {
- picker_active_window = g.CurrentWindow;
- if (label != label_display_end)
- {
- TextUnformatted(label, label_display_end);
- Separator();
- }
- ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags__DataTypeMask | ImGuiColorEditFlags__PickerMask | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar;
- ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags__InputsMask | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf;
- PushItemWidth(square_sz * 12.0f); // Use 256 + bar sizes?
- value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x);
- PopItemWidth();
- EndPopup();
- }
- }
+ // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
+ if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
+ if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
+ result = &g.NavMoveResultOther;
+ IM_ASSERT(g.NavWindow && result->Window);
- if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel))
+ // Scroll to keep newly navigated item fully into view.
+ if (g.NavLayer == 0)
{
- SameLine(0, style.ItemInnerSpacing.x);
- TextUnformatted(label, label_display_end);
+ ImRect rect_abs = ImRect(result->RectRel.Min + result->Window->Pos, result->RectRel.Max + result->Window->Pos);
+ NavScrollToBringItemIntoView(result->Window, rect_abs);
+
+ // Estimate upcoming scroll so we can offset our result position so mouse position can be applied immediately after in NavUpdate()
+ ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(result->Window, false);
+ ImVec2 delta_scroll = result->Window->Scroll - next_scroll;
+ result->RectRel.Translate(delta_scroll);
+
+ // Also scroll parent window to keep us into view if necessary (we could/should technically recurse back the whole the parent hierarchy).
+ if (result->Window->Flags & ImGuiWindowFlags_ChildWindow)
+ NavScrollToBringItemIntoView(result->Window->ParentWindow, ImRect(rect_abs.Min + delta_scroll, rect_abs.Max + delta_scroll));
}
- // Convert back
- if (picker_active_window == NULL)
+ ClearActiveID();
+ g.NavWindow = result->Window;
+ if (g.NavId != result->ID)
{
- if (!value_changed_as_float)
- for (int n = 0; n < 4; n++)
- f[n] = i[n] / 255.0f;
- if (flags & ImGuiColorEditFlags_HSV)
- ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]);
- if (value_changed)
- {
- col[0] = f[0];
- col[1] = f[1];
- col[2] = f[2];
- if (alpha)
- col[3] = f[3];
- }
+ // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
+ g.NavJustMovedToId = result->ID;
+ g.NavJustMovedToSelectScopeId = result->SelectScopeId;
}
+ SetNavIDWithRectRel(result->ID, g.NavLayer, result->RectRel);
+ g.NavMoveFromClampedRefRect = false;
+}
- PopID();
- EndGroup();
-
- // 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())
+static float ImGui::NavUpdatePageUpPageDown(int allowed_dir_flags)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.NavMoveDir == ImGuiDir_None && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget && g.NavLayer == 0)
{
- if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F))
- {
- memcpy((float*)col, payload->Data, sizeof(float) * 3);
- value_changed = true;
- }
- if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F))
+ ImGuiWindow* window = g.NavWindow;
+ bool page_up_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageUp]) && (allowed_dir_flags & (1 << ImGuiDir_Up));
+ bool page_down_held = IsKeyDown(g.IO.KeyMap[ImGuiKey_PageDown]) && (allowed_dir_flags & (1 << ImGuiDir_Down));
+ if (page_up_held != page_down_held) // If either (not both) are pressed
{
- memcpy((float*)col, payload->Data, sizeof(float) * components);
- value_changed = true;
+ if (window->DC.NavLayerActiveMask == 0x00 && window->DC.NavHasScroll)
+ {
+ // Fallback manual-scroll when window has no navigable item
+ if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
+ SetWindowScrollY(window, window->Scroll.y - window->InnerClipRect.GetHeight());
+ else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
+ SetWindowScrollY(window, window->Scroll.y + window->InnerClipRect.GetHeight());
+ }
+ else
+ {
+ const ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
+ const float page_offset_y = ImMax(0.0f, window->InnerClipRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
+ float nav_scoring_rect_offset_y = 0.0f;
+ if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageUp], true))
+ {
+ nav_scoring_rect_offset_y = -page_offset_y;
+ g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
+ g.NavMoveClipDir = ImGuiDir_Up;
+ g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
+ }
+ else if (IsKeyPressed(g.IO.KeyMap[ImGuiKey_PageDown], true))
+ {
+ nav_scoring_rect_offset_y = +page_offset_y;
+ g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset, we intentionally request the opposite direction (so we can always land on the last item)
+ g.NavMoveClipDir = ImGuiDir_Down;
+ g.NavMoveRequestFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
+ }
+ return nav_scoring_rect_offset_y;
+ }
}
- EndDragDropTarget();
}
-
- // 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;
-
- if (value_changed)
- MarkItemValueChanged(window->DC.LastItemId);
-
- return value_changed;
+ return 0.0f;
}
-bool ImGui::ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags)
+static int FindWindowFocusIndex(ImGuiWindow* window) // FIXME-OPT O(N)
{
- float col4[4] = { col[0], col[1], col[2], 1.0f };
- if (!ColorPicker4(label, col4, flags | ImGuiColorEditFlags_NoAlpha))
- return false;
- col[0] = col4[0]; col[1] = col4[1]; col[2] = col4[2];
- return true;
+ ImGuiContext& g = *GImGui;
+ for (int i = g.WindowsFocusOrder.Size-1; i >= 0; i--)
+ if (g.WindowsFocusOrder[i] == window)
+ return i;
+ return -1;
}
-static void RenderArrowsForVerticalBar(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, float bar_w)
+static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
{
- ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x + 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Right, IM_COL32_BLACK);
- ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + half_sz.x, pos.y), half_sz, ImGuiDir_Right, IM_COL32_WHITE);
- ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x - 1, pos.y), ImVec2(half_sz.x + 2, half_sz.y + 1), ImGuiDir_Left, IM_COL32_BLACK);
- ImGui::RenderArrowPointingAt(draw_list, ImVec2(pos.x + bar_w - half_sz.x, pos.y), half_sz, ImGuiDir_Left, IM_COL32_WHITE);
+ ImGuiContext& g = *GImGui;
+ for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
+ if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
+ return g.WindowsFocusOrder[i];
+ return NULL;
}
-// ColorPicker
-// Note: only access 3 floats if ImGuiColorEditFlags_NoAlpha flag is set.
-// FIXME: we adjust the big color square height based on item width, which may cause a flickering feedback loop (if automatic height makes a vertical scrollbar appears, affecting automatic width..)
-bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags, const float* ref_col)
+static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- ImDrawList* draw_list = window->DrawList;
+ IM_ASSERT(g.NavWindowingTarget);
+ if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
+ return;
- ImGuiStyle& style = g.Style;
- ImGuiIO& io = g.IO;
-
- PushID(label);
- BeginGroup();
-
- if (!(flags & ImGuiColorEditFlags_NoSidePreview))
- flags |= ImGuiColorEditFlags_NoSmallPreview;
-
- // Context menu: display and store options.
- if (!(flags & ImGuiColorEditFlags_NoOptions))
- ColorPickerOptionsPopup(flags, col);
-
- // Read stored options
- if (!(flags & ImGuiColorEditFlags__PickerMask))
- flags |= ((g.ColorEditOptions & ImGuiColorEditFlags__PickerMask) ? g.ColorEditOptions : ImGuiColorEditFlags__OptionsDefault) & ImGuiColorEditFlags__PickerMask;
- IM_ASSERT(ImIsPowerOfTwo((int)(flags & ImGuiColorEditFlags__PickerMask))); // Check that only 1 is selected
- if (!(flags & ImGuiColorEditFlags_NoOptions))
- flags |= (g.ColorEditOptions & ImGuiColorEditFlags_AlphaBar);
-
- // Setup
- int components = (flags & ImGuiColorEditFlags_NoAlpha) ? 3 : 4;
- bool alpha_bar = (flags & ImGuiColorEditFlags_AlphaBar) && !(flags & ImGuiColorEditFlags_NoAlpha);
- ImVec2 picker_pos = window->DC.CursorPos;
- float square_sz = GetFrameHeight();
- float bars_width = square_sz; // Arbitrary smallish width of Hue/Alpha picking bars
- float sv_picker_size = ImMax(bars_width * 1, CalcItemWidth() - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box
- float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x;
- float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x;
- float bars_triangles_half_sz = (float)(int)(bars_width * 0.20f);
-
- float backup_initial_col[4];
- memcpy(backup_initial_col, col, components * sizeof(float));
-
- float wheel_thickness = sv_picker_size * 0.08f;
- float wheel_r_outer = sv_picker_size * 0.50f;
- float wheel_r_inner = wheel_r_outer - wheel_thickness;
- ImVec2 wheel_center(picker_pos.x + (sv_picker_size + bars_width)*0.5f, picker_pos.y + sv_picker_size*0.5f);
-
- // Note: the triangle is displayed rotated with triangle_pa pointing to Hue, but most coordinates stays unrotated for logic.
- float triangle_r = wheel_r_inner - (int)(sv_picker_size * 0.027f);
- ImVec2 triangle_pa = ImVec2(triangle_r, 0.0f); // Hue point.
- ImVec2 triangle_pb = ImVec2(triangle_r * -0.5f, triangle_r * -0.866025f); // Black point.
- ImVec2 triangle_pc = ImVec2(triangle_r * -0.5f, triangle_r * +0.866025f); // White point.
-
- float H,S,V;
- ColorConvertRGBtoHSV(col[0], col[1], col[2], H, S, V);
-
- bool value_changed = false, value_changed_h = false, value_changed_sv = false;
-
- PushItemFlag(ImGuiItemFlags_NoNav, true);
- if (flags & ImGuiColorEditFlags_PickerHueWheel)
- {
- // Hue wheel + SV triangle logic
- InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size));
- if (IsItemActive())
- {
- ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center;
- ImVec2 current_off = g.IO.MousePos - wheel_center;
- float initial_dist2 = ImLengthSqr(initial_off);
- if (initial_dist2 >= (wheel_r_inner-1)*(wheel_r_inner-1) && initial_dist2 <= (wheel_r_outer+1)*(wheel_r_outer+1))
- {
- // Interactive with Hue wheel
- H = ImAtan2(current_off.y, current_off.x) / IM_PI*0.5f;
- if (H < 0.0f)
- H += 1.0f;
- value_changed = value_changed_h = true;
- }
- float cos_hue_angle = ImCos(-H * 2.0f * IM_PI);
- float sin_hue_angle = ImSin(-H * 2.0f * IM_PI);
- if (ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, ImRotate(initial_off, cos_hue_angle, sin_hue_angle)))
- {
- // Interacting with SV triangle
- ImVec2 current_off_unrotated = ImRotate(current_off, cos_hue_angle, sin_hue_angle);
- if (!ImTriangleContainsPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated))
- current_off_unrotated = ImTriangleClosestPoint(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated);
- float uu, vv, ww;
- ImTriangleBarycentricCoords(triangle_pa, triangle_pb, triangle_pc, current_off_unrotated, uu, vv, ww);
- V = ImClamp(1.0f - vv, 0.0001f, 1.0f);
- S = ImClamp(uu / V, 0.0001f, 1.0f);
- value_changed = value_changed_sv = true;
- }
- }
- if (!(flags & ImGuiColorEditFlags_NoOptions))
- OpenPopupOnItemClick("context");
- }
- else if (flags & ImGuiColorEditFlags_PickerHueBar)
- {
- // SV rectangle logic
- InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size));
- if (IsItemActive())
- {
- S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size-1));
- V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
- value_changed = value_changed_sv = true;
- }
- if (!(flags & ImGuiColorEditFlags_NoOptions))
- OpenPopupOnItemClick("context");
+ const int i_current = FindWindowFocusIndex(g.NavWindowingTarget);
+ ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
+ if (!window_target)
+ window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
+ if (window_target) // Don't reset windowing target if there's a single window in the list
+ g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
+ g.NavWindowingToggleLayer = false;
+}
- // Hue bar logic
- SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y));
- InvisibleButton("hue", ImVec2(bars_width, sv_picker_size));
- if (IsItemActive())
- {
- H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
- value_changed = value_changed_h = true;
- }
- }
+// Window management mode (hold to: change focus/move/resize, tap to: toggle menu layer)
+static void ImGui::NavUpdateWindowing()
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* apply_focus_window = NULL;
+ bool apply_toggle_layer = false;
- // Alpha bar logic
- if (alpha_bar)
+ ImGuiWindow* modal_window = GetFrontMostPopupModal();
+ if (modal_window != NULL)
{
- SetCursorScreenPos(ImVec2(bar1_pos_x, picker_pos.y));
- InvisibleButton("alpha", ImVec2(bars_width, sv_picker_size));
- if (IsItemActive())
- {
- col[3] = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size-1));
- value_changed = true;
- }
+ g.NavWindowingTarget = NULL;
+ return;
}
- PopItemFlag(); // ImGuiItemFlags_NoNav
- if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+ // Fade out
+ if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
{
- SameLine(0, style.ItemInnerSpacing.x);
- BeginGroup();
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - g.IO.DeltaTime * 10.0f, 0.0f);
+ if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
+ g.NavWindowingTargetAnim = NULL;
}
- if (!(flags & ImGuiColorEditFlags_NoLabel))
- {
- const char* label_display_end = FindRenderedTextEnd(label);
- if (label != label_display_end)
+ // Start CTRL-TAB or Square+L/R window selection
+ bool start_windowing_with_gamepad = !g.NavWindowingTarget && IsNavInputPressed(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed);
+ bool start_windowing_with_keyboard = !g.NavWindowingTarget && g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab) && (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard);
+ if (start_windowing_with_gamepad || start_windowing_with_keyboard)
+ if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
{
- if ((flags & ImGuiColorEditFlags_NoSidePreview))
- SameLine(0, style.ItemInnerSpacing.x);
- TextUnformatted(label, label_display_end);
+ g.NavWindowingTarget = g.NavWindowingTargetAnim = window;
+ g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
+ g.NavWindowingToggleLayer = start_windowing_with_keyboard ? false : true;
+ g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_NavKeyboard : ImGuiInputSource_NavGamepad;
}
- }
- if (!(flags & ImGuiColorEditFlags_NoSidePreview))
+ // Gamepad update
+ g.NavWindowingTimer += g.IO.DeltaTime;
+ if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavGamepad)
{
- PushItemFlag(ImGuiItemFlags_NoNavDefaultFocus, true);
- ImVec4 col_v4(col[0], col[1], col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : col[3]);
- if ((flags & ImGuiColorEditFlags_NoLabel))
- Text("Current");
- ColorButton("##current", col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2));
- if (ref_col != NULL)
+ // 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)IsNavInputPressed(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputPressed(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow);
+ if (focus_change_dir != 0)
{
- Text("Original");
- ImVec4 ref_col_v4(ref_col[0], ref_col[1], ref_col[2], (flags & ImGuiColorEditFlags_NoAlpha) ? 1.0f : ref_col[3]);
- if (ColorButton("##original", ref_col_v4, (flags & (ImGuiColorEditFlags_HDR|ImGuiColorEditFlags_AlphaPreview|ImGuiColorEditFlags_AlphaPreviewHalf|ImGuiColorEditFlags_NoTooltip)), ImVec2(square_sz * 3, square_sz * 2)))
- {
- memcpy(col, ref_col, components * sizeof(float));
- value_changed = true;
- }
+ NavUpdateWindowingHighlightWindow(focus_change_dir);
+ g.NavWindowingHighlightAlpha = 1.0f;
}
- PopItemFlag();
- EndGroup();
- }
-
- // Convert back color to RGB
- if (value_changed_h || value_changed_sv)
- 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]);
-
- // R,G,B and H,S,V slider color editor
- 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_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf;
- ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker;
- if (flags & ImGuiColorEditFlags_RGB || (flags & ImGuiColorEditFlags__InputsMask) == 0)
- value_changed |= ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_RGB);
- if (flags & ImGuiColorEditFlags_HSV || (flags & ImGuiColorEditFlags__InputsMask) == 0)
- value_changed |= ColorEdit4("##hsv", col, sub_flags | ImGuiColorEditFlags_HSV);
- if (flags & ImGuiColorEditFlags_HEX || (flags & ImGuiColorEditFlags__InputsMask) == 0)
- value_changed |= ColorEdit4("##hex", col, sub_flags | ImGuiColorEditFlags_HEX);
- PopItemWidth();
- }
- // Try to cancel hue wrap (after ColorEdit), if any
- if (value_changed)
- {
- float new_H, new_S, new_V;
- ColorConvertRGBtoHSV(col[0], col[1], col[2], new_H, new_S, new_V);
- if (new_H <= 0 && H > 0)
+ // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered front-most)
+ if (!IsNavInputDown(ImGuiNavInput_Menu))
{
- if (new_V <= 0 && V != new_V)
- ColorConvertHSVtoRGB(H, S, new_V <= 0 ? V * 0.5f : new_V, col[0], col[1], col[2]);
- else if (new_S <= 0)
- ColorConvertHSVtoRGB(H, new_S <= 0 ? S * 0.5f : new_S, new_V, col[0], col[1], col[2]);
+ g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
+ if (g.NavWindowingToggleLayer && g.NavWindow)
+ apply_toggle_layer = true;
+ else if (!g.NavWindowingToggleLayer)
+ apply_focus_window = g.NavWindowingTarget;
+ g.NavWindowingTarget = NULL;
}
}
- ImVec4 hue_color_f(1, 1, 1, 1); ColorConvertHSVtoRGB(H, 1, 1, hue_color_f.x, hue_color_f.y, hue_color_f.z);
- ImU32 hue_color32 = ColorConvertFloat4ToU32(hue_color_f);
- ImU32 col32_no_alpha = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 1.0f));
+ // Keyboard: Focus
+ if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_NavKeyboard)
+ {
+ // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
+ g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
+ if (IsKeyPressedMap(ImGuiKey_Tab, true))
+ NavUpdateWindowingHighlightWindow(g.IO.KeyShift ? +1 : -1);
+ if (!g.IO.KeyCtrl)
+ apply_focus_window = g.NavWindowingTarget;
+ }
- const ImU32 hue_colors[6+1] = { IM_COL32(255,0,0,255), IM_COL32(255,255,0,255), IM_COL32(0,255,0,255), IM_COL32(0,255,255,255), IM_COL32(0,0,255,255), IM_COL32(255,0,255,255), IM_COL32(255,0,0,255) };
- ImVec2 sv_cursor_pos;
+ // 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 back-end clearing releases all keys on ALT-TAB
+ if ((g.ActiveId == 0 || g.ActiveIdAllowOverlap) && IsNavInputPressed(ImGuiNavInput_KeyMenu_, ImGuiInputReadMode_Released))
+ if (IsMousePosValid(&g.IO.MousePos) == IsMousePosValid(&g.IO.MousePosPrev))
+ apply_toggle_layer = true;
- if (flags & ImGuiColorEditFlags_PickerHueWheel)
+ // Move window
+ if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
{
- // Render Hue Wheel
- const float aeps = 1.5f / wheel_r_outer; // Half a pixel arc length in radians (2pi cancels out).
- const int segment_per_arc = ImMax(4, (int)wheel_r_outer / 12);
- for (int n = 0; n < 6; n++)
+ 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)
{
- const float a0 = (n) /6.0f * 2.0f * IM_PI - aeps;
- const float a1 = (n+1.0f)/6.0f * 2.0f * IM_PI + aeps;
- const int vert_start_idx = draw_list->VtxBuffer.Size;
- draw_list->PathArcTo(wheel_center, (wheel_r_inner + wheel_r_outer)*0.5f, a0, a1, segment_per_arc);
- draw_list->PathStroke(IM_COL32_WHITE, false, wheel_thickness);
- const int vert_end_idx = draw_list->VtxBuffer.Size;
-
- // Paint colors over existing vertices
- ImVec2 gradient_p0(wheel_center.x + ImCos(a0) * wheel_r_inner, wheel_center.y + ImSin(a0) * wheel_r_inner);
- ImVec2 gradient_p1(wheel_center.x + ImCos(a1) * wheel_r_inner, wheel_center.y + ImSin(a1) * wheel_r_inner);
- ShadeVertsLinearColorGradientKeepAlpha(draw_list->VtxBuffer.Data + vert_start_idx, draw_list->VtxBuffer.Data + vert_end_idx, gradient_p0, gradient_p1, hue_colors[n], hue_colors[n+1]);
+ const float NAV_MOVE_SPEED = 800.0f;
+ const float move_speed = ImFloor(NAV_MOVE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); // FIXME: Doesn't code variable framerate very well
+ g.NavWindowingTarget->RootWindow->Pos += move_delta * move_speed;
+ g.NavDisableMouseHover = true;
+ MarkIniSettingsDirty(g.NavWindowingTarget);
}
-
- // Render Cursor + preview on Hue Wheel
- float cos_hue_angle = ImCos(H * 2.0f * IM_PI);
- float sin_hue_angle = ImSin(H * 2.0f * IM_PI);
- ImVec2 hue_cursor_pos(wheel_center.x + cos_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f, wheel_center.y + sin_hue_angle * (wheel_r_inner+wheel_r_outer)*0.5f);
- float hue_cursor_rad = value_changed_h ? wheel_thickness * 0.65f : wheel_thickness * 0.55f;
- int hue_cursor_segments = ImClamp((int)(hue_cursor_rad / 1.4f), 9, 32);
- draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments);
- draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad+1, IM_COL32(128,128,128,255), hue_cursor_segments);
- draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, IM_COL32_WHITE, hue_cursor_segments);
-
- // Render SV triangle (rotated according to hue)
- ImVec2 tra = wheel_center + ImRotate(triangle_pa, cos_hue_angle, sin_hue_angle);
- ImVec2 trb = wheel_center + ImRotate(triangle_pb, cos_hue_angle, sin_hue_angle);
- ImVec2 trc = wheel_center + ImRotate(triangle_pc, cos_hue_angle, sin_hue_angle);
- ImVec2 uv_white = GetFontTexUvWhitePixel();
- draw_list->PrimReserve(6, 6);
- draw_list->PrimVtx(tra, uv_white, hue_color32);
- draw_list->PrimVtx(trb, uv_white, hue_color32);
- draw_list->PrimVtx(trc, uv_white, IM_COL32_WHITE);
- draw_list->PrimVtx(tra, uv_white, IM_COL32_BLACK_TRANS);
- draw_list->PrimVtx(trb, uv_white, IM_COL32_BLACK);
- draw_list->PrimVtx(trc, uv_white, IM_COL32_BLACK_TRANS);
- draw_list->AddTriangle(tra, trb, trc, IM_COL32(128,128,128,255), 1.5f);
- sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V));
- }
- else if (flags & ImGuiColorEditFlags_PickerHueBar)
- {
- // Render SV Square
- draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_WHITE, hue_color32, hue_color32, IM_COL32_WHITE);
- draw_list->AddRectFilledMultiColor(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), IM_COL32_BLACK_TRANS, IM_COL32_BLACK_TRANS, IM_COL32_BLACK, IM_COL32_BLACK);
- RenderFrameBorder(picker_pos, picker_pos + ImVec2(sv_picker_size,sv_picker_size), 0.0f);
- sv_cursor_pos.x = ImClamp((float)(int)(picker_pos.x + ImSaturate(S) * sv_picker_size + 0.5f), picker_pos.x + 2, picker_pos.x + sv_picker_size - 2); // Sneakily prevent the circle to stick out too much
- sv_cursor_pos.y = ImClamp((float)(int)(picker_pos.y + ImSaturate(1 - V) * sv_picker_size + 0.5f), picker_pos.y + 2, picker_pos.y + sv_picker_size - 2);
-
- // Render Hue Bar
- for (int i = 0; i < 6; ++i)
- draw_list->AddRectFilledMultiColor(ImVec2(bar0_pos_x, picker_pos.y + i * (sv_picker_size / 6)), ImVec2(bar0_pos_x + bars_width, picker_pos.y + (i + 1) * (sv_picker_size / 6)), hue_colors[i], hue_colors[i], hue_colors[i + 1], hue_colors[i + 1]);
- float bar0_line_y = (float)(int)(picker_pos.y + H * sv_picker_size + 0.5f);
- RenderFrameBorder(ImVec2(bar0_pos_x, picker_pos.y), ImVec2(bar0_pos_x + bars_width, picker_pos.y + sv_picker_size), 0.0f);
- RenderArrowsForVerticalBar(draw_list, ImVec2(bar0_pos_x - 1, bar0_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
- }
-
- // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range)
- float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f;
- draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, col32_no_alpha, 12);
- draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad+1, IM_COL32(128,128,128,255), 12);
- draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, IM_COL32_WHITE, 12);
-
- // Render alpha bar
- if (alpha_bar)
- {
- float alpha = ImSaturate(col[3]);
- ImRect bar1_bb(bar1_pos_x, picker_pos.y, bar1_pos_x + bars_width, picker_pos.y + sv_picker_size);
- RenderColorRectWithAlphaCheckerboard(bar1_bb.Min, bar1_bb.Max, IM_COL32(0,0,0,0), bar1_bb.GetWidth() / 2.0f, ImVec2(0.0f, 0.0f));
- draw_list->AddRectFilledMultiColor(bar1_bb.Min, bar1_bb.Max, col32_no_alpha, col32_no_alpha, col32_no_alpha & ~IM_COL32_A_MASK, col32_no_alpha & ~IM_COL32_A_MASK);
- float bar1_line_y = (float)(int)(picker_pos.y + (1.0f - alpha) * sv_picker_size + 0.5f);
- RenderFrameBorder(bar1_bb.Min, bar1_bb.Max, 0.0f);
- RenderArrowsForVerticalBar(draw_list, ImVec2(bar1_pos_x - 1, bar1_line_y), ImVec2(bars_triangles_half_sz + 1, bars_triangles_half_sz), bars_width + 2.0f);
- }
-
- EndGroup();
-
- if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0)
- value_changed = false;
- if (value_changed)
- MarkItemValueChanged(window->DC.LastItemId);
-
- PopID();
-
- return value_changed;
-}
-
-// Horizontal/vertical separating line
-void ImGui::Separator()
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
- ImGuiContext& g = *GImGui;
-
- // Those flags should eventually be overridable by the user
- ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal;
- IM_ASSERT(ImIsPowerOfTwo((int)(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical)))); // Check that only 1 option is selected
- if (flags & ImGuiSeparatorFlags_Vertical)
- {
- VerticalSeparator();
- return;
}
- // Horizontal Separator
- if (window->DC.ColumnsSet)
- PopClipRect();
-
- float x1 = window->Pos.x;
- float x2 = window->Pos.x + window->Size.x;
- if (!window->DC.GroupStack.empty())
- x1 += window->DC.IndentX;
-
- const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y+1.0f));
- ItemSize(ImVec2(0.0f, 0.0f)); // NB: we don't provide our width so that it doesn't get feed back into AutoFit, we don't provide height to not alter layout.
- if (!ItemAdd(bb, 0))
+ // Apply final focus
+ if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
{
- if (window->DC.ColumnsSet)
- PushColumnClipRect();
- return;
- }
-
- window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x,bb.Min.y), GetColorU32(ImGuiCol_Separator));
-
- if (g.LogEnabled)
- LogRenderedText(NULL, IM_NEWLINE "--------------------------------");
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
+ apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
+ ClosePopupsOverWindow(apply_focus_window);
+ FocusWindow(apply_focus_window);
+ if (apply_focus_window->NavLastIds[0] == 0)
+ NavInitWindow(apply_focus_window, false);
- if (window->DC.ColumnsSet)
- {
- PushColumnClipRect();
- window->DC.ColumnsSet->LineMinY = window->DC.CursorPos.y;
+ // If the window only has a menu layer, select it directly
+ if (apply_focus_window->DC.NavLayerActiveMask == (1 << ImGuiNavLayer_Menu))
+ g.NavLayer = ImGuiNavLayer_Menu;
}
-}
-
-void ImGui::VerticalSeparator()
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
- ImGuiContext& g = *GImGui;
-
- float y1 = window->DC.CursorPos.y;
- float y2 = window->DC.CursorPos.y + window->DC.CurrentLineHeight;
- const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + 1.0f, y2));
- ItemSize(ImVec2(bb.GetWidth(), 0.0f));
- if (!ItemAdd(bb, 0))
- return;
-
- window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator));
- if (g.LogEnabled)
- LogText(" |");
-}
-
-// 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)
-{
- 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)
- 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 (g.ActiveId != id)
- SetItemAllowOverlap();
-
- if (held || (g.HoveredId == id && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay))
- SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW);
+ if (apply_focus_window)
+ g.NavWindowingTarget = NULL;
- ImRect bb_render = bb;
- if (held)
+ // Apply menu/layer toggle
+ if (apply_toggle_layer && g.NavWindow)
{
- ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min;
- float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x;
-
- // Minimum pane size
- if (mouse_delta < min_size1 - *size1)
- mouse_delta = min_size1 - *size1;
- if (mouse_delta > *size2 - min_size2)
- mouse_delta = *size2 - min_size2;
-
- // Apply resize
- *size1 += mouse_delta;
- *size2 -= mouse_delta;
- bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta));
-
- MarkItemValueChanged(id);
+ // Move to parent menu if necessary
+ ImGuiWindow* new_nav_window = g.NavWindow;
+ while ((new_nav_window->DC.NavLayerActiveMask & (1 << 1)) == 0
+ && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
+ && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
+ new_nav_window = new_nav_window->ParentWindow;
+ if (new_nav_window != g.NavWindow)
+ {
+ ImGuiWindow* old_nav_window = g.NavWindow;
+ FocusWindow(new_nav_window);
+ new_nav_window->NavLastChildNavWindow = old_nav_window;
+ }
+ g.NavDisableHighlight = false;
+ g.NavDisableMouseHover = true;
+ NavRestoreLayer((g.NavWindow->DC.NavLayerActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main);
}
-
- // Render
- 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, g.Style.FrameRounding);
-
- return held;
}
-void ImGui::Spacing()
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
- ItemSize(ImVec2(0,0));
-}
-
-void ImGui::Dummy(const ImVec2& size)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
- ItemSize(bb);
- ItemAdd(bb, 0);
-}
-
-bool ImGui::IsRectVisible(const ImVec2& size)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
-}
-
-bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
-{
- ImGuiWindow* window = GetCurrentWindowRead();
- return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
-}
-
-// 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.)
-void ImGui::BeginGroup()
+// Window has already passed the IsWindowNavFocusable()
+static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
-
- window->DC.GroupStack.resize(window->DC.GroupStack.Size + 1);
- ImGuiGroupData& group_data = window->DC.GroupStack.back();
- group_data.BackupCursorPos = window->DC.CursorPos;
- group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
- group_data.BackupIndentX = window->DC.IndentX;
- group_data.BackupGroupOffsetX = window->DC.GroupOffsetX;
- group_data.BackupCurrentLineHeight = window->DC.CurrentLineHeight;
- group_data.BackupCurrentLineTextBaseOffset = window->DC.CurrentLineTextBaseOffset;
- group_data.BackupLogLinePosY = window->DC.LogLinePosY;
- group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
- group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
- group_data.AdvanceCursor = true;
-
- window->DC.GroupOffsetX = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffsetX;
- window->DC.IndentX = window->DC.GroupOffsetX;
- window->DC.CursorMaxPos = window->DC.CursorPos;
- window->DC.CurrentLineHeight = 0.0f;
- window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
+ if (window->Flags & ImGuiWindowFlags_Popup)
+ return "(Popup)";
+ if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
+ return "(Main menu bar)";
+ return "(Untitled)";
}
-void ImGui::EndGroup()
+// Overlay displayed when using CTRL+TAB. Called by EndFrame().
+void ImGui::NavUpdateWindowingList()
{
ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- IM_ASSERT(!window->DC.GroupStack.empty()); // Mismatched BeginGroup()/EndGroup() calls
-
- ImGuiGroupData& group_data = window->DC.GroupStack.back();
-
- ImRect group_bb(group_data.BackupCursorPos, window->DC.CursorMaxPos);
- group_bb.Max = ImMax(group_bb.Min, group_bb.Max);
-
- window->DC.CursorPos = group_data.BackupCursorPos;
- window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
- window->DC.IndentX = group_data.BackupIndentX;
- window->DC.GroupOffsetX = group_data.BackupGroupOffsetX;
- window->DC.CurrentLineHeight = group_data.BackupCurrentLineHeight;
- window->DC.CurrentLineTextBaseOffset = group_data.BackupCurrentLineTextBaseOffset;
- window->DC.LogLinePosY = window->DC.CursorPos.y - 9999.0f; // To enforce Log carriage return
-
- if (group_data.AdvanceCursor)
- {
- window->DC.CurrentLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrentLineTextBaseOffset); // 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(), group_data.BackupCurrentLineTextBaseOffset);
- ItemAdd(group_bb, 0);
- }
-
- // 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 put a little more burden on individual widgets.
- // (and if you grep for LastItemId you'll notice it is only used in that context.
- if (!group_data.BackupActiveIdIsAlive && g.ActiveIdIsAlive && g.ActiveId) // && g.ActiveIdWindow->RootWindow == window->RootWindow)
- window->DC.LastItemId = g.ActiveId;
- else if (!group_data.BackupActiveIdPreviousFrameIsAlive && g.ActiveIdPreviousFrameIsAlive) // && g.ActiveIdPreviousFrameWindow->RootWindow == window->RootWindow)
- window->DC.LastItemId = g.ActiveIdPreviousFrame;
- window->DC.LastItemRect = group_bb;
-
- window->DC.GroupStack.pop_back();
-
- //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug]
-}
+ IM_ASSERT(g.NavWindowingTarget != NULL);
-// Gets back to previous line and continue with horizontal layout
-// pos_x == 0 : follow right after previous item
-// pos_x != 0 : align to specified x position (relative to window/group left)
-// spacing_w < 0 : use default spacing if pos_x == 0, no spacing if pos_x != 0
-// spacing_w >= 0 : enforce spacing amount
-void ImGui::SameLine(float pos_x, float spacing_w)
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
+ if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
return;
- ImGuiContext& g = *GImGui;
- if (pos_x != 0.0f)
- {
- if (spacing_w < 0.0f) spacing_w = 0.0f;
- window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + pos_x + spacing_w + window->DC.GroupOffsetX + window->DC.ColumnsOffsetX;
- window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
- }
- else
+ if (g.NavWindowingList == NULL)
+ g.NavWindowingList = FindWindowByName("###NavWindowingList");
+ SetNextWindowSizeConstraints(ImVec2(g.IO.DisplaySize.x * 0.20f, g.IO.DisplaySize.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
+ SetNextWindowPos(g.IO.DisplaySize * 0.5f, 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--)
{
- 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;
+ ImGuiWindow* window = g.WindowsFocusOrder[n];
+ if (!IsWindowNavFocusable(window))
+ continue;
+ const char* label = window->Name;
+ if (label == FindRenderedTextEnd(label))
+ label = GetFallbackWindowNameForWindowingList(window);
+ Selectable(label, g.NavWindowingTarget == window);
}
- window->DC.CurrentLineHeight = window->DC.PrevLineHeight;
- window->DC.CurrentLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
+ End();
+ PopStyleVar();
}
-void ImGui::NewLine()
-{
- ImGuiWindow* window = GetCurrentWindow();
- if (window->SkipItems)
- return;
-
- ImGuiContext& g = *GImGui;
- const ImGuiLayoutType backup_layout_type = window->DC.LayoutType;
- window->DC.LayoutType = ImGuiLayoutType_Vertical;
- if (window->DC.CurrentLineHeight > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height.
- ItemSize(ImVec2(0,0));
- else
- ItemSize(ImVec2(0.0f, g.FontSize));
- window->DC.LayoutType = backup_layout_type;
-}
+//-----------------------------------------------------------------------------
+// [SECTION] COLUMNS
+// In the current version, Columns are very weak. Needs to be replaced with a more full-featured system.
+//-----------------------------------------------------------------------------
void ImGui::NextColumn()
{
@@ -13186,19 +8164,19 @@ void ImGui::NextColumn()
if (++columns->Current < columns->Count)
{
// Columns 1+ cancel out IndentX
- window->DC.ColumnsOffsetX = GetColumnOffset(columns->Current) - window->DC.IndentX + g.Style.ItemSpacing.x;
+ window->DC.ColumnsOffset.x = GetColumnOffset(columns->Current) - window->DC.Indent.x + g.Style.ItemSpacing.x;
window->DrawList->ChannelsSetCurrent(columns->Current);
}
else
{
- window->DC.ColumnsOffsetX = 0.0f;
+ window->DC.ColumnsOffset.x = 0.0f;
window->DrawList->ChannelsSetCurrent(0);
columns->Current = 0;
columns->LineMinY = columns->LineMaxY;
}
- window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
+ window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
window->DC.CursorPos.y = columns->LineMinY;
- window->DC.CurrentLineHeight = 0.0f;
+ window->DC.CurrentLineSize = ImVec2(0.0f, 0.0f);
window->DC.CurrentLineTextBaseOffset = 0.0f;
PushColumnClipRect();
@@ -13364,13 +8342,13 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiColumnsFlag
// Set state for first column
const float content_region_width = (window->SizeContentsExplicit.x != 0.0f) ? (window->SizeContentsExplicit.x) : (window->InnerClipRect.Max.x - window->Pos.x);
- columns->MinX = window->DC.IndentX - g.Style.ItemSpacing.x; // Lock our horizontal range
+ columns->MinX = window->DC.Indent.x - g.Style.ItemSpacing.x; // Lock our horizontal range
columns->MaxX = ImMax(content_region_width - window->Scroll.x, columns->MinX + 1.0f);
columns->StartPosY = window->DC.CursorPos.y;
columns->StartMaxPosX = window->DC.CursorMaxPos.x;
columns->LineMinY = columns->LineMaxY = window->DC.CursorPos.y;
- window->DC.ColumnsOffsetX = 0.0f;
- window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
+ window->DC.ColumnsOffset.x = 0.0f;
+ window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
// Clear data if columns count changed
if (columns->Columns.Size != 0 && columns->Columns.Size != columns_count + 1)
@@ -13467,8 +8445,8 @@ void ImGui::EndColumns()
columns->IsBeingResized = is_being_resized;
window->DC.ColumnsSet = NULL;
- window->DC.ColumnsOffsetX = 0.0f;
- window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX);
+ window->DC.ColumnsOffset.x = 0.0f;
+ window->DC.CursorPos.x = (float)(int)(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);
}
// [2018-03: This is currently the only public API, while we are working on making BeginColumns/EndColumns user-facing]
@@ -13489,96 +8467,8 @@ void ImGui::Columns(int columns_count, const char* id, bool border)
BeginColumns(id, columns_count, flags);
}
-void ImGui::Indent(float indent_w)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.IndentX += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
- window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;
-}
-
-void ImGui::Unindent(float indent_w)
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = GetCurrentWindow();
- window->DC.IndentX -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
- window->DC.CursorPos.x = window->Pos.x + window->DC.IndentX + window->DC.ColumnsOffsetX;
-}
-
-void ImGui::TreePush(const char* str_id)
-{
- ImGuiWindow* window = GetCurrentWindow();
- Indent();
- window->DC.TreeDepth++;
- PushID(str_id ? str_id : "#TreePush");
-}
-
-void ImGui::TreePush(const void* ptr_id)
-{
- ImGuiWindow* window = GetCurrentWindow();
- Indent();
- window->DC.TreeDepth++;
- PushID(ptr_id ? ptr_id : (const void*)"#TreePush");
-}
-
-void ImGui::TreePushRawID(ImGuiID id)
-{
- ImGuiWindow* window = GetCurrentWindow();
- Indent();
- window->DC.TreeDepth++;
- window->IDStack.push_back(id);
-}
-
-void ImGui::TreePop()
-{
- ImGuiContext& g = *GImGui;
- ImGuiWindow* window = g.CurrentWindow;
- Unindent();
-
- window->DC.TreeDepth--;
- if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet())
- if (g.NavIdIsAlive && (window->DC.TreeDepthMayJumpToParentOnPop & (1 << window->DC.TreeDepth)))
- {
- SetNavID(window->IDStack.back(), g.NavLayer);
- NavMoveRequestCancel();
- }
- window->DC.TreeDepthMayJumpToParentOnPop &= (1 << window->DC.TreeDepth) - 1;
-
- IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much.
- PopID();
-}
-
-void ImGui::Value(const char* prefix, bool b)
-{
- Text("%s: %s", prefix, (b ? "true" : "false"));
-}
-
-void ImGui::Value(const char* prefix, int v)
-{
- Text("%s: %d", prefix, v);
-}
-
-void ImGui::Value(const char* prefix, unsigned int v)
-{
- Text("%s: %d", prefix, v);
-}
-
-void ImGui::Value(const char* prefix, float v, const char* float_format)
-{
- if (float_format)
- {
- char fmt[64];
- ImFormatString(fmt, IM_ARRAYSIZE(fmt), "%%s: %s", float_format);
- Text(fmt, prefix, v);
- }
- else
- {
- Text("%s: %.3f", prefix, v);
- }
-}
-
//-----------------------------------------------------------------------------
-// DRAG AND DROP
+// [SECTION] DRAG AND DROP
//-----------------------------------------------------------------------------
void ImGui::ClearDragDrop()
@@ -13586,10 +8476,13 @@ void ImGui::ClearDragDrop()
ImGuiContext& g = *GImGui;
g.DragDropActive = false;
g.DragDropPayload.Clear();
- g.DragDropAcceptFlags = 0;
+ g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
g.DragDropAcceptFrameCount = -1;
+
+ g.DragDropPayloadBufHeap.clear();
+ memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
}
// Call when current ID is active.
@@ -13651,7 +8544,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
else
{
window = NULL;
- source_id = ImHash("#SourceExtern", 0);
+ source_id = ImHashStr("#SourceExtern", 0);
source_drag_active = true;
}
@@ -13668,6 +8561,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
g.DragDropSourceFlags = flags;
g.DragDropMouseButton = mouse_button;
}
+ g.DragDropSourceFrameCount = g.FrameCount;
g.DragDropWithinSourceOrTarget = true;
if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
@@ -13675,7 +8569,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
// Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
// We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
BeginTooltip();
- if (g.DragDropActive && g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
+ if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
{
ImGuiWindow* tooltip_window = g.CurrentWindow;
tooltip_window->SkipItems = true;
@@ -13762,6 +8656,8 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
IM_ASSERT(id != 0);
if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
return false;
+ if (window->SkipItems)
+ return false;
IM_ASSERT(g.DragDropWithinSourceOrTarget == false);
g.DragDropTargetRect = bb;
@@ -13849,6 +8745,12 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop
return &payload;
}
+const ImGuiPayload* ImGui::GetDragDropPayload()
+{
+ ImGuiContext& g = *GImGui;
+ return g.DragDropActive ? &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.
void ImGui::EndDragDropTarget()
{
@@ -13859,12 +8761,409 @@ void ImGui::EndDragDropTarget()
}
//-----------------------------------------------------------------------------
-// PLATFORM DEPENDENT HELPERS
+// [SECTION] DOCKING
+//-----------------------------------------------------------------------------
+
+// (this section is filled in the 'docking' branch)
+
+//-----------------------------------------------------------------------------
+// [SECTION] LOGGING/CAPTURING
+//-----------------------------------------------------------------------------
+// All text output from the interface can be captured into tty/file/clipboard.
+// By default, tree nodes are automatically opened during logging.
+//-----------------------------------------------------------------------------
+
+// Pass text data straight to log (without being displayed)
+void ImGui::LogText(const char* fmt, ...)
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ va_list args;
+ va_start(args, fmt);
+ if (g.LogFile)
+ vfprintf(g.LogFile, fmt, args);
+ else
+ g.LogClipboard.appendfv(fmt, args);
+ va_end(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
+void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
+{
+ ImGuiContext& g = *GImGui;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (!text_end)
+ text_end = FindRenderedTextEnd(text, text_end);
+
+ const bool log_new_line = ref_pos && (ref_pos->y > window->DC.LogLinePosY + 1);
+ if (ref_pos)
+ window->DC.LogLinePosY = ref_pos->y;
+
+ const char* text_remaining = text;
+ if (g.LogStartDepth > window->DC.TreeDepth) // Re-adjust padding if we have popped out of our starting depth
+ g.LogStartDepth = window->DC.TreeDepth;
+ const int tree_depth = (window->DC.TreeDepth - g.LogStartDepth);
+ for (;;)
+ {
+ // Split the string. Each new line (after a '\n') is followed by spacing corresponding to the current depth of our log entry.
+ 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))
+ {
+ 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
+ LogText(" %.*s", char_count, line_start);
+ }
+
+ if (is_last_line)
+ break;
+ text_remaining = line_end + 1;
+ }
+}
+
+// Start logging ImGui output to TTY
+void ImGui::LogToTTY(int max_depth)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ IM_ASSERT(g.LogFile == NULL);
+ g.LogFile = stdout;
+ g.LogEnabled = true;
+ g.LogStartDepth = window->DC.TreeDepth;
+ if (max_depth >= 0)
+ g.LogAutoExpandMaxDepth = max_depth;
+}
+
+// Start logging ImGui output to given file
+void ImGui::LogToFile(int max_depth, const char* filename)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ if (!filename)
+ {
+ filename = g.IO.LogFilename;
+ if (!filename)
+ return;
+ }
+
+ IM_ASSERT(g.LogFile == NULL);
+ g.LogFile = ImFileOpen(filename, "ab");
+ if (!g.LogFile)
+ {
+ IM_ASSERT(0);
+ return;
+ }
+ g.LogEnabled = true;
+ g.LogStartDepth = window->DC.TreeDepth;
+ if (max_depth >= 0)
+ g.LogAutoExpandMaxDepth = max_depth;
+}
+
+// Start logging ImGui output to clipboard
+void ImGui::LogToClipboard(int max_depth)
+{
+ ImGuiContext& g = *GImGui;
+ if (g.LogEnabled)
+ return;
+ ImGuiWindow* window = g.CurrentWindow;
+
+ IM_ASSERT(g.LogFile == NULL);
+ g.LogFile = NULL;
+ g.LogEnabled = true;
+ g.LogStartDepth = window->DC.TreeDepth;
+ if (max_depth >= 0)
+ g.LogAutoExpandMaxDepth = max_depth;
+}
+
+void ImGui::LogFinish()
+{
+ ImGuiContext& g = *GImGui;
+ if (!g.LogEnabled)
+ return;
+
+ LogText(IM_NEWLINE);
+ if (g.LogFile != NULL)
+ {
+ if (g.LogFile == stdout)
+ fflush(g.LogFile);
+ else
+ fclose(g.LogFile);
+ g.LogFile = NULL;
+ }
+ if (g.LogClipboard.size() > 1)
+ {
+ SetClipboardText(g.LogClipboard.begin());
+ g.LogClipboard.clear();
+ }
+ g.LogEnabled = false;
+}
+
+// Helper to display logging buttons
+void ImGui::LogButtons()
+{
+ ImGuiContext& g = *GImGui;
+
+ PushID("LogButtons");
+ const bool log_to_tty = Button("Log To TTY"); SameLine();
+ const bool log_to_file = Button("Log To File"); SameLine();
+ const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
+ PushItemWidth(80.0f);
+ PushAllowKeyboardFocus(false);
+ SliderInt("Depth", &g.LogAutoExpandMaxDepth, 0, 9, NULL);
+ PopAllowKeyboardFocus();
+ PopItemWidth();
+ PopID();
+
+ // Start logging at the end of the function so that the buttons don't appear in the log
+ if (log_to_tty)
+ LogToTTY(g.LogAutoExpandMaxDepth);
+ if (log_to_file)
+ LogToFile(g.LogAutoExpandMaxDepth, g.IO.LogFilename);
+ if (log_to_clipboard)
+ LogToClipboard(g.LogAutoExpandMaxDepth);
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] SETTINGS
//-----------------------------------------------------------------------------
-#if defined(_WIN32) && !defined(_WINDOWS_) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
-#undef WIN32_LEAN_AND_MEAN
+void ImGui::MarkIniSettingsDirty()
+{
+ ImGuiContext& g = *GImGui;
+ if (g.SettingsDirtyTimer <= 0.0f)
+ g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
+{
+ ImGuiContext& g = *GImGui;
+ if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
+ if (g.SettingsDirtyTimer <= 0.0f)
+ g.SettingsDirtyTimer = g.IO.IniSavingRate;
+}
+
+ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
+{
+ ImGuiContext& g = *GImGui;
+ g.SettingsWindows.push_back(ImGuiWindowSettings());
+ ImGuiWindowSettings* settings = &g.SettingsWindows.back();
+ settings->Name = ImStrdup(name);
+ settings->ID = ImHashStr(name, 0);
+ return settings;
+}
+
+ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
+{
+ ImGuiContext& g = *GImGui;
+ for (int i = 0; i != g.SettingsWindows.Size; i++)
+ if (g.SettingsWindows[i].ID == id)
+ return &g.SettingsWindows[i];
+ return NULL;
+}
+
+ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
+{
+ if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name, 0)))
+ return settings;
+ return CreateNewWindowSettings(name);
+}
+
+void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
+{
+ size_t file_data_size = 0;
+ char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
+ if (!file_data)
+ return;
+ LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
+ ImGui::MemFree(file_data);
+}
+
+ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
+{
+ ImGuiContext& g = *GImGui;
+ const ImGuiID type_hash = ImHashStr(type_name, 0);
+ for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+ if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
+ return &g.SettingsHandlers[handler_n];
+ return NULL;
+}
+
+// Zero-tolerance, no error reporting, cheap .ini parsing
+void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
+{
+ ImGuiContext& g = *GImGui;
+ IM_ASSERT(g.Initialized);
+ IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
+
+ // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
+ // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
+ if (ini_size == 0)
+ ini_size = strlen(ini_data);
+ char* buf = (char*)ImGui::MemAlloc(ini_size + 1);
+ char* buf_end = buf + ini_size;
+ memcpy(buf, ini_data, ini_size);
+ buf[ini_size] = 0;
+
+ void* entry_data = NULL;
+ ImGuiSettingsHandler* entry_handler = NULL;
+
+ char* line_end = NULL;
+ for (char* line = buf; line < buf_end; line = line_end + 1)
+ {
+ // Skip new lines markers, then find end of the line
+ while (*line == '\n' || *line == '\r')
+ line++;
+ line_end = line;
+ while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
+ line_end++;
+ line_end[0] = 0;
+ if (line[0] == ';')
+ continue;
+ if (line[0] == '[' && line_end > line && line_end[-1] == ']')
+ {
+ // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
+ line_end[-1] = 0;
+ const char* name_end = line_end - 1;
+ const char* type_start = line + 1;
+ char* type_end = (char*)(intptr_t)ImStrchrRange(type_start, name_end, ']');
+ const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
+ if (!type_end || !name_start)
+ {
+ name_start = type_start; // Import legacy entries that have no type
+ type_start = "Window";
+ }
+ else
+ {
+ *type_end = 0; // Overwrite first ']'
+ name_start++; // Skip second '['
+ }
+ entry_handler = FindSettingsHandler(type_start);
+ entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
+ }
+ else if (entry_handler != NULL && entry_data != NULL)
+ {
+ // Let type handler parse the line
+ entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
+ }
+ }
+ ImGui::MemFree(buf);
+ g.SettingsLoaded = true;
+}
+
+void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
+{
+ ImGuiContext& g = *GImGui;
+ g.SettingsDirtyTimer = 0.0f;
+ if (!ini_filename)
+ return;
+
+ size_t ini_data_size = 0;
+ const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
+ FILE* f = ImFileOpen(ini_filename, "wt");
+ if (!f)
+ return;
+ fwrite(ini_data, sizeof(char), ini_data_size, f);
+ fclose(f);
+}
+
+// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
+const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
+{
+ ImGuiContext& g = *GImGui;
+ g.SettingsDirtyTimer = 0.0f;
+ g.SettingsIniData.Buf.resize(0);
+ g.SettingsIniData.Buf.push_back(0);
+ for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
+ {
+ ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
+ handler->WriteAllFn(&g, handler, &g.SettingsIniData);
+ }
+ if (out_size)
+ *out_size = (size_t)g.SettingsIniData.size();
+ return g.SettingsIniData.c_str();
+}
+
+static void* SettingsHandlerWindow_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
+{
+ ImGuiWindowSettings* settings = ImGui::FindWindowSettings(ImHashStr(name, 0));
+ if (!settings)
+ settings = ImGui::CreateNewWindowSettings(name);
+ return (void*)settings;
+}
+
+static void SettingsHandlerWindow_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
+{
+ ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
+ float x, y;
+ int i;
+ if (sscanf(line, "Pos=%f,%f", &x, &y) == 2) settings->Pos = ImVec2(x, y);
+ else if (sscanf(line, "Size=%f,%f", &x, &y) == 2) settings->Size = ImMax(ImVec2(x, y), GImGui->Style.WindowMinSize);
+ else if (sscanf(line, "Collapsed=%d", &i) == 1) settings->Collapsed = (i != 0);
+}
+
+static void SettingsHandlerWindow_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
+{
+ // Gather data from windows that were active during this session
+ // (if a window wasn't opened in this session we preserve its settings)
+ ImGuiContext& g = *imgui_ctx;
+ for (int i = 0; i != g.Windows.Size; i++)
+ {
+ ImGuiWindow* window = g.Windows[i];
+ if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
+ continue;
+
+ ImGuiWindowSettings* settings = (window->SettingsIdx != -1) ? &g.SettingsWindows[window->SettingsIdx] : ImGui::FindWindowSettings(window->ID);
+ if (!settings)
+ {
+ settings = ImGui::CreateNewWindowSettings(window->Name);
+ window->SettingsIdx = g.SettingsWindows.index_from_ptr(settings);
+ }
+ IM_ASSERT(settings->ID == window->ID);
+ settings->Pos = window->Pos;
+ settings->Size = window->SizeFull;
+ settings->Collapsed = window->Collapsed;
+ }
+
+ // Write to text buffer
+ buf->reserve(buf->size() + g.SettingsWindows.Size * 96); // ballpark reserve
+ for (int i = 0; i != g.SettingsWindows.Size; i++)
+ {
+ const ImGuiWindowSettings* settings = &g.SettingsWindows[i];
+ if (settings->Pos.x == FLT_MAX)
+ continue;
+ const char* name = settings->Name;
+ if (const char* p = strstr(name, "###")) // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
+ name = p;
+ buf->appendf("[%s][%s]\n", handler->TypeName, name);
+ buf->appendf("Pos=%d,%d\n", (int)settings->Pos.x, (int)settings->Pos.y);
+ buf->appendf("Size=%d,%d\n", (int)settings->Size.x, (int)settings->Size.y);
+ buf->appendf("Collapsed=%d\n", settings->Collapsed);
+ buf->appendf("\n");
+ }
+}
+
+//-----------------------------------------------------------------------------
+// [SECTION] PLATFORM DEPENDENT HELPERS
+//-----------------------------------------------------------------------------
+
+#if defined(_WIN32) && !defined(_WINDOWS_) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && (!defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) || !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS))
+#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
+#endif
#ifndef __MINGW32__
#include <Windows.h>
#else
@@ -13873,7 +9172,7 @@ void ImGui::EndDragDropTarget()
#endif
// Win32 API clipboard implementation
-#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
+#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
#ifdef _MSC_VER
#pragma comment(lib, "user32")
@@ -13974,200 +9273,234 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {}
#endif
//-----------------------------------------------------------------------------
-// HELP, METRICS
+// [SECTION] METRICS/DEBUG WINDOW
//-----------------------------------------------------------------------------
void ImGui::ShowMetricsWindow(bool* p_open)
{
- if (ImGui::Begin("ImGui Metrics", p_open))
+ if (!ImGui::Begin("ImGui Metrics", p_open))
{
- static bool show_draw_cmd_clip_rects = true;
- static bool show_window_begin_order = false;
- ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
- ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
- ImGui::Text("%d vertices, %d indices (%d triangles)", ImGui::GetIO().MetricsRenderVertices, ImGui::GetIO().MetricsRenderIndices, ImGui::GetIO().MetricsRenderIndices / 3);
- ImGui::Text("%d allocations", (int)GImAllocatorActiveAllocationsCount);
- ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects);
- ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order);
+ ImGui::End();
+ return;
+ }
- ImGui::Separator();
+ static bool show_draw_cmd_clip_rects = true;
+ static bool show_window_begin_order = false;
+ ImGuiIO& io = ImGui::GetIO();
+ ImGui::Text("Dear ImGui %s", ImGui::GetVersion());
+ ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
+ ImGui::Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
+ ImGui::Text("%d active windows (%d visible)", io.MetricsActiveWindows, io.MetricsRenderWindows);
+ ImGui::Text("%d allocations", io.MetricsActiveAllocations);
+ ImGui::Checkbox("Show clipping rectangles when hovering draw commands", &show_draw_cmd_clip_rects);
+ ImGui::Checkbox("Ctrl shows window begin order", &show_window_begin_order);
+ ImGui::Separator();
- struct Funcs
+ struct Funcs
+ {
+ static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
{
- static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
+ bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
+ if (draw_list == ImGui::GetWindowDrawList())
{
- bool node_open = ImGui::TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, draw_list->CmdBuffer.Size);
- if (draw_list == ImGui::GetWindowDrawList())
- {
- ImGui::SameLine();
- ImGui::TextColored(ImColor(255,100,100), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
- if (node_open) ImGui::TreePop();
- return;
- }
+ ImGui::SameLine();
+ ImGui::TextColored(ImVec4(1.0f,0.4f,0.4f,1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
+ if (node_open) ImGui::TreePop();
+ return;
+ }
- ImDrawList* overlay_draw_list = GetOverlayDrawList(); // Render additional visuals into the top-most draw list
- if (window && IsItemHovered())
- overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
- if (!node_open)
- return;
+ ImDrawList* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list
+ if (window && IsItemHovered())
+ overlay_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
+ if (!node_open)
+ return;
- int elem_offset = 0;
- for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
+ int elem_offset = 0;
+ for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.begin(); pcmd < draw_list->CmdBuffer.end(); elem_offset += pcmd->ElemCount, pcmd++)
+ {
+ if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
+ continue;
+ if (pcmd->UserCallback)
{
- if (pcmd->UserCallback == NULL && pcmd->ElemCount == 0)
- continue;
- if (pcmd->UserCallback)
- {
- ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
- continue;
- }
- ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
- bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
- if (show_draw_cmd_clip_rects && ImGui::IsItemHovered())
- {
- ImRect clip_rect = pcmd->ClipRect;
- ImRect vtxs_rect;
- for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
- vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
- clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
- vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
- }
- if (!pcmd_node_open)
- continue;
+ ImGui::BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
+ continue;
+ }
+ ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
+ bool pcmd_node_open = ImGui::TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "Draw %4d %s vtx, tex 0x%p, clip_rect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount, draw_list->IdxBuffer.Size > 0 ? "indexed" : "non-indexed", pcmd->TextureId, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
+ if (show_draw_cmd_clip_rects && ImGui::IsItemHovered())
+ {
+ ImRect clip_rect = pcmd->ClipRect;
+ ImRect vtxs_rect;
+ for (int i = elem_offset; i < elem_offset + (int)pcmd->ElemCount; i++)
+ vtxs_rect.Add(draw_list->VtxBuffer[idx_buffer ? idx_buffer[i] : i].pos);
+ clip_rect.Floor(); overlay_draw_list->AddRect(clip_rect.Min, clip_rect.Max, IM_COL32(255,255,0,255));
+ vtxs_rect.Floor(); overlay_draw_list->AddRect(vtxs_rect.Min, vtxs_rect.Max, IM_COL32(255,0,255,255));
+ }
+ if (!pcmd_node_open)
+ continue;
- // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
- ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
- while (clipper.Step())
- for (int prim = clipper.DisplayStart, vtx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
+ // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
+ ImGuiListClipper clipper(pcmd->ElemCount/3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
+ while (clipper.Step())
+ for (int prim = clipper.DisplayStart, idx_i = elem_offset + clipper.DisplayStart*3; prim < clipper.DisplayEnd; prim++)
+ {
+ char buf[300];
+ char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
+ ImVec2 triangles_pos[3];
+ for (int n = 0; n < 3; n++, idx_i++)
{
- char buf[300];
- char *buf_p = buf, *buf_end = buf + IM_ARRAYSIZE(buf);
- ImVec2 triangles_pos[3];
- for (int n = 0; n < 3; n++, vtx_i++)
- {
- ImDrawVert& v = draw_list->VtxBuffer[idx_buffer ? idx_buffer[vtx_i] : vtx_i];
- triangles_pos[n] = v.pos;
- buf_p += ImFormatString(buf_p, (int)(buf_end - buf_p), "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n", (n == 0) ? "vtx" : " ", vtx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
- }
- ImGui::Selectable(buf, false);
- if (ImGui::IsItemHovered())
- {
- ImDrawListFlags backup_flags = overlay_draw_list->Flags;
- overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
- overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
- overlay_draw_list->Flags = backup_flags;
- }
+ int vtx_i = idx_buffer ? idx_buffer[idx_i] : idx_i;
+ ImDrawVert& v = draw_list->VtxBuffer[vtx_i];
+ triangles_pos[n] = v.pos;
+ buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
+ (n == 0) ? "idx" : " ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
}
- ImGui::TreePop();
- }
+ ImGui::Selectable(buf, false);
+ if (ImGui::IsItemHovered())
+ {
+ ImDrawListFlags backup_flags = overlay_draw_list->Flags;
+ overlay_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines at is more readable for very large and thin triangles.
+ overlay_draw_list->AddPolyline(triangles_pos, 3, IM_COL32(255,255,0,255), true, 1.0f);
+ overlay_draw_list->Flags = backup_flags;
+ }
+ }
ImGui::TreePop();
}
+ ImGui::TreePop();
+ }
- static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
- {
- if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
- return;
- for (int i = 0; i < windows.Size; i++)
- Funcs::NodeWindow(windows[i], "Window");
- ImGui::TreePop();
- }
+ static void NodeWindows(ImVector<ImGuiWindow*>& windows, const char* label)
+ {
+ if (!ImGui::TreeNode(label, "%s (%d)", label, windows.Size))
+ return;
+ for (int i = 0; i < windows.Size; i++)
+ Funcs::NodeWindow(windows[i], "Window");
+ ImGui::TreePop();
+ }
- static void NodeWindow(ImGuiWindow* window, const char* label)
+ static void NodeWindow(ImGuiWindow* window, const char* label)
+ {
+ if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
+ return;
+ ImGuiWindowFlags flags = window->Flags;
+ NodeDrawList(window, window->DrawList, "DrawList");
+ ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
+ ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
+ (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
+ (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
+ (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
+ ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetWindowScrollMaxX(window), window->Scroll.y, GetWindowScrollMaxY(window));
+ ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
+ ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems);
+ ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
+ ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
+ if (!window->NavRectRel[0].IsInverted())
+ ImGui::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
+ ImGui::BulletText("NavRectRel[0]: <None>");
+ if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
+ if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow");
+ if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
+ if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
{
- if (!ImGui::TreeNode(window, "%s '%s', %d @ 0x%p", label, window->Name, window->Active || window->WasActive, window))
- return;
- ImGuiWindowFlags flags = window->Flags;
- NodeDrawList(window, window->DrawList, "DrawList");
- ImGui::BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), SizeContents (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->SizeContents.x, window->SizeContents.y);
- ImGui::BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s..)", flags,
- (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
- (flags & ImGuiWindowFlags_Modal) ? "Modal " : "", (flags & ImGuiWindowFlags_ChildMenu) ? "ChildMenu " : "", (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
- (flags & ImGuiWindowFlags_NoInputs) ? "NoInputs":"", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
- ImGui::BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f)", window->Scroll.x, GetScrollMaxX(window), window->Scroll.y, GetScrollMaxY(window));
- ImGui::BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
- ImGui::BulletText("Appearing: %d, Hidden: %d (Reg %d Resize %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesRegular, window->HiddenFramesForResize, window->SkipItems);
- ImGui::BulletText("NavLastIds: 0x%08X,0x%08X, NavLayerActiveMask: %X", window->NavLastIds[0], window->NavLastIds[1], window->DC.NavLayerActiveMask);
- ImGui::BulletText("NavLastChildNavWindow: %s", window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
- if (!window->NavRectRel[0].IsInverted())
- ImGui::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
- ImGui::BulletText("NavRectRel[0]: <None>");
- if (window->RootWindow != window) NodeWindow(window->RootWindow, "RootWindow");
- if (window->ParentWindow != NULL) NodeWindow(window->ParentWindow, "ParentWindow");
- if (window->DC.ChildWindows.Size > 0) NodeWindows(window->DC.ChildWindows, "ChildWindows");
- if (window->ColumnsStorage.Size > 0 && ImGui::TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
+ for (int n = 0; n < window->ColumnsStorage.Size; n++)
{
- for (int n = 0; n < window->ColumnsStorage.Size; n++)
+ const ImGuiColumnsSet* columns = &window->ColumnsStorage[n];
+ if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
{
- const ImGuiColumnsSet* columns = &window->ColumnsStorage[n];
- if (ImGui::TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
- {
- ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX);
- for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
- ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm));
- ImGui::TreePop();
- }
+ ImGui::BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->MaxX - columns->MinX, columns->MinX, columns->MaxX);
+ for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
+ ImGui::BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, OffsetNormToPixels(columns, columns->Columns[column_n].OffsetNorm));
+ ImGui::TreePop();
}
- ImGui::TreePop();
}
- ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
ImGui::TreePop();
}
- };
-
- // Access private state, we are going to display the draw lists from last frame
- ImGuiContext& g = *GImGui;
- Funcs::NodeWindows(g.Windows, "Windows");
- if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
- {
- for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
- Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
+ ImGui::BulletText("Storage: %d bytes", window->StateStorage.Data.Size * (int)sizeof(ImGuiStorage::Pair));
ImGui::TreePop();
}
- if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
+
+ static void NodeTabBar(ImGuiTabBar* tab_bar)
{
- for (int i = 0; i < g.OpenPopupStack.Size; i++)
+ // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
+ char buf[256];
+ char* p = buf;
+ const char* buf_end = buf + IM_ARRAYSIZE(buf);
+ ImFormatString(p, buf_end - p, "TabBar (%d tabs)%s", tab_bar->Tabs.Size, (tab_bar->PrevFrameVisible < ImGui::GetFrameCount() - 2) ? " *Inactive*" : "");
+ if (ImGui::TreeNode(tab_bar, "%s", buf))
{
- ImGuiWindow* window = g.OpenPopupStack[i].Window;
- ImGui::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" : "");
+ for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
+ {
+ const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
+ ImGui::PushID(tab);
+ if (ImGui::SmallButton("<")) { TabBarQueueChangeTabOrder(tab_bar, tab, -1); } ImGui::SameLine(0, 2);
+ if (ImGui::SmallButton(">")) { TabBarQueueChangeTabOrder(tab_bar, tab, +1); } ImGui::SameLine();
+ ImGui::Text("%02d%c Tab 0x%08X", tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID);
+ ImGui::PopID();
+ }
+ ImGui::TreePop();
}
- ImGui::TreePop();
}
- if (ImGui::TreeNode("Internal state"))
+ };
+
+ // Access private state, we are going to display the draw lists from last frame
+ ImGuiContext& g = *GImGui;
+ Funcs::NodeWindows(g.Windows, "Windows");
+ if (ImGui::TreeNode("DrawList", "Active DrawLists (%d)", g.DrawDataBuilder.Layers[0].Size))
+ {
+ for (int i = 0; i < g.DrawDataBuilder.Layers[0].Size; i++)
+ Funcs::NodeDrawList(NULL, g.DrawDataBuilder.Layers[0][i], "DrawList");
+ ImGui::TreePop();
+ }
+ if (ImGui::TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
+ {
+ for (int i = 0; i < g.OpenPopupStack.Size; i++)
{
- const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
- ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
- ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
- ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
- ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
- ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
- ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
- ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
- ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
- ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
- ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
- ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
- ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
- ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
- ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
- ImGui::TreePop();
+ ImGuiWindow* window = g.OpenPopupStack[i].Window;
+ ImGui::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" : "");
}
+ ImGui::TreePop();
+ }
+ if (ImGui::TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.Data.Size))
+ {
+ for (int n = 0; n < g.TabBars.Data.Size; n++)
+ Funcs::NodeTabBar(g.TabBars.GetByIndex(n));
+ ImGui::TreePop();
+ }
+ if (ImGui::TreeNode("Internal state"))
+ {
+ const char* input_source_names[] = { "None", "Mouse", "Nav", "NavKeyboard", "NavGamepad" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT);
+ ImGui::Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
+ ImGui::Text("HoveredRootWindow: '%s'", g.HoveredRootWindow ? g.HoveredRootWindow->Name : "NULL");
+ ImGui::Text("HoveredId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredId, g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Data is "in-flight" so depending on when the Metrics window is called we may see current frame information or not
+ ImGui::Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]);
+ ImGui::Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
+ ImGui::Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
+ ImGui::Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
+ ImGui::Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
+ ImGui::Text("NavInputSource: %s", input_source_names[g.NavInputSource]);
+ ImGui::Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
+ ImGui::Text("NavActivateId: 0x%08X, NavInputId: 0x%08X", g.NavActivateId, g.NavInputId);
+ ImGui::Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
+ ImGui::Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
+ ImGui::Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
+ ImGui::TreePop();
+ }
- if (g.IO.KeyCtrl && show_window_begin_order)
+ if (g.IO.KeyCtrl && show_window_begin_order)
+ {
+ for (int n = 0; n < g.Windows.Size; n++)
{
- for (int n = 0; n < g.Windows.Size; n++)
- {
- ImGuiWindow* window = g.Windows[n];
- if ((window->Flags & ImGuiWindowFlags_ChildWindow) || !window->WasActive)
- continue;
- char buf[32];
- ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
- float font_size = ImGui::GetFontSize() * 2;
- ImDrawList* overlay_draw_list = GetOverlayDrawList();
- overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
- overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
- }
+ ImGuiWindow* window = g.Windows[n];
+ if ((window->Flags & ImGuiWindowFlags_ChildWindow) || !window->WasActive)
+ continue;
+ char buf[32];
+ ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
+ float font_size = ImGui::GetFontSize() * 2;
+ ImDrawList* overlay_draw_list = GetOverlayDrawList(window);
+ overlay_draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
+ overlay_draw_list->AddText(NULL, font_size, window->Pos, IM_COL32(255, 255, 255, 255), buf);
}
}
ImGui::End();