diff --git a/include/imgui/imconfig.h b/include/imgui/imconfig.h index 7082c55..d556cba 100644 --- a/include/imgui/imconfig.h +++ b/include/imgui/imconfig.h @@ -1,5 +1,5 @@ //----------------------------------------------------------------------------- -// COMPILE-TIME OPTIONS FOR DEAR IMGUI +// DEAR IMGUI COMPILE-TIME OPTIONS // Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure. // You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions. //----------------------------------------------------------------------------- @@ -9,7 +9,7 @@ // You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp // files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures. // Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts. -// Call IMGUI_CHECKVERSION() from your .cpp files to verify that the data structures your files are using are matching the ones imgui.cpp is using. +// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using. //----------------------------------------------------------------------------- #pragma once @@ -26,20 +26,21 @@ //#define IMGUI_API __declspec( dllexport ) //#define IMGUI_API __declspec( dllimport ) -//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to avoid using soon-to-be obsolete function/names. +//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names. //#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS +//#define IMGUI_DISABLE_OBSOLETE_KEYIO // 1.87+ disable legacy io.KeyMap[]+io.KeysDown[] in favor io.AddKeyEvent(). This is automatically done by IMGUI_DISABLE_OBSOLETE_FUNCTIONS. -//---- Disable all of Dear ImGui or don't implement standard windows. -// It is very strongly recommended to NOT disable the demo windows during development. Please read comments in imgui_demo.cpp. +//---- Disable all of Dear ImGui or don't implement standard windows/tools. +// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp. //#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty. -//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. Not recommended. -//#define IMGUI_DISABLE_METRICS_WINDOW // Disable metrics/debugger and other debug tools: ShowMetricsWindow() and ShowStackToolWindow() will be empty. +//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty. +//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty. //---- Don't implement some functions to reduce linkage requirements. //#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a) //#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW) //#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a) -//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, ime). +//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME). //#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default). //#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf) //#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself. @@ -49,30 +50,40 @@ //#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available //---- Include imgui_user.h at the end of imgui.h as a convenience +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. //#define IMGUI_INCLUDE_IMGUI_USER_H +//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h" //---- Pack colors to BGRA8 instead of RGBA8 (to avoid converting from one to another) //#define IMGUI_USE_BGRA_PACKED_COLOR -//---- Use 32-bit for ImWchar (default is 16-bit) to support unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) +//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...) //#define IMGUI_USE_WCHAR32 //---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version // By default the embedded implementations are declared static and not available outside of Dear ImGui sources files. //#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h" //#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h" +//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined. //#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION //#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION +//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined. -//---- Use stb_printf's faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) -// Requires 'stb_sprintf.h' to be available in the include path. Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by STB sprintf. -// #define IMGUI_USE_STB_SPRINTF +//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined) +// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h. +//#define IMGUI_USE_STB_SPRINTF //---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui) // Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided). // On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'. //#define IMGUI_ENABLE_FREETYPE +//---- Use FreeType+lunasvg library to render OpenType SVG fonts (SVGinOT) +// Requires lunasvg headers to be available in the include path + program to be linked with the lunasvg library (not provided). +// Only works in combination with IMGUI_ENABLE_FREETYPE. +// (implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement) +//#define IMGUI_ENABLE_FREETYPE_LUNASVG + //---- Use stb_truetype to build and rasterize the font atlas (default) // The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend. //#define IMGUI_ENABLE_STB_TRUETYPE @@ -80,14 +91,16 @@ //---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4. // This will be inlined as part of ImVec2 and ImVec4 class declarations. /* -#define IM_VEC2_CLASS_EXTRA \ - ImVec2(const MyVec2& f) { x = f.x; y = f.y; } \ +#define IM_VEC2_CLASS_EXTRA \ + constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \ operator MyVec2() const { return MyVec2(x,y); } -#define IM_VEC4_CLASS_EXTRA \ - ImVec4(const MyVec4& f) { x = f.x; y = f.y; z = f.z; w = f.w; } \ +#define IM_VEC4_CLASS_EXTRA \ + constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \ operator MyVec4() const { return MyVec4(x,y,z,w); } */ +//---- ...Or use Dear ImGui's own very basic math operators. +//#define IMGUI_DEFINE_MATH_OPERATORS //---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices. // Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices). @@ -101,23 +114,18 @@ //typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data); //#define ImDrawCallback MyImDrawCallback -//---- Debug Tools: Macro to break in Debugger +//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase) // (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.) //#define IM_DEBUG_BREAK IM_ASSERT(0) //#define IM_DEBUG_BREAK __debugbreak() -//---- Debug Tools: Have the Item Picker break in the ItemAdd() function instead of ItemHoverable(), -// (which comes earlier in the code, will catch a few extra items, allow picking items other than Hovered one.) -// This adds a small runtime cost which is why it is not enabled by default. -//#define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - //---- Debug Tools: Enable slower asserts //#define IMGUI_DEBUG_PARANOID -//---- Tip: You can add extra functions within the ImGui:: namespace, here or in your own headers files. +//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files) /* namespace ImGui { - void MyFunction(const char* name, const MyMatrix44& v); + void MyFunction(const char* name, MyMatrix44* mtx); } */ diff --git a/include/imgui/imgui.h b/include/imgui/imgui.h index e986e6c..56b3455 100644 --- a/include/imgui/imgui.h +++ b/include/imgui/imgui.h @@ -1,24 +1,31 @@ -// dear imgui, v1.86 +// dear imgui, v1.90.2 WIP // (headers) // Help: -// - Read FAQ at http://dearimgui.org/faq -// - Newcomers, read 'Programmer guide' in imgui.cpp for notes on how to setup Dear ImGui in your codebase. +// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. -// Read imgui.cpp for details, links and comments. +// - Read top of imgui.cpp for more details, links and comments. // Resources: -// - FAQ http://dearimgui.org/faq -// - Homepage & latest https://github.com/ocornut/imgui +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Homepage https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues +// - Tests & Automation https://github.com/ocornut/imgui_test_engine -// Getting Started? -// - For first-time users having issues compiling/linking/running or issues loading fonts: -// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. + +// Library Version +// (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') +#define IMGUI_VERSION "1.90.2 WIP" +#define IMGUI_VERSION_NUM 19016 +#define IMGUI_HAS_TABLE /* @@ -27,27 +34,28 @@ Index of this file: // [SECTION] Forward declarations and basic types // [SECTION] Dear ImGui end-user API functions // [SECTION] Flags & Enumerations +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) // [SECTION] Helpers: Memory allocations macros, ImVector<> // [SECTION] ImGuiStyle // [SECTION] ImGuiIO -// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) -// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) +// [SECTION] Platform Dependent Interfaces (ImGuiPlatformImeData) // [SECTION] Obsolete functions and types */ #pragma once -// Configuration file with compile-time options (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system') +// Configuration file with compile-time options +// (edit imconfig.h or '#define IMGUI_USER_CONFIG "myfilename.h" from your build system) #ifdef IMGUI_USER_CONFIG #include IMGUI_USER_CONFIG #endif -#if !defined(IMGUI_DISABLE_INCLUDE_IMCONFIG_H) || defined(IMGUI_INCLUDE_IMCONFIG_H) #include "imconfig.h" -#endif #ifndef IMGUI_DISABLE @@ -61,16 +69,9 @@ Index of this file: #include // ptrdiff_t, NULL #include // memset, memmove, memcpy, strlen, strchr, strcpy, strcmp -// Version -// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens) -#define IMGUI_VERSION "1.86" -#define IMGUI_VERSION_NUM 18600 -#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) -#define IMGUI_HAS_TABLE - // Define attributes of all API symbols declarations (e.g. for DLL under Windows) // IMGUI_API is used for core imgui functions, IMGUI_IMPL_API is used for the default backends files (imgui_impl_xxx.h) -// Using dear imgui via a shared library is not recommended, because we don't guarantee backward nor forward ABI compatibility (also function call overhead, as dear imgui is a call-heavy API) +// Using dear imgui via a shared library is not recommended: we don't guarantee backward nor forward ABI compatibility + this is a call-heavy library and function call overhead adds up. #ifndef IMGUI_API #define IMGUI_API #endif @@ -85,13 +86,11 @@ Index of this file: #endif #define IM_ARRAYSIZE(_ARR) ((int)(sizeof(_ARR) / sizeof(*(_ARR)))) // Size of a static C-style array. Don't use on pointers! #define IM_UNUSED(_VAR) ((void)(_VAR)) // Used to silence "unused variable warnings". Often useful as asserts may be stripped out from final builds. -#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) -#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // Offset of _MEMBER within _TYPE. Standardized as offsetof() in C++11 -#else -#define IM_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER)) // Offset of _MEMBER within _TYPE. Old style macro. -#endif +#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx)) // Helper Macros - IM_FMTARGS, IM_FMTLIST: Apply printf-style warnings to our formatting functions. +// (MSVC provides an equivalent mechanism via SAL Annotations but it would require the macros in a different +// location. e.g. #include + void myprintf(_Printf_format_string_ const char* format, ...)) #if !defined(IMGUI_USE_STB_SPRINTF) && defined(__MINGW32__) && !defined(__clang__) #define IM_FMTARGS(FMT) __attribute__((format(gnu_printf, FMT, FMT+1))) #define IM_FMTLIST(FMT) __attribute__((format(gnu_printf, FMT, 0))) @@ -104,7 +103,7 @@ Index of this file: #endif // Disable some of MSVC most aggressive Debug runtime checks in function header/footer (used in some simple/low-level functions) -#if defined(_MSC_VER) && !defined(__clang__) && !defined(IMGUI_DEBUG_PARANOID) +#if defined(_MSC_VER) && !defined(__clang__) && !defined(__INTEL_COMPILER) && !defined(IMGUI_DEBUG_PARANOID) #define IM_MSVC_RUNTIME_CHECKS_OFF __pragma(runtime_checks("",off)) __pragma(check_stack(off)) __pragma(strict_gs_check(push,off)) #define IM_MSVC_RUNTIME_CHECKS_RESTORE __pragma(runtime_checks("",restore)) __pragma(check_stack()) __pragma(strict_gs_check(pop)) #else @@ -119,10 +118,14 @@ Index of this file: #endif #if defined(__clang__) #pragma clang diagnostic push -#pragma clang diagnostic ignored "-Wold-style-cast" -#if __has_warning("-Wzero-as-null-pointer-constant") -#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#if __has_warning("-Wunknown-warning-option") +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif +#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' +#pragma clang diagnostic ignored "-Wold-style-cast" +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe +#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #elif defined(__GNUC__) #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind @@ -151,9 +154,11 @@ struct ImColor; // Helper functions to create a color that c struct ImGuiContext; // Dear ImGui context (opaque structure, unless including imgui_internal.h) struct ImGuiIO; // Main configuration and I/O between your application and ImGui struct ImGuiInputTextCallbackData; // Shared state of InputText() when using custom ImGuiInputTextCallback (rare/advanced use) +struct ImGuiKeyData; // Storage for ImGuiIO and IsKeyDown(), IsKeyPressed() etc functions. struct ImGuiListClipper; // Helper to manually clip large list of items struct ImGuiOnceUponAFrame; // Helper for running a block of code not more than once a frame struct ImGuiPayload; // User data payload for drag and drop operations +struct ImGuiPlatformImeData; // Platform IME data for io.SetPlatformImeDataFn() function. struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors @@ -163,26 +168,33 @@ struct ImGuiTextBuffer; // Helper to hold and append into a text buf struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbbb][,ccccc]") struct ImGuiViewport; // A Platform Window (always only one in 'master' branch), in the future may represent Platform Monitor -// Enums/Flags (declared as int for compatibility with old C++, to allow using as flags without overhead, and to not pollute the top of this file) +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) // - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. +enum ImGuiKey : int; // -> enum ImGuiKey // Enum: A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value) +enum ImGuiMouseSource : int; // -> enum ImGuiMouseSource // Enum; A mouse input source identifier (Mouse, TouchScreen, Pen) typedef int ImGuiCol; // -> enum ImGuiCol_ // Enum: A color identifier for styling typedef int ImGuiCond; // -> enum ImGuiCond_ // Enum: A condition for many Set*() functions typedef int ImGuiDataType; // -> enum ImGuiDataType_ // Enum: A primary data type typedef int ImGuiDir; // -> enum ImGuiDir_ // Enum: A cardinal direction -typedef int ImGuiKey; // -> enum ImGuiKey_ // Enum: A key identifier (ImGui-side enum) -typedef int ImGuiNavInput; // -> enum ImGuiNavInput_ // Enum: An input identifier for navigation typedef int ImGuiMouseButton; // -> enum ImGuiMouseButton_ // Enum: A mouse button identifier (0=left, 1=right, 2=middle) -typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor identifier +typedef int ImGuiMouseCursor; // -> enum ImGuiMouseCursor_ // Enum: A mouse cursor shape typedef int ImGuiSortDirection; // -> enum ImGuiSortDirection_ // Enum: A sorting direction (ascending or descending) typedef int ImGuiStyleVar; // -> enum ImGuiStyleVar_ // Enum: A variable identifier for styling typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A color target for TableSetBgColor() + +// Flags (declared as int to allow using as flags without overhead, and to not pollute the top of this file) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() +typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() typedef int ImGuiColorEditFlags; // -> enum ImGuiColorEditFlags_ // Flags: for ColorEdit4(), ColorPicker4() etc. typedef int ImGuiConfigFlags; // -> enum ImGuiConfigFlags_ // Flags: for io.ConfigFlags typedef int ImGuiComboFlags; // -> enum ImGuiComboFlags_ // Flags: for BeginCombo() @@ -190,7 +202,7 @@ typedef int ImGuiDragDropFlags; // -> enum ImGuiDragDropFlags_ // Flags: f typedef int ImGuiFocusedFlags; // -> enum ImGuiFocusedFlags_ // Flags: for IsWindowFocused() typedef int ImGuiHoveredFlags; // -> enum ImGuiHoveredFlags_ // Flags: for IsItemHovered(), IsWindowHovered() etc. typedef int ImGuiInputTextFlags; // -> enum ImGuiInputTextFlags_ // Flags: for InputText(), InputTextMultiline() -typedef int ImGuiKeyModFlags; // -> enum ImGuiKeyModFlags_ // Flags: for io.KeyMods (Ctrl/Shift/Alt/Super) +typedef int ImGuiKeyChord; // -> ImGuiKey | ImGuiMod_XXX // Flags: for IsKeyChordPressed(), Shortcut() etc. an ImGuiKey optionally OR-ed with one or more ImGuiMod_XXX values. typedef int ImGuiPopupFlags; // -> enum ImGuiPopupFlags_ // Flags: for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() typedef int ImGuiSelectableFlags; // -> enum ImGuiSelectableFlags_ // Flags: for Selectable() typedef int ImGuiSliderFlags; // -> enum ImGuiSliderFlags_ // Flags: for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. @@ -225,22 +237,13 @@ typedef signed short ImS16; // 16-bit signed integer typedef unsigned short ImU16; // 16-bit unsigned integer typedef signed int ImS32; // 32-bit signed integer == int typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors) -#if defined(_MSC_VER) && !defined(__clang__) -typedef signed __int64 ImS64; // 64-bit signed integer (pre and post C++11 with Visual Studio) -typedef unsigned __int64 ImU64; // 64-bit unsigned integer (pre and post C++11 with Visual Studio) -#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) -#include -typedef int64_t ImS64; // 64-bit signed integer (pre C++11) -typedef uint64_t ImU64; // 64-bit unsigned integer (pre C++11) -#else -typedef signed long long ImS64; // 64-bit signed integer (post C++11) -typedef unsigned long long ImU64; // 64-bit unsigned integer (post C++11) -#endif +typedef signed long long ImS64; // 64-bit signed integer +typedef unsigned long long ImU64; // 64-bit unsigned integer // Character types // (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) -typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. typedef unsigned int ImWchar32; // A single decoded U32 character/code point. We encode them as multi bytes UTF-8 when used in strings. +typedef unsigned short ImWchar16; // A single decoded U16 character/code point. We encode them as multi bytes UTF-8 when used in strings. #ifdef IMGUI_USE_WCHAR32 // ImWchar [configurable type: override in imconfig.h with '#define IMGUI_USE_WCHAR32' to support Unicode planes 1-16] typedef ImWchar32 ImWchar; #else @@ -255,14 +258,15 @@ typedef void (*ImGuiMemFreeFunc)(void* ptr, void* user_data); // ImVec2: 2D vector used to store positions, sizes etc. [Compile-time configurable type] // This is a frequently used type in the API. Consider using IM_VEC2_CLASS_EXTRA to create implicit cast from/to our preferred type. +// Add '#define IMGUI_DEFINE_MATH_OPERATORS' in your imconfig.h file to benefit from courtesy maths operators for those types. IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec2 { float x, y; - ImVec2() { x = y = 0.0f; } - ImVec2(float _x, float _y) { x = _x; y = _y; } - float operator[] (size_t idx) const { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. - float& operator[] (size_t idx) { IM_ASSERT(idx <= 1); return (&x)[idx]; } // We very rarely use this [] operator, the assert overhead is fine. + constexpr ImVec2() : x(0.0f), y(0.0f) { } + constexpr ImVec2(float _x, float _y) : x(_x), y(_y) { } + float& operator[] (size_t idx) { IM_ASSERT(idx == 0 || idx == 1); return ((float*)(void*)(char*)this)[idx]; } // We very rarely use this [] operator, so the assert overhead is fine. + float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return ((const float*)(const void*)(const char*)this)[idx]; } #ifdef IM_VEC2_CLASS_EXTRA IM_VEC2_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec2. #endif @@ -271,9 +275,9 @@ struct ImVec2 // ImVec4: 4D vector used to store clipping rectangles, colors etc. [Compile-time configurable type] struct ImVec4 { - float x, y, z, w; - ImVec4() { x = y = z = w = 0.0f; } - ImVec4(float _x, float _y, float _z, float _w) { x = _x; y = _y; z = _z; w = _w; } + float x, y, z, w; + constexpr ImVec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) { } + constexpr ImVec4(float _x, float _y, float _z, float _w) : x(_x), y(_y), z(_z), w(_w) { } #ifdef IM_VEC4_CLASS_EXTRA IM_VEC4_CLASS_EXTRA // Define additional constructors and implicit cast operators in imconfig.h to convert back and forth between your math types and ImVec4. #endif @@ -298,7 +302,7 @@ namespace ImGui // Main IMGUI_API ImGuiIO& GetIO(); // access the IO structure (mouse/keyboard/gamepad inputs, time, various configuration options/flags) - IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleCol(), PushStyleVar() to modify style mid-frame! + IMGUI_API ImGuiStyle& GetStyle(); // access the Style structure (colors, sizes). Always use PushStyleColor(), PushStyleVar() to modify style mid-frame! IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). @@ -307,12 +311,13 @@ namespace ImGui // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! IMGUI_API void ShowMetricsWindow(bool* p_open = NULL); // create Metrics/Debugger window. display Dear ImGui internals: windows, draw commands, various internal state, etc. - IMGUI_API void ShowStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. + IMGUI_API void ShowDebugLogWindow(bool* p_open = NULL); // create Debug Log window. display a simplified log of important dear imgui events. + IMGUI_API void ShowIDStackToolWindow(bool* p_open = NULL); // create Stack Tool window. hover items with mouse to query information about the source of their unique ID. IMGUI_API void ShowAboutWindow(bool* p_open = NULL); // create About window. display Dear ImGui version, credits and build/system information. IMGUI_API void ShowStyleEditor(ImGuiStyle* ref = NULL); // add style editor block (not a window). you can pass in a reference ImGuiStyle structure to compare to, revert to and save to (else it uses the default style) IMGUI_API bool ShowStyleSelector(const char* label); // add style selector block (not a window), essentially a combo listing the default styles. IMGUI_API void ShowFontSelector(const char* label); // add font selector block (not a window), essentially a combo listing the loaded fonts. - IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as a end-user (mouse/keyboard controls). + IMGUI_API void ShowUserGuide(); // add basic help/info block (not a window): how to manipulate ImGui as an end-user (mouse/keyboard controls). IMGUI_API const char* GetVersion(); // get the compiled version string e.g. "1.80 WIP" (essentially the value for IMGUI_VERSION from the compiled version of imgui.cpp) // Styles @@ -328,23 +333,33 @@ namespace ImGui // Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). // - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting // anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! - // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, - // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function - // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] // - Note that the bottom of window stack always contains a window called "Debug". IMGUI_API bool Begin(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); IMGUI_API void End(); // Child Windows // - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. - // - For each independent axis of 'size': ==0.0f: use remaining host window size / >0.0f: fixed size / <0.0f: use remaining window size minus abs(size) / Each axis can use a different mode, e.g. ImVec2(0,400). - // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting anything to the window. - // Always call a matching EndChild() for each BeginChild() call, regardless of its return value. - // [Important: due to legacy reason, this is inconsistent with most other functions such as BeginMenu/EndMenu, - // BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding BeginXXX function - // returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] - IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); - IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), bool border = false, ImGuiWindowFlags flags = 0); + // - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". + // This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Border == true. + // Consider updating your old call sites: + // BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); + // BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Border); + // - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): + // == 0.0f: use remaining parent window size for this axis. + // > 0.0f: use specified size for this axis. + // < 0.0f: right/bottom-align to specified distance from available content boundaries. + // - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. + // Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. + // - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting + // anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. + // [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions + // such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding + // BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] + IMGUI_API bool BeginChild(const char* str_id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); + IMGUI_API bool BeginChild(ImGuiID id, const ImVec2& size = ImVec2(0, 0), ImGuiChildFlags child_flags = 0, ImGuiWindowFlags window_flags = 0); IMGUI_API void EndChild(); // Windows Utilities @@ -352,10 +367,10 @@ namespace ImGui IMGUI_API bool IsWindowAppearing(); IMGUI_API bool IsWindowCollapsed(); IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options. - IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ! + IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives - IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API) - IMGUI_API ImVec2 GetWindowSize(); // get current window size + IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (note: it is unlikely you need to use this. Consider using current layout pos instead, GetCursorScreenPos()) + IMGUI_API ImVec2 GetWindowSize(); // get current window size (note: it is unlikely you need to use this. Consider using GetCursorScreenPos() and e.g. GetContentRegionAvail() instead) IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x) IMGUI_API float GetWindowHeight(); // get current window height (shortcut for GetWindowSize().y) @@ -363,10 +378,11 @@ namespace ImGui // - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). IMGUI_API void SetNextWindowPos(const ImVec2& pos, ImGuiCond cond = 0, const ImVec2& pivot = ImVec2(0, 0)); // set next window position. call before Begin(). use pivot=(0.5f,0.5f) to center on given point, etc. IMGUI_API void SetNextWindowSize(const ImVec2& size, ImGuiCond cond = 0); // set next window size. set axis to 0.0f to force an auto-fit on this axis. call before Begin() - IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use -1,-1 on either X/Y axis to preserve the current size. Sizes will be rounded down. Use callback to apply non-trivial programmatic constraints. + IMGUI_API void SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback = NULL, void* custom_callback_data = NULL); // set next window size limits. use 0.0f or FLT_MAX if you don't want limits. Use -1 for both min and max of same axis to preserve current size (which itself is a constraint). Use callback to apply non-trivial programmatic constraints. IMGUI_API void SetNextWindowContentSize(const ImVec2& size); // set next window content size (~ scrollable client area, which enforce the range of scrollbars). Not including window decorations (title bar, menu bar, etc.) nor WindowPadding. set an axis to 0.0f to leave it automatic. call before Begin() IMGUI_API void SetNextWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // set next window collapsed state. call before Begin() IMGUI_API void SetNextWindowFocus(); // set next window to be focused / top-most. call before Begin() + IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // set next window scrolling value (use < 0.0f to not affect a given axis). IMGUI_API void SetNextWindowBgAlpha(float alpha); // set next window background color alpha. helper to easily override the Alpha component of ImGuiCol_WindowBg/ChildBg/PopupBg. you may also use ImGuiWindowFlags_NoBackground. IMGUI_API void SetWindowPos(const ImVec2& pos, ImGuiCond cond = 0); // (not recommended) set current window position - call within Begin()/End(). prefer using SetNextWindowPos(), as this may incur tearing and side-effects. IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. @@ -384,9 +400,11 @@ namespace ImGui IMGUI_API ImVec2 GetContentRegionAvail(); // == GetContentRegionMax() - GetCursorPos() IMGUI_API ImVec2 GetContentRegionMax(); // current content boundaries (typically window boundaries including scrolling, or current column boundaries), in windows coordinates IMGUI_API ImVec2 GetWindowContentRegionMin(); // content boundaries min for the full window (roughly (0,0)-Scroll), in window coordinates - IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be override with SetNextWindowContentSize(), in window coordinates + IMGUI_API ImVec2 GetWindowContentRegionMax(); // content boundaries max for the full window (roughly (0,0)+Size-Scroll) where Size can be overridden with SetNextWindowContentSize(), in window coordinates // Windows Scrolling + // - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). + // - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). IMGUI_API float GetScrollX(); // get scrolling amount [0 .. GetScrollMaxX()] IMGUI_API float GetScrollY(); // get scrolling amount [0 .. GetScrollMaxY()] IMGUI_API void SetScrollX(float scroll_x); // set scrolling amount [0 .. GetScrollMaxX()] @@ -407,8 +425,8 @@ namespace ImGui IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); // modify a style float variable. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); // modify a style ImVec2 variable. always use this if you modify the style after NewFrame(). IMGUI_API void PopStyleVar(int count = 1); - IMGUI_API void PushAllowKeyboardFocus(bool allow_keyboard_focus); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets - IMGUI_API void PopAllowKeyboardFocus(); + IMGUI_API void PushTabStop(bool tab_stop); // == tab stop enable. Allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets + IMGUI_API void PopTabStop(); IMGUI_API void PushButtonRepeat(bool repeat); // in 'repeat' mode, Button*() functions return repeated true in a typematic manner (using io.KeyRepeatDelay/io.KeyRepeatRate setting). Note that you can call IsItemActive() after any Button() to tell if the button is held in the current frame. IMGUI_API void PopButtonRepeat(); @@ -421,7 +439,7 @@ namespace ImGui IMGUI_API void PopTextWrapPos(); // Style read access - // - Use the style editor (ShowStyleEditor() function) to interactively see what the colors are) + // - Use the ShowStyleEditor() function to interactively see/edit the colors. IMGUI_API ImFont* GetFont(); // get current font IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a while pixel, useful to draw custom shapes via the ImDrawList API @@ -430,31 +448,34 @@ namespace ImGui IMGUI_API ImU32 GetColorU32(ImU32 col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API const ImVec4& GetStyleColorVec4(ImGuiCol idx); // retrieve style color as stored in ImGuiStyle structure. use to feed back into PushStyleColor(), otherwise use GetColorU32() to get style color with style alpha baked in. - // Cursor / Layout + // Layout cursor positioning // - By "cursor" we mean the current output position. // - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. // - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. // - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: - // Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() - // Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. + // - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. + // - Window-local coordinates: SameLine(), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), GetContentRegionMax(), GetWindowContentRegion*(), PushTextWrapPos() + // - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. + IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (prefer using this, also more useful to work with ImDrawList API). + IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates + IMGUI_API ImVec2 GetCursorPos(); // [window-local] cursor position in window coordinates (relative to window position) + IMGUI_API float GetCursorPosX(); // [window-local] " + IMGUI_API float GetCursorPosY(); // [window-local] " + IMGUI_API void SetCursorPos(const ImVec2& local_pos); // [window-local] " + IMGUI_API void SetCursorPosX(float local_x); // [window-local] " + IMGUI_API void SetCursorPosY(float local_y); // [window-local] " + IMGUI_API ImVec2 GetCursorStartPos(); // [window-local] initial cursor position, in window coordinates + + // Other layout functions IMGUI_API void Separator(); // separator, generally horizontal. inside a menu bar or in horizontal layout mode, this becomes a vertical separator. IMGUI_API void SameLine(float offset_from_start_x=0.0f, float spacing=-1.0f); // call between widgets or groups to layout them horizontally. X position given in window coordinates. - IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in an horizontal-layout context. + IMGUI_API void NewLine(); // undo a SameLine() or force a new line when in a horizontal-layout context. IMGUI_API void Spacing(); // add vertical spacing. IMGUI_API void Dummy(const ImVec2& size); // add a dummy item of given size. unlike InvisibleButton(), Dummy() won't take the mouse click or be navigable into. IMGUI_API void Indent(float indent_w = 0.0f); // move content position toward the right, by indent_w, or style.IndentSpacing if indent_w <= 0 IMGUI_API void Unindent(float indent_w = 0.0f); // move content position back to the left, by indent_w, or style.IndentSpacing if indent_w <= 0 IMGUI_API void BeginGroup(); // lock horizontal starting position IMGUI_API void EndGroup(); // unlock horizontal starting position + capture the whole group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.) - IMGUI_API ImVec2 GetCursorPos(); // cursor position in window coordinates (relative to window position) - IMGUI_API float GetCursorPosX(); // (some functions are using window-relative coordinates, such as: GetCursorPos, GetCursorStartPos, GetContentRegionMax, GetWindowContentRegion* etc. - IMGUI_API float GetCursorPosY(); // other functions such as GetCursorScreenPos or everything in ImDrawList:: - IMGUI_API void SetCursorPos(const ImVec2& local_pos); // are using the main, absolute coordinate system. - IMGUI_API void SetCursorPosX(float local_x); // GetWindowPos() + GetCursorPos() == GetCursorScreenPos() etc.) - IMGUI_API void SetCursorPosY(float local_y); // - IMGUI_API ImVec2 GetCursorStartPos(); // initial cursor position in window coordinates - IMGUI_API ImVec2 GetCursorScreenPos(); // cursor position in absolute coordinates (useful to work with ImDrawList API). generally top-left == GetMainViewport()->Pos == (0,0) in single viewport mode, and bottom-right == GetMainViewport()->Pos+Size == io.DisplaySize in single-viewport mode. - IMGUI_API void SetCursorScreenPos(const ImVec2& pos); // cursor position in absolute coordinates IMGUI_API void AlignTextToFramePadding(); // vertically align upcoming text baseline to FramePadding.y so that it will align properly to regularly framed items (call if you have text on a line before a framed item) IMGUI_API float GetTextLineHeight(); // ~ FontSize IMGUI_API float GetTextLineHeightWithSpacing(); // ~ FontSize + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of text) @@ -462,7 +483,7 @@ namespace ImGui IMGUI_API float GetFrameHeightWithSpacing(); // ~ FontSize + style.FramePadding.y * 2 + style.ItemSpacing.y (distance in pixels between 2 consecutive lines of framed widgets) // ID stack/scopes - // Read the FAQ (docs/FAQ.md or http://dearimgui.org/faq) for more details about how ID are handled in dear imgui. + // Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. // - Those questions are answered and impacted by understanding of the ID stack system: // - "Q: Why is my widget not reacting when I click on it?" // - "Q: How can I have widgets with an empty label?" @@ -495,16 +516,15 @@ namespace ImGui IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args) IM_FMTLIST(2); IMGUI_API void BulletText(const char* fmt, ...) IM_FMTARGS(1); // shortcut for Bullet()+Text() IMGUI_API void BulletTextV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void SeparatorText(const char* label); // currently: formatted text with an horizontal line // Widgets: Main // - Most widgets return true when the value has been changed or when pressed/selected // - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0, 0)); // button - IMGUI_API bool SmallButton(const char* label); // button with FramePadding=(0,0) to easily embed within text + IMGUI_API bool SmallButton(const char* label); // button with (FramePadding.y == 0) to easily embed within text IMGUI_API bool InvisibleButton(const char* str_id, const ImVec2& size, ImGuiButtonFlags flags = 0); // flexible button behavior without the visuals, frequently useful to build custom behaviors using the public api (along with IsItemActive, IsItemHovered, etc.) IMGUI_API bool ArrowButton(const char* str_id, ImGuiDir dir); // square button with an arrow shape - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), const ImVec4& tint_col = ImVec4(1,1,1,1), const ImVec4& border_col = ImVec4(0,0,0,0)); - IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1,1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0,0,0,0), const ImVec4& tint_col = ImVec4(1,1,1,1)); // <0 frame_padding uses default frame padding settings. 0 for no padding IMGUI_API bool Checkbox(const char* label, bool* v); IMGUI_API bool CheckboxFlags(const char* label, int* flags, int flags_value); IMGUI_API bool CheckboxFlags(const char* label, unsigned int* flags, unsigned int flags_value); @@ -513,25 +533,33 @@ namespace ImGui IMGUI_API void ProgressBar(float fraction, const ImVec2& size_arg = ImVec2(-FLT_MIN, 0), const char* overlay = NULL); IMGUI_API void Bullet(); // draw a small circle + keep the cursor on the same line. advance cursor x position by GetTreeNodeToLabelSpacing(), same distance that TreeNode() uses - // Widgets: Combo Box + // Widgets: Images + // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. + // - Note that Image() may add +2.0f to provided size if a border is visible, ImageButton() adds style.FramePadding*2.0f to provided size. + IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& tint_col = ImVec4(1, 1, 1, 1), const ImVec4& border_col = ImVec4(0, 0, 0, 0)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + + // Widgets: Combo Box (Dropdown) // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. // - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. IMGUI_API bool BeginCombo(const char* label, const char* preview_value, ImGuiComboFlags flags = 0); IMGUI_API void EndCombo(); // only call EndCombo() if BeginCombo() returns true! IMGUI_API bool Combo(const char* label, int* current_item, const char* const items[], int items_count, int popup_max_height_in_items = -1); IMGUI_API bool Combo(const char* label, int* current_item, const char* items_separated_by_zeros, int popup_max_height_in_items = -1); // Separate items with \0 within a string, end item-list with \0\0. e.g. "One\0Two\0Three\0" - IMGUI_API bool Combo(const char* label, int* current_item, bool(*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int popup_max_height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items = -1); // Widgets: Drag Sliders // - CTRL+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. - // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every functions, note that a 'float v[X]' function argument is the same as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x + // - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', + // the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). // - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For gamepad/keyboard navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). // - Use v_min < v_max to clamp edits to given limits. Note that CTRL+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. // - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. // - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. - // - Legacy: Pre-1.78 there are DragXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 IMGUI_API bool DragFloat(const char* label, float* v, float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // If v_min >= v_max we have no bound IMGUI_API bool DragFloat2(const char* label, float v[2], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* format = "%.3f", ImGuiSliderFlags flags = 0); @@ -550,7 +578,7 @@ namespace ImGui // - CTRL+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. // - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. // - Format string may also be set to NULL or use the default format ("%f" or "%d"). - // - Legacy: Pre-1.78 there are SliderXXX() function signatures that takes a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. + // - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. // If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); // adjust format to decorate the value with a prefix or a suffix for in-slider labels or unit display. IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format = "%.3f", ImGuiSliderFlags flags = 0); @@ -592,7 +620,7 @@ namespace ImGui IMGUI_API bool ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker3(const char* label, float col[3], ImGuiColorEditFlags flags = 0); IMGUI_API bool ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags flags = 0, const float* ref_col = NULL); - IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. + IMGUI_API bool ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // display a color square/button, hover for details, return true when pressed. IMGUI_API void SetColorEditOptions(ImGuiColorEditFlags flags); // initialize current options (generally on application startup) if you want to select a default format, picker type, etc. User will be able to change many settings, unless you pass the _NoOptions flag to your calls. // Widgets: Trees @@ -607,9 +635,9 @@ namespace ImGui IMGUI_API bool TreeNodeEx(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API bool TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API bool TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) IM_FMTLIST(3); - IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushId(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. - IMGUI_API void TreePush(const void* ptr_id = NULL); // " - IMGUI_API void TreePop(); // ~ Unindent()+PopId() + IMGUI_API void TreePush(const char* str_id); // ~ Indent()+PushID(). Already called by TreeNode() when returning true, but you can call TreePush/TreePop yourself if desired. + IMGUI_API void TreePush(const void* ptr_id); // " + IMGUI_API void TreePop(); // ~ Unindent()+PopID() IMGUI_API float GetTreeNodeToLabelSpacing(); // horizontal distance preceding label when using TreeNode*() or Bullet() == (g.FontSize + style.FramePadding.x*2) for a regular unframed TreeNode IMGUI_API bool CollapsingHeader(const char* label, ImGuiTreeNodeFlags flags = 0); // if returning 'true' the header is open. doesn't indent nor push on ID stack. user doesn't have to call TreePop(). IMGUI_API bool CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFlags flags = 0); // when 'p_visible != NULL': if '*p_visible==true' display an additional small close button on upper right of the header which will set the bool to false when clicked, if '*p_visible==false' don't display the header. @@ -622,22 +650,22 @@ namespace ImGui IMGUI_API bool Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags flags = 0, const ImVec2& size = ImVec2(0, 0)); // "bool* p_selected" point to the selection state (read-write), as a convenient helper. // Widgets: List Boxes - // - This is essentially a thin wrapper to using BeginChild/EndChild with some stylistic changes. - // - The BeginListBox()/EndListBox() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() or any items. + // - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. + // - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. // - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analoguous to how Combos are created. // - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth // - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items IMGUI_API bool BeginListBox(const char* label, const ImVec2& size = ImVec2(0, 0)); // open a framed scrolling region IMGUI_API void EndListBox(); // only call EndListBox() if BeginListBox() returned true! IMGUI_API bool ListBox(const char* label, int* current_item, const char* const items[], int items_count, int height_in_items = -1); - IMGUI_API bool ListBox(const char* label, int* current_item, bool (*items_getter)(void* data, int idx, const char** out_text), void* data, int items_count, int height_in_items = -1); + IMGUI_API bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items = -1); // Widgets: Data Plotting // - Consider using ImPlot (https://github.com/epezent/implot) which is much better! IMGUI_API void PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); IMGUI_API void PlotLines(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); IMGUI_API void PlotHistogram(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float)); - IMGUI_API void PlotHistogram(const char* label, float(*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); + IMGUI_API void PlotHistogram(const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0)); // Widgets: Value() Helpers. // - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) @@ -661,12 +689,21 @@ namespace ImGui IMGUI_API bool MenuItem(const char* label, const char* shortcut, bool* p_selected, bool enabled = true); // return true when activated + toggle (*p_selected) if p_selected != NULL // Tooltips - // - Tooltip are windows following the mouse. They do not take focus away. - IMGUI_API void BeginTooltip(); // begin/append a tooltip window. to create full-featured tooltip (with any kind of items). - IMGUI_API void EndTooltip(); - IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip, typically use with ImGui::IsItemHovered(). override any previous call to SetTooltip(). + // - Tooltips are windows following the mouse. They do not take focus away. + // - A tooltip window can contain items of any types. SetTooltip() is a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom. + IMGUI_API bool BeginTooltip(); // begin/append a tooltip window. + IMGUI_API void EndTooltip(); // only call EndTooltip() if BeginTooltip()/BeginItemTooltip() returns true! + IMGUI_API void SetTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip. Often used after a ImGui::IsItemHovered() check. Override any previous call to SetTooltip(). IMGUI_API void SetTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + // Tooltips: helpers for showing a tooltip when hovering an item + // - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. + // - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. + // - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + IMGUI_API bool BeginItemTooltip(); // begin/append a tooltip window if preceding item was hovered. + IMGUI_API void SetItemTooltip(const char* fmt, ...) IM_FMTARGS(1); // set a text-only tooltip if preceeding item was hovered. override any previous call to SetTooltip(). + IMGUI_API void SetItemTooltipV(const char* fmt, va_list args) IM_FMTLIST(1); + // Popups, Modals // - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. // - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. @@ -675,10 +712,8 @@ namespace ImGui // - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). // - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. // This is sometimes leading to confusing mistakes. May rework this in the future. - - // Popups: begin/end functions - // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards. ImGuiWindowFlags are forwarded to the window. - // - BeginPopupModal(): block every interactions behind the window, cannot be closed by user, add a dimming background, has a title bar. + // - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. + // - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. IMGUI_API bool BeginPopup(const char* str_id, ImGuiWindowFlags flags = 0); // return true if the popup is open, and you can start outputting to it. IMGUI_API bool BeginPopupModal(const char* name, bool* p_open = NULL, ImGuiWindowFlags flags = 0); // return true if the modal is open, and you can start outputting to it. IMGUI_API void EndPopup(); // only call EndPopup() if BeginPopupXXX() returns true! @@ -690,6 +725,7 @@ namespace ImGui // - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). // - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). // - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. + // - IMPORTANT: Notice that for OpenPopupOnItemClick() we exceptionally default flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter IMGUI_API void OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags = 0); // call to mark popup as open (don't call every frame!). IMGUI_API void OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags = 0); // id overload to facilitate calling from nested stacks IMGUI_API void OpenPopupOnItemClick(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // helper to open popup when clicked on last item. Default to ImGuiPopupFlags_MouseButtonRight == 1. (note: actually triggers on the mouse _released_ event to be consistent with popup behaviors) @@ -699,7 +735,7 @@ namespace ImGui // - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. // - They are convenient to easily create context menus, hence the name. // - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. - // - IMPORTANT: we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. + // - IMPORTANT: Notice that we exceptionally default their flags to 1 (== ImGuiPopupFlags_MouseButtonRight) for backward compatibility with older API taking 'int mouse_button = 1' parameter, so if you add other flags remember to re-add the ImGuiPopupFlags_MouseButtonRight. IMGUI_API bool BeginPopupContextItem(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked on last item. Use str_id==NULL to associate the popup to previous item. If you want to use that on a non-interactive item such as Text() you need to pass in an explicit ID here. read comments in .cpp! IMGUI_API bool BeginPopupContextWindow(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1);// open+begin popup when clicked on current window. IMGUI_API bool BeginPopupContextVoid(const char* str_id = NULL, ImGuiPopupFlags popup_flags = 1); // open+begin popup when clicked in void (where there are no windows). @@ -711,35 +747,31 @@ namespace ImGui IMGUI_API bool IsPopupOpen(const char* str_id, ImGuiPopupFlags flags = 0); // return true if the popup is open. // Tables - // [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! // - Full-featured replacement for old Columns API. - // - See Demo->Tables for demo code. - // - See top of imgui_tables.cpp for general commentary. + // - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. // - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. // The typical call flow is: - // - 1. Call BeginTable(). + // - 1. Call BeginTable(), early out if returning false. // - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. // - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. // - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. // - 5. Populate contents: // - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. - // - If you are using tables as a sort of grid, where every columns is holding the same type of contents, + // - If you are using tables as a sort of grid, where every column is holding the same type of contents, // you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). // TableNextColumn() will automatically wrap-around into the next row if needed. // - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! // - Summary of possible call flow: - // -------------------------------------------------------------------------------------------------------- - // TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK - // TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK - // TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! - // TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! - // -------------------------------------------------------------------------------------------------------- + // - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK + // - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK + // - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! + // - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! // - 5. Call EndTable() IMGUI_API bool BeginTable(const char* str_id, int column, ImGuiTableFlags flags = 0, const ImVec2& outer_size = ImVec2(0.0f, 0.0f), float inner_width = 0.0f); - IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! + IMGUI_API void EndTable(); // only call EndTable() if BeginTable() returns true! IMGUI_API void TableNextRow(ImGuiTableRowFlags row_flags = 0, float min_row_height = 0.0f); // append into the first cell of a new row. - IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. - IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. + IMGUI_API bool TableNextColumn(); // append into the next column (or first column of next row if currently in last column). Return true when column is visible. + IMGUI_API bool TableSetColumnIndex(int column_n); // append into the specified column. Return true when column is visible. // Tables: Headers & Columns declaration // - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. @@ -750,20 +782,18 @@ namespace ImGui // some advanced use cases (e.g. adding custom widgets in header row). // - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. IMGUI_API void TableSetupColumn(const char* label, ImGuiTableColumnFlags flags = 0, float init_width_or_weight = 0.0f, ImGuiID user_id = 0); - IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. - IMGUI_API void TableHeadersRow(); // submit all headers cells based on data provided to TableSetupColumn() + submit context menu - IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableSetupScrollFreeze(int cols, int rows); // lock columns/rows so they stay visible when scrolled. + IMGUI_API void TableHeader(const char* label); // submit one header cell manually (rarely used) + IMGUI_API void TableHeadersRow(); // submit a row with headers cells based on data provided to TableSetupColumn() + submit context menu + IMGUI_API void TableAngledHeadersRow(); // submit a row with angled headers for every column with the ImGuiTableColumnFlags_AngledHeader flag. MUST BE FIRST ROW. - // Tables: Sorting - // - Call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. - // - When 'SpecsDirty == true' you should sort your data. It will be true when sorting specs have changed - // since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, else you may - // wastefully sort your data every frame! - // - Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). - IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). - - // Tables: Miscellaneous functions + // Tables: Sorting & Miscellaneous functions + // - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. + // When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have + // changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, + // else you may wastefully sort your data every frame! // - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. + IMGUI_API ImGuiTableSortSpecs* TableGetSortSpecs(); // get latest sort specs for the table (NULL if not sorting). Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable(). IMGUI_API int TableGetColumnCount(); // return number of columns (value passed to BeginTable) IMGUI_API int TableGetColumnIndex(); // return current column index. IMGUI_API int TableGetRowIndex(); // return current row index. @@ -784,6 +814,7 @@ namespace ImGui IMGUI_API int GetColumnsCount(); // Tab Bars, Tabs + // - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. IMGUI_API bool BeginTabBar(const char* str_id, ImGuiTabBarFlags flags = 0); // create and append into a TabBar IMGUI_API void EndTabBar(); // only call EndTabBar() if BeginTabBar() returns true! IMGUI_API bool BeginTabItem(const char* label, bool* p_open = NULL, ImGuiTabItemFlags flags = 0); // create a Tab. Returns true if the Tab is selected. @@ -807,12 +838,12 @@ namespace ImGui // - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) // - An item can be both drag source and drop target. IMGUI_API bool BeginDragDropSource(ImGuiDragDropFlags flags = 0); // call after submitting an item which may be dragged. when this return true, you can call SetDragDropPayload() + EndDragDropSource() - IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. + IMGUI_API bool SetDragDropPayload(const char* type, const void* data, size_t sz, ImGuiCond cond = 0); // type is a user defined string of maximum 32 characters. Strings starting with '_' are reserved for dear imgui internal types. Data is copied and held by imgui. Return true when payload has been accepted. IMGUI_API void EndDragDropSource(); // only call EndDragDropSource() if BeginDragDropSource() returns true! IMGUI_API bool BeginDragDropTarget(); // call after submitting an item that may receive a payload. If this returns true, you can call AcceptDragDropPayload() + EndDragDropTarget() IMGUI_API const ImGuiPayload* AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags = 0); // accept contents of a given type. If ImGuiDragDropFlags_AcceptBeforeDelivery is set you can peek into the payload before the mouse button is released. IMGUI_API void EndDragDropTarget(); // only call EndDragDropTarget() if BeginDragDropTarget() returns true! - IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. may return NULL. use ImGuiPayload::IsDataType() to test for the payload type. + IMGUI_API const ImGuiPayload* GetDragDropPayload(); // peek directly into the current payload from anywhere. returns NULL when drag and drop is finished or inactive. use ImGuiPayload::IsDataType() to test for the payload type. // Disabling [BETA API] // - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) @@ -831,26 +862,29 @@ namespace ImGui IMGUI_API void SetItemDefaultFocus(); // make last item the default focused item of a window. IMGUI_API void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use positive 'offset' to access sub components of a multiple component widget. Use -1 to access previous widget. + // Overlapping mode + IMGUI_API void SetNextItemAllowOverlap(); // allow next item to be overlapped by a subsequent item. Useful with invisible buttons, selectable, treenode covering an area where subsequent items may need to be added. Note that both Selectable() and TreeNode() have dedicated flags doing this. + // Item/Widgets Utilities and Query Functions // - Most of the functions are referring to the previous Item that has been submitted. // - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. IMGUI_API bool IsItemHovered(ImGuiHoveredFlags flags = 0); // is the last item hovered? (and usable, aka not blocked by a popup, etc.). See ImGuiHoveredFlags for more options. IMGUI_API bool IsItemActive(); // is the last item active? (e.g. button being held, text field being edited. This will continuously return true while holding mouse button on an item. Items that don't interact will always return false) IMGUI_API bool IsItemFocused(); // is the last item focused for keyboard/gamepad navigation? - IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this it NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. + IMGUI_API bool IsItemClicked(ImGuiMouseButton mouse_button = 0); // is the last item hovered and mouse clicked on? (**) == IsMouseClicked(mouse_button) && IsItemHovered()Important. (**) this is NOT equivalent to the behavior of e.g. Button(). Read comments in function definition. IMGUI_API bool IsItemVisible(); // is the last item visible? (items may be out of sight because of clipping/scrolling) IMGUI_API bool IsItemEdited(); // did the last item modify its underlying value this frame? or was pressed? This is generally the same as the "bool" return value of many widgets. IMGUI_API bool IsItemActivated(); // was the last item just made active (item was previously inactive). - IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that requires continuous editing. - IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that requires continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). + IMGUI_API bool IsItemDeactivated(); // was the last item just made inactive (item was previously active). Useful for Undo/Redo patterns with widgets that require continuous editing. + IMGUI_API bool IsItemDeactivatedAfterEdit(); // was the last item just made inactive and made a value change when it was active? (e.g. Slider/Drag moved). Useful for Undo/Redo patterns with widgets that require continuous editing. Note that you may get false positives (some widgets such as Combo()/ListBox()/Selectable() will return true even when clicking an already selected item). IMGUI_API bool IsItemToggledOpen(); // was the last item open state toggled? set by TreeNode(). IMGUI_API bool IsAnyItemHovered(); // is any item hovered? IMGUI_API bool IsAnyItemActive(); // is any item active? IMGUI_API bool IsAnyItemFocused(); // is any item focused? + IMGUI_API ImGuiID GetItemID(); // get ID of last item (~~ often same ImGui::GetID(label) beforehand) IMGUI_API ImVec2 GetItemRectMin(); // get upper-left bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectMax(); // get lower-right bounding rectangle of the last item (screen space) IMGUI_API ImVec2 GetItemRectSize(); // get size of last item - IMGUI_API void SetItemAllowOverlap(); // allow last item to be overlapped by a subsequent item. sometimes useful with invisible buttons, selectables, etc. to catch unused area. // Viewports // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. @@ -858,19 +892,19 @@ namespace ImGui // - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. IMGUI_API ImGuiViewport* GetMainViewport(); // return primary/default viewport. This can never be NULL. + // Background/Foreground Draw Lists + IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendered one. Useful to quickly draw shapes/text behind dear imgui contents. + IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + // Miscellaneous Utilities IMGUI_API bool IsRectVisible(const ImVec2& size); // test if rectangle (of given size, starting from cursor position) is visible / not clipped. IMGUI_API bool IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max); // test if rectangle (in screen space) is visible / not clipped. to perform coarse clipping on user's side. IMGUI_API double GetTime(); // get global imgui time. incremented by io.DeltaTime every frame. IMGUI_API int GetFrameCount(); // get global imgui frame count. incremented by 1 every frame. - IMGUI_API ImDrawList* GetBackgroundDrawList(); // this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. - IMGUI_API ImDrawList* GetForegroundDrawList(); // this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. IMGUI_API ImDrawListSharedData* GetDrawListSharedData(); // you may use this when creating your own ImDrawList instances. IMGUI_API const char* GetStyleColorName(ImGuiCol idx); // get a string corresponding to the enum value (for display, saving, etc.). IMGUI_API void SetStateStorage(ImGuiStorage* storage); // replace current window storage with our own (if you want to manipulate it yourself, typically clear subsection of it) IMGUI_API ImGuiStorage* GetStateStorage(); - IMGUI_API bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags flags = 0); // helper to create a child window / scrolling region that looks like a normal widget frame - IMGUI_API void EndChildFrame(); // always call EndChildFrame() regardless of BeginChildFrame() return values (which indicates a collapsed/clipped window) // Text Utilities IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); @@ -881,17 +915,20 @@ namespace ImGui IMGUI_API void ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v); IMGUI_API void ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b); - // Inputs Utilities: Keyboard - // - For 'int user_key_index' you can use your own indices/enums according to how your backend/engine stored them in io.KeysDown[]. - // - We don't know the meaning of those value. You can use GetKeyIndex() to map a ImGuiKey_ value into the user index. - IMGUI_API int GetKeyIndex(ImGuiKey imgui_key); // map ImGuiKey_* values into user's key index. == io.KeyMap[key] - IMGUI_API bool IsKeyDown(int user_key_index); // is key being held. == io.KeysDown[user_key_index]. - IMGUI_API bool IsKeyPressed(int user_key_index, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate - IMGUI_API bool IsKeyReleased(int user_key_index); // was key released (went from Down to !Down)? - IMGUI_API int GetKeyPressedAmount(int key_index, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate - IMGUI_API void CaptureKeyboardFromApp(bool want_capture_keyboard_value = true); // attention: misleading name! manually override io.WantCaptureKeyboard flag next frame (said flag is entirely left for your application to handle). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard_value"; after the next NewFrame() call. + // Inputs Utilities: Keyboard/Mouse/Gamepad + // - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). + // - before v1.87, we used ImGuiKey to carry native/user indices as defined by each backends. About use of those legacy ImGuiKey values: + // - without IMGUI_DISABLE_OBSOLETE_KEYIO (legacy support): you can still use your legacy native/user indices (< 512) according to how your backend/engine stored them in io.KeysDown[], but need to cast them to ImGuiKey. + // - with IMGUI_DISABLE_OBSOLETE_KEYIO (this is the way forward): any use of ImGuiKey will assert with key < 512. GetKeyIndex() is pass-through and therefore deprecated (gone if IMGUI_DISABLE_OBSOLETE_KEYIO is defined). + IMGUI_API bool IsKeyDown(ImGuiKey key); // is key being held. + IMGUI_API bool IsKeyPressed(ImGuiKey key, bool repeat = true); // was key pressed (went from !Down to Down)? if repeat=true, uses io.KeyRepeatDelay / KeyRepeatRate + IMGUI_API bool IsKeyReleased(ImGuiKey key); // was key released (went from Down to !Down)? + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord); // was key chord (mods + key) pressed, e.g. you can pass 'ImGuiMod_Ctrl | ImGuiKey_S' as a key-chord. This doesn't do any routing or focus check, please consider using Shortcut() function instead. + IMGUI_API int GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float rate); // uses provided repeat rate/delay. return a count, most often 0 or 1 but might be >1 if RepeatRate is small enough that DeltaTime > RepeatRate + IMGUI_API const char* GetKeyName(ImGuiKey key); // [DEBUG] returns English name of the key. Those names a provided for debugging purpose and are not meant to be saved persistently not compared. + IMGUI_API void SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard); // Override io.WantCaptureKeyboard flag next frame (said flag is left for your application to handle, typically when true it instructs your app to ignore inputs). e.g. force capture keyboard when your widget is being hovered. This is equivalent to setting "io.WantCaptureKeyboard = want_capture_keyboard"; after the next NewFrame() call. - // Inputs Utilities: Mouse + // Inputs Utilities: Mouse specific // - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. // - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. // - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') @@ -902,15 +939,15 @@ namespace ImGui IMGUI_API int GetMouseClickedCount(ImGuiMouseButton button); // return the number of successive mouse-clicks at the time where a click happen (otherwise 0). IMGUI_API bool IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip = true);// is mouse hovering given bounding rect (in screen space). clipped by current clipping settings, but disregarding of other consideration of focus/window ordering/popup-block. IMGUI_API bool IsMousePosValid(const ImVec2* mouse_pos = NULL); // by convention we use (-FLT_MAX,-FLT_MAX) to denote that there is no mouse available - IMGUI_API bool IsAnyMouseDown(); // is any mouse button held? + IMGUI_API bool IsAnyMouseDown(); // [WILL OBSOLETE] is any mouse button held? This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls IMGUI_API ImVec2 GetMousePosOnOpeningCurrentPopup(); // retrieve mouse position at the time of opening popup we have BeginPopup() into (helper to avoid user backing that value themselves) IMGUI_API bool IsMouseDragging(ImGuiMouseButton button, float lock_threshold = -1.0f); // is mouse dragging? (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) IMGUI_API ImVec2 GetMouseDragDelta(ImGuiMouseButton button = 0, float lock_threshold = -1.0f); // return the delta from the initial clicking position while the mouse button is pressed or was just released. This is locked and return 0.0f until the mouse moves past a distance threshold at least once (if lock_threshold < -1.0f, uses io.MouseDraggingThreshold) IMGUI_API void ResetMouseDragDelta(ImGuiMouseButton button = 0); // - IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you - IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired cursor type - IMGUI_API void CaptureMouseFromApp(bool want_capture_mouse_value = true); // attention: misleading name! manually override io.WantCaptureMouse flag next frame (said flag is entirely left for your application to handle). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse_value;" after the next NewFrame() call. + IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired mouse cursor shape. Important: reset in ImGui::NewFrame(), this is updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you + IMGUI_API void SetMouseCursor(ImGuiMouseCursor cursor_type); // set desired mouse cursor shape + IMGUI_API void SetNextFrameWantCaptureMouse(bool want_capture_mouse); // Override io.WantCaptureMouse flag next frame (said flag is left for your application to handle, typical when true it instucts your app to ignore inputs). This is equivalent to setting "io.WantCaptureMouse = want_capture_mouse;" after the next NewFrame() call. // Clipboard Utilities // - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. @@ -927,7 +964,9 @@ namespace ImGui IMGUI_API const char* SaveIniSettingsToMemory(size_t* out_ini_size = NULL); // return a zero-terminated string with the .ini data which you can save by your own mean. call when io.WantSaveIniSettings is set, then save data by your own mean and clear io.WantSaveIniSettings. // Debug Utilities - // - This is used by the IMGUI_CHECKVERSION() macro. + // - Your main debugging friend is the ShowMetricsWindow() function, which is also accessible from Demo->Tools->Metrics Debugger + IMGUI_API void DebugTextEncoding(const char* text); + IMGUI_API void DebugFlashStyleColor(ImGuiCol idx); IMGUI_API bool DebugCheckVersionAndDataLayout(const char* version_str, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_drawvert, size_t sz_drawidx); // This is called by IMGUI_CHECKVERSION() macro. // Memory Allocators @@ -946,6 +985,7 @@ namespace ImGui //----------------------------------------------------------------------------- // Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) enum ImGuiWindowFlags_ { ImGuiWindowFlags_None = 0, @@ -965,27 +1005,51 @@ enum ImGuiWindowFlags_ ImGuiWindowFlags_NoBringToFrontOnFocus = 1 << 13, // Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus) ImGuiWindowFlags_AlwaysVerticalScrollbar= 1 << 14, // Always show vertical scrollbar (even if ContentSize.y < Size.y) ImGuiWindowFlags_AlwaysHorizontalScrollbar=1<< 15, // Always show horizontal scrollbar (even if ContentSize.x < Size.x) - ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 16, // Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient) - ImGuiWindowFlags_NoNavInputs = 1 << 18, // No gamepad/keyboard navigation within the window - ImGuiWindowFlags_NoNavFocus = 1 << 19, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) - ImGuiWindowFlags_UnsavedDocument = 1 << 20, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiWindowFlags_NoNavInputs = 1 << 16, // No gamepad/keyboard navigation within the window + ImGuiWindowFlags_NoNavFocus = 1 << 17, // No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB) + ImGuiWindowFlags_UnsavedDocument = 1 << 18, // Display a dot next to the title. When used in a tab/docking context, tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. ImGuiWindowFlags_NoNav = ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, ImGuiWindowFlags_NoDecoration = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse, ImGuiWindowFlags_NoInputs = ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus, // [Internal] - ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. + ImGuiWindowFlags_NavFlattened = 1 << 23, // [BETA] On child window: share focus scope, allow gamepad/keyboard navigation to cross over parent border to this child or between sibling child windows. ImGuiWindowFlags_ChildWindow = 1 << 24, // Don't use! For internal use by BeginChild() ImGuiWindowFlags_Tooltip = 1 << 25, // Don't use! For internal use by BeginTooltip() ImGuiWindowFlags_Popup = 1 << 26, // Don't use! For internal use by BeginPopup() ImGuiWindowFlags_Modal = 1 << 27, // Don't use! For internal use by BeginPopupModal() - ImGuiWindowFlags_ChildMenu = 1 << 28 // Don't use! For internal use by BeginMenu() + ImGuiWindowFlags_ChildMenu = 1 << 28, // Don't use! For internal use by BeginMenu() - // [Obsolete] - //ImGuiWindowFlags_ResizeFromAnySide = 1 << 17, // --> Set io.ConfigWindowsResizeFromEdges=true and make sure mouse cursors are supported by backend (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) + // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiWindowFlags_AlwaysUseWindowPadding = 1 << 30, // Obsoleted in 1.90: Use ImGuiChildFlags_AlwaysUseWindowPadding in BeginChild() call. +#endif +}; + +// Flags for ImGui::BeginChild() +// (Legacy: bot 0 must always correspond to ImGuiChildFlags_Border to be backward compatible with old API using 'bool border = false'. +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +enum ImGuiChildFlags_ +{ + ImGuiChildFlags_None = 0, + ImGuiChildFlags_Border = 1 << 0, // Show an outer border and enable WindowPadding. (Important: this is always == 1 == true for legacy reason) + ImGuiChildFlags_AlwaysUseWindowPadding = 1 << 1, // Pad with style.WindowPadding even if no border are drawn (no padding by default for non-bordered child windows because it makes more sense) + ImGuiChildFlags_ResizeX = 1 << 2, // Allow resize from right border (layout direction). Enable .ini saving (unless ImGuiWindowFlags_NoSavedSettings passed to window flags) + ImGuiChildFlags_ResizeY = 1 << 3, // Allow resize from bottom border (layout direction). " + ImGuiChildFlags_AutoResizeX = 1 << 4, // Enable auto-resizing width. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AutoResizeY = 1 << 5, // Enable auto-resizing height. Read "IMPORTANT: Size measurement" details above. + ImGuiChildFlags_AlwaysAutoResize = 1 << 6, // Combined with AutoResizeX/AutoResizeY. Always measure size even when child is hidden, always return true, always disable clipping optimization! NOT RECOMMENDED. + ImGuiChildFlags_FrameStyle = 1 << 7, // Style the child window like a framed item: use FrameBg, FrameRounding, FrameBorderSize, FramePadding instead of ChildBg, ChildRounding, ChildBorderSize, WindowPadding. }; // Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) enum ImGuiInputTextFlags_ { ImGuiInputTextFlags_None = 0, @@ -1008,12 +1072,11 @@ enum ImGuiInputTextFlags_ ImGuiInputTextFlags_NoUndoRedo = 1 << 16, // Disable undo/redo. Note that input text owns the text data while active, if you want to provide your own undo/redo stack you need e.g. to call ClearActiveID(). ImGuiInputTextFlags_CharsScientific = 1 << 17, // Allow 0123456789.+-*/eE (Scientific notation input) ImGuiInputTextFlags_CallbackResize = 1 << 18, // Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. Notify when the string wants to be resized (for string types which hold a cache of their Size). You will be provided a new BufSize in the callback and NEED to honor it. (see misc/cpp/imgui_stdlib.h for an example of using this) - ImGuiInputTextFlags_CallbackEdit = 1 << 19 // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + ImGuiInputTextFlags_CallbackEdit = 1 << 19, // Callback on any edit (note that InputText() already returns true on edit, the callback is useful mainly to manipulate the underlying buffer while focus is active) + ImGuiInputTextFlags_EscapeClearsAll = 1 << 20, // Escape key clears content if not empty, and deactivate otherwise (contrast to default behavior of Escape to revert) - // Obsolete names (will be removed soon) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior -#endif + // Obsolete names + //ImGuiInputTextFlags_AlwaysInsertMode = ImGuiInputTextFlags_AlwaysOverwrite // [renamed in 1.82] name was not matching behavior }; // Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() @@ -1022,20 +1085,25 @@ enum ImGuiTreeNodeFlags_ ImGuiTreeNodeFlags_None = 0, ImGuiTreeNodeFlags_Selected = 1 << 0, // Draw as selected ImGuiTreeNodeFlags_Framed = 1 << 1, // Draw frame with background (e.g. for CollapsingHeader) - ImGuiTreeNodeFlags_AllowItemOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one + ImGuiTreeNodeFlags_AllowOverlap = 1 << 2, // Hit testing to allow subsequent widgets to overlap this one ImGuiTreeNodeFlags_NoTreePushOnOpen = 1 << 3, // Don't do a TreePush() when open (e.g. for CollapsingHeader) = no extra indent nor pushing on ID stack ImGuiTreeNodeFlags_NoAutoOpenOnLog = 1 << 4, // Don't automatically and temporarily open node when Logging is active (by default logging will automatically open tree nodes) ImGuiTreeNodeFlags_DefaultOpen = 1 << 5, // Default node to be open ImGuiTreeNodeFlags_OpenOnDoubleClick = 1 << 6, // Need double-click to open node ImGuiTreeNodeFlags_OpenOnArrow = 1 << 7, // Only open when clicking on the arrow part. If ImGuiTreeNodeFlags_OpenOnDoubleClick is also set, single-click arrow or double-click all box to open. ImGuiTreeNodeFlags_Leaf = 1 << 8, // No collapsing, no arrow (use as a convenience for leaf nodes). - ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow + ImGuiTreeNodeFlags_Bullet = 1 << 9, // Display a bullet instead of arrow. IMPORTANT: node can still be marked open/close if you don't set the _Leaf flag! ImGuiTreeNodeFlags_FramePadding = 1 << 10, // Use FramePadding (even for an unframed text node) to vertically align text baseline to regular widget height. Equivalent to calling AlignTextToFramePadding(). ImGuiTreeNodeFlags_SpanAvailWidth = 1 << 11, // Extend hit box to the right-most edge, even if not framed. This is not the default in order to allow adding other items on the same line. In the future we may refactor the hit system to be front-to-back, allowing natural overlaps and then this can become the default. ImGuiTreeNodeFlags_SpanFullWidth = 1 << 12, // Extend hit box to the left-most and right-most edges (bypass the indented area). - ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 13, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) - //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 14, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible - ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog + ImGuiTreeNodeFlags_SpanAllColumns = 1 << 13, // Frame will span all columns of its container table (text will still fit in current column) + ImGuiTreeNodeFlags_NavLeftJumpsBackHere = 1 << 14, // (WIP) Nav: left direction may move to this TreeNode() from any of its child (items submitted between TreeNode and TreePop) + //ImGuiTreeNodeFlags_NoScrollOnOpen = 1 << 15, // FIXME: TODO: Disable automatic scroll on TreePop() if node got just open and contents is not visible + ImGuiTreeNodeFlags_CollapsingHeader = ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_NoTreePushOnOpen | ImGuiTreeNodeFlags_NoAutoOpenOnLog, + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiTreeNodeFlags_AllowItemOverlap = ImGuiTreeNodeFlags_AllowOverlap, // Renamed in 1.89.7 +#endif }; // Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. @@ -1044,7 +1112,7 @@ enum ImGuiTreeNodeFlags_ // It is therefore guaranteed to be legal to pass a mouse button index in ImGuiPopupFlags. // - For the same reason, we exceptionally default the ImGuiPopupFlags argument of BeginPopupContextXXX functions to 1 instead of 0. // IMPORTANT: because the default parameter is 1 (==ImGuiPopupFlags_MouseButtonRight), if you rely on the default parameter -// and want to another another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag. +// and want to use another flag, you need to pass in the ImGuiPopupFlags_MouseButtonRight flag explicitly. // - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). enum ImGuiPopupFlags_ { @@ -1058,18 +1126,22 @@ enum ImGuiPopupFlags_ ImGuiPopupFlags_NoOpenOverItems = 1 << 6, // For BeginPopupContextWindow(): don't return true when hovering items, only when hovering empty space ImGuiPopupFlags_AnyPopupId = 1 << 7, // For IsPopupOpen(): ignore the ImGuiID parameter and test for any popup. ImGuiPopupFlags_AnyPopupLevel = 1 << 8, // For IsPopupOpen(): search/test at any level of the popup stack (default test in the current level) - ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel + ImGuiPopupFlags_AnyPopup = ImGuiPopupFlags_AnyPopupId | ImGuiPopupFlags_AnyPopupLevel, }; // Flags for ImGui::Selectable() enum ImGuiSelectableFlags_ { ImGuiSelectableFlags_None = 0, - ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this don't close parent popup window - ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Selectable frame can span all columns (text will still fit in current column) + ImGuiSelectableFlags_DontClosePopups = 1 << 0, // Clicking this doesn't close parent popup window + ImGuiSelectableFlags_SpanAllColumns = 1 << 1, // Frame will span all columns of its container table (text will still fit in current column) ImGuiSelectableFlags_AllowDoubleClick = 1 << 2, // Generate press events on double clicks too ImGuiSelectableFlags_Disabled = 1 << 3, // Cannot be selected, display grayed out text - ImGuiSelectableFlags_AllowItemOverlap = 1 << 4 // (WIP) Hit testing to allow subsequent widgets to overlap this one + ImGuiSelectableFlags_AllowOverlap = 1 << 4, // (WIP) Hit testing to allow subsequent widgets to overlap this one + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiSelectableFlags_AllowItemOverlap = ImGuiSelectableFlags_AllowOverlap, // Renamed in 1.89.7 +#endif }; // Flags for ImGui::BeginCombo() @@ -1083,7 +1155,8 @@ enum ImGuiComboFlags_ ImGuiComboFlags_HeightLargest = 1 << 4, // As many fitting items as possible ImGuiComboFlags_NoArrowButton = 1 << 5, // Display on the preview box without the square arrow button ImGuiComboFlags_NoPreview = 1 << 6, // Display only a square arrow button - ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest + ImGuiComboFlags_WidthFitPreview = 1 << 7, // Width dynamically calculated from preview contents + ImGuiComboFlags_HeightMask_ = ImGuiComboFlags_HeightSmall | ImGuiComboFlags_HeightRegular | ImGuiComboFlags_HeightLarge | ImGuiComboFlags_HeightLargest, }; // Flags for ImGui::BeginTabBar() @@ -1093,172 +1166,28 @@ enum ImGuiTabBarFlags_ ImGuiTabBarFlags_Reorderable = 1 << 0, // Allow manually dragging tabs to re-order them + New tabs are appended at the end of list ImGuiTabBarFlags_AutoSelectNewTabs = 1 << 1, // Automatically select new tabs when they appear ImGuiTabBarFlags_TabListPopupButton = 1 << 2, // Disable buttons to open the tab list popup - ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton = 1 << 3, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. ImGuiTabBarFlags_NoTabListScrollingButtons = 1 << 4, // Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) ImGuiTabBarFlags_NoTooltip = 1 << 5, // Disable tooltips when hovering a tab ImGuiTabBarFlags_FittingPolicyResizeDown = 1 << 6, // Resize tabs when they don't fit ImGuiTabBarFlags_FittingPolicyScroll = 1 << 7, // Add scroll buttons when tabs don't fit ImGuiTabBarFlags_FittingPolicyMask_ = ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll, - ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown + ImGuiTabBarFlags_FittingPolicyDefault_ = ImGuiTabBarFlags_FittingPolicyResizeDown, }; // Flags for ImGui::BeginTabItem() enum ImGuiTabItemFlags_ { ImGuiTabItemFlags_None = 0, - ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + tab is selected when clicking the X + closure is not assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. + ImGuiTabItemFlags_UnsavedDocument = 1 << 0, // Display a dot next to the title + set ImGuiTabItemFlags_NoAssumedClosure. ImGuiTabItemFlags_SetSelected = 1 << 1, // Trigger flag to programmatically make the tab selected when calling BeginTabItem() - ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. - ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton = 1 << 2, // Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You may handle this behavior manually on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. + ImGuiTabItemFlags_NoPushId = 1 << 3, // Don't call PushID()/PopID() on BeginTabItem()/EndTabItem() ImGuiTabItemFlags_NoTooltip = 1 << 4, // Disable tooltip for the given tab ImGuiTabItemFlags_NoReorder = 1 << 5, // Disable reordering this tab or having another tab cross over this tab ImGuiTabItemFlags_Leading = 1 << 6, // Enforce the tab position to the left of the tab bar (after the tab list popup button) - ImGuiTabItemFlags_Trailing = 1 << 7 // Enforce the tab position to the right of the tab bar (before the scrolling buttons) -}; - -// Flags for ImGui::BeginTable() -// [BETA API] API may evolve slightly! If you use this, please update to the next version when it comes out! -// - Important! Sizing policies have complex and subtle side effects, more so than you would expect. -// Read comments/demos carefully + experiment with live demos to get acquainted with them. -// - The DEFAULT sizing policies are: -// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. -// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. -// - When ScrollX is off: -// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. -// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. -// - Fixed Columns will generally obtain their requested width (unless the table cannot fit them all). -// - Stretch Columns will share the remaining width. -// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. -// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. -// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). -// - When ScrollX is on: -// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed -// - Columns sizing policy allowed: Fixed/Auto mostly. -// - Fixed Columns can be enlarged as needed. Table will show an horizontal scrollbar if needed. -// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. -// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). -// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. -// - Read on documentation at the top of imgui_tables.cpp for details. -enum ImGuiTableFlags_ -{ - // Features - ImGuiTableFlags_None = 0, - ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. - ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) - ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. - ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. - ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. - ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). - // Decorations - ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) - ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. - ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. - ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. - ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. - ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. - ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. - ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. - ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. - ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. - ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appears in Headers). -> May move to style - ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appears in Headers). -> May move to style - // Sizing Policy (read above for defaults) - ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. - ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. - ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. - ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). - // Sizing Extra Options - ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. - ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. - ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. - ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. - // Clipping - ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). - // Padding - ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outer-most padding. Generally desirable if you have headers. - ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outer-most padding. - ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). - // Scrolling - ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this create a child window, ScrollY is currently generally recommended when using ScrollX. - ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. - // Sorting - ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). - ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). - - // [Internal] Combinations and masks - ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame - - // Obsolete names (will be removed soon) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //, ImGuiTableFlags_ColumnsWidthFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_ColumnsWidthStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2020/12 - //, ImGuiTableFlags_SizingPolicyFixed = ImGuiTableFlags_SizingFixedFit, ImGuiTableFlags_SizingPolicyStretch = ImGuiTableFlags_SizingStretchSame // WIP Tables 2021/01 -#endif -}; - -// Flags for ImGui::TableSetupColumn() -enum ImGuiTableColumnFlags_ -{ - // Input configuration flags - ImGuiTableColumnFlags_None = 0, - ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) - ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. - ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. - ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). - ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). - ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. - ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. - ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. - ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). - ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). - ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. - ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. - ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit label for this column. Convenient for some small columns. Name will still appear in context menu. - ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. - ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). - ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. - ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). - ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. - - // Output status flags, read-only via TableGetColumnFlags() - ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. - ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. - ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs - ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse - - // [Internal] Combinations and masks - ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, - ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, - ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, - ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30 // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) - - // Obsolete names (will be removed soon) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //ImGuiTableColumnFlags_WidthAuto = ImGuiTableColumnFlags_WidthFixed | ImGuiTableColumnFlags_NoResize, // Column will not stretch and keep resizing based on submitted contents. -#endif -}; - -// Flags for ImGui::TableNextRow() -enum ImGuiTableRowFlags_ -{ - ImGuiTableRowFlags_None = 0, - ImGuiTableRowFlags_Headers = 1 << 0 // Identify header row (set default background color + width of its contents accounted different for auto column width) -}; - -// Enum for ImGui::TableSetBgColor() -// Background colors are rendering in 3 layers: -// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. -// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. -// - Layer 2: draw with CellBg color if set. -// The purpose of the two row/columns layers is to let you decide if a background color changes should override or blend with the existing color. -// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. -// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. -// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. -enum ImGuiTableBgTarget_ -{ - ImGuiTableBgTarget_None = 0, - ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) - ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) - ImGuiTableBgTarget_CellBg = 3 // Set cell background color (top-most color) + ImGuiTabItemFlags_Trailing = 1 << 7, // Enforce the tab position to the right of the tab bar (before the scrolling buttons) + ImGuiTabItemFlags_NoAssumedClosure = 1 << 8, // Tab is selected when trying to close + closure is not immediately assumed (will wait for user to stop submitting the tab). Otherwise closure is assumed when pressing the X, so if you keep submitting the tab may reappear at end of tab bar. }; // Flags for ImGui::IsWindowFocused() @@ -1270,7 +1199,7 @@ enum ImGuiFocusedFlags_ ImGuiFocusedFlags_AnyWindow = 1 << 2, // Return true if any window is focused. Important: If you are trying to tell how to dispatch your low-level inputs, do NOT use this. Use 'io.WantCaptureMouse' instead! Please read the FAQ! ImGuiFocusedFlags_NoPopupHierarchy = 1 << 3, // Do not consider popup hierarchy (do not treat popup emitter as parent of popup) (when used with _ChildWindows or _RootWindow) //ImGuiFocusedFlags_DockHierarchy = 1 << 4, // Consider docking hierarchy (treat dockspace host as parent of docked window) (when used with _ChildWindows or _RootWindow) - ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows + ImGuiFocusedFlags_RootAndChildWindows = ImGuiFocusedFlags_RootWindow | ImGuiFocusedFlags_ChildWindows, }; // Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() @@ -1287,10 +1216,30 @@ enum ImGuiHoveredFlags_ ImGuiHoveredFlags_AllowWhenBlockedByPopup = 1 << 5, // Return true even if a popup window is normally blocking access to this item/window //ImGuiHoveredFlags_AllowWhenBlockedByModal = 1 << 6, // Return true even if a modal popup window is normally blocking access to this item/window. FIXME-TODO: Unavailable yet. ImGuiHoveredFlags_AllowWhenBlockedByActiveItem = 1 << 7, // Return true even if an active item is blocking access to this item/window. Useful for Drag and Drop patterns. - ImGuiHoveredFlags_AllowWhenOverlapped = 1 << 8, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window - ImGuiHoveredFlags_AllowWhenDisabled = 1 << 9, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_AllowWhenOverlappedByItem = 1 << 8, // IsItemHovered() only: Return true even if the item uses AllowOverlap mode and is overlapped by another hoverable item. + ImGuiHoveredFlags_AllowWhenOverlappedByWindow = 1 << 9, // IsItemHovered() only: Return true even if the position is obstructed or overlapped by another window. + ImGuiHoveredFlags_AllowWhenDisabled = 1 << 10, // IsItemHovered() only: Return true even if the item is disabled + ImGuiHoveredFlags_NoNavOverride = 1 << 11, // IsItemHovered() only: Disable using gamepad/keyboard navigation state when active, always query mouse + ImGuiHoveredFlags_AllowWhenOverlapped = ImGuiHoveredFlags_AllowWhenOverlappedByItem | ImGuiHoveredFlags_AllowWhenOverlappedByWindow, ImGuiHoveredFlags_RectOnly = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped, - ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows + ImGuiHoveredFlags_RootAndChildWindows = ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows, + + // Tooltips mode + // - typically used in IsItemHovered() + SetTooltip() sequence. + // - this is a shortcut to pull flags from 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' where you can reconfigure desired behavior. + // e.g. 'TooltipHoveredFlagsForMouse' defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. + // - for frequently actioned or hovered items providing a tooltip, you want may to use ImGuiHoveredFlags_ForTooltip (stationary + delay) so the tooltip doesn't show too often. + // - for items which main purpose is to be hovered, or items with low affordance, or in less consistent apps, prefer no delay or shorter delay. + ImGuiHoveredFlags_ForTooltip = 1 << 12, // Shortcut for standard flags when using IsItemHovered() + SetTooltip() sequence. + + // (Advanced) Mouse Hovering delays. + // - generally you can use ImGuiHoveredFlags_ForTooltip to use application-standardized flags. + // - use those if you need specific overrides. + ImGuiHoveredFlags_Stationary = 1 << 13, // Require mouse to be stationary for style.HoverStationaryDelay (~0.15 sec) _at least one time_. After this, can move on same item/window. Using the stationary test tends to reduces the need for a long delay. + ImGuiHoveredFlags_DelayNone = 1 << 14, // IsItemHovered() only: Return true immediately (default). As this is the default you generally ignore this. + ImGuiHoveredFlags_DelayShort = 1 << 15, // IsItemHovered() only: Return true after style.HoverDelayShort elapsed (~0.15 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_DelayNormal = 1 << 16, // IsItemHovered() only: Return true after style.HoverDelayNormal elapsed (~0.40 sec) (shared between items) + requires mouse to be stationary for style.HoverStationaryDelay (once per item). + ImGuiHoveredFlags_NoSharedDelay = 1 << 17, // IsItemHovered() only: Disable shared delay system where moving from one item to the next keeps the previous timer for a short time (standard for tooltips with long delays) }; // Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() @@ -1298,8 +1247,8 @@ enum ImGuiDragDropFlags_ { ImGuiDragDropFlags_None = 0, // BeginDragDropSource() flags - ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disable this behavior. - ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disable this behavior so you can still call IsItemHovered() on the source item. + ImGuiDragDropFlags_SourceNoPreviewTooltip = 1 << 0, // Disable preview tooltip. By default, a successful call to BeginDragDropSource opens a tooltip so you can display a preview or description of the source contents. This flag disables this behavior. + ImGuiDragDropFlags_SourceNoDisableHover = 1 << 1, // By default, when dragging we clear data so that IsItemHovered() will return false, to avoid subsequent user code submitting tooltips. This flag disables this behavior so you can still call IsItemHovered() on the source item. ImGuiDragDropFlags_SourceNoHoldToOpenOthers = 1 << 2, // Disable the behavior that allows to open tree nodes and collapsing header by holding over them while dragging a source item. ImGuiDragDropFlags_SourceAllowNullID = 1 << 3, // Allow items such as Text(), Image() that have no unique identifier to be used as drag source, by manufacturing a temporary identifier based on their window-relative position. This is extremely unusual within the dear imgui ecosystem and so we made it explicit. ImGuiDragDropFlags_SourceExtern = 1 << 4, // External source (from outside of dear imgui), won't attempt to read current item/window info. Will always return true. Only one Extern source can be active simultaneously. @@ -1308,7 +1257,7 @@ enum ImGuiDragDropFlags_ ImGuiDragDropFlags_AcceptBeforeDelivery = 1 << 10, // AcceptDragDropPayload() will returns true even before the mouse button is released. You can then call IsDelivery() to test if the payload needs to be delivered. ImGuiDragDropFlags_AcceptNoDrawDefaultRect = 1 << 11, // Do not draw the default highlight rectangle when hovering over target. ImGuiDragDropFlags_AcceptNoPreviewTooltip = 1 << 12, // Request hiding the BeginDragDropSource tooltip from the BeginDragDropTarget site. - ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect // For peeking ahead and inspecting the payload before delivery. + ImGuiDragDropFlags_AcceptPeekOnly = ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect, // For peeking ahead and inspecting the payload before delivery. }; // Standard Drag and Drop payload types. You can define you own payload types using short strings. Types starting with '_' are defined by Dear ImGui. @@ -1350,10 +1299,22 @@ enum ImGuiSortDirection_ ImGuiSortDirection_Descending = 2 // Descending = 9->0, Z->A etc. }; -// User fill ImGuiIO.KeyMap[] array with indices into the ImGuiIO.KeysDown[512] array -enum ImGuiKey_ +// Since 1.90, defining IMGUI_DISABLE_OBSOLETE_FUNCTIONS automatically defines IMGUI_DISABLE_OBSOLETE_KEYIO as well. +#if defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_OBSOLETE_KEYIO) +#define IMGUI_DISABLE_OBSOLETE_KEYIO +#endif + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused as legacy native/opaque key values (< 1.87). +// Since >= 1.89 we increased typing (went from int to enum), some legacy code may need a cast to ImGuiKey. +// Read details about the 1.87 and 1.89 transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the later are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +enum ImGuiKey : int { - ImGuiKey_Tab, + // Keyboard + ImGuiKey_None = 0, + ImGuiKey_Tab = 512, // == ImGuiKey_NamedKey_BEGIN ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, @@ -1368,74 +1329,142 @@ enum ImGuiKey_ ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, - ImGuiKey_KeyPadEnter, - ImGuiKey_A, // for text edit CTRL+A: select all - ImGuiKey_C, // for text edit CTRL+C: copy - ImGuiKey_V, // for text edit CTRL+V: paste - ImGuiKey_X, // for text edit CTRL+X: cut - ImGuiKey_Y, // for text edit CTRL+Y: redo - ImGuiKey_Z, // for text edit CTRL+Z: undo - ImGuiKey_COUNT + ImGuiKey_LeftCtrl, ImGuiKey_LeftShift, ImGuiKey_LeftAlt, ImGuiKey_LeftSuper, + ImGuiKey_RightCtrl, ImGuiKey_RightShift, ImGuiKey_RightAlt, ImGuiKey_RightSuper, + ImGuiKey_Menu, + ImGuiKey_0, ImGuiKey_1, ImGuiKey_2, ImGuiKey_3, ImGuiKey_4, ImGuiKey_5, ImGuiKey_6, ImGuiKey_7, ImGuiKey_8, ImGuiKey_9, + ImGuiKey_A, ImGuiKey_B, ImGuiKey_C, ImGuiKey_D, ImGuiKey_E, ImGuiKey_F, ImGuiKey_G, ImGuiKey_H, ImGuiKey_I, ImGuiKey_J, + ImGuiKey_K, ImGuiKey_L, ImGuiKey_M, ImGuiKey_N, ImGuiKey_O, ImGuiKey_P, ImGuiKey_Q, ImGuiKey_R, ImGuiKey_S, ImGuiKey_T, + ImGuiKey_U, ImGuiKey_V, ImGuiKey_W, ImGuiKey_X, ImGuiKey_Y, ImGuiKey_Z, + ImGuiKey_F1, ImGuiKey_F2, ImGuiKey_F3, ImGuiKey_F4, ImGuiKey_F5, ImGuiKey_F6, + ImGuiKey_F7, ImGuiKey_F8, ImGuiKey_F9, ImGuiKey_F10, ImGuiKey_F11, ImGuiKey_F12, + ImGuiKey_F13, ImGuiKey_F14, ImGuiKey_F15, ImGuiKey_F16, ImGuiKey_F17, ImGuiKey_F18, + ImGuiKey_F19, ImGuiKey_F20, ImGuiKey_F21, ImGuiKey_F22, ImGuiKey_F23, ImGuiKey_F24, + ImGuiKey_Apostrophe, // ' + ImGuiKey_Comma, // , + ImGuiKey_Minus, // - + ImGuiKey_Period, // . + ImGuiKey_Slash, // / + ImGuiKey_Semicolon, // ; + ImGuiKey_Equal, // = + ImGuiKey_LeftBracket, // [ + ImGuiKey_Backslash, // \ (this text inhibit multiline comment caused by backslash) + ImGuiKey_RightBracket, // ] + ImGuiKey_GraveAccent, // ` + ImGuiKey_CapsLock, + ImGuiKey_ScrollLock, + ImGuiKey_NumLock, + ImGuiKey_PrintScreen, + ImGuiKey_Pause, + ImGuiKey_Keypad0, ImGuiKey_Keypad1, ImGuiKey_Keypad2, ImGuiKey_Keypad3, ImGuiKey_Keypad4, + ImGuiKey_Keypad5, ImGuiKey_Keypad6, ImGuiKey_Keypad7, ImGuiKey_Keypad8, ImGuiKey_Keypad9, + ImGuiKey_KeypadDecimal, + ImGuiKey_KeypadDivide, + ImGuiKey_KeypadMultiply, + ImGuiKey_KeypadSubtract, + ImGuiKey_KeypadAdd, + ImGuiKey_KeypadEnter, + ImGuiKey_KeypadEqual, + ImGuiKey_AppBack, // Available on some keyboard/mouses. Often referred as "Browser Back" + ImGuiKey_AppForward, + + // Gamepad (some of those are analog values, 0.0f to 1.0f) // NAVIGATION ACTION + // (download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets) + ImGuiKey_GamepadStart, // Menu (Xbox) + (Switch) Start/Options (PS) + ImGuiKey_GamepadBack, // View (Xbox) - (Switch) Share (PS) + ImGuiKey_GamepadFaceLeft, // X (Xbox) Y (Switch) Square (PS) // Tap: Toggle Menu. Hold: Windowing mode (Focus/Move/Resize windows) + ImGuiKey_GamepadFaceRight, // B (Xbox) A (Switch) Circle (PS) // Cancel / Close / Exit + ImGuiKey_GamepadFaceUp, // Y (Xbox) X (Switch) Triangle (PS) // Text Input / On-screen Keyboard + ImGuiKey_GamepadFaceDown, // A (Xbox) B (Switch) Cross (PS) // Activate / Open / Toggle / Tweak + ImGuiKey_GamepadDpadLeft, // D-pad Left // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadRight, // D-pad Right // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadUp, // D-pad Up // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadDpadDown, // D-pad Down // Move / Tweak / Resize Window (in Windowing mode) + ImGuiKey_GamepadL1, // L Bumper (Xbox) L (Switch) L1 (PS) // Tweak Slower / Focus Previous (in Windowing mode) + ImGuiKey_GamepadR1, // R Bumper (Xbox) R (Switch) R1 (PS) // Tweak Faster / Focus Next (in Windowing mode) + ImGuiKey_GamepadL2, // L Trig. (Xbox) ZL (Switch) L2 (PS) [Analog] + ImGuiKey_GamepadR2, // R Trig. (Xbox) ZR (Switch) R2 (PS) [Analog] + ImGuiKey_GamepadL3, // L Stick (Xbox) L3 (Switch) L3 (PS) + ImGuiKey_GamepadR3, // R Stick (Xbox) R3 (Switch) R3 (PS) + ImGuiKey_GamepadLStickLeft, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickRight, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickUp, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadLStickDown, // [Analog] // Move Window (in Windowing mode) + ImGuiKey_GamepadRStickLeft, // [Analog] + ImGuiKey_GamepadRStickRight, // [Analog] + ImGuiKey_GamepadRStickUp, // [Analog] + ImGuiKey_GamepadRStickDown, // [Analog] + + // Aliases: Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls) + // - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API. + ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY, + + // [Internal] Reserved for mod storage + ImGuiKey_ReservedForModCtrl, ImGuiKey_ReservedForModShift, ImGuiKey_ReservedForModAlt, ImGuiKey_ReservedForModSuper, + ImGuiKey_COUNT, + + // Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls) + // - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing + // them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc. + // - Code polling every key (e.g. an interface to detect a key press for input mapping) might want to ignore those + // and prefer using the real keys (e.g. ImGuiKey_LeftCtrl, ImGuiKey_RightCtrl instead of ImGuiMod_Ctrl). + // - In theory the value of keyboard modifiers should be roughly equivalent to a logical or of the equivalent left/right keys. + // In practice: it's complicated; mods are often provided from different sources. Keyboard layout, IME, sticky keys and + // backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user... + ImGuiMod_None = 0, + ImGuiMod_Ctrl = 1 << 12, // Ctrl + ImGuiMod_Shift = 1 << 13, // Shift + ImGuiMod_Alt = 1 << 14, // Option/Menu + ImGuiMod_Super = 1 << 15, // Cmd/Super/Windows + ImGuiMod_Shortcut = 1 << 11, // Alias for Ctrl (non-macOS) _or_ Super (macOS). + ImGuiMod_Mask_ = 0xF800, // 5-bits + + // [Internal] Prior to 1.87 we required user to fill io.KeysDown[512] using their own native index + the io.KeyMap[] array. + // We are ditching this method but keeping a legacy path for user code doing e.g. IsKeyPressed(MY_NATIVE_KEY_CODE) + // If you need to iterate all keys (for e.g. an input mapper) you may use ImGuiKey_NamedKey_BEGIN..ImGuiKey_NamedKey_END. + ImGuiKey_NamedKey_BEGIN = 512, + ImGuiKey_NamedKey_END = ImGuiKey_COUNT, + ImGuiKey_NamedKey_COUNT = ImGuiKey_NamedKey_END - ImGuiKey_NamedKey_BEGIN, +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + ImGuiKey_KeysData_SIZE = ImGuiKey_NamedKey_COUNT, // Size of KeysData[]: only hold named keys + ImGuiKey_KeysData_OFFSET = ImGuiKey_NamedKey_BEGIN, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. +#else + ImGuiKey_KeysData_SIZE = ImGuiKey_COUNT, // Size of KeysData[]: hold legacy 0..512 keycodes + named keys + ImGuiKey_KeysData_OFFSET = 0, // Accesses to io.KeysData[] must use (key - ImGuiKey_KeysData_OFFSET) index. +#endif + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiKey_ModCtrl = ImGuiMod_Ctrl, ImGuiKey_ModShift = ImGuiMod_Shift, ImGuiKey_ModAlt = ImGuiMod_Alt, ImGuiKey_ModSuper = ImGuiMod_Super, // Renamed in 1.89 + //ImGuiKey_KeyPadEnter = ImGuiKey_KeypadEnter, // Renamed in 1.87 +#endif }; -// To test io.KeyMods (which is a combination of individual fields io.KeyCtrl, io.KeyShift, io.KeyAlt set by user/backend) -enum ImGuiKeyModFlags_ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +// OBSOLETED in 1.88 (from July 2022): ImGuiNavInput and io.NavInputs[]. +// Official backends between 1.60 and 1.86: will keep working and feed gamepad inputs as long as IMGUI_DISABLE_OBSOLETE_KEYIO is not set. +// Custom backends: feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. +enum ImGuiNavInput { - ImGuiKeyModFlags_None = 0, - ImGuiKeyModFlags_Ctrl = 1 << 0, - ImGuiKeyModFlags_Shift = 1 << 1, - ImGuiKeyModFlags_Alt = 1 << 2, - ImGuiKeyModFlags_Super = 1 << 3 -}; - -// Gamepad/Keyboard navigation -// Keyboard: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. -// Gamepad: Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. Backend: set ImGuiBackendFlags_HasGamepad and fill the io.NavInputs[] fields before calling NewFrame(). Note that io.NavInputs[] is cleared by EndFrame(). -// Read instructions in imgui.cpp for more details. Download PNG/PSD at http://dearimgui.org/controls_sheets. -enum ImGuiNavInput_ -{ - // Gamepad Mapping - ImGuiNavInput_Activate, // activate / open / toggle / tweak value // e.g. Cross (PS4), A (Xbox), A (Switch), Space (Keyboard) - ImGuiNavInput_Cancel, // cancel / close / exit // e.g. Circle (PS4), B (Xbox), B (Switch), Escape (Keyboard) - ImGuiNavInput_Input, // text input / on-screen keyboard // e.g. Triang.(PS4), Y (Xbox), X (Switch), Return (Keyboard) - ImGuiNavInput_Menu, // tap: toggle menu / hold: focus, move, resize // e.g. Square (PS4), X (Xbox), Y (Switch), Alt (Keyboard) - ImGuiNavInput_DpadLeft, // move / tweak / resize window (w/ PadMenu) // e.g. D-pad Left/Right/Up/Down (Gamepads), Arrow keys (Keyboard) - ImGuiNavInput_DpadRight, // - ImGuiNavInput_DpadUp, // - ImGuiNavInput_DpadDown, // - ImGuiNavInput_LStickLeft, // scroll / move window (w/ PadMenu) // e.g. Left Analog Stick Left/Right/Up/Down - ImGuiNavInput_LStickRight, // - ImGuiNavInput_LStickUp, // - ImGuiNavInput_LStickDown, // - ImGuiNavInput_FocusPrev, // next window (w/ PadMenu) // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) - ImGuiNavInput_FocusNext, // prev window (w/ PadMenu) // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) - ImGuiNavInput_TweakSlow, // slower tweaks // e.g. L1 or L2 (PS4), LB or LT (Xbox), L or ZL (Switch) - ImGuiNavInput_TweakFast, // faster tweaks // e.g. R1 or R2 (PS4), RB or RT (Xbox), R or ZL (Switch) - - // [Internal] Don't use directly! This is used internally to differentiate keyboard from gamepad inputs for behaviors that require to differentiate them. - // Keyboard behavior that have no corresponding gamepad mapping (e.g. CTRL+TAB) will be directly reading from io.KeysDown[] instead of io.NavInputs[]. - ImGuiNavInput_KeyLeft_, // move left // = Arrow keys - ImGuiNavInput_KeyRight_, // move right - ImGuiNavInput_KeyUp_, // move up - ImGuiNavInput_KeyDown_, // move down + ImGuiNavInput_Activate, ImGuiNavInput_Cancel, ImGuiNavInput_Input, ImGuiNavInput_Menu, ImGuiNavInput_DpadLeft, ImGuiNavInput_DpadRight, ImGuiNavInput_DpadUp, ImGuiNavInput_DpadDown, + ImGuiNavInput_LStickLeft, ImGuiNavInput_LStickRight, ImGuiNavInput_LStickUp, ImGuiNavInput_LStickDown, ImGuiNavInput_FocusPrev, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakSlow, ImGuiNavInput_TweakFast, ImGuiNavInput_COUNT, - ImGuiNavInput_InternalStart_ = ImGuiNavInput_KeyLeft_ }; +#endif // Configuration flags stored in io.ConfigFlags. Set by user/application. enum ImGuiConfigFlags_ { ImGuiConfigFlags_None = 0, - ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. NewFrame() will automatically fill io.NavInputs[] based on io.KeysDown[]. - ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. This is mostly to instruct your imgui backend to fill io.NavInputs[]. Backend also needs to set ImGuiBackendFlags_HasGamepad. + ImGuiConfigFlags_NavEnableKeyboard = 1 << 0, // Master keyboard navigation enable flag. Enable full Tabbing + directional arrows + space/enter to activate. + ImGuiConfigFlags_NavEnableGamepad = 1 << 1, // Master gamepad navigation enable flag. Backend also needs to set ImGuiBackendFlags_HasGamepad. ImGuiConfigFlags_NavEnableSetMousePos = 1 << 2, // Instruct navigation to move the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is awkward. Will update io.MousePos and set io.WantSetMousePos=true. If enabled you MUST honor io.WantSetMousePos requests in your backend, otherwise ImGui will react as if the mouse is jumping around back and forth. ImGuiConfigFlags_NavNoCaptureKeyboard = 1 << 3, // Instruct navigation to not set the io.WantCaptureKeyboard flag when io.NavActive is set. ImGuiConfigFlags_NoMouse = 1 << 4, // Instruct imgui to clear mouse position/buttons in NewFrame(). This allows ignoring the mouse information set by the backend. ImGuiConfigFlags_NoMouseCursorChange = 1 << 5, // Instruct backend to not alter mouse cursor shape and visibility. Use if the backend cursor changes are interfering with yours and you don't want to use SetMouseCursor() to change mouse cursor. You may want to honor requests from imgui by reading GetMouseCursor() yourself instead. - // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are not used by core Dear ImGui) + // User storage (to allow your backend/engine to communicate to code that may be shared between multiple projects. Those flags are NOT used by core Dear ImGui) ImGuiConfigFlags_IsSRGB = 1 << 20, // Application is SRGB-aware. - ImGuiConfigFlags_IsTouchScreen = 1 << 21 // Application is using a touch screen instead of a mouse. + ImGuiConfigFlags_IsTouchScreen = 1 << 21, // Application is using a touch screen instead of a mouse. }; // Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. @@ -1445,7 +1474,7 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_HasGamepad = 1 << 0, // Backend Platform supports gamepad and currently has one connected. ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if ImGuiConfigFlags_NavEnableSetMousePos is set). - ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3 // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. }; // Enumeration for PushStyleColor() / PopStyleColor() @@ -1461,15 +1490,15 @@ enum ImGuiCol_ ImGuiCol_FrameBg, // Background of checkbox, radio button, plot, slider, text input ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive, - ImGuiCol_TitleBg, - ImGuiCol_TitleBgActive, - ImGuiCol_TitleBgCollapsed, + ImGuiCol_TitleBg, // Title bar + ImGuiCol_TitleBgActive, // Title bar when focused + ImGuiCol_TitleBgCollapsed, // Title bar when collapsed ImGuiCol_MenuBarBg, ImGuiCol_ScrollbarBg, ImGuiCol_ScrollbarGrab, ImGuiCol_ScrollbarGrabHovered, ImGuiCol_ScrollbarGrabActive, - ImGuiCol_CheckMark, + ImGuiCol_CheckMark, // Checkbox tick and RadioButton circle ImGuiCol_SliderGrab, ImGuiCol_SliderGrabActive, ImGuiCol_Button, @@ -1481,10 +1510,10 @@ enum ImGuiCol_ ImGuiCol_Separator, ImGuiCol_SeparatorHovered, ImGuiCol_SeparatorActive, - ImGuiCol_ResizeGrip, + ImGuiCol_ResizeGrip, // Resize grip in lower-right and lower-left corners of windows. ImGuiCol_ResizeGripHovered, ImGuiCol_ResizeGripActive, - ImGuiCol_Tab, + ImGuiCol_Tab, // TabItem in a TabBar ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, @@ -1499,7 +1528,7 @@ enum ImGuiCol_ ImGuiCol_TableRowBg, // Table row background (even rows) ImGuiCol_TableRowBgAlt, // Table row background (odd rows) ImGuiCol_TextSelectedBg, - ImGuiCol_DragDropTarget, + ImGuiCol_DragDropTarget, // Rectangle highlighting a drop target ImGuiCol_NavHighlight, // Gamepad/keyboard: current highlighted item ImGuiCol_NavWindowingHighlight, // Highlight window when using CTRL+TAB ImGuiCol_NavWindowingDimBg, // Darken/colorize entire screen behind the CTRL+TAB window list, when active @@ -1511,7 +1540,7 @@ enum ImGuiCol_ // - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. // During initialization or between frames, feel free to just poke into ImGuiStyle directly. // - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. -// In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. // - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. enum ImGuiStyleVar_ @@ -1540,8 +1569,12 @@ enum ImGuiStyleVar_ ImGuiStyleVar_GrabMinSize, // float GrabMinSize ImGuiStyleVar_GrabRounding, // float GrabRounding ImGuiStyleVar_TabRounding, // float TabRounding + ImGuiStyleVar_TabBarBorderSize, // float TabBarBorderSize ImGuiStyleVar_ButtonTextAlign, // ImVec2 ButtonTextAlign ImGuiStyleVar_SelectableTextAlign, // ImVec2 SelectableTextAlign + ImGuiStyleVar_SeparatorTextBorderSize,// float SeparatorTextBorderSize + ImGuiStyleVar_SeparatorTextAlign, // ImVec2 SeparatorTextAlign + ImGuiStyleVar_SeparatorTextPadding,// ImVec2 SeparatorTextPadding ImGuiStyleVar_COUNT }; @@ -1555,7 +1588,7 @@ enum ImGuiButtonFlags_ // [Internal] ImGuiButtonFlags_MouseButtonMask_ = ImGuiButtonFlags_MouseButtonLeft | ImGuiButtonFlags_MouseButtonRight | ImGuiButtonFlags_MouseButtonMiddle, - ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft + ImGuiButtonFlags_MouseButtonDefault_ = ImGuiButtonFlags_MouseButtonLeft, }; // Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() @@ -1596,16 +1629,15 @@ enum ImGuiColorEditFlags_ ImGuiColorEditFlags_DisplayMask_ = ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV | ImGuiColorEditFlags_DisplayHex, ImGuiColorEditFlags_DataTypeMask_ = ImGuiColorEditFlags_Uint8 | ImGuiColorEditFlags_Float, ImGuiColorEditFlags_PickerMask_ = ImGuiColorEditFlags_PickerHueWheel | ImGuiColorEditFlags_PickerHueBar, - ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV + ImGuiColorEditFlags_InputMask_ = ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_InputHSV, - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] -#endif + // Obsolete names + //ImGuiColorEditFlags_RGB = ImGuiColorEditFlags_DisplayRGB, ImGuiColorEditFlags_HSV = ImGuiColorEditFlags_DisplayHSV, ImGuiColorEditFlags_HEX = ImGuiColorEditFlags_DisplayHex // [renamed in 1.69] }; // Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. // We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigDragClickToInputText) enum ImGuiSliderFlags_ { ImGuiSliderFlags_None = 0, @@ -1613,12 +1645,10 @@ enum ImGuiSliderFlags_ ImGuiSliderFlags_Logarithmic = 1 << 5, // Make the widget logarithmic (linear otherwise). Consider using ImGuiSliderFlags_NoRoundToFormat with this if using a format-string with small amount of digits. ImGuiSliderFlags_NoRoundToFormat = 1 << 6, // Disable rounding underlying value to match precision of the display format string (e.g. %.3f values are rounded to those 3 digits) ImGuiSliderFlags_NoInput = 1 << 7, // Disable CTRL+Click or Enter key allowing to input text directly into the widget - ImGuiSliderFlags_InvalidMask_ = 0x7000000F // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. + ImGuiSliderFlags_InvalidMask_ = 0x7000000F, // [Internal] We treat using those bits as being potentially a 'float power' argument from the previous API that has got miscast to this enum, and will trigger an assert if needed. - // Obsolete names (will be removed) -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp // [renamed in 1.79] -#endif + // Obsolete names + //ImGuiSliderFlags_ClampOnInput = ImGuiSliderFlags_AlwaysClamp, // [renamed in 1.79] }; // Identify a mouse button. @@ -1639,7 +1669,7 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_Arrow = 0, ImGuiMouseCursor_TextInput, // When hovering over InputText, etc. ImGuiMouseCursor_ResizeAll, // (Unused by Dear ImGui functions) - ImGuiMouseCursor_ResizeNS, // When hovering over an horizontal border + ImGuiMouseCursor_ResizeNS, // When hovering over a horizontal border ImGuiMouseCursor_ResizeEW, // When hovering over a vertical border or a column ImGuiMouseCursor_ResizeNESW, // When hovering over the bottom-left corner of a window ImGuiMouseCursor_ResizeNWSE, // When hovering over the bottom-right corner of a window @@ -1648,16 +1678,192 @@ enum ImGuiMouseCursor_ ImGuiMouseCursor_COUNT }; -// Enumeration for ImGui::SetWindow***(), SetNextWindow***(), SetNextItem***() functions +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +enum ImGuiMouseSource : int +{ + ImGuiMouseSource_Mouse = 0, // Input is coming from an actual mouse. + ImGuiMouseSource_TouchScreen, // Input is coming from a touch screen (no hovering prior to initial press, less precise initial press aiming, dual-axis wheeling possible). + ImGuiMouseSource_Pen, // Input is coming from a pressure/magnetic pen (often used in conjunction with high-sampling rates). + ImGuiMouseSource_COUNT +}; + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions // Represent a condition. // Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. enum ImGuiCond_ { ImGuiCond_None = 0, // No condition (always set the variable), same as _Always - ImGuiCond_Always = 1 << 0, // No condition (always set the variable) + ImGuiCond_Always = 1 << 0, // No condition (always set the variable), same as _None ImGuiCond_Once = 1 << 1, // Set the variable once per runtime session (only the first call will succeed) ImGuiCond_FirstUseEver = 1 << 2, // Set the variable if the object/window has no persistently saved data (no entry in .ini file) - ImGuiCond_Appearing = 1 << 3 // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) + ImGuiCond_Appearing = 1 << 3, // Set the variable if the object/window is appearing after being hidden/inactive (or the first time) +}; + +//----------------------------------------------------------------------------- +// [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) +//----------------------------------------------------------------------------- + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +enum ImGuiTableFlags_ +{ + // Features + ImGuiTableFlags_None = 0, + ImGuiTableFlags_Resizable = 1 << 0, // Enable resizing columns. + ImGuiTableFlags_Reorderable = 1 << 1, // Enable reordering columns in header row (need calling TableSetupColumn() + TableHeadersRow() to display headers) + ImGuiTableFlags_Hideable = 1 << 2, // Enable hiding/disabling columns in context menu. + ImGuiTableFlags_Sortable = 1 << 3, // Enable sorting. Call TableGetSortSpecs() to obtain sort specs. Also see ImGuiTableFlags_SortMulti and ImGuiTableFlags_SortTristate. + ImGuiTableFlags_NoSavedSettings = 1 << 4, // Disable persisting columns order, width and sort settings in the .ini file. + ImGuiTableFlags_ContextMenuInBody = 1 << 5, // Right-click on columns body/contents will display table context menu. By default it is available in TableHeadersRow(). + // Decorations + ImGuiTableFlags_RowBg = 1 << 6, // Set each RowBg color with ImGuiCol_TableRowBg or ImGuiCol_TableRowBgAlt (equivalent of calling TableSetBgColor with ImGuiTableBgFlags_RowBg0 on each row manually) + ImGuiTableFlags_BordersInnerH = 1 << 7, // Draw horizontal borders between rows. + ImGuiTableFlags_BordersOuterH = 1 << 8, // Draw horizontal borders at the top and bottom. + ImGuiTableFlags_BordersInnerV = 1 << 9, // Draw vertical borders between columns. + ImGuiTableFlags_BordersOuterV = 1 << 10, // Draw vertical borders on the left and right sides. + ImGuiTableFlags_BordersH = ImGuiTableFlags_BordersInnerH | ImGuiTableFlags_BordersOuterH, // Draw horizontal borders. + ImGuiTableFlags_BordersV = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersOuterV, // Draw vertical borders. + ImGuiTableFlags_BordersInner = ImGuiTableFlags_BordersInnerV | ImGuiTableFlags_BordersInnerH, // Draw inner borders. + ImGuiTableFlags_BordersOuter = ImGuiTableFlags_BordersOuterV | ImGuiTableFlags_BordersOuterH, // Draw outer borders. + ImGuiTableFlags_Borders = ImGuiTableFlags_BordersInner | ImGuiTableFlags_BordersOuter, // Draw all borders. + ImGuiTableFlags_NoBordersInBody = 1 << 11, // [ALPHA] Disable vertical borders in columns Body (borders will always appear in Headers). -> May move to style + ImGuiTableFlags_NoBordersInBodyUntilResize = 1 << 12, // [ALPHA] Disable vertical borders in columns Body until hovered for resize (borders will always appear in Headers). -> May move to style + // Sizing Policy (read above for defaults) + ImGuiTableFlags_SizingFixedFit = 1 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching contents width. + ImGuiTableFlags_SizingFixedSame = 2 << 13, // Columns default to _WidthFixed or _WidthAuto (if resizable or not resizable), matching the maximum contents width of all columns. Implicitly enable ImGuiTableFlags_NoKeepColumnsVisible. + ImGuiTableFlags_SizingStretchProp = 3 << 13, // Columns default to _WidthStretch with default weights proportional to each columns contents widths. + ImGuiTableFlags_SizingStretchSame = 4 << 13, // Columns default to _WidthStretch with default weights all equal, unless overridden by TableSetupColumn(). + // Sizing Extra Options + ImGuiTableFlags_NoHostExtendX = 1 << 16, // Make outer width auto-fit to columns, overriding outer_size.x value. Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. + ImGuiTableFlags_NoHostExtendY = 1 << 17, // Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY are disabled. Data below the limit will be clipped and not visible. + ImGuiTableFlags_NoKeepColumnsVisible = 1 << 18, // Disable keeping column always minimally visible when ScrollX is off and table gets too small. Not recommended if columns are resizable. + ImGuiTableFlags_PreciseWidths = 1 << 19, // Disable distributing remainder width to stretched columns (width allocation on a 100-wide table with 3 columns: Without this flag: 33,33,34. With this flag: 33,33,33). With larger number of columns, resizing will appear to be less smooth. + // Clipping + ImGuiTableFlags_NoClip = 1 << 20, // Disable clipping rectangle for every individual columns (reduce draw command count, items will be able to overflow into other columns). Generally incompatible with TableSetupScrollFreeze(). + // Padding + ImGuiTableFlags_PadOuterX = 1 << 21, // Default if BordersOuterV is on. Enable outermost padding. Generally desirable if you have headers. + ImGuiTableFlags_NoPadOuterX = 1 << 22, // Default if BordersOuterV is off. Disable outermost padding. + ImGuiTableFlags_NoPadInnerX = 1 << 23, // Disable inner padding between columns (double inner padding if BordersOuterV is on, single inner padding if BordersOuterV is off). + // Scrolling + ImGuiTableFlags_ScrollX = 1 << 24, // Enable horizontal scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. Changes default sizing policy. Because this creates a child window, ScrollY is currently generally recommended when using ScrollX. + ImGuiTableFlags_ScrollY = 1 << 25, // Enable vertical scrolling. Require 'outer_size' parameter of BeginTable() to specify the container size. + // Sorting + ImGuiTableFlags_SortMulti = 1 << 26, // Hold shift when clicking headers to sort on multiple column. TableGetSortSpecs() may return specs where (SpecsCount > 1). + ImGuiTableFlags_SortTristate = 1 << 27, // Allow no sorting, disable default sorting. TableGetSortSpecs() may return specs where (SpecsCount == 0). + // Miscellaneous + ImGuiTableFlags_HighlightHoveredColumn = 1 << 28, // Highlight column headers when hovered (may evolve into a fuller highlight) + + // [Internal] Combinations and masks + ImGuiTableFlags_SizingMask_ = ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_SizingFixedSame | ImGuiTableFlags_SizingStretchProp | ImGuiTableFlags_SizingStretchSame, +}; + +// Flags for ImGui::TableSetupColumn() +enum ImGuiTableColumnFlags_ +{ + // Input configuration flags + ImGuiTableColumnFlags_None = 0, + ImGuiTableColumnFlags_Disabled = 1 << 0, // Overriding/master disable flag: hide column, won't show in context menu (unlike calling TableSetColumnEnabled() which manipulates the user accessible state) + ImGuiTableColumnFlags_DefaultHide = 1 << 1, // Default as a hidden/disabled column. + ImGuiTableColumnFlags_DefaultSort = 1 << 2, // Default as a sorting column. + ImGuiTableColumnFlags_WidthStretch = 1 << 3, // Column will stretch. Preferable with horizontal scrolling disabled (default if table sizing policy is _SizingStretchSame or _SizingStretchProp). + ImGuiTableColumnFlags_WidthFixed = 1 << 4, // Column will not stretch. Preferable with horizontal scrolling enabled (default if table sizing policy is _SizingFixedFit and table is resizable). + ImGuiTableColumnFlags_NoResize = 1 << 5, // Disable manual resizing. + ImGuiTableColumnFlags_NoReorder = 1 << 6, // Disable manual reordering this column, this will also prevent other columns from crossing over this column. + ImGuiTableColumnFlags_NoHide = 1 << 7, // Disable ability to hide/disable this column. + ImGuiTableColumnFlags_NoClip = 1 << 8, // Disable clipping for this column (all NoClip columns will render in a same draw command). + ImGuiTableColumnFlags_NoSort = 1 << 9, // Disable ability to sort on this field (even if ImGuiTableFlags_Sortable is set on the table). + ImGuiTableColumnFlags_NoSortAscending = 1 << 10, // Disable ability to sort in the ascending direction. + ImGuiTableColumnFlags_NoSortDescending = 1 << 11, // Disable ability to sort in the descending direction. + ImGuiTableColumnFlags_NoHeaderLabel = 1 << 12, // TableHeadersRow() will not submit horizontal label for this column. Convenient for some small columns. Name will still appear in context menu or in angled headers. + ImGuiTableColumnFlags_NoHeaderWidth = 1 << 13, // Disable header text width contribution to automatic column width. + ImGuiTableColumnFlags_PreferSortAscending = 1 << 14, // Make the initial sort direction Ascending when first sorting on this column (default). + ImGuiTableColumnFlags_PreferSortDescending = 1 << 15, // Make the initial sort direction Descending when first sorting on this column. + ImGuiTableColumnFlags_IndentEnable = 1 << 16, // Use current Indent value when entering cell (default for column 0). + ImGuiTableColumnFlags_IndentDisable = 1 << 17, // Ignore current Indent value when entering cell (default for columns > 0). Indentation changes _within_ the cell will still be honored. + ImGuiTableColumnFlags_AngledHeader = 1 << 18, // TableHeadersRow() will submit an angled header row for this column. Note this will add an extra row. + + // Output status flags, read-only via TableGetColumnFlags() + ImGuiTableColumnFlags_IsEnabled = 1 << 24, // Status: is enabled == not hidden by user/api (referred to as "Hide" in _DefaultHide and _NoHide) flags. + ImGuiTableColumnFlags_IsVisible = 1 << 25, // Status: is visible == is enabled AND not clipped by scrolling. + ImGuiTableColumnFlags_IsSorted = 1 << 26, // Status: is currently part of the sort specs + ImGuiTableColumnFlags_IsHovered = 1 << 27, // Status: is hovered by mouse + + // [Internal] Combinations and masks + ImGuiTableColumnFlags_WidthMask_ = ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_WidthFixed, + ImGuiTableColumnFlags_IndentMask_ = ImGuiTableColumnFlags_IndentEnable | ImGuiTableColumnFlags_IndentDisable, + ImGuiTableColumnFlags_StatusMask_ = ImGuiTableColumnFlags_IsEnabled | ImGuiTableColumnFlags_IsVisible | ImGuiTableColumnFlags_IsSorted | ImGuiTableColumnFlags_IsHovered, + ImGuiTableColumnFlags_NoDirectResize_ = 1 << 30, // [Internal] Disable user resizing this column directly (it may however we resized indirectly from its left edge) +}; + +// Flags for ImGui::TableNextRow() +enum ImGuiTableRowFlags_ +{ + ImGuiTableRowFlags_None = 0, + ImGuiTableRowFlags_Headers = 1 << 0, // Identify header row (set default background color + width of its contents accounted differently for auto column width) +}; + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +enum ImGuiTableBgTarget_ +{ + ImGuiTableBgTarget_None = 0, + ImGuiTableBgTarget_RowBg0 = 1, // Set row background color 0 (generally used for background, automatically set when ImGuiTableFlags_RowBg is used) + ImGuiTableBgTarget_RowBg1 = 2, // Set row background color 1 (generally used for selection marking) + ImGuiTableBgTarget_CellBg = 3, // Set cell background color (top-most color) +}; + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +struct ImGuiTableSortSpecs +{ + const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. + int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. + + ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } +}; + +// Sorting specification for one column of a table (sizeof == 12 bytes) +struct ImGuiTableColumnSortSpecs +{ + ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) + ImS16 ColumnIndex; // Index of the column + ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending + + ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- @@ -1706,7 +1912,7 @@ struct ImVector // Constructors, destructor inline ImVector() { Size = Capacity = 0; Data = NULL; } inline ImVector(const ImVector& src) { Size = Capacity = 0; Data = NULL; operator=(src); } - inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } + inline ImVector& operator=(const ImVector& src) { clear(); resize(src.Size); if (src.Data) memcpy(Data, src.Data, (size_t)Size * sizeof(T)); return *this; } inline ~ImVector() { if (Data) IM_FREE(Data); } // Important: does not destruct anything inline void clear() { if (Data) { Size = Capacity = 0; IM_FREE(Data); Data = NULL; } } // Important: does not destruct anything @@ -1736,18 +1942,20 @@ struct ImVector inline void resize(int new_size, const T& v) { if (new_size > Capacity) reserve(_grow_capacity(new_size)); if (new_size > Size) for (int n = Size; n < new_size; n++) memcpy(&Data[n], &v, sizeof(v)); Size = new_size; } inline void shrink(int new_size) { IM_ASSERT(new_size <= Size); Size = new_size; } // Resize a vector to a smaller size, guaranteed not to cause a reallocation inline void reserve(int new_capacity) { if (new_capacity <= Capacity) return; T* new_data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); if (Data) { memcpy(new_data, Data, (size_t)Size * sizeof(T)); IM_FREE(Data); } Data = new_data; Capacity = new_capacity; } + inline void reserve_discard(int new_capacity) { if (new_capacity <= Capacity) return; if (Data) IM_FREE(Data); Data = (T*)IM_ALLOC((size_t)new_capacity * sizeof(T)); Capacity = new_capacity; } // NB: It is illegal to call push_back/push_front/insert with a reference pointing inside the ImVector data itself! e.g. v.push_back(v[10]) is forbidden. inline void push_back(const T& v) { if (Size == Capacity) reserve(_grow_capacity(Size + 1)); memcpy(&Data[Size], &v, sizeof(v)); Size++; } inline void pop_back() { IM_ASSERT(Size > 0); Size--; } inline void push_front(const T& v) { if (Size == 0) push_back(v); else insert(Data, v); } inline T* erase(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + 1, ((size_t)Size - (size_t)off - 1) * sizeof(T)); Size--; return Data + off; } - inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last > it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } + inline T* erase(const T* it, const T* it_last){ IM_ASSERT(it >= Data && it < Data + Size && it_last >= it && it_last <= Data + Size); const ptrdiff_t count = it_last - it; const ptrdiff_t off = it - Data; memmove(Data + off, Data + off + count, ((size_t)Size - (size_t)off - (size_t)count) * sizeof(T)); Size -= (int)count; return Data + off; } inline T* erase_unsorted(const T* it) { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; if (it < Data + Size - 1) memcpy(Data + off, Data + Size - 1, sizeof(T)); Size--; return Data + off; } inline T* insert(const T* it, const T& v) { IM_ASSERT(it >= Data && it <= Data + Size); const ptrdiff_t off = it - Data; if (Size == Capacity) reserve(_grow_capacity(Size + 1)); if (off < (int)Size) memmove(Data + off + 1, Data + off, ((size_t)Size - (size_t)off) * sizeof(T)); memcpy(&Data[off], &v, sizeof(v)); Size++; return Data + off; } inline bool contains(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data++ == v) return true; return false; } inline T* find(const T& v) { T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } inline const T* find(const T& v) const { const T* data = Data; const T* data_end = Data + Size; while (data < data_end) if (*data == v) break; else ++data; return data; } + inline int find_index(const T& v) const { const T* data_end = Data + Size; const T* it = find(v); if (it == data_end) return -1; const ptrdiff_t off = it - Data; return (int)off; } inline bool find_erase(const T& v) { const T* it = find(v); if (it < Data + Size) { erase(it); return true; } return false; } inline bool find_erase_unsorted(const T& v) { const T* it = find(v); if (it < Data + Size) { erase_unsorted(it); return true; } return false; } inline int index_from_ptr(const T* it) const { IM_ASSERT(it >= Data && it < Data + Size); const ptrdiff_t off = it - Data; return (int)off; } @@ -1769,7 +1977,7 @@ struct ImGuiStyle ImVec2 WindowPadding; // Padding within a window. float WindowRounding; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. float WindowBorderSize; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). - ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constraint individual windows, use SetNextWindowSizeConstraints(). + ImVec2 WindowMinSize; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). ImVec2 WindowTitleAlign; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. ImGuiDir WindowMenuButtonPosition; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. float ChildRounding; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. @@ -1781,7 +1989,7 @@ struct ImGuiStyle float FrameBorderSize; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). ImVec2 ItemSpacing; // Horizontal and vertical spacing between widgets/lines. ImVec2 ItemInnerSpacing; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). - ImVec2 CellPadding; // Padding within a table cell + ImVec2 CellPadding; // Padding within a table cell. CellPadding.y may be altered between different rows. ImVec2 TouchExtraPadding; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! float IndentSpacing; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). float ColumnsMinSpacing; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). @@ -1792,20 +2000,33 @@ struct ImGuiStyle float LogSliderDeadzone; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. float TabRounding; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. float TabBorderSize; // Thickness of border around tabs. - float TabMinWidthForCloseButton; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabMinWidthForCloseButton; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + float TabBarBorderSize; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + float TableAngledHeadersAngle; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). ImGuiDir ColorButtonPosition; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). ImVec2 SelectableTextAlign; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + float SeparatorTextBorderSize; // Thickkness of border in SeparatorText() + ImVec2 SeparatorTextAlign; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + ImVec2 SeparatorTextPadding; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly! float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. bool AntiAliasedLines; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). - bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. Latched at the beginning of the frame (copied to ImDrawList). + bool AntiAliasedLinesUseTex; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). bool AntiAliasedFill; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. float CircleTessellationMaxError; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. ImVec4 Colors[ImGuiCol_COUNT]; + // Behaviors + // (It is possible to modify those fields mid-frame if specific behavior need it, unlike e.g. configuration fields in ImGuiIO) + float HoverStationaryDelay; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + float HoverDelayShort; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + float HoverDelayNormal; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + IMGUI_API ImGuiStyle(); IMGUI_API void ScaleAllSizes(float scale_factor); }; @@ -1817,26 +2038,30 @@ struct ImGuiStyle // Access via ImGui::GetIO(). Read 'Programmer guide' section in .cpp file for general usage. //----------------------------------------------------------------------------- +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +struct ImGuiKeyData +{ + bool Down; // True for if key is down + float DownDuration; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + float DownDurationPrev; // Last frame duration the key has been down + float AnalogValue; // 0.0f..1.0f for gamepad values +}; + struct ImGuiIO { //------------------------------------------------------------------ - // Configuration (fill once) // Default value + // Configuration // Default value //------------------------------------------------------------------ ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. - ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size) - float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. + ImVec2 DisplaySize; // // Main display size, in pixels (generally == GetMainViewport()->Size). May change every frame. + float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. const char* LogFilename; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). - float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. - float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. - float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. - int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. - float KeyRepeatDelay; // = 0.250f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). - float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. - void* UserData; // = NULL // Store your own data for retrieval by callbacks. + void* UserData; // = NULL // Store your own data. ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. float FontGlobalScale; // = 1.0f // Global scale all fonts @@ -1847,12 +2072,47 @@ struct ImGuiIO // Miscellaneous options bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + bool ConfigInputTrickleEventQueue; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. bool ConfigInputTextCursorBlink; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + bool ConfigInputTextEnterKeepActive; // = false // [BETA] Pressing Enter will keep item active and select contents (single-line only). bool ConfigDragClickToInputText; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) bool ConfigWindowsMoveFromTitleBarOnly; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. float ConfigMemoryCompactTimer; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + // Inputs Behaviors + // (other variables, ones which are expected to be tweaked within UI code, are exposed in ImGuiStyle) + float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. + float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + float MouseDragThreshold; // = 6.0f // Distance threshold before considering we are dragging. + float KeyRepeatDelay; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + float KeyRepeatRate; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + //------------------------------------------------------------------ + // Debug options + //------------------------------------------------------------------ + + // Option to enable various debug tools showing buttons that will call the IM_DEBUG_BREAK() macro. + // - The Item Picker tool will be available regardless of this being enabled, in order to maximize its discoverability. + // - Requires a debugger being attached, otherwise IM_DEBUG_BREAK() options will appear to crash your application. + // e.g. io.ConfigDebugIsDebuggerPresent = ::IsDebuggerPresent() on Win32, or refer to ImOsIsDebuggerPresent() imgui_test_engine/imgui_te_utils.cpp for a Unix compatible version). + bool ConfigDebugIsDebuggerPresent; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + // Tools to test correct Begin/End and BeginChild/EndChild behaviors. + // - Presently Begin()/End() and BeginChild()/EndChild() needs to ALWAYS be called in tandem, regardless of return value of BeginXXX() + // - This is inconsistent with other BeginXXX functions and create confusion for many users. + // - We expect to update the API eventually. In the meanwhile we provide tools to facilitate checking user-code behavior. + bool ConfigDebugBeginReturnValueOnce;// = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + bool ConfigDebugBeginReturnValueLoop;// = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + // Option to deactivate io.AddFocusEvent(false) handling. + // - May facilitate interactions with a debugger when focus loss leads to clearing inputs data. + // - Backends may have other side-effects on focus loss, so this will reduce side-effects but not necessary remove all of them. + bool ConfigDebugIgnoreFocusLoss; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys() in input processing. + + // Options to audit .ini data + bool ConfigDebugIniSettings; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + //------------------------------------------------------------------ // Platform Functions // (the imgui_impl_xxxx backend files are setting those up for you) @@ -1873,31 +2133,34 @@ struct ImGuiIO // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) // (default to use native imm32 api on Windows) - void (*ImeSetInputScreenPosFn)(int x, int y); - void* ImeWindowHandle; // = NULL // (Windows) Set this to your HWND to get automatic IME cursor positioning. + void (*SetPlatformImeDataFn)(ImGuiViewport* viewport, ImGuiPlatformImeData* data); + + // Optional: Platform locale + ImWchar PlatformLocaleDecimalPoint; // '.' // [Experimental] Configure decimal point e.g. '.' or ',' useful for some languages (e.g. German), generally pulled from *localeconv()->decimal_point //------------------------------------------------------------------ - // Input - Fill before calling NewFrame() + // Input - Call before calling NewFrame() //------------------------------------------------------------------ - ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) - bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Others buttons allows us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. - float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. - float MouseWheelH; // Mouse wheel Horizontal. Most users don't have a mouse with an horizontal wheel, may not be filled by all backends. - bool KeyCtrl; // Keyboard modifier pressed: Control - bool KeyShift; // Keyboard modifier pressed: Shift - bool KeyAlt; // Keyboard modifier pressed: Alt - bool KeySuper; // Keyboard modifier pressed: Cmd/Super/Windows - bool KeysDown[512]; // Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). - float NavInputs[ImGuiNavInput_COUNT]; // Gamepad inputs. Cleared back to zero by EndFrame(). Keyboard keys will be auto-mapped and be written here by NewFrame(). + // Input Functions + IMGUI_API void AddKeyEvent(ImGuiKey key, bool down); // Queue a new key down/up event. Key should be "translated" (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) + IMGUI_API void AddKeyAnalogEvent(ImGuiKey key, bool down, float v); // Queue a new key down/up event for analog values (e.g. ImGuiKey_Gamepad_ values). Dead-zones should be handled by the backend. + IMGUI_API void AddMousePosEvent(float x, float y); // Queue a mouse position update. Use -FLT_MAX,-FLT_MAX to signify no mouse (e.g. app not focused and not hovered) + IMGUI_API void AddMouseButtonEvent(int button, bool down); // Queue a mouse button change + IMGUI_API void AddMouseWheelEvent(float wheel_x, float wheel_y); // Queue a mouse wheel update. wheel_y<0: scroll down, wheel_y>0: scroll up, wheel_x<0: scroll right, wheel_x>0: scroll left. + IMGUI_API void AddMouseSourceEvent(ImGuiMouseSource source); // Queue a mouse source change (Mouse/TouchScreen/Pen) + IMGUI_API void AddFocusEvent(bool focused); // Queue a gain/loss of focus for the application (generally based on OS/platform focus of your window) + IMGUI_API void AddInputCharacter(unsigned int c); // Queue a new character input + IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue a new character input from a UTF-16 character, it can be a surrogate + IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue a new characters input from a UTF-8 string - // Functions - IMGUI_API void AddInputCharacter(unsigned int c); // Queue new character input - IMGUI_API void AddInputCharacterUTF16(ImWchar16 c); // Queue new character input from an UTF-16 character, it can be a surrogate - IMGUI_API void AddInputCharactersUTF8(const char* str); // Queue new characters input from an UTF-8 string - IMGUI_API void AddFocusEvent(bool focused); // Notifies Dear ImGui when hosting platform windows lose or gain input focus - IMGUI_API void ClearInputCharacters(); // [Internal] Clear the text input buffer manually - IMGUI_API void ClearInputKeys(); // [Internal] Release all keys + IMGUI_API void SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index = -1); // [Optional] Specify index for legacy <1.87 IsKeyXXX() functions with native indices + specify native keycode, scancode. + IMGUI_API void SetAppAcceptingEvents(bool accepting_events); // Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. + IMGUI_API void ClearEventsQueue(); // Clear all incoming events. + IMGUI_API void ClearInputKeys(); // Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void ClearInputCharacters(); // [Obsoleted in 1.89.8] Clear the current frame text input buffer. Now included within ClearInputKeys(). +#endif //------------------------------------------------------------------ // Output - Updated by NewFrame() or EndFrame()/Render() @@ -1905,56 +2168,80 @@ struct ImGuiIO // generally easier and more correct to use their state BEFORE calling NewFrame(). See FAQ for details!) //------------------------------------------------------------------ - bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). - bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). - bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). - bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. - bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! - bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. - bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). - float Framerate; // Rough estimate of application framerate, in frame per second. Solely for convenience. Rolling average estimation based on io.DeltaTime over 120 frames. - int MetricsRenderVertices; // Vertices output during last call to Render() - int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 - int MetricsRenderWindows; // Number of visible windows - int MetricsActiveWindows; // Number of active windows - int MetricsActiveAllocations; // Number of active allocations, updated by MemAlloc/MemFree based on current context. May be off if you have multiple imgui contexts. - ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + bool WantCaptureMouse; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + bool WantCaptureKeyboard; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + bool WantTextInput; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + bool WantSetMousePos; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when ImGuiConfigFlags_NavEnableSetMousePos flag is enabled. + bool WantSaveIniSettings; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + bool NavActive; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + bool NavVisible; // Keyboard/Gamepad navigation is visible and allowed (will handle ImGuiKey_NavXXX events). + float Framerate; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + int MetricsRenderVertices; // Vertices output during last call to Render() + int MetricsRenderIndices; // Indices output during last call to Render() = number of triangles * 3 + int MetricsRenderWindows; // Number of visible windows + int MetricsActiveWindows; // Number of active windows + ImVec2 MouseDelta; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + // Legacy: before 1.87, we required backend to fill io.KeyMap[] (imgui->native map) during initialization and io.KeysDown[] (native indices) every frame. + // This is still temporarily supported as a legacy feature. However the new preferred scheme is for backend to call io.AddKeyEvent(). + // Old (<1.87): ImGui::IsKeyPressed(ImGui::GetIO().KeyMap[ImGuiKey_Space]) --> New (1.87+) ImGui::IsKeyPressed(ImGuiKey_Space) +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + int KeyMap[ImGuiKey_COUNT]; // [LEGACY] Input: map of indices into the KeysDown[512] entries array which represent your "native" keyboard state. The first 512 are now unused and should be kept zero. Legacy backend will write into KeyMap[] using ImGuiKey_ indices which are always >512. + bool KeysDown[ImGuiKey_COUNT]; // [LEGACY] Input: Keyboard keys that are pressed (ideally left in the "native" order your engine has access to keyboard keys, so you can use your own defines/enums for keys). This used to be [512] sized. It is now ImGuiKey_COUNT to allow legacy io.KeysDown[GetKeyIndex(...)] to work without an overflow. + float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. + //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. +#endif //------------------------------------------------------------------ // [Internal] Dear ImGui will maintain those fields. Forward compatibility not guaranteed! //------------------------------------------------------------------ - bool WantCaptureMouseUnlessPopupClose;// Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. - ImGuiKeyModFlags KeyMods; // Key mods flags (same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags), updated by NewFrame() - ImGuiKeyModFlags KeyModsPrev; // Previous key mods - ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) - ImVec2 MouseClickedPos[5]; // Position at time of clicking - double MouseClickedTime[5]; // Time of last click (used to figure out double-click) - bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) - bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) - ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down - ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. - bool MouseReleased[5]; // Mouse button went from Down to !Down - bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. - bool MouseDownOwnedUnlessPopupClose[5];//Track if button was clicked inside a dear imgui window. - float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) - float MouseDownDurationPrev[5]; // Previous time the mouse button has been down - ImVec2 MouseDragMaxDistanceAbs[5]; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point - float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point - float KeysDownDuration[512]; // Duration the keyboard key has been down (0.0f == just pressed) - float KeysDownDurationPrev[512]; // Previous duration the key has been down - float NavInputsDownDuration[ImGuiNavInput_COUNT]; - float NavInputsDownDurationPrev[ImGuiNavInput_COUNT]; - float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. - bool AppFocusLost; - ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16 - ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). + + // Main Input State + // (this block used to be written by backend, since 1.87 it is best to NOT write to those directly, call the AddXXX functions above instead) + // (reading from those variables is fair game, as they are extremely unlikely to be moving anywhere) + ImVec2 MousePos; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + bool MouseDown[5]; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + float MouseWheel; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold SHIFT to turn vertical scroll into horizontal scroll. + float MouseWheelH; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + ImGuiMouseSource MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + bool KeyCtrl; // Keyboard modifier down: Control + bool KeyShift; // Keyboard modifier down: Shift + bool KeyAlt; // Keyboard modifier down: Alt + bool KeySuper; // Keyboard modifier down: Cmd/Super/Windows + + // Other state maintained from data above + IO function calls + ImGuiKeyChord KeyMods; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags. DOES NOT CONTAINS ImGuiMod_Shortcut which is pretranslated). Read-only, updated by NewFrame() + ImGuiKeyData KeysData[ImGuiKey_KeysData_SIZE]; // Key state for all known keys. Use IsKeyXXX() functions to access this. + bool WantCaptureMouseUnlessPopupClose; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + ImVec2 MousePosPrev; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + ImVec2 MouseClickedPos[5]; // Position at time of clicking + double MouseClickedTime[5]; // Time of last click (used to figure out double-click) + bool MouseClicked[5]; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + bool MouseDoubleClicked[5]; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + ImU16 MouseClickedCount[5]; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + ImU16 MouseClickedLastCount[5]; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + bool MouseReleased[5]; // Mouse button went from Down to !Down + bool MouseDownOwned[5]; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + bool MouseDownOwnedUnlessPopupClose[5]; // Track if button was clicked inside a dear imgui window. + bool MouseWheelRequestAxisSwap; // On a non-Mac system, holding SHIFT requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + float MouseDownDuration[5]; // Duration the mouse button has been down (0.0f == just clicked) + float MouseDownDurationPrev[5]; // Previous time the mouse button has been down + float MouseDragMaxDistanceSqr[5]; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + float PenPressure; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + bool AppFocusLost; // Only modify via AddFocusEvent() + bool AppAcceptingEvents; // Only modify via SetAppAcceptingEvents() + ImS8 BackendUsingLegacyKeyArrays; // -1: unknown, 0: using AddKeyEvent(), 1: using legacy io.KeysDown[] + bool BackendUsingLegacyNavInputArray; // 0: using AddKeyAnalogEvent(), 1: writing to legacy io.NavInputs[] directly + ImWchar16 InputQueueSurrogate; // For AddInputCharacterUTF16() + ImVector InputQueueCharacters; // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. IMGUI_API ImGuiIO(); }; //----------------------------------------------------------------------------- -// [SECTION] Misc data structures +// [SECTION] Misc data structures (ImGuiInputTextCallbackData, ImGuiSizeCallbackData, ImGuiPayload) //----------------------------------------------------------------------------- // Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. @@ -1968,6 +2255,7 @@ struct ImGuiIO // - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. struct ImGuiInputTextCallbackData { + ImGuiContext* Ctx; // Parent UI context ImGuiInputTextFlags EventFlag; // One ImGuiInputTextFlags_Callback* // Read-only ImGuiInputTextFlags Flags; // What user passed to InputText() // Read-only void* UserData; // What user passed to InputText() // Read-only @@ -1999,7 +2287,7 @@ struct ImGuiInputTextCallbackData // NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. struct ImGuiSizeCallbackData { - void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints() + void* UserData; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). ImVec2 Pos; // Read-only. Window position, for reference. ImVec2 CurrentSize; // Read-only. Current window size. ImVec2 DesiredSize; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. @@ -2027,32 +2315,8 @@ struct ImGuiPayload bool IsDelivery() const { return Delivery; } }; -// Sorting specification for one column of a table (sizeof == 12 bytes) -struct ImGuiTableColumnSortSpecs -{ - ImGuiID ColumnUserID; // User id of the column (if specified by a TableSetupColumn() call) - ImS16 ColumnIndex; // Index of the column - ImS16 SortOrder; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) - ImGuiSortDirection SortDirection : 8; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending (you can use this or SortSign, whichever is more convenient for your sort function) - - ImGuiTableColumnSortSpecs() { memset(this, 0, sizeof(*this)); } -}; - -// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) -// Obtained by calling TableGetSortSpecs(). -// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. -// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! -struct ImGuiTableSortSpecs -{ - const ImGuiTableColumnSortSpecs* Specs; // Pointer to sort spec array. - int SpecsCount; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. - bool SpecsDirty; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. - - ImGuiTableSortSpecs() { memset(this, 0, sizeof(*this)); } -}; - //----------------------------------------------------------------------------- -// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, ImColor) +// [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) //----------------------------------------------------------------------------- // Helper: Unicode defines @@ -2063,7 +2327,7 @@ struct ImGuiTableSortSpecs #define IM_UNICODE_CODEPOINT_MAX 0xFFFF // Maximum Unicode code point supported by this build. #endif -// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create an UI within deep-nested code that runs multiple times every frame. +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. // Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); struct ImGuiOnceUponAFrame { @@ -2134,9 +2398,9 @@ struct ImGuiStorage { ImGuiID key; union { int val_i; float val_f; void* val_p; }; - ImGuiStoragePair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; } - ImGuiStoragePair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; } - ImGuiStoragePair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; } + ImGuiStoragePair(ImGuiID _key, int _val) { key = _key; val_i = _val; } + ImGuiStoragePair(ImGuiID _key, float _val) { key = _key; val_f = _val; } + ImGuiStoragePair(ImGuiID _key, void* _val) { key = _key; val_p = _val; } }; ImVector Data; @@ -2163,15 +2427,14 @@ struct ImGuiStorage IMGUI_API float* GetFloatRef(ImGuiID key, float default_val = 0.0f); IMGUI_API void** GetVoidPtrRef(ImGuiID key, void* default_val = NULL); - // Use on your own storage if you know only integer are being stored (open/close all tree nodes) - IMGUI_API void SetAllInt(int val); - - // For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. IMGUI_API void BuildSortByKey(); + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + IMGUI_API void SetAllInt(int val); }; // Helper: Manually clip large list of items. -// If you have lots evenly spaced items and you have a random access to the list, you can perform coarse +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse // clipping based on visibility to only submit items that are in view. // The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. // (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally @@ -2192,6 +2455,7 @@ struct ImGuiStorage // - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. struct ImGuiListClipper { + ImGuiContext* Ctx; // Parent UI context int DisplayStart; // First item to display, updated by each call to Step() int DisplayEnd; // End of items to display (exclusive) int ItemsCount; // [Internal] Number of items @@ -2207,15 +2471,51 @@ struct ImGuiListClipper IMGUI_API void End(); // Automatically called on the last call of Step() that returns false. IMGUI_API bool Step(); // Call until it returns false. The DisplayStart/DisplayEnd fields will be set and you can process/draw those items. - // Call ForceDisplayRangeByIndices() before first call to Step() if you need a range of items to be displayed regardless of visibility. - IMGUI_API void ForceDisplayRangeByIndices(int item_min, int item_max); // item_max is exclusive e.g. use (42, 42+1) to make item 42 always visible BUT due to alignment/padding of certain items it is likely that an extra item may be included on either end of the display range. + // Call IncludeItemByIndex() or IncludeItemsByIndex() *BEFORE* first call to Step() if you need a range of items to not be clipped, regardless of their visibility. + // (Due to alignment / padding of certain items it is possible that an extra item may be included on either end of the display range). + inline void IncludeItemByIndex(int item_index) { IncludeItemsByIndex(item_index, item_index + 1); } + IMGUI_API void IncludeItemsByIndex(int item_begin, int item_end); // item_end is exclusive e.g. use (42, 42+1) to make item 42 never clipped. #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] + inline void IncludeRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.9] + inline void ForceDisplayRangeByIndices(int item_begin, int item_end) { IncludeItemsByIndex(item_begin, item_end); } // [renamed in 1.89.6] + //inline ImGuiListClipper(int items_count, float items_height = -1.0f) { memset(this, 0, sizeof(*this)); ItemsCount = -1; Begin(items_count, items_height); } // [removed in 1.79] #endif }; +// Helpers: ImVec2/ImVec4 operators +// - It is important that we are keeping those disabled by default so they don't leak in user space. +// - This is in order to allow user enabling implicit cast operators between ImVec2/ImVec4 and their own types (using IM_VEC2_CLASS_EXTRA in imconfig.h) +// - You can use '#define IMGUI_DEFINE_MATH_OPERATORS' to import our operators, provided as a courtesy. +#ifdef IMGUI_DEFINE_MATH_OPERATORS +#define IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED +IM_MSVC_RUNTIME_CHECKS_OFF +static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } +static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } +static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } +static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } +static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } +static inline ImVec2 operator-(const ImVec2& lhs) { return ImVec2(-lhs.x, -lhs.y); } +static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } +static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } +static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } +static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } +static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } +static inline bool operator==(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y; } +static inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y; } +static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } +static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } +static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } +static inline bool operator==(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z && lhs.w == rhs.w; } +static inline bool operator!=(const ImVec4& lhs, const ImVec4& rhs) { return lhs.x != rhs.x || lhs.y != rhs.y || lhs.z != rhs.z || lhs.w != rhs.w; } +IM_MSVC_RUNTIME_CHECKS_RESTORE +#endif + // Helpers macros to generate 32-bit encoded colors +// User can declare their own format by #defining the 5 _SHIFT/_MASK macros in their imconfig file. +#ifndef IM_COL32_R_SHIFT #ifdef IMGUI_USE_BGRA_PACKED_COLOR #define IM_COL32_R_SHIFT 16 #define IM_COL32_G_SHIFT 8 @@ -2229,6 +2529,7 @@ struct ImGuiListClipper #define IM_COL32_A_SHIFT 24 #define IM_COL32_A_MASK 0xFF000000 #endif +#endif #define IM_COL32(R,G,B,A) (((ImU32)(A)<> IM_COL32_R_SHIFT) & 0xFF) * sc; Value.y = (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * sc; Value.z = (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * sc; Value.w = (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * sc; } - ImColor(float r, float g, float b, float a = 1.0f) { Value.x = r; Value.y = g; Value.z = b; Value.w = a; } - ImColor(const ImVec4& col) { Value = col; } + constexpr ImColor() { } + constexpr ImColor(float r, float g, float b, float a = 1.0f) : Value(r, g, b, a) { } + constexpr ImColor(const ImVec4& col) : Value(col) {} + constexpr ImColor(int r, int g, int b, int a = 255) : Value((float)r * (1.0f / 255.0f), (float)g * (1.0f / 255.0f), (float)b * (1.0f / 255.0f), (float)a* (1.0f / 255.0f)) {} + constexpr ImColor(ImU32 rgba) : Value((float)((rgba >> IM_COL32_R_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_G_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_B_SHIFT) & 0xFF) * (1.0f / 255.0f), (float)((rgba >> IM_COL32_A_SHIFT) & 0xFF) * (1.0f / 255.0f)) {} inline operator ImU32() const { return ImGui::ColorConvertFloat4ToU32(Value); } inline operator ImVec4() const { return Value; } @@ -2278,21 +2579,21 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // Special Draw callback value to request renderer backend to reset the graphics/render state. // The renderer backend needs to handle this special value, otherwise it will crash trying to call a function at this address. -// This is useful for example if you submitted callbacks which you know have altered the render state and you want it to be restored. -// It is not done by default because they are many perfectly useful way of altering render state for imgui contents (e.g. changing shader/blending settings before an Image call). -#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-1) +// This is useful, for example, if you submitted callbacks which you know have altered the render state and you want it to be restored. +// Render state is not reset by default because they are many perfectly useful way of altering render state (e.g. changing shader/blending settings before an Image call). +#define ImDrawCallback_ResetRenderState (ImDrawCallback)(-8) // Typically, 1 command = 1 GPU draw call (unless command is a callback) -// - VtxOffset/IdxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, -// those fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. -// Pre-1.71 backends will typically ignore the VtxOffset/IdxOffset fields. +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. // - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. - unsigned int IdxOffset; // 4 // Start offset in index buffer. Always equal to sum of ElemCount drawn so far. + unsigned int IdxOffset; // 4 // Start offset in index buffer. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. ImDrawCallback UserCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. void* UserCallbackData; // 4-8 // The draw callback code can access this. @@ -2314,7 +2615,7 @@ struct ImDrawVert #else // You can override the vertex format layout by defining IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT in imconfig.h // The code expect ImVec2 pos (8 bytes), ImVec2 uv (8 bytes), ImU32 col (4 bytes), but you can re-order them or add other fields as needed to simplify integration in your engine. -// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared a the time you'd want to set your type up. +// The type has to be described within the macro (you can either declare the struct or use a typedef). This is because ImVec2/ImU32 are likely not declared at the time you'd want to set your type up. // NOTE: IMGUI DOESN'T CLEAR THE STRUCTURE AND DOESN'T CALL A CONSTRUCTOR SO ANY CUSTOM FIELD WILL BE UNINITIALIZED. IF YOU ADD EXTRA FIELDS (SUCH AS A 'Z' COORDINATES) YOU WILL NEED TO CLEAR THEM DURING RENDER OR TO IGNORE THEM. IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; #endif @@ -2369,7 +2670,7 @@ enum ImDrawFlags_ ImDrawFlags_RoundCornersRight = ImDrawFlags_RoundCornersBottomRight | ImDrawFlags_RoundCornersTopRight, ImDrawFlags_RoundCornersAll = ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight | ImDrawFlags_RoundCornersBottomLeft | ImDrawFlags_RoundCornersBottomRight, ImDrawFlags_RoundCornersDefault_ = ImDrawFlags_RoundCornersAll, // Default to ALL corners if none of the _RoundCornersXX flags are specified. - ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone + ImDrawFlags_RoundCornersMask_ = ImDrawFlags_RoundCornersAll | ImDrawFlags_RoundCornersNone, }; // Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. @@ -2378,9 +2679,9 @@ enum ImDrawListFlags_ { ImDrawListFlags_None = 0, ImDrawListFlags_AntiAliasedLines = 1 << 0, // Enable anti-aliased lines/borders (*2 the number of triangles for 1.0f wide line or lines thin enough to be drawn using textures, otherwise *3 the number of triangles) - ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering. + ImDrawListFlags_AntiAliasedLinesUseTex = 1 << 1, // Enable anti-aliased lines/borders using textures when possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). ImDrawListFlags_AntiAliasedFill = 1 << 2, // Enable anti-aliased edge around filled shapes (rounded rectangles, circles). - ImDrawListFlags_AllowVtxOffset = 1 << 3 // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. + ImDrawListFlags_AllowVtxOffset = 1 << 3, // Can emit 'VtxOffset > 0' to allow large meshes. Set when 'ImGuiBackendFlags_RendererHasVtxOffset' is enabled. }; // Draw command list @@ -2402,7 +2703,7 @@ struct ImDrawList // [Internal, used while building lists] unsigned int _VtxCurrentIdx; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. - const ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + ImDrawListSharedData* _Data; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) const char* _OwnerName; // Pointer to owner window's name for debugging ImDrawVert* _VtxWritePtr; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) ImDrawIdx* _IdxWritePtr; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) @@ -2414,10 +2715,10 @@ struct ImDrawList float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData() or create and use your own ImDrawListSharedData (so you can use ImDrawList without ImGui) - ImDrawList(const ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } + ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); _Data = shared_data; } ~ImDrawList() { _ClearFreeMemory(); } - IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) + IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); IMGUI_API void PushTextureID(ImTextureID texture_id); @@ -2426,11 +2727,12 @@ struct ImDrawList inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. // In future versions we will use textures to provide cheaper and higher-quality circles. - // Use AddNgon() and AddNgonFilled() functions if you need to guaranteed a specific number of sides. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. IMGUI_API void AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness = 1.0f); IMGUI_API void AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f); // a: upper-left, b: lower-right (== upper-left + size) IMGUI_API void AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0); // a: upper-left, b: lower-right (== upper-left + size) @@ -2443,10 +2745,12 @@ struct ImDrawList IMGUI_API void AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments = 0); IMGUI_API void AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness = 1.0f); IMGUI_API void AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments); + IMGUI_API void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f); + IMGUI_API void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0); IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL); IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL); IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness); - IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order. + IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points) @@ -2459,13 +2763,15 @@ struct ImDrawList IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. inline void PathClear() { _Path.Size = 0; } inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); } inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); } - inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } // Note: Anti-aliased filling requires points to be in clockwise order. + inline void PathFillConvex(ImU32 col) { AddConvexPolyFilled(_Path.Data, _Path.Size, col); _Path.Size = 0; } inline void PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, flags, thickness); _Path.Size = 0; } IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 0); IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle + IMGUI_API void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0); // Ellipse IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points) IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points) IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawFlags flags = 0); @@ -2478,7 +2784,7 @@ struct ImDrawList // Advanced: Channels // - Use to split render into layers. By switching channels to can render out-of-order (e.g. submit FG primitives before BG primitives) // - Use to minimize draw calls (e.g. if going back-and-forth between multiple clipping rectangles, prefer to append into separate channels then merge at the end) - // - FIXME-OBSOLETE: This API shouldn't have been in ImDrawList in the first place! + // - This API shouldn't have been in ImDrawList in the first place! // Prefer using your own persistent instance of ImDrawListSplitter as you can stack them. // Using the ImDrawList::ChannelsXXXX you cannot stack a split over another. inline void ChannelsSplit(int count) { _Splitter.Split(this, count); } @@ -2497,10 +2803,9 @@ struct ImDrawList inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; } inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } - inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } -#endif + // Obsolete names + //inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); } // OBSOLETED in 1.80 (Jan 2021) + //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) // [Internal helpers] IMGUI_API void _ResetForNewFrame(); @@ -2520,18 +2825,20 @@ struct ImDrawList // as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) struct ImDrawData { - bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - int CmdListsCount; // Number of ImDrawList* to render - int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size - int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size - ImDrawList** CmdLists; // Array of ImDrawList* to render. The ImDrawList are owned by ImGuiContext and only pointed to from here. - ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) - ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) - ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. + int CmdListsCount; // Number of ImDrawList* to render (should always be == CmdLists.size) + int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size + int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size + ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). // Functions ImDrawData() { Clear(); } - void Clear() { memset(this, 0, sizeof(*this)); } // The ImDrawList are owned by ImGuiContext! + IMGUI_API void Clear(); + IMGUI_API void AddDrawList(ImDrawList* draw_list); // Helper to add an external draw list into an existing ImDrawData. IMGUI_API void DeIndexAllBuffers(); // Helper to convert all buffers from indexed to non-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; @@ -2547,17 +2854,18 @@ struct ImFontConfig bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleH; // 2 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. - const ImWchar* GlyphRanges; // NULL // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. + const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. - float RasterizerMultiply; // 1.0f // Brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. + float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display. IMPORTANT: If you increase this it is expected that you increase font scale accordingly, otherwise quality may look lowered. ImWchar EllipsisChar; // -1 // Explicitly specify unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] @@ -2614,7 +2922,7 @@ enum ImFontAtlasFlags_ ImFontAtlasFlags_None = 0, ImFontAtlasFlags_NoPowerOfTwoHeight = 1 << 0, // Don't round the height to next power of two ImFontAtlasFlags_NoMouseCursors = 1 << 1, // Don't build software mouse cursors into the atlas (save a little texture memory) - ImFontAtlasFlags_NoBakedLines = 1 << 2 // Don't build thick line textures into the atlas (save a little texture memory). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). + ImFontAtlasFlags_NoBakedLines = 1 << 2, // Don't build thick line textures into the atlas (save a little texture memory, allow support for point/nearest filtering). The AntiAliasedLinesUseTex features uses them, otherwise they will be rendered using polygons (more expensive for CPU/GPU). }; // Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: @@ -2633,7 +2941,7 @@ enum ImFontAtlasFlags_ // - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. // You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, // - Even though many functions are suffixed with "TTF", OTF data is supported just as well. -// - This is an old API and it is currently awkward for those and and various other reasons! We will address them in the future! +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! struct ImFontAtlas { IMGUI_API ImFontAtlas(); @@ -2641,8 +2949,8 @@ struct ImFontAtlas IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); - IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. - IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. + IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. + IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. IMGUI_API ImFont* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. @@ -2657,7 +2965,7 @@ struct ImFontAtlas IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't built texture but effectively we should check TexID != 0 except that would be backend dependent... + bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... void SetTexID(ImTextureID id) { TexID = id; } //------------------------------------------- @@ -2665,9 +2973,11 @@ struct ImFontAtlas //------------------------------------------- // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) - // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs IMGUI_API const ImWchar* GetGlyphRangesChineseFull(); // Default + Half-Width + Japanese Hiragana/Katakana + full set of about 21000 CJK Unified Ideographs @@ -2702,8 +3012,9 @@ struct ImFontAtlas ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. - int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0. + int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. + void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). // [Internal] // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. @@ -2728,10 +3039,9 @@ struct ImFontAtlas int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + // [Obsolete] + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ -#endif }; // Font runtime data and rendering @@ -2753,8 +3063,10 @@ struct ImFont const ImFontConfig* ConfigData; // 4-8 // in // // Pointer within ContainerAtlas->ConfigData short ConfigDataCount; // 2 // in // ~ 1 // Number of ImFontConfig involved in creating this font. Bigger than 1 when merging multiple font sources into one ImFont. ImWchar FallbackChar; // 2 // out // = FFFD/'?' // Character used if a glyph isn't found. - ImWchar EllipsisChar; // 2 // out // = '...' // Character used for ellipsis rendering. - ImWchar DotChar; // 2 // out // = '.' // Character used for ellipsis rendering (if a single '...' character isn't found) + ImWchar EllipsisChar; // 2 // out // = '...'/'.'// Character used for ellipsis rendering. + short EllipsisCharCount; // 1 // out // 1 or 3 + float EllipsisWidth; // 4 // out // Width + float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 bool DirtyLookupTables; // 1 // out // float Scale; // 4 // in // = 1.f // Base font scale, multiplied by the per-window font scale which you can adjust with SetWindowFontScale() float Ascent, Descent; // 4+4 // out // // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] @@ -2774,8 +3086,8 @@ struct ImFont // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; - IMGUI_API void RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const; - IMGUI_API void RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; + IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const; + IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false) const; // [Internal] Don't use! IMGUI_API void BuildLookupTable(); @@ -2797,7 +3109,7 @@ enum ImGuiViewportFlags_ ImGuiViewportFlags_None = 0, ImGuiViewportFlags_IsPlatformWindow = 1 << 0, // Represent a Platform Window ImGuiViewportFlags_IsPlatformMonitor = 1 << 1, // Represent a Platform Monitor (unused yet) - ImGuiViewportFlags_OwnedByApp = 1 << 2 // Platform Window: is created/managed by the application (rather than a dear imgui backend) + ImGuiViewportFlags_OwnedByApp = 1 << 2, // Platform Window: is created/managed by the application (rather than a dear imgui backend) }; // - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. @@ -2815,6 +3127,9 @@ struct ImGuiViewport ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + // Platform/Backend Dependent Data + void* PlatformHandleRaw; // void* to hold lower-level, platform-native window handle (under Win32 this is expected to be a HWND, unused for other platforms) + ImGuiViewport() { memset(this, 0, sizeof(*this)); } // Helpers @@ -2822,80 +3137,147 @@ struct ImGuiViewport ImVec2 GetWorkCenter() const { return ImVec2(WorkPos.x + WorkSize.x * 0.5f, WorkPos.y + WorkSize.y * 0.5f); } }; +//----------------------------------------------------------------------------- +// [SECTION] Platform Dependent Interfaces +//----------------------------------------------------------------------------- + +// (Optional) Support for IME (Input Method Editor) via the io.SetPlatformImeDataFn() function. +struct ImGuiPlatformImeData +{ + bool WantVisible; // A widget wants the IME to be visible + ImVec2 InputPos; // Position of the input cursor + float InputLineHeight; // Line height + + ImGuiPlatformImeData() { memset(this, 0, sizeof(*this)); } +}; + //----------------------------------------------------------------------------- // [SECTION] Obsolete functions and types // (Will be removed! Read 'API BREAKING CHANGES' section in imgui.cpp for details) // Please keep your copy of dear imgui up to date! Occasionally set '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in imconfig.h to stay ahead. //----------------------------------------------------------------------------- +namespace ImGui +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IMGUI_API ImGuiKey GetKeyIndex(ImGuiKey key); // map ImGuiKey_* values into legacy native key index. == io.KeyMap[key] +#else + static inline ImGuiKey GetKeyIndex(ImGuiKey key) { IM_ASSERT(key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END && "ImGuiKey and native_index was merged together and native_index is disabled by IMGUI_DISABLE_OBSOLETE_KEYIO. Please switch to ImGuiKey."); return key; } +#endif +} + #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { - // OBSOLETED in 1.86 (from November 2021) - IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Calculate coarse clipping for large list of evenly sized items. Prefer using ImGuiListClipper. - // OBSOLETED in 1.85 (from August 2021) - static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } - // OBSOLETED in 1.81 (from February 2021) - IMGUI_API bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1); // Helper to calculate size from items_count and height_in_items - static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } - static inline void ListBoxFooter() { EndListBox(); } - // OBSOLETED in 1.79 (from August 2020) - static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! - // OBSOLETED in 1.78 (from June 2020) - // Old drag/sliders functions that took a 'float power = 1.0' argument instead of flags. - // For shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`. - IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power); - static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } - static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } - IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power); - IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power); - static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } - static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } - static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } - static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } - // OBSOLETED in 1.77 (from June 2020) - static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } - // OBSOLETED in 1.72 (from April 2019) - static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } - // OBSOLETED in 1.71 (from June 2019) - static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } - // OBSOLETED in 1.70 (from May 2019) - static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } + // OBSOLETED in 1.90.0 (from September 2023) + static inline bool BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags window_flags = 0) { return BeginChild(id, size, ImGuiChildFlags_FrameStyle, window_flags); } + static inline void EndChildFrame() { EndChild(); } + //static inline bool BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags){ return BeginChild(str_id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border + //static inline bool BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags window_flags) { return BeginChild(id, size_arg, border ? ImGuiChildFlags_Border : ImGuiChildFlags_None, window_flags); } // Unnecessary as true == ImGuiChildFlags_Border + static inline void ShowStackToolWindow(bool* p_open = NULL) { ShowIDStackToolWindow(p_open); } + IMGUI_API bool ListBox(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int height_in_items = -1); + IMGUI_API bool Combo(const char* label, int* current_item, bool (*old_callback)(void* user_data, int idx, const char** out_text), void* user_data, int items_count, int popup_max_height_in_items = -1); + // OBSOLETED in 1.89.7 (from June 2023) + IMGUI_API void SetItemAllowOverlap(); // Use SetNextItemAllowOverlap() before item. + // OBSOLETED in 1.89.4 (from March 2023) + static inline void PushAllowKeyboardFocus(bool tab_stop) { PushTabStop(tab_stop); } + static inline void PopAllowKeyboardFocus() { PopTabStop(); } + // OBSOLETED in 1.89 (from August 2022) + IMGUI_API bool ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), int frame_padding = -1, const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Use new ImageButton() signature (explicit item id, regular FramePadding) + // OBSOLETED in 1.88 (from May 2022) + static inline void CaptureKeyboardFromApp(bool want_capture_keyboard = true) { SetNextFrameWantCaptureKeyboard(want_capture_keyboard); } // Renamed as name was misleading + removed default value. + static inline void CaptureMouseFromApp(bool want_capture_mouse = true) { SetNextFrameWantCaptureMouse(want_capture_mouse); } // Renamed as name was misleading + removed default value. // Some of the older obsolete names along with their replacement (commented out so they are not reported in IDE) - //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) - //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) - //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) - //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) - //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) - //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) - //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //-- OBSOLETED in 1.86 (from November 2021) + //IMGUI_API void CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end); // Code removed, see 1.90 for last version of the code. Calculate range of visible items for large list of evenly sized items. Prefer using ImGuiListClipper. + //-- OBSOLETED in 1.85 (from August 2021) + //static inline float GetWindowContentRegionWidth() { return GetWindowContentRegionMax().x - GetWindowContentRegionMin().x; } + //-- OBSOLETED in 1.81 (from February 2021) + //static inline bool ListBoxHeader(const char* label, const ImVec2& size = ImVec2(0, 0)) { return BeginListBox(label, size); } + //static inline bool ListBoxHeader(const char* label, int items_count, int height_in_items = -1) { float height = GetTextLineHeightWithSpacing() * ((height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f) + GetStyle().FramePadding.y * 2.0f; return BeginListBox(label, ImVec2(0.0f, height)); } // Helper to calculate size from items_count and height_in_items + //static inline void ListBoxFooter() { EndListBox(); } + //-- OBSOLETED in 1.79 (from August 2020) + //static inline void OpenPopupContextItem(const char* str_id = NULL, ImGuiMouseButton mb = 1) { OpenPopupOnItemClick(str_id, mb); } // Bool return value removed. Use IsWindowAppearing() in BeginPopup() instead. Renamed in 1.77, renamed back in 1.79. Sorry! + //-- OBSOLETED in 1.78 (from June 2020): Old drag/sliders functions that took a 'float power > 1.0f' argument instead of ImGuiSliderFlags_Logarithmic. See github.com/ocornut/imgui/issues/3361 for details. + //IMGUI_API bool DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f) // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //IMGUI_API bool SliderScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, const void* p_min, const void* p_max, const char* format, float power = 1.0f); // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat(const char* label, float* v, float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalar(label, ImGuiDataType_Float, v, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat2(const char* label, float v[2], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 2, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat3(const char* label, float v[3], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 3, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool DragFloat4(const char* label, float v[4], float v_speed, float v_min, float v_max, const char* format, float power = 1.0f) { return DragScalarN(label, ImGuiDataType_Float, v, 4, v_speed, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalar(label, ImGuiDataType_Float, v, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 2, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat3(const char* label, float v[3], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 3, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //static inline bool SliderFloat4(const char* label, float v[4], float v_min, float v_max, const char* format, float power = 1.0f) { return SliderScalarN(label, ImGuiDataType_Float, v, 4, &v_min, &v_max, format, power); } // OBSOLETED in 1.78 (from June 2020) + //-- OBSOLETED in 1.77 and before + //static inline bool BeginPopupContextWindow(const char* str_id, ImGuiMouseButton mb, bool over_items) { return BeginPopupContextWindow(str_id, mb | (over_items ? 0 : ImGuiPopupFlags_NoOpenOverItems)); } // OBSOLETED in 1.77 (from June 2020) + //static inline void TreeAdvanceToLabelPos() { SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()); } // OBSOLETED in 1.72 (from July 2019) + //static inline void SetNextTreeNodeOpen(bool open, ImGuiCond cond = 0) { SetNextItemOpen(open, cond); } // OBSOLETED in 1.71 (from June 2019) + //static inline float GetContentRegionAvailWidth() { return GetContentRegionAvail().x; } // OBSOLETED in 1.70 (from May 2019) + //static inline ImDrawList* GetOverlayDrawList() { return GetForegroundDrawList(); } // OBSOLETED in 1.69 (from Mar 2019) + //static inline void SetScrollHere(float ratio = 0.5f) { SetScrollHereY(ratio); } // OBSOLETED in 1.66 (from Nov 2018) + //static inline bool IsItemDeactivatedAfterChange() { return IsItemDeactivatedAfterEdit(); } // OBSOLETED in 1.63 (from Aug 2018) + //-- OBSOLETED in 1.60 and before + //static inline bool IsAnyWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_AnyWindow); } // OBSOLETED in 1.60 (from Apr 2018) + //static inline bool IsAnyWindowHovered() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.60 (between Dec 2017 and Apr 2018) + //static inline void ShowTestWindow() { return ShowDemoWindow(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootWindow); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline bool IsRootWindowOrAnyChildFocused() { return IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline void SetNextWindowContentWidth(float w) { SetNextWindowContentSize(ImVec2(w, 0.0f)); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //static inline float GetItemsLineHeightWithSpacing() { return GetFrameHeightWithSpacing(); } // OBSOLETED in 1.53 (between Oct 2017 and Dec 2017) + //IMGUI_API bool Begin(char* name, bool* p_open, ImVec2 size_first_use, float bg_alpha = -1.0f, ImGuiWindowFlags flags=0); // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017): Equivalent of using SetNextWindowSize(size, ImGuiCond_FirstUseEver) and SetNextWindowBgAlpha(). + //static inline bool IsRootWindowOrAnyChildHovered() { return IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void AlignFirstTextHeightToWidgets() { AlignTextToFramePadding(); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline void SetNextWindowPosCenter(ImGuiCond c=0) { SetNextWindowPos(GetMainViewport()->GetCenter(), c, ImVec2(0.5f,0.5f)); } // OBSOLETED in 1.52 (between Aug 2017 and Oct 2017) + //static inline bool IsItemHoveredRect() { return IsItemHovered(ImGuiHoveredFlags_RectOnly); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsPosHoveringAnyWindow(const ImVec2&) { IM_ASSERT(0); return false; } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017): This was misleading and partly broken. You probably want to use the io.WantCaptureMouse flag instead. + //static inline bool IsMouseHoveringAnyWindow() { return IsWindowHovered(ImGuiHoveredFlags_AnyWindow); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //static inline bool IsMouseHoveringWindow() { return IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem); } // OBSOLETED in 1.51 (between Jun 2017 and Aug 2017) + //-- OBSOLETED in 1.50 and before + //static inline bool CollapsingHeader(char* label, const char* str_id, bool framed = true, bool default_open = false) { return CollapsingHeader(label, (default_open ? (1 << 5) : 0)); } // OBSOLETED in 1.49 + //static inline ImFont*GetWindowFont() { return GetFont(); } // OBSOLETED in 1.48 + //static inline float GetWindowFontSize() { return GetFontSize(); } // OBSOLETED in 1.48 + //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 } -// OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() -typedef ImDrawFlags ImDrawCornerFlags; -enum ImDrawCornerFlags_ -{ - ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit - ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). - ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. - ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. - ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. - ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 - ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, - ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, - ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, - ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight -}; +//-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() +//typedef ImDrawFlags ImDrawCornerFlags; +//enum ImDrawCornerFlags_ +//{ +// ImDrawCornerFlags_None = ImDrawFlags_RoundCornersNone, // Was == 0 prior to 1.82, this is now == ImDrawFlags_RoundCornersNone which is != 0 and not implicit +// ImDrawCornerFlags_TopLeft = ImDrawFlags_RoundCornersTopLeft, // Was == 0x01 (1 << 0) prior to 1.82. Order matches ImDrawFlags_NoRoundCorner* flag (we exploit this internally). +// ImDrawCornerFlags_TopRight = ImDrawFlags_RoundCornersTopRight, // Was == 0x02 (1 << 1) prior to 1.82. +// ImDrawCornerFlags_BotLeft = ImDrawFlags_RoundCornersBottomLeft, // Was == 0x04 (1 << 2) prior to 1.82. +// ImDrawCornerFlags_BotRight = ImDrawFlags_RoundCornersBottomRight, // Was == 0x08 (1 << 3) prior to 1.82. +// ImDrawCornerFlags_All = ImDrawFlags_RoundCornersAll, // Was == 0x0F prior to 1.82 +// ImDrawCornerFlags_Top = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_TopRight, +// ImDrawCornerFlags_Bot = ImDrawCornerFlags_BotLeft | ImDrawCornerFlags_BotRight, +// ImDrawCornerFlags_Left = ImDrawCornerFlags_TopLeft | ImDrawCornerFlags_BotLeft, +// ImDrawCornerFlags_Right = ImDrawCornerFlags_TopRight | ImDrawCornerFlags_BotRight, +//}; + +// RENAMED and MERGED both ImGuiKey_ModXXX and ImGuiModFlags_XXX into ImGuiMod_XXX (from September 2022) +// RENAMED ImGuiKeyModFlags -> ImGuiModFlags in 1.88 (from April 2022). Exceptionally commented out ahead of obscolescence schedule to reduce confusion and because they were not meant to be used in the first place. +typedef ImGuiKeyChord ImGuiModFlags; // == int. We generally use ImGuiKeyChord to mean "a ImGuiKey or-ed with any number of ImGuiMod_XXX value", but you may store only mods in there. +enum ImGuiModFlags_ { ImGuiModFlags_None = 0, ImGuiModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiModFlags_Shift = ImGuiMod_Shift, ImGuiModFlags_Alt = ImGuiMod_Alt, ImGuiModFlags_Super = ImGuiMod_Super }; +//typedef ImGuiKeyChord ImGuiKeyModFlags; // == int +//enum ImGuiKeyModFlags_ { ImGuiKeyModFlags_None = 0, ImGuiKeyModFlags_Ctrl = ImGuiMod_Ctrl, ImGuiKeyModFlags_Shift = ImGuiMod_Shift, ImGuiKeyModFlags_Alt = ImGuiMod_Alt, ImGuiKeyModFlags_Super = ImGuiMod_Super }; + +#define IM_OFFSETOF(_TYPE,_MEMBER) offsetof(_TYPE, _MEMBER) // OBSOLETED IN 1.90 (now using C++11 standard version) #endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// RENAMED IMGUI_DISABLE_METRICS_WINDOW > IMGUI_DISABLE_DEBUG_TOOLS in 1.88 (from June 2022) +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(IMGUI_DISABLE_DEBUG_TOOLS) +#define IMGUI_DISABLE_DEBUG_TOOLS +#endif +#if defined(IMGUI_DISABLE_METRICS_WINDOW) && defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) +#error IMGUI_DISABLE_METRICS_WINDOW was renamed to IMGUI_DISABLE_DEBUG_TOOLS, please use new name. +#endif + //----------------------------------------------------------------------------- #if defined(__clang__) @@ -2908,9 +3290,14 @@ enum ImDrawCornerFlags_ #pragma warning (pop) #endif -// Include imgui_user.h at the end of imgui.h (convenient for user to only explicitly include vanilla imgui.h) +// Include imgui_user.h at the end of imgui.h +// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included. #ifdef IMGUI_INCLUDE_IMGUI_USER_H +#ifdef IMGUI_USER_H_FILENAME +#include IMGUI_USER_H_FILENAME +#else #include "imgui_user.h" #endif +#endif #endif // #ifndef IMGUI_DISABLE diff --git a/include/imgui/imgui_impl_glfw.h b/include/imgui/imgui_impl_glfw.h index 5e1fb06..6a9acd0 100644 --- a/include/imgui/imgui_impl_glfw.h +++ b/include/imgui/imgui_impl_glfw.h @@ -4,21 +4,22 @@ // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. -// [x] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: 3 cursors types are missing from GLFW. -// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). +// [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs - -// About GLSL version: -// The 'glsl_version' initialization parameter defaults to "#version 150" if NULL. -// Only override if your GL version doesn't handle this GLSL version. Keep NULL if unsure! +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE struct GLFWwindow; struct GLFWmonitor; @@ -29,13 +30,29 @@ IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool ins IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); -// GLFW callbacks -// - When calling Init with 'install_callbacks=true': GLFW callbacks will be installed for you. They will call user's previously installed callbacks, if any. -// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call those function yourself from your own GLFW callbacks. -IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); -IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); +// Emscripten related initialization phase methods +#ifdef __EMSCRIPTEN__ +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector); +#endif + +// GLFW callbacks install +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GFLW callbacks options: +// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) +IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); + +// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); + +#endif // #ifndef IMGUI_DISABLE diff --git a/include/imgui/imgui_impl_opengl3.h b/include/imgui/imgui_impl_opengl3.h index 98c9aca..23eb924 100644 --- a/include/imgui/imgui_impl_opengl3.h +++ b/include/imgui/imgui_impl_opengl3.h @@ -5,23 +5,32 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. +// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // About GLSL version: -// The 'glsl_version' initialization parameter should be NULL (default) or a "#version XXX" string. +// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. // On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" // Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. #pragma once #include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE // Backend API -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = NULL); +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); @@ -46,10 +55,12 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); #endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) #define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" -#elif defined(__EMSCRIPTEN__) +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) #define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" #else // Otherwise imgui_impl_opengl3_loader.h will be used. #endif #endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/include/imgui/imgui_impl_opengl3_loader.h b/include/imgui/imgui_impl_opengl3_loader.h index 8452301..4019f93 100644 --- a/include/imgui/imgui_impl_opengl3_loader.h +++ b/include/imgui/imgui_impl_opengl3_loader.h @@ -9,6 +9,14 @@ // YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. // THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. // +// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): +// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCUDING 'imgui_impl_opengl3_loader.h' +// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. +// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) +// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. +// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp +// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. +// // Regenerate with: // python gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt // @@ -110,7 +118,7 @@ extern "C" { ** included as . ** ** glcorearb.h includes only APIs in the latest OpenGL core profile -** implementation together with APIs in newer ARB extensions which +** implementation together with APIs in newer ARB extensions which ** can be supported by the core profile. It does not, and never will ** include functionality removed from the core profile, such as ** fixed-function vertex and fragment processing. @@ -146,6 +154,8 @@ typedef khronos_uint8_t GLubyte; #define GL_ONE 1 #define GL_SRC_ALPHA 0x0302 #define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 #define GL_FRONT_AND_BACK 0x0408 #define GL_POLYGON_MODE 0x0B40 #define GL_CULL_FACE 0x0B44 @@ -164,6 +174,8 @@ typedef khronos_uint8_t GLubyte; #define GL_FLOAT 0x1406 #define GL_RGBA 0x1908 #define GL_FILL 0x1B02 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 #define GL_VERSION 0x1F02 #define GL_EXTENSIONS 0x1F03 #define GL_LINEAR 0x2601 @@ -177,6 +189,7 @@ typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); @@ -193,6 +206,7 @@ GLAPI void APIENTRY glClear (GLbitfield mask); GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); GLAPI void APIENTRY glDisable (GLenum cap); GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFlush (void); GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); GLAPI GLenum APIENTRY glGetError (void); @@ -244,7 +258,10 @@ typedef khronos_intptr_t GLintptr; #define GL_ARRAY_BUFFER 0x8892 #define GL_ELEMENT_ARRAY_BUFFER 0x8893 #define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 #define GL_STREAM_DRAW 0x88E0 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); @@ -264,7 +281,13 @@ typedef khronos_int16_t GLshort; typedef khronos_int8_t GLbyte; typedef khronos_uint16_t GLushort; #define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_COMPILE_STATUS 0x8B81 @@ -280,6 +303,7 @@ typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); @@ -287,6 +311,9 @@ typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei buf typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); @@ -302,6 +329,7 @@ GLAPI GLuint APIENTRY glCreateShader (GLenum type); GLAPI void APIENTRY glDeleteProgram (GLuint program); GLAPI void APIENTRY glDeleteShader (GLuint shader); GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); @@ -309,6 +337,9 @@ GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsize GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgram (GLuint program); GLAPI void APIENTRY glLinkProgram (GLuint program); GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); GLAPI void APIENTRY glUseProgram (GLuint program); @@ -346,6 +377,8 @@ GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); typedef struct __GLsync *GLsync; typedef khronos_uint64_t GLuint64; typedef khronos_int64_t GLint64; +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_CONTEXT_PROFILE_MASK 0x9126 typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); #ifdef GL_GLEXT_PROTOTYPES @@ -436,123 +469,133 @@ GL3W_API int imgl3wIsSupported(int major, int minor); GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); /* gl3w internal state */ -union GL3WProcs { - GL3WglProc ptr[53]; +union ImGL3WProcs { + GL3WglProc ptr[59]; struct { - PFNGLACTIVETEXTUREPROC ActiveTexture; - PFNGLATTACHSHADERPROC AttachShader; - PFNGLBINDBUFFERPROC BindBuffer; - PFNGLBINDSAMPLERPROC BindSampler; - PFNGLBINDTEXTUREPROC BindTexture; - PFNGLBINDVERTEXARRAYPROC BindVertexArray; - PFNGLBLENDEQUATIONPROC BlendEquation; - PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; - PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; - PFNGLBUFFERDATAPROC BufferData; - PFNGLBUFFERSUBDATAPROC BufferSubData; - PFNGLCLEARPROC Clear; - PFNGLCLEARCOLORPROC ClearColor; - PFNGLCOMPILESHADERPROC CompileShader; - PFNGLCREATEPROGRAMPROC CreateProgram; - PFNGLCREATESHADERPROC CreateShader; - PFNGLDELETEBUFFERSPROC DeleteBuffers; - PFNGLDELETEPROGRAMPROC DeleteProgram; - PFNGLDELETESHADERPROC DeleteShader; - PFNGLDELETETEXTURESPROC DeleteTextures; - PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; - PFNGLDETACHSHADERPROC DetachShader; - PFNGLDISABLEPROC Disable; - PFNGLDRAWELEMENTSPROC DrawElements; - PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; - PFNGLENABLEPROC Enable; - PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; - PFNGLGENBUFFERSPROC GenBuffers; - PFNGLGENTEXTURESPROC GenTextures; - PFNGLGENVERTEXARRAYSPROC GenVertexArrays; - PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; - PFNGLGETERRORPROC GetError; - PFNGLGETINTEGERVPROC GetIntegerv; - PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; - PFNGLGETPROGRAMIVPROC GetProgramiv; - PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; - PFNGLGETSHADERIVPROC GetShaderiv; - PFNGLGETSTRINGPROC GetString; - PFNGLGETSTRINGIPROC GetStringi; - PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; - PFNGLISENABLEDPROC IsEnabled; - PFNGLLINKPROGRAMPROC LinkProgram; - PFNGLPIXELSTOREIPROC PixelStorei; - PFNGLPOLYGONMODEPROC PolygonMode; - PFNGLREADPIXELSPROC ReadPixels; - PFNGLSCISSORPROC Scissor; - PFNGLSHADERSOURCEPROC ShaderSource; - PFNGLTEXIMAGE2DPROC TexImage2D; - PFNGLTEXPARAMETERIPROC TexParameteri; - PFNGLUNIFORM1IPROC Uniform1i; - PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; - PFNGLUSEPROGRAMPROC UseProgram; - PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; - PFNGLVIEWPORTPROC Viewport; + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLATTACHSHADERPROC AttachShader; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBINDSAMPLERPROC BindSampler; + PFNGLBINDTEXTUREPROC BindTexture; + PFNGLBINDVERTEXARRAYPROC BindVertexArray; + PFNGLBLENDEQUATIONPROC BlendEquation; + PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; + PFNGLBUFFERDATAPROC BufferData; + PFNGLBUFFERSUBDATAPROC BufferSubData; + PFNGLCLEARPROC Clear; + PFNGLCLEARCOLORPROC ClearColor; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLCREATESHADERPROC CreateShader; + PFNGLDELETEBUFFERSPROC DeleteBuffers; + PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESHADERPROC DeleteShader; + PFNGLDELETETEXTURESPROC DeleteTextures; + PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; + PFNGLDETACHSHADERPROC DetachShader; + PFNGLDISABLEPROC Disable; + PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; + PFNGLDRAWELEMENTSPROC DrawElements; + PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; + PFNGLENABLEPROC Enable; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + PFNGLFLUSHPROC Flush; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENTEXTURESPROC GenTextures; + PFNGLGENVERTEXARRAYSPROC GenVertexArrays; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLGETERRORPROC GetError; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSTRINGPROC GetString; + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; + PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; + PFNGLISENABLEDPROC IsEnabled; + PFNGLISPROGRAMPROC IsProgram; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLPIXELSTOREIPROC PixelStorei; + PFNGLPOLYGONMODEPROC PolygonMode; + PFNGLREADPIXELSPROC ReadPixels; + PFNGLSCISSORPROC Scissor; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLTEXIMAGE2DPROC TexImage2D; + PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLVIEWPORTPROC Viewport; } gl; }; -GL3W_API extern union GL3WProcs imgl3wProcs; +GL3W_API extern union ImGL3WProcs imgl3wProcs; /* OpenGL functions */ -#define glActiveTexture imgl3wProcs.gl.ActiveTexture -#define glAttachShader imgl3wProcs.gl.AttachShader -#define glBindBuffer imgl3wProcs.gl.BindBuffer -#define glBindSampler imgl3wProcs.gl.BindSampler -#define glBindTexture imgl3wProcs.gl.BindTexture -#define glBindVertexArray imgl3wProcs.gl.BindVertexArray -#define glBlendEquation imgl3wProcs.gl.BlendEquation -#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate -#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate -#define glBufferData imgl3wProcs.gl.BufferData -#define glBufferSubData imgl3wProcs.gl.BufferSubData -#define glClear imgl3wProcs.gl.Clear -#define glClearColor imgl3wProcs.gl.ClearColor -#define glCompileShader imgl3wProcs.gl.CompileShader -#define glCreateProgram imgl3wProcs.gl.CreateProgram -#define glCreateShader imgl3wProcs.gl.CreateShader -#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers -#define glDeleteProgram imgl3wProcs.gl.DeleteProgram -#define glDeleteShader imgl3wProcs.gl.DeleteShader -#define glDeleteTextures imgl3wProcs.gl.DeleteTextures -#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays -#define glDetachShader imgl3wProcs.gl.DetachShader -#define glDisable imgl3wProcs.gl.Disable -#define glDrawElements imgl3wProcs.gl.DrawElements -#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex -#define glEnable imgl3wProcs.gl.Enable -#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray -#define glGenBuffers imgl3wProcs.gl.GenBuffers -#define glGenTextures imgl3wProcs.gl.GenTextures -#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays -#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation -#define glGetError imgl3wProcs.gl.GetError -#define glGetIntegerv imgl3wProcs.gl.GetIntegerv -#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog -#define glGetProgramiv imgl3wProcs.gl.GetProgramiv -#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog -#define glGetShaderiv imgl3wProcs.gl.GetShaderiv -#define glGetString imgl3wProcs.gl.GetString -#define glGetStringi imgl3wProcs.gl.GetStringi -#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation -#define glIsEnabled imgl3wProcs.gl.IsEnabled -#define glLinkProgram imgl3wProcs.gl.LinkProgram -#define glPixelStorei imgl3wProcs.gl.PixelStorei -#define glPolygonMode imgl3wProcs.gl.PolygonMode -#define glReadPixels imgl3wProcs.gl.ReadPixels -#define glScissor imgl3wProcs.gl.Scissor -#define glShaderSource imgl3wProcs.gl.ShaderSource -#define glTexImage2D imgl3wProcs.gl.TexImage2D -#define glTexParameteri imgl3wProcs.gl.TexParameteri -#define glUniform1i imgl3wProcs.gl.Uniform1i -#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv -#define glUseProgram imgl3wProcs.gl.UseProgram -#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer -#define glViewport imgl3wProcs.gl.Viewport +#define glActiveTexture imgl3wProcs.gl.ActiveTexture +#define glAttachShader imgl3wProcs.gl.AttachShader +#define glBindBuffer imgl3wProcs.gl.BindBuffer +#define glBindSampler imgl3wProcs.gl.BindSampler +#define glBindTexture imgl3wProcs.gl.BindTexture +#define glBindVertexArray imgl3wProcs.gl.BindVertexArray +#define glBlendEquation imgl3wProcs.gl.BlendEquation +#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate +#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate +#define glBufferData imgl3wProcs.gl.BufferData +#define glBufferSubData imgl3wProcs.gl.BufferSubData +#define glClear imgl3wProcs.gl.Clear +#define glClearColor imgl3wProcs.gl.ClearColor +#define glCompileShader imgl3wProcs.gl.CompileShader +#define glCreateProgram imgl3wProcs.gl.CreateProgram +#define glCreateShader imgl3wProcs.gl.CreateShader +#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers +#define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteShader imgl3wProcs.gl.DeleteShader +#define glDeleteTextures imgl3wProcs.gl.DeleteTextures +#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays +#define glDetachShader imgl3wProcs.gl.DetachShader +#define glDisable imgl3wProcs.gl.Disable +#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray +#define glDrawElements imgl3wProcs.gl.DrawElements +#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex +#define glEnable imgl3wProcs.gl.Enable +#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray +#define glFlush imgl3wProcs.gl.Flush +#define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenTextures imgl3wProcs.gl.GenTextures +#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays +#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation +#define glGetError imgl3wProcs.gl.GetError +#define glGetIntegerv imgl3wProcs.gl.GetIntegerv +#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog +#define glGetProgramiv imgl3wProcs.gl.GetProgramiv +#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog +#define glGetShaderiv imgl3wProcs.gl.GetShaderiv +#define glGetString imgl3wProcs.gl.GetString +#define glGetStringi imgl3wProcs.gl.GetStringi +#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation +#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv +#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv +#define glIsEnabled imgl3wProcs.gl.IsEnabled +#define glIsProgram imgl3wProcs.gl.IsProgram +#define glLinkProgram imgl3wProcs.gl.LinkProgram +#define glPixelStorei imgl3wProcs.gl.PixelStorei +#define glPolygonMode imgl3wProcs.gl.PolygonMode +#define glReadPixels imgl3wProcs.gl.ReadPixels +#define glScissor imgl3wProcs.gl.Scissor +#define glShaderSource imgl3wProcs.gl.ShaderSource +#define glTexImage2D imgl3wProcs.gl.TexImage2D +#define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glUniform1i imgl3wProcs.gl.Uniform1i +#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv +#define glUseProgram imgl3wProcs.gl.UseProgram +#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer +#define glViewport imgl3wProcs.gl.Viewport #ifdef __cplusplus } @@ -567,7 +610,7 @@ extern "C" { #include -#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) +#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) #if defined(_WIN32) #ifndef WIN32_LEAN_AND_MEAN @@ -625,7 +668,12 @@ static GL3WglProc (*glx_get_proc_address)(const GLubyte *); static int open_libgl(void) { - libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 + libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL); if (!libgl) return GL3W_ERROR_LIBRARY_OPEN; *(void **)(&glx_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); @@ -652,7 +700,13 @@ static int parse_version(void) return GL3W_ERROR_INIT; glGetIntegerv(GL_MAJOR_VERSION, &version.major); glGetIntegerv(GL_MINOR_VERSION, &version.minor); - if (version.major < 3) + if (version.major == 0 && version.minor == 0) + { + // Query GL_VERSION in desktop GL 2.x, the string will start with "." + if (const char* gl_version = (const char*)glGetString(GL_VERSION)) + sscanf(gl_version, "%d.%d", &version.major, &version.minor); + } + if (version.major < 2) return GL3W_ERROR_OPENGL_VERSION; return GL3W_OK; } @@ -676,7 +730,7 @@ int imgl3wInit2(GL3WGetProcAddressProc proc) int imgl3wIsSupported(int major, int minor) { - if (major < 3) + if (major < 2) return 0; if (version.major == major) return version.minor >= minor; @@ -709,10 +763,12 @@ static const char *proc_names[] = { "glDeleteVertexArrays", "glDetachShader", "glDisable", + "glDisableVertexAttribArray", "glDrawElements", "glDrawElementsBaseVertex", "glEnable", "glEnableVertexAttribArray", + "glFlush", "glGenBuffers", "glGenTextures", "glGenVertexArrays", @@ -726,7 +782,10 @@ static const char *proc_names[] = { "glGetString", "glGetStringi", "glGetUniformLocation", + "glGetVertexAttribPointerv", + "glGetVertexAttribiv", "glIsEnabled", + "glIsProgram", "glLinkProgram", "glPixelStorei", "glPolygonMode", @@ -742,12 +801,12 @@ static const char *proc_names[] = { "glViewport", }; -GL3W_API union GL3WProcs imgl3wProcs; +GL3W_API union ImGL3WProcs imgl3wProcs; static void load_procs(GL3WGetProcAddressProc proc) { size_t i; - for (i = 0; i < ARRAY_SIZE(proc_names); i++) + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) imgl3wProcs.ptr[i] = proc(proc_names[i]); } diff --git a/include/imgui/imgui_internal.h b/include/imgui/imgui_internal.h index 73d58f6..9250706 100644 --- a/include/imgui/imgui_internal.h +++ b/include/imgui/imgui_internal.h @@ -1,10 +1,7 @@ -// dear imgui, v1.86 +// dear imgui, v1.90.2 WIP // (internal structures/api) -// You may use this file to debug, understand or extend ImGui features but we don't provide any guarantee of forward compatibility! -// Set: -// #define IMGUI_DEFINE_MATH_OPERATORS -// To implement maths operators for ImVec2 (disabled by default to not collide with using IM_VEC2_CLASS_EXTRA along with your own math types+operators) +// You may use this file to debug, understand or extend Dear ImGui features but we don't provide any guarantee of forward compatibility. /* @@ -18,13 +15,18 @@ Index of this file: // [SECTION] Generic helpers // [SECTION] ImDrawList support // [SECTION] Widgets support: flags, enums, data structures +// [SECTION] Data types support +// [SECTION] Popup support +// [SECTION] Inputs support // [SECTION] Clipper support // [SECTION] Navigation support +// [SECTION] Typing-select support // [SECTION] Columns support // [SECTION] Multi-select support // [SECTION] Docking support // [SECTION] Viewport support // [SECTION] Settings support +// [SECTION] Localization support // [SECTION] Metrics, Debug tools // [SECTION] Generic context hooks // [SECTION] ImGuiContext (main imgui context) @@ -54,7 +56,7 @@ Index of this file: #include // INT_MIN, INT_MAX // Enable SSE intrinsics if available -#if (defined __SSE__ || defined __x86_64__ || defined _M_X64) && !defined(IMGUI_DISABLE_SSE) +#if (defined __SSE__ || defined __x86_64__ || defined _M_X64 || (defined(_M_IX86_FP) && (_M_IX86_FP >= 1))) && !defined(IMGUI_DISABLE_SSE) #define IMGUI_ENABLE_SSE #include #endif @@ -77,7 +79,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' #endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' -#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloorSigned() +#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok, for ImFloor() #pragma clang diagnostic ignored "-Wunused-function" // for stb_textedit.h #pragma clang diagnostic ignored "-Wmissing-prototypes" // for stb_textedit.h #pragma clang diagnostic ignored "-Wold-style-cast" @@ -91,6 +93,12 @@ Index of this file: #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead #endif +// In 1.89.4, we moved the implementation of "courtesy maths operators" from imgui_internal.h in imgui.h +// As they are frequently requested, we do not want to encourage to many people using imgui_internal.h +#if defined(IMGUI_DEFINE_MATH_OPERATORS) && !defined(IMGUI_DEFINE_MATH_OPERATORS_IMPLEMENTED) +#error Please '#define IMGUI_DEFINE_MATH_OPERATORS' _BEFORE_ including imgui.h! +#endif + // Legacy defines #ifdef IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS // Renamed in 1.74 #error Use IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS @@ -116,12 +124,16 @@ struct ImDrawListSharedData; // Data shared between all ImDrawList instan struct ImGuiColorMod; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiContext; // Main Dear ImGui context struct ImGuiContextHook; // Hook for extensions like ImGuiTestEngine +struct ImGuiDataVarInfo; // Variable information (e.g. to avoid style variables from an enum) struct ImGuiDataTypeInfo; // Type information associated to a ImGuiDataType enum struct ImGuiGroupData; // Stacked storage data for BeginGroup()/EndGroup() struct ImGuiInputTextState; // Internal state of the currently focused/edited text input box +struct ImGuiInputTextDeactivateData;// Short term storage to backup text of a deactivating InputText() while another is stealing active id struct ImGuiLastItemData; // Status storage for last submitted items +struct ImGuiLocEntry; // A localization entry. struct ImGuiMenuColumns; // Simple column measurement, currently used for MenuItem() only struct ImGuiNavItemData; // Result of a gamepad/keyboard directional navigation move query result +struct ImGuiNavTreeNodeData; // Temporary storage for last TreeNode() being a Left arrow landing candidate. struct ImGuiMetricsConfig; // Storage for ShowMetricsWindow() and DebugNodeXXX() functions struct ImGuiNextWindowData; // Storage for SetNextWindow** functions struct ImGuiNextItemData; // Storage for SetNextItem** functions @@ -135,21 +147,30 @@ struct ImGuiTabBar; // Storage for a tab bar struct ImGuiTabItem; // Storage for a tab item (within a tab bar) struct ImGuiTable; // Storage for a table struct ImGuiTableColumn; // Storage for one column of a table +struct ImGuiTableInstanceData; // Storage for one instance of a same table struct ImGuiTableTempData; // Temporary storage for one table (one per table in the stack), shared between tables. struct ImGuiTableSettings; // Storage for a table .ini settings struct ImGuiTableColumnsSettings; // Storage for a column .ini settings +struct ImGuiTypingSelectState; // Storage for GetTypingSelectRequest() +struct ImGuiTypingSelectRequest; // Storage for GetTypingSelectRequest() (aimed to be public) struct ImGuiWindow; // Storage for one window struct ImGuiWindowTempData; // Temporary storage for one window (that's the data which in theory we could ditch at the end of the frame, in practice we currently keep it for each window) struct ImGuiWindowSettings; // Storage for a window .ini settings (we keep one of those even if the actual window wasn't instanced during this session) +// Enumerations // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. +enum ImGuiLocKey : int; // -> enum ImGuiLocKey // Enum: a localization entry for translation. typedef int ImGuiLayoutType; // -> enum ImGuiLayoutType_ // Enum: Horizontal or vertical + +// Flags typedef int ImGuiActivateFlags; // -> enum ImGuiActivateFlags_ // Flags: for navigation/focus function (will be for ActivateItem() later) -typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag() -typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for DC.LastItemStatusFlags +typedef int ImGuiDebugLogFlags; // -> enum ImGuiDebugLogFlags_ // Flags: for ShowDebugLogWindow(), g.DebugLogFlags +typedef int ImGuiFocusRequestFlags; // -> enum ImGuiFocusRequestFlags_ // Flags: for FocusWindow(); +typedef int ImGuiInputFlags; // -> enum ImGuiInputFlags_ // Flags: for IsKeyPressed(), IsMouseClicked(), SetKeyOwner(), SetItemKeyOwner() etc. +typedef int ImGuiItemFlags; // -> enum ImGuiItemFlags_ // Flags: for PushItemFlag(), g.LastItemData.InFlags +typedef int ImGuiItemStatusFlags; // -> enum ImGuiItemStatusFlags_ // Flags: for g.LastItemData.StatusFlags typedef int ImGuiOldColumnFlags; // -> enum ImGuiOldColumnFlags_ // Flags: for BeginColumns() typedef int ImGuiNavHighlightFlags; // -> enum ImGuiNavHighlightFlags_ // Flags: for RenderNavHighlight() -typedef int ImGuiNavDirSourceFlags; // -> enum ImGuiNavDirSourceFlags_ // Flags: for GetNavInputAmount2d() typedef int ImGuiNavMoveFlags; // -> enum ImGuiNavMoveFlags_ // Flags: for navigation requests typedef int ImGuiNextItemDataFlags; // -> enum ImGuiNextItemDataFlags_ // Flags: for SetNextItemXXX() functions typedef int ImGuiNextWindowDataFlags; // -> enum ImGuiNextWindowDataFlags_// Flags: for SetNextWindowXXX() functions @@ -157,6 +178,7 @@ typedef int ImGuiScrollFlags; // -> enum ImGuiScrollFlags_ // F typedef int ImGuiSeparatorFlags; // -> enum ImGuiSeparatorFlags_ // Flags: for SeparatorEx() typedef int ImGuiTextFlags; // -> enum ImGuiTextFlags_ // Flags: for TextEx() typedef int ImGuiTooltipFlags; // -> enum ImGuiTooltipFlags_ // Flags: for BeginTooltipEx() +typedef int ImGuiTypingSelectFlags; // -> enum ImGuiTypingSelectFlags_ // Flags: for GetTypingSelectRequest() typedef void (*ImGuiErrorLogCallback)(void* user_data, const char* fmt, ...); @@ -176,13 +198,13 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer namespace ImStb { -#undef STB_TEXTEDIT_STRING -#undef STB_TEXTEDIT_CHARTYPE -#define STB_TEXTEDIT_STRING ImGuiInputTextState -#define STB_TEXTEDIT_CHARTYPE ImWchar -#define STB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) -#define STB_TEXTEDIT_UNDOSTATECOUNT 99 -#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#undef IMSTB_TEXTEDIT_STRING +#undef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_STRING ImGuiInputTextState +#define IMSTB_TEXTEDIT_CHARTYPE ImWchar +#define IMSTB_TEXTEDIT_GETWIDTH_NEWLINE (-1.0f) +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 #include "imstb_textedit.h" } // namespace ImStb @@ -191,23 +213,33 @@ namespace ImStb // [SECTION] Macros //----------------------------------------------------------------------------- -// Debug Logging -#ifndef IMGUI_DEBUG_LOG -#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__) +// Debug Printing Into TTY +// (since IMGUI_VERSION_NUM >= 18729: IMGUI_DEBUG_LOG was reworked into IMGUI_DEBUG_PRINTF (and removed framecount from it). If you were using a #define IMGUI_DEBUG_LOG please rename) +#ifndef IMGUI_DEBUG_PRINTF +#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +#define IMGUI_DEBUG_PRINTF(_FMT,...) printf(_FMT, __VA_ARGS__) +#else +#define IMGUI_DEBUG_PRINTF(_FMT,...) ((void)0) +#endif #endif -// Debug Logging for selected systems. Remove the '((void)0) //' to enable. -//#define IMGUI_DEBUG_LOG_POPUP IMGUI_DEBUG_LOG // Enable log -//#define IMGUI_DEBUG_LOG_NAV IMGUI_DEBUG_LOG // Enable log -#define IMGUI_DEBUG_LOG_POPUP(...) ((void)0) // Disable log -#define IMGUI_DEBUG_LOG_NAV(...) ((void)0) // Disable log +// Debug Logging for ShowDebugLogWindow(). This is designed for relatively rare events so please don't spam. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +#define IMGUI_DEBUG_LOG(...) ImGui::DebugLog(__VA_ARGS__) +#else +#define IMGUI_DEBUG_LOG(...) ((void)0) +#endif +#define IMGUI_DEBUG_LOG_ACTIVEID(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventActiveId) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FOCUS(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFocus) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_POPUP(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventPopup) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_NAV(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventNav) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Static Asserts -#if (__cplusplus >= 201100) || (defined(_MSVC_LANG) && _MSVC_LANG >= 201100) #define IM_STATIC_ASSERT(_COND) static_assert(_COND, "") -#else -#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1] -#endif // "Paranoid" Debug Asserts are meant to only be enabled during specific debugging/work, otherwise would slow down the code too much. // We currently don't have many of those so the effect is currently negligible, but onward intent to add more aggressive ones in the code. @@ -231,12 +263,19 @@ namespace ImStb #else #define IM_NEWLINE "\n" #endif +#ifndef IM_TABSIZE // Until we move this to runtime and/or add proper tab support, at least allow users to compile-time override #define IM_TABSIZE (4) -#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + (_ALIGN - 1)) & ~(_ALIGN - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 +#endif +#define IM_MEMALIGN(_OFF,_ALIGN) (((_OFF) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align e.g. IM_ALIGN(0,4)=0, IM_ALIGN(1,4)=4, IM_ALIGN(4,4)=4, IM_ALIGN(5,4)=8 #define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose #define IM_F32_TO_INT8_SAT(_VAL) ((int)(ImSaturate(_VAL) * 255.0f + 0.5f)) // Saturated, always output 0..255 -#define IM_FLOOR(_VAL) ((float)(int)(_VAL)) // ImFloor() is not inlined in MSVC debug builds +#define IM_TRUNC(_VAL) ((float)(int)(_VAL)) // ImTrunc() is not inlined in MSVC debug builds #define IM_ROUND(_VAL) ((float)(int)((_VAL) + 0.5f)) // +#define IM_STRINGIFY_HELPER(_X) #_X +#define IM_STRINGIFY(_X) IM_STRINGIFY_HELPER(_X) // Preprocessor idiom to stringify e.g. an integer. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +#define IM_FLOOR IM_TRUNC +#endif // Enforce cdecl calling convention for functions called by the standard library, in case compilation settings changed the default to e.g. __vectorcall #ifdef _MSC_VER @@ -261,16 +300,28 @@ namespace ImStb #elif defined(__clang__) #define IM_DEBUG_BREAK() __builtin_debugtrap() #elif defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__)) -#define IM_DEBUG_BREAK() __asm__ volatile("int $0x03") +#define IM_DEBUG_BREAK() __asm__ volatile("int3;nop") #elif defined(__GNUC__) && defined(__thumb__) #define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xde01") #elif defined(__GNUC__) && defined(__arm__) && !defined(__thumb__) -#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0"); +#define IM_DEBUG_BREAK() __asm__ volatile(".inst 0xe7f001f0") #else #define IM_DEBUG_BREAK() IM_ASSERT(0) // It is expected that you define IM_DEBUG_BREAK() into something that will break nicely in a debugger! #endif #endif // #ifndef IM_DEBUG_BREAK +// Format specifiers, printing 64-bit hasn't been decently standardized... +// In a real application you should be using PRId64 and PRIu64 from (non-windows) and on Windows define them yourself. +#if defined(_MSC_VER) && !defined(__clang__) +#define IM_PRId64 "I64d" +#define IM_PRIu64 "I64u" +#define IM_PRIX64 "I64X" +#else +#define IM_PRId64 "lld" +#define IM_PRIu64 "llu" +#define IM_PRIX64 "llX" +#endif + //----------------------------------------------------------------------------- // [SECTION] Generic helpers // Note that the ImXXX helpers functions are lower-level than ImGui functions. @@ -279,7 +330,8 @@ namespace ImStb // - Helpers: Hashing // - Helpers: Sorting // - Helpers: Bit manipulation -// - Helpers: String, Formatting +// - Helpers: String +// - Helpers: Formatting // - Helpers: UTF-8 <> wchar conversions // - Helpers: ImVec2/ImVec4 operators // - Helpers: Maths @@ -292,14 +344,12 @@ namespace ImStb // - Helper: ImSpan<>, ImSpanAllocator<> // - Helper: ImPool<> // - Helper: ImChunkStream<> +// - Helper: ImGuiTextIndex //----------------------------------------------------------------------------- // Helpers: Hashing -IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImU32 seed = 0); -IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImU32 seed = 0); -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -static inline ImGuiID ImHash(const void* data, int size, ImU32 seed = 0) { return size ? ImHashData(data, (size_t)size, seed) : ImHashStr((const char*)data, 0, seed); } // [moved to ImHashStr/ImHashData in 1.68] -#endif +IMGUI_API ImGuiID ImHashData(const void* data, size_t data_size, ImGuiID seed = 0); +IMGUI_API ImGuiID ImHashStr(const char* data, size_t data_size = 0, ImGuiID seed = 0); // Helpers: Sorting #ifndef ImQsort @@ -314,27 +364,36 @@ static inline bool ImIsPowerOfTwo(int v) { return v != 0 && (v & static inline bool ImIsPowerOfTwo(ImU64 v) { return v != 0 && (v & (v - 1)) == 0; } static inline int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; } -// Helpers: String, Formatting -IMGUI_API int ImStricmp(const char* str1, const char* str2); -IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); -IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); -IMGUI_API char* ImStrdup(const char* str); -IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); -IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); -IMGUI_API int ImStrlenW(const ImWchar* str); +// Helpers: String +IMGUI_API int ImStricmp(const char* str1, const char* str2); // Case insensitive compare. +IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. +IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). +IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. +IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line -IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line -IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); -IMGUI_API void ImStrTrimBlanks(char* str); -IMGUI_API const char* ImStrSkipBlank(const char* str); +IMGUI_API const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end); // Find a substring in a string range. +IMGUI_API void ImStrTrimBlanks(char* str); // Remove leading and trailing blanks from a buffer. +IMGUI_API const char* ImStrSkipBlank(const char* str); // Find first non-blank character. +IMGUI_API int ImStrlenW(const ImWchar* str); // Computer string length (ImWchar string) +IMGUI_API const ImWchar*ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin); // Find beginning-of-line (ImWchar string) +IM_MSVC_RUNTIME_CHECKS_OFF +static inline char ImToUpper(char c) { return (c >= 'a' && c <= 'z') ? c &= ~32 : c; } +static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } +static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } +IM_MSVC_RUNTIME_CHECKS_RESTORE + +// Helpers: Formatting IMGUI_API int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...) IM_FMTARGS(3); IMGUI_API int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) IM_FMTLIST(3); +IMGUI_API void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) IM_FMTARGS(3); +IMGUI_API void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) IM_FMTLIST(3); IMGUI_API const char* ImParseFormatFindStart(const char* format); IMGUI_API const char* ImParseFormatFindEnd(const char* format); IMGUI_API const char* ImParseFormatTrimDecorations(const char* format, char* buf, size_t buf_size); +IMGUI_API void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size); +IMGUI_API const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size); IMGUI_API int ImParseFormatPrecision(const char* format, int default_value); -static inline bool ImCharIsBlankA(char c) { return c == ' ' || c == '\t'; } -static inline bool ImCharIsBlankW(unsigned int c) { return c == ' ' || c == '\t' || c == 0x3000; } // Helpers: UTF-8 <> wchar conversions IMGUI_API const char* ImTextCharToUtf8(char out_buf[5], unsigned int c); // return out_buf @@ -344,29 +403,7 @@ IMGUI_API int ImTextStrFromUtf8(ImWchar* out_buf, int out_buf_size, co IMGUI_API int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end); // return number of UTF-8 code-points (NOT bytes count) IMGUI_API int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end); // return number of bytes to express one char in UTF-8 IMGUI_API int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end); // return number of bytes to express string in UTF-8 - -// Helpers: ImVec2/ImVec4 operators -// We are keeping those disabled by default so they don't leak in user space, to allow user enabling implicit cast operators between ImVec2 and their own types (using IM_VEC2_CLASS_EXTRA etc.) -// We unfortunately don't have a unary- operator for ImVec2 because this would needs to be defined inside the class itself. -#ifdef IMGUI_DEFINE_MATH_OPERATORS -IM_MSVC_RUNTIME_CHECKS_OFF -static inline ImVec2 operator*(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x * rhs, lhs.y * rhs); } -static inline ImVec2 operator/(const ImVec2& lhs, const float rhs) { return ImVec2(lhs.x / rhs, lhs.y / rhs); } -static inline ImVec2 operator+(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x + rhs.x, lhs.y + rhs.y); } -static inline ImVec2 operator-(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x - rhs.x, lhs.y - rhs.y); } -static inline ImVec2 operator*(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } -static inline ImVec2 operator/(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x / rhs.x, lhs.y / rhs.y); } -static inline ImVec2& operator*=(ImVec2& lhs, const float rhs) { lhs.x *= rhs; lhs.y *= rhs; return lhs; } -static inline ImVec2& operator/=(ImVec2& lhs, const float rhs) { lhs.x /= rhs; lhs.y /= rhs; return lhs; } -static inline ImVec2& operator+=(ImVec2& lhs, const ImVec2& rhs) { lhs.x += rhs.x; lhs.y += rhs.y; return lhs; } -static inline ImVec2& operator-=(ImVec2& lhs, const ImVec2& rhs) { lhs.x -= rhs.x; lhs.y -= rhs.y; return lhs; } -static inline ImVec2& operator*=(ImVec2& lhs, const ImVec2& rhs) { lhs.x *= rhs.x; lhs.y *= rhs.y; return lhs; } -static inline ImVec2& operator/=(ImVec2& lhs, const ImVec2& rhs) { lhs.x /= rhs.x; lhs.y /= rhs.y; return lhs; } -static inline ImVec4 operator+(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z, lhs.w + rhs.w); } -static inline ImVec4 operator-(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z, lhs.w - rhs.w); } -static inline ImVec4 operator*(const ImVec4& lhs, const ImVec4& rhs) { return ImVec4(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z, lhs.w * rhs.w); } -IM_MSVC_RUNTIME_CHECKS_RESTORE -#endif +IMGUI_API const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr); // return previous UTF-8 code-point. // Helpers: File System #ifdef IMGUI_DISABLE_FILE_FUNCTIONS @@ -402,7 +439,6 @@ IM_MSVC_RUNTIME_CHECKS_OFF #define ImAcos(X) acosf(X) #define ImAtan2(Y, X) atan2f((Y), (X)) #define ImAtof(STR) atof(STR) -//#define ImFloorStd(X) floorf(X) // We use our own, see ImFloor() and ImFloorSigned() #define ImCeil(X) ceilf(X) static inline float ImPow(float x, float y) { return powf(x, y); } // DragBehaviorT/SliderBehaviorT uses ImPow with either float/double and need the precision static inline double ImPow(double x, double y) { return pow(x, y); } @@ -440,15 +476,17 @@ static inline float ImSaturate(float f) static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); } static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); } static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; } -static inline float ImFloor(float f) { return (float)(int)(f); } -static inline float ImFloorSigned(float f) { return (float)((f >= 0 || (int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() -static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImTrunc(float f) { return (float)(int)(f); } +static inline ImVec2 ImTrunc(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); } +static inline float ImFloor(float f) { return (float)((f >= 0 || (float)(int)f == f) ? (int)f : (int)f - 1); } // Decent replacement for floorf() +static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2(ImFloor(v.x), ImFloor(v.y)); } static inline int ImModPositive(int a, int b) { return (a + b) % b; } static inline float ImDot(const ImVec2& a, const ImVec2& b) { return a.x * b.x + a.y * b.y; } static inline ImVec2 ImRotate(const ImVec2& v, float cos_a, float sin_a) { return ImVec2(v.x * cos_a - v.y * sin_a, v.x * sin_a + v.y * cos_a); } static inline float ImLinearSweep(float current, float target, float speed) { if (current < target) return ImMin(current + speed, target); if (current > target) return ImMax(current - speed, target); return current; } static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); } static inline bool ImIsFloatAboveGuaranteedIntegerPrecision(float f) { return f <= -16777216 || f >= 16777216; } +static inline float ImExponentialMovingAverage(float avg, float sample, int n) { avg -= avg / n; avg += sample / n; return avg; } IM_MSVC_RUNTIME_CHECKS_RESTORE // Helpers: Geometry @@ -461,7 +499,6 @@ IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, c IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p); IMGUI_API void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w); inline float ImTriangleArea(const ImVec2& a, const ImVec2& b, const ImVec2& c) { return ImFabs((a.x * (b.y - c.y)) + (b.x * (c.y - a.y)) + (c.x * (a.y - b.y))) * 0.5f; } -IMGUI_API ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy); // Helper: ImVec1 (1D vector) // (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches) @@ -469,17 +506,17 @@ IM_MSVC_RUNTIME_CHECKS_OFF struct ImVec1 { float x; - ImVec1() { x = 0.0f; } - ImVec1(float _x) { x = _x; } + constexpr ImVec1() : x(0.0f) { } + constexpr ImVec1(float _x) : x(_x) { } }; // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { short x, y; - ImVec2ih() { x = y = 0; } - ImVec2ih(short _x, short _y) { x = _x; y = _y; } - explicit ImVec2ih(const ImVec2& rhs) { x = (short)rhs.x; y = (short)rhs.y; } + constexpr ImVec2ih() : x(0), y(0) {} + constexpr ImVec2ih(short _x, short _y) : x(_x), y(_y) {} + constexpr explicit ImVec2ih(const ImVec2& rhs) : x((short)rhs.x), y((short)rhs.y) {} }; // Helper: ImRect (2D axis aligned bounding-box) @@ -489,10 +526,10 @@ struct IMGUI_API ImRect ImVec2 Min; // Upper-left ImVec2 Max; // Lower-right - ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} - ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} - ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} - ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} + constexpr ImRect() : Min(0.0f, 0.0f), Max(0.0f, 0.0f) {} + constexpr ImRect(const ImVec2& min, const ImVec2& max) : Min(min), Max(max) {} + constexpr ImRect(const ImVec4& v) : Min(v.x, v.y), Max(v.z, v.w) {} + constexpr ImRect(float x1, float y1, float x2, float y2) : Min(x1, y1), Max(x2, y2) {} ImVec2 GetCenter() const { return ImVec2((Min.x + Max.x) * 0.5f, (Min.y + Max.y) * 0.5f); } ImVec2 GetSize() const { return ImVec2(Max.x - Min.x, Max.y - Min.y); } @@ -505,6 +542,7 @@ struct IMGUI_API ImRect ImVec2 GetBR() const { return Max; } // Bottom-right bool Contains(const ImVec2& p) const { return p.x >= Min.x && p.y >= Min.y && p.x < Max.x && p.y < Max.y; } bool Contains(const ImRect& r) const { return r.Min.x >= Min.x && r.Min.y >= Min.y && r.Max.x <= Max.x && r.Max.y <= Max.y; } + bool ContainsWithPad(const ImVec2& p, const ImVec2& pad) const { return p.x >= Min.x - pad.x && p.y >= Min.y - pad.y && p.x < Max.x + pad.x && p.y < Max.y + pad.y; } bool Overlaps(const ImRect& r) const { return r.Min.y < Max.y && r.Max.y > Min.y && r.Min.x < Max.x && r.Max.x > Min.x; } void Add(const ImVec2& p) { if (Min.x > p.x) Min.x = p.x; if (Min.y > p.y) Min.y = p.y; if (Max.x < p.x) Max.x = p.x; if (Max.y < p.y) Max.y = p.y; } void Add(const ImRect& r) { if (Min.x > r.Min.x) Min.x = r.Min.x; if (Min.y > r.Min.y) Min.y = r.Min.y; if (Max.x < r.Max.x) Max.x = r.Max.x; if (Max.y < r.Max.y) Max.y = r.Max.y; } @@ -515,13 +553,16 @@ struct IMGUI_API ImRect void TranslateY(float dy) { Min.y += dy; Max.y += dy; } void ClipWith(const ImRect& r) { Min = ImMax(Min, r.Min); Max = ImMin(Max, r.Max); } // Simple version, may lead to an inverted rectangle, which is fine for Contains/Overlaps test but not for display. void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped. - void Floor() { Min.x = IM_FLOOR(Min.x); Min.y = IM_FLOOR(Min.y); Max.x = IM_FLOOR(Max.x); Max.y = IM_FLOOR(Max.y); } + void Floor() { Min.x = IM_TRUNC(Min.x); Min.y = IM_TRUNC(Min.y); Max.x = IM_TRUNC(Max.x); Max.y = IM_TRUNC(Max.y); } bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; } ImVec4 ToVec4() const { return ImVec4(Min.x, Min.y, Max.x, Max.y); } }; -IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImBitArray +#define IM_BITARRAY_TESTBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] & ((ImU32)1 << ((_N) & 31))) != 0) // Macro version of ImBitArrayTestBit(): ensure args have side-effect or are costly! +#define IM_BITARRAY_CLEARBIT(_ARRAY, _N) ((_ARRAY[(_N) >> 5] &= ~((ImU32)1 << ((_N) & 31)))) // Macro version of ImBitArrayClearBit(): ensure args have side-effect or are costly! +inline size_t ImBitArrayGetStorageSizeInBytes(int bitcount) { return (size_t)((bitcount + 31) >> 5) << 2; } +inline void ImBitArrayClearAllBits(ImU32* arr, int bitcount){ memset(arr, 0, ImBitArrayGetStorageSizeInBytes(bitcount)); } inline bool ImBitArrayTestBit(const ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); return (arr[n >> 5] & mask) != 0; } inline void ImBitArrayClearBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] &= ~mask; } inline void ImBitArraySetBit(ImU32* arr, int n) { ImU32 mask = (ImU32)1 << (n & 31); arr[n >> 5] |= mask; } @@ -538,19 +579,22 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran } } +typedef ImU32* ImBitArrayPtr; // Name for use in structs + // Helper: ImBitArray class (wrapper over ImBitArray functions) // Store 1-bit per value. -template -struct IMGUI_API ImBitArray +template +struct ImBitArray { ImU32 Storage[(BITCOUNT + 31) >> 5]; ImBitArray() { ClearAllBits(); } void ClearAllBits() { memset(Storage, 0, sizeof(Storage)); } void SetAllBits() { memset(Storage, 255, sizeof(Storage)); } - bool TestBit(int n) const { IM_ASSERT(n < BITCOUNT); return ImBitArrayTestBit(Storage, n); } - void SetBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArraySetBit(Storage, n); } - void ClearBit(int n) { IM_ASSERT(n < BITCOUNT); ImBitArrayClearBit(Storage, n); } - void SetBitRange(int n, int n2) { ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool TestBit(int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } + void SetBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArraySetBit(Storage, n); } + void ClearBit(int n) { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); ImBitArrayClearBit(Storage, n); } + void SetBitRange(int n, int n2) { n += OFFSET; n2 += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT && n2 > n && n2 <= BITCOUNT); ImBitArraySetBitRange(Storage, n, n2); } // Works on range [n..n2) + bool operator[](int n) const { n += OFFSET; IM_ASSERT(n >= 0 && n < BITCOUNT); return IM_BITARRAY_TESTBIT(Storage, n); } }; // Helper: ImBitVector @@ -560,10 +604,11 @@ struct IMGUI_API ImBitVector ImVector Storage; void Create(int sz) { Storage.resize((sz + 31) >> 5); memset(Storage.Data, 0, (size_t)Storage.Size * sizeof(Storage.Data[0])); } void Clear() { Storage.clear(); } - bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return ImBitArrayTestBit(Storage.Data, n); } + bool TestBit(int n) const { IM_ASSERT(n < (Storage.Size << 5)); return IM_BITARRAY_TESTBIT(Storage.Data, n); } void SetBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArraySetBit(Storage.Data, n); } void ClearBit(int n) { IM_ASSERT(n < (Storage.Size << 5)); ImBitArrayClearBit(Storage.Data, n); } }; +IM_MSVC_RUNTIME_CHECKS_RESTORE // Helper: ImSpan<> // Pointing to a span of data we don't own. @@ -621,7 +666,7 @@ struct ImSpanAllocator // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. typedef int ImPoolIdx; template -struct IMGUI_API ImPool +struct ImPool { ImVector Buf; // Contiguous data ImGuiStorage Map; // ID->Index @@ -647,9 +692,6 @@ struct IMGUI_API ImPool int GetBufSize() const { return Buf.Size; } int GetMapSize() const { return Map.Data.Size; } // It is the map we need iterate to find valid items, since we don't have "alive" storage anywhere T* TryGetMapData(ImPoolIdx n) { int idx = Map.Data[n].val_i; if (idx == -1) return NULL; return GetByIndex(idx); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - int GetSize() { return GetMapSize(); } // For ImPlot: should use GetMapSize() from (IMGUI_VERSION_NUM >= 18304) -#endif }; // Helper: ImChunkStream<> @@ -658,7 +700,7 @@ struct IMGUI_API ImPool // We store the chunk size first, and align the final size on 4 bytes boundaries. // The tedious/zealous amount of casting is to avoid -Wcast-align warnings. template -struct IMGUI_API ImChunkStream +struct ImChunkStream { ImVector Buf; @@ -673,7 +715,20 @@ struct IMGUI_API ImChunkStream int offset_from_ptr(const T* p) { IM_ASSERT(p >= begin() && p < end()); const ptrdiff_t off = (const char*)p - Buf.Data; return (int)off; } T* ptr_from_offset(int off) { IM_ASSERT(off >= 4 && off < Buf.Size); return (T*)(void*)(Buf.Data + off); } void swap(ImChunkStream& rhs) { rhs.Buf.swap(Buf); } +}; +// Helper: ImGuiTextIndex<> +// Maintain a line index for a text buffer. This is a strong candidate to be moved into the public API. +struct ImGuiTextIndex +{ + ImVector LineOffsets; + int EndOffset = 0; // Because we don't own text buffer we need to maintain EndOffset (may bake in LineOffsets?) + + void clear() { LineOffsets.clear(); EndOffset = 0; } + int size() { return LineOffsets.Size; } + const char* get_line_begin(const char* base, int n) { return base + LineOffsets[n]; } + const char* get_line_end(const char* base, int n) { return base + (n + 1 < LineOffsets.Size ? (LineOffsets[n + 1] - 1) : EndOffset); } + void append(const char* base, int old_size, int new_size); }; //----------------------------------------------------------------------------- @@ -690,7 +745,6 @@ struct IMGUI_API ImChunkStream // // Rendering circles with an odd number of segments, while mathematically correct will produce // asymmetrical results on the raster grid. Therefore we're rounding N to next even number (7->8, 8->8, 9->10 etc.) -// #define IM_ROUNDUP_TO_EVEN(_V) ((((_V) + 1) / 2) * 2) #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MIN 4 #define IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX 512 @@ -718,6 +772,9 @@ struct IMGUI_API ImDrawListSharedData ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) + // [Internal] Temp write buffer + ImVector TempBuffer; + // [Internal] Lookup tables ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. float ArcFastRadiusCutoff; // Cutoff radius after which arc drawing will fallback to slower PathArcTo() @@ -730,35 +787,43 @@ struct IMGUI_API ImDrawListSharedData struct ImDrawDataBuilder { - ImVector Layers[2]; // Global layers for: regular, tooltip + ImVector* Layers[2]; // Pointers to global layers for: regular, tooltip. LayersP[0] is owned by DrawData. + ImVector LayerData1; - void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].resize(0); } - void ClearFreeMemory() { for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) Layers[n].clear(); } - int GetDrawListCount() const { int count = 0; for (int n = 0; n < IM_ARRAYSIZE(Layers); n++) count += Layers[n].Size; return count; } - IMGUI_API void FlattenIntoSingleLayer(); + ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } }; //----------------------------------------------------------------------------- // [SECTION] Widgets support: flags, enums, data structures //----------------------------------------------------------------------------- -// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin(). +// Flags used by upcoming items +// - input: PushItemFlag() manipulates g.CurrentItemFlags, ItemAdd() calls may add extra flags. +// - output: stored in g.LastItemData.InFlags +// Current window shared by all windows. // This is going to be exposed in imgui.h when stabilized enough. enum ImGuiItemFlags_ { + // Controlled by user ImGuiItemFlags_None = 0, - ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing (FIXME: should merge with _NoNav) + ImGuiItemFlags_NoTabStop = 1 << 0, // false // Disable keyboard tabbing. This is a "lighter" version of ImGuiItemFlags_NoNav. ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings. ImGuiItemFlags_Disabled = 1 << 2, // false // Disable interactions but doesn't affect visuals. See BeginDisabled()/EndDisabled(). See github.com/ocornut/imgui/issues/211 - ImGuiItemFlags_NoNav = 1 << 3, // false // Disable keyboard/gamepad directional navigation (FIXME: should merge with _NoTabStop) + ImGuiItemFlags_NoNav = 1 << 3, // false // Disable any form of focusing (keyboard/gamepad directional navigation and SetKeyboardFocusHere() calls) ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false // Disable item being a candidate for default focus (e.g. used by title bar items) ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // Disable MenuItem/Selectable() automatically closing their popup window ImGuiItemFlags_MixedValue = 1 << 6, // false // [BETA] Represent a mixed/indeterminate value, generally multi-selection where values differ. Currently only supported by Checkbox() (later should support all sorts of widgets) ImGuiItemFlags_ReadOnly = 1 << 7, // false // [ALPHA] Allow hovering interactions but underlying value is not changed. - ImGuiItemFlags_Inputable = 1 << 8 // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_NoWindowHoverableCheck = 1 << 8, // false // Disable hoverable check in ItemHoverable() + ImGuiItemFlags_AllowOverlap = 1 << 9, // false // Allow being overlapped by another widget. Not-hovered to Hovered transition deferred by a frame. + + // Controlled by widget code + ImGuiItemFlags_Inputable = 1 << 10, // false // [WIP] Auto-activate input mode when tab focused. Currently only used and supported by a few items before it becomes a generic feature. + ImGuiItemFlags_HasSelectionUserData = 1 << 11, // false // Set by SetNextItemSelectionUserData() }; -// Storage for LastItem data +// Status flags for an already submitted item +// - output: stored in g.LastItemData.StatusFlags enum ImGuiItemStatusFlags_ { ImGuiItemStatusFlags_None = 0, @@ -770,24 +835,34 @@ enum ImGuiItemStatusFlags_ ImGuiItemStatusFlags_HasDeactivated = 1 << 5, // Set if the widget/group is able to provide data for the ImGuiItemStatusFlags_Deactivated flag. ImGuiItemStatusFlags_Deactivated = 1 << 6, // Only valid if ImGuiItemStatusFlags_HasDeactivated is set. ImGuiItemStatusFlags_HoveredWindow = 1 << 7, // Override the HoveredWindow test to allow cross-window hover testing. - ImGuiItemStatusFlags_FocusedByTabbing = 1 << 8 // Set when the Focusable item just got focused by Tabbing (FIXME: to be removed soon) + ImGuiItemStatusFlags_Visible = 1 << 8, // [WIP] Set when item is overlapping the current clipping rectangle (Used internally. Please don't use yet: API/system will change as we refactor Itemadd()). + ImGuiItemStatusFlags_HasClipRect = 1 << 9, // g.LastItemData.ClipRect is valid + // Additional status + semantic for ImGuiTestEngine #ifdef IMGUI_ENABLE_TEST_ENGINE - , // [imgui_tests only] - ImGuiItemStatusFlags_Openable = 1 << 20, // - ImGuiItemStatusFlags_Opened = 1 << 21, // - ImGuiItemStatusFlags_Checkable = 1 << 22, // - ImGuiItemStatusFlags_Checked = 1 << 23 // + ImGuiItemStatusFlags_Openable = 1 << 20, // Item is an openable (e.g. TreeNode) + ImGuiItemStatusFlags_Opened = 1 << 21, // Opened status + ImGuiItemStatusFlags_Checkable = 1 << 22, // Item is a checkable (e.g. CheckBox, MenuItem) + ImGuiItemStatusFlags_Checked = 1 << 23, // Checked status + ImGuiItemStatusFlags_Inputable = 1 << 24, // Item is a text-inputable (e.g. InputText, SliderXXX, DragXXX) #endif }; +// Extend ImGuiHoveredFlags_ +enum ImGuiHoveredFlagsPrivate_ +{ + ImGuiHoveredFlags_DelayMask_ = ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_NoSharedDelay, + ImGuiHoveredFlags_AllowedMaskForIsWindowHovered = ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary, + ImGuiHoveredFlags_AllowedMaskForIsItemHovered = ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled | ImGuiHoveredFlags_NoNavOverride | ImGuiHoveredFlags_ForTooltip | ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayMask_, +}; + // Extend ImGuiInputTextFlags_ enum ImGuiInputTextFlagsPrivate_ { // [Internal] ImGuiInputTextFlags_Multiline = 1 << 26, // For internal use by InputTextMultiline() ImGuiInputTextFlags_NoMarkEdited = 1 << 27, // For internal use by functions using InputText() before reformatting data - ImGuiInputTextFlags_MergedItem = 1 << 28 // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. + ImGuiInputTextFlags_MergedItem = 1 << 28, // For internal use by TempInputText(), will skip calling ItemAdd(). Require bounding-box to strictly match. }; // Extend ImGuiButtonFlags_ @@ -801,29 +876,31 @@ enum ImGuiButtonFlagsPrivate_ ImGuiButtonFlags_PressedOnDragDropHold = 1 << 9, // return true when held into while we are drag and dropping another item (used by e.g. tree nodes, collapsing headers) ImGuiButtonFlags_Repeat = 1 << 10, // hold to repeat ImGuiButtonFlags_FlattenChildren = 1 << 11, // allow interactions even if a child window is overlapping - ImGuiButtonFlags_AllowItemOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable, use along with SetItemAllowOverlap() + ImGuiButtonFlags_AllowOverlap = 1 << 12, // require previous frame HoveredId to either match id or be null before being usable. ImGuiButtonFlags_DontClosePopups = 1 << 13, // disable automatically closing parent popup on press // [UNUSED] //ImGuiButtonFlags_Disabled = 1 << 14, // disable interactions -> use BeginDisabled() or ImGuiItemFlags_Disabled ImGuiButtonFlags_AlignTextBaseLine = 1 << 15, // vertically align button to match text baseline - ButtonEx() only // FIXME: Should be removed and handled by SmallButton(), not possible currently because of DC.CursorPosPrevLine ImGuiButtonFlags_NoKeyModifiers = 1 << 16, // disable mouse interaction if a key modifier is held ImGuiButtonFlags_NoHoldingActiveId = 1 << 17, // don't set ActiveId while holding the mouse (ImGuiButtonFlags_PressedOnClick only) - ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated + ImGuiButtonFlags_NoNavFocus = 1 << 18, // don't override navigation focus when activated (FIXME: this is essentially used everytime an item uses ImGuiItemFlags_NoNav, but because legacy specs don't requires LastItemData to be set ButtonBehavior(), we can't poll g.LastItemData.InFlags) ImGuiButtonFlags_NoHoveredOnFocus = 1 << 19, // don't report as hovered when nav focus is on this item + ImGuiButtonFlags_NoSetKeyOwner = 1 << 20, // don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) + ImGuiButtonFlags_NoTestKeyOwner = 1 << 21, // don't test key/input owner when polling the key (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) ImGuiButtonFlags_PressedOnMask_ = ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere | ImGuiButtonFlags_PressedOnRelease | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_PressedOnDragDropHold, - ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease + ImGuiButtonFlags_PressedOnDefault_ = ImGuiButtonFlags_PressedOnClickRelease, }; // Extend ImGuiComboFlags_ enum ImGuiComboFlagsPrivate_ { - ImGuiComboFlags_CustomPreview = 1 << 20 // enable BeginComboPreview() + ImGuiComboFlags_CustomPreview = 1 << 20, // enable BeginComboPreview() }; // Extend ImGuiSliderFlags_ enum ImGuiSliderFlagsPrivate_ { ImGuiSliderFlags_Vertical = 1 << 20, // Should this slider be orientated vertically? - ImGuiSliderFlags_ReadOnly = 1 << 21 + ImGuiSliderFlags_ReadOnly = 1 << 21, // Consider using g.NextItemData.ItemFlags |= ImGuiItemFlags_ReadOnly instead. }; // Extend ImGuiSelectableFlags_ @@ -835,35 +912,46 @@ enum ImGuiSelectableFlagsPrivate_ ImGuiSelectableFlags_SelectOnClick = 1 << 22, // Override button behavior to react on Click (default is Click+Release) ImGuiSelectableFlags_SelectOnRelease = 1 << 23, // Override button behavior to react on Release (default is Click+Release) ImGuiSelectableFlags_SpanAvailWidth = 1 << 24, // Span all avail width even if we declared less for layout purpose. FIXME: We may be able to remove this (added in 6251d379, 2bcafc86 for menus) - ImGuiSelectableFlags_DrawHoveredWhenHeld = 1 << 25, // Always show active when held, even is not hovered. This concept could probably be renamed/formalized somehow. - ImGuiSelectableFlags_SetNavIdOnHover = 1 << 26, // Set Nav/Focus ID on mouse hover (used by MenuItem) - ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 27 // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_SetNavIdOnHover = 1 << 25, // Set Nav/Focus ID on mouse hover (used by MenuItem) + ImGuiSelectableFlags_NoPadWithHalfSpacing = 1 << 26, // Disable padding each side with ItemSpacing * 0.5f + ImGuiSelectableFlags_NoSetKeyOwner = 1 << 27, // Don't set key/input owner on the initial click (note: mouse buttons are keys! often, the key in question will be ImGuiKey_MouseLeft!) }; // Extend ImGuiTreeNodeFlags_ enum ImGuiTreeNodeFlagsPrivate_ { - ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20 + ImGuiTreeNodeFlags_ClipLabelForTrailingButton = 1 << 20, + ImGuiTreeNodeFlags_UpsideDownArrow = 1 << 21,// (FIXME-WIP) Turn Down arrow into an Up arrow, but reversed trees (#6517) }; enum ImGuiSeparatorFlags_ { - ImGuiSeparatorFlags_None = 0, - ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar - ImGuiSeparatorFlags_Vertical = 1 << 1, - ImGuiSeparatorFlags_SpanAllColumns = 1 << 2 + ImGuiSeparatorFlags_None = 0, + ImGuiSeparatorFlags_Horizontal = 1 << 0, // Axis default to current layout type, so generally Horizontal unless e.g. in a menu bar + ImGuiSeparatorFlags_Vertical = 1 << 1, + ImGuiSeparatorFlags_SpanAllColumns = 1 << 2, // Make separator cover all columns of a legacy Columns() set. +}; + +// Flags for FocusWindow(). This is not called ImGuiFocusFlags to avoid confusion with public-facing ImGuiFocusedFlags. +// FIXME: Once we finishing replacing more uses of GetTopMostPopupModal()+IsWindowWithinBeginStackOf() +// and FindBlockingModal() with this, we may want to change the flag to be opt-out instead of opt-in. +enum ImGuiFocusRequestFlags_ +{ + ImGuiFocusRequestFlags_None = 0, + ImGuiFocusRequestFlags_RestoreFocusedChild = 1 << 0, // Find last focused child (if any) and focus it instead. + ImGuiFocusRequestFlags_UnlessBelowModal = 1 << 1, // Do not set focus if the window is below a modal. }; enum ImGuiTextFlags_ { - ImGuiTextFlags_None = 0, - ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0 + ImGuiTextFlags_None = 0, + ImGuiTextFlags_NoWidthForLargeClippedText = 1 << 0, }; enum ImGuiTooltipFlags_ { - ImGuiTooltipFlags_None = 0, - ImGuiTooltipFlags_OverridePreviousTooltip = 1 << 0 // Override will clear/ignore previously submitted tooltip (defaults to append) + ImGuiTooltipFlags_None = 0, + ImGuiTooltipFlags_OverridePrevious = 1 << 1, // Clear/ignore previously submitted tooltip (defaults to append) }; // FIXME: this is in development, not exposed/functional as a generic feature yet. @@ -880,7 +968,7 @@ enum ImGuiLogType ImGuiLogType_TTY, ImGuiLogType_File, ImGuiLogType_Buffer, - ImGuiLogType_Clipboard + ImGuiLogType_Clipboard, }; // X/Y enums are fixed to 0/1 so they may be used to index ImVec2 @@ -894,65 +982,14 @@ enum ImGuiAxis enum ImGuiPlotType { ImGuiPlotType_Lines, - ImGuiPlotType_Histogram -}; - -enum ImGuiInputSource -{ - ImGuiInputSource_None = 0, - ImGuiInputSource_Mouse, - ImGuiInputSource_Keyboard, - ImGuiInputSource_Gamepad, - ImGuiInputSource_Nav, // Stored in g.ActiveIdSource only - ImGuiInputSource_Clipboard, // Currently only used by InputText() - ImGuiInputSource_COUNT -}; - -// FIXME-NAV: Clarify/expose various repeat delay/rate -enum ImGuiInputReadMode -{ - ImGuiInputReadMode_Down, - ImGuiInputReadMode_Pressed, - ImGuiInputReadMode_Released, - ImGuiInputReadMode_Repeat, - ImGuiInputReadMode_RepeatSlow, - ImGuiInputReadMode_RepeatFast -}; - -enum ImGuiPopupPositionPolicy -{ - ImGuiPopupPositionPolicy_Default, - ImGuiPopupPositionPolicy_ComboBox, - ImGuiPopupPositionPolicy_Tooltip -}; - -struct ImGuiDataTypeTempStorage -{ - ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT -}; - -// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). -struct ImGuiDataTypeInfo -{ - size_t Size; // Size in bytes - const char* Name; // Short descriptive name for the type, for debugging - const char* PrintFmt; // Default printf format for the type - const char* ScanFmt; // Default scanf format for the type -}; - -// Extend ImGuiDataType_ -enum ImGuiDataTypePrivate_ -{ - ImGuiDataType_String = ImGuiDataType_COUNT + 1, - ImGuiDataType_Pointer, - ImGuiDataType_ID + ImGuiPlotType_Histogram, }; // Stacked color modifier, backup of modified data so we can restore it struct ImGuiColorMod { - ImGuiCol Col; - ImVec4 BackupValue; + ImGuiCol Col; + ImVec4 BackupValue; }; // Stacked style modifier, backup of modified data so we can restore it. Data type inferred from the variable. @@ -984,6 +1021,7 @@ struct IMGUI_API ImGuiGroupData ImGuiID WindowID; ImVec2 BackupCursorPos; ImVec2 BackupCursorMaxPos; + ImVec2 BackupCursorPosPrevLine; ImVec1 BackupIndent; ImVec1 BackupGroupOffset; ImVec2 BackupCurrLineSize; @@ -991,6 +1029,7 @@ struct IMGUI_API ImGuiGroupData ImGuiID BackupActiveIdIsAlive; bool BackupActiveIdPreviousFrameIsAlive; bool BackupHoveredIdIsAlive; + bool BackupIsSameLine; bool EmitItem; }; @@ -1012,10 +1051,20 @@ struct IMGUI_API ImGuiMenuColumns void CalcNextTotalWidth(bool update_offsets); }; +// Internal temporary state for deactivating InputText() instances. +struct IMGUI_API ImGuiInputTextDeactivatedState +{ + ImGuiID ID; // widget id owning the text state (which just got deactivated) + ImVector TextA; // text buffer + + ImGuiInputTextDeactivatedState() { memset(this, 0, sizeof(*this)); } + void ClearFreeMemory() { ID = 0; TextA.clear(); } +}; // Internal state of the currently focused/edited text input box // For a given item ID, access with ImGui::GetInputTextState() struct IMGUI_API ImGuiInputTextState { + ImGuiContext* Ctx; // parent UI context (needs to be set explicitly by parent). ImGuiID ID; // widget id owning the text state int CurLenW, CurLenA; // we need to maintain our buffer length in both UTF-8 and wchar format. UTF-8 length is valid even if TextA is not. ImVector TextW; // edit buffer, we need to persist but can't guarantee the persistence of the user-provided buffer. so we copy into own buffer. @@ -1029,13 +1078,13 @@ struct IMGUI_API ImGuiInputTextState bool CursorFollow; // set when we want scrolling to follow the current cursor position (not always!) bool SelectedAllMouseLock; // after a double-click to select all, we ignore further mouse drags to update selection bool Edited; // edited this frame - ImGuiInputTextFlags Flags; // copy of InputText() flags + ImGuiInputTextFlags Flags; // copy of InputText() flags. may be used to check if e.g. ImGuiInputTextFlags_Password is set. ImGuiInputTextState() { memset(this, 0, sizeof(*this)); } void ClearText() { CurLenW = CurLenA = 0; TextW[0] = 0; TextA[0] = 0; CursorClamp(); } void ClearFreeMemory() { TextW.clear(); TextA.clear(); InitialTextA.clear(); } int GetUndoAvailCount() const { return Stb.undostate.undo_point; } - int GetRedoAvailCount() const { return STB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } + int GetRedoAvailCount() const { return IMSTB_TEXTEDIT_UNDOSTATECOUNT - Stb.undostate.redo_point; } void OnKeyPressed(int key); // Cannot be inline because we call in code in stb_textedit.h implementation // Cursor & Selection @@ -1049,20 +1098,6 @@ struct IMGUI_API ImGuiInputTextState void SelectAll() { Stb.select_start = 0; Stb.cursor = Stb.select_end = CurLenW; Stb.has_preferred_x = 0; } }; -// Storage for current popup stack -struct ImGuiPopupData -{ - ImGuiID PopupId; // Set on OpenPopup() - ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() - ImGuiWindow* SourceWindow; // Set on OpenPopup() copy of NavWindow at the time of opening the popup - int OpenFrameCount; // Set on OpenPopup() - ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) - ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) - ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup - - ImGuiPopupData() { memset(this, 0, sizeof(*this)); OpenFrameCount = -1; } -}; - enum ImGuiNextWindowDataFlags_ { ImGuiNextWindowDataFlags_None = 0, @@ -1073,7 +1108,8 @@ enum ImGuiNextWindowDataFlags_ ImGuiNextWindowDataFlags_HasSizeConstraint = 1 << 4, ImGuiNextWindowDataFlags_HasFocus = 1 << 5, ImGuiNextWindowDataFlags_HasBgAlpha = 1 << 6, - ImGuiNextWindowDataFlags_HasScroll = 1 << 7 + ImGuiNextWindowDataFlags_HasScroll = 1 << 7, + ImGuiNextWindowDataFlags_HasChildFlags = 1 << 8, }; // Storage for SetNexWindow** functions @@ -1088,6 +1124,7 @@ struct ImGuiNextWindowData ImVec2 SizeVal; ImVec2 ContentSizeVal; ImVec2 ScrollVal; + ImGuiChildFlags ChildFlags; bool CollapsedVal; ImRect SizeConstraintRect; ImGuiSizeCallback SizeCallback; @@ -1099,23 +1136,31 @@ struct ImGuiNextWindowData inline void ClearFlags() { Flags = ImGuiNextWindowDataFlags_None; } }; +// Multi-Selection item index or identifier when using SetNextItemSelectionUserData()/BeginMultiSelect() +// (Most users are likely to use this store an item INDEX but this may be used to store a POINTER as well.) +typedef ImS64 ImGuiSelectionUserData; + enum ImGuiNextItemDataFlags_ { - ImGuiNextItemDataFlags_None = 0, - ImGuiNextItemDataFlags_HasWidth = 1 << 0, - ImGuiNextItemDataFlags_HasOpen = 1 << 1 + ImGuiNextItemDataFlags_None = 0, + ImGuiNextItemDataFlags_HasWidth = 1 << 0, + ImGuiNextItemDataFlags_HasOpen = 1 << 1, + ImGuiNextItemDataFlags_HasShortcut = 1 << 2, }; struct ImGuiNextItemData { ImGuiNextItemDataFlags Flags; - float Width; // Set by SetNextItemWidth() - ImGuiID FocusScopeId; // Set by SetNextItemMultiSelectData() (!= 0 signify value has been set, so it's an alternate version of HasSelectionData, we don't use Flags for this because they are cleared too early. This is mostly used for debugging) - ImGuiCond OpenCond; - bool OpenVal; // Set by SetNextItemOpen() + ImGuiItemFlags ItemFlags; // Currently only tested/used for ImGuiItemFlags_AllowOverlap. + // Non-flags members are NOT cleared by ItemAdd() meaning they are still valid during NavProcessItem() + ImGuiSelectionUserData SelectionUserData; // Set by SetNextItemSelectionUserData() (note that NULL/0 is a valid value, we use -1 == ImGuiSelectionUserData_Invalid to mark invalid values) + float Width; // Set by SetNextItemWidth() + ImGuiKeyChord Shortcut; // Set by SetNextItemShortcut() + bool OpenVal; // Set by SetNextItemOpen() + ImGuiCond OpenCond : 8; - ImGuiNextItemData() { memset(this, 0, sizeof(*this)); } - inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; } // Also cleared manually by ItemAdd()! + ImGuiNextItemData() { memset(this, 0, sizeof(*this)); SelectionUserData = -1; } + inline void ClearFlags() { Flags = ImGuiNextItemDataFlags_None; ItemFlags = ImGuiItemFlags_None; } // Also cleared manually by ItemAdd()! }; // Status storage for the last submitted item @@ -1126,11 +1171,23 @@ struct ImGuiLastItemData ImGuiItemStatusFlags StatusFlags; // See ImGuiItemStatusFlags_ ImRect Rect; // Full rectangle ImRect NavRect; // Navigation scoring rectangle (not displayed) - ImRect DisplayRect; // Display rectangle (only if ImGuiItemStatusFlags_HasDisplayRect is set) + // Rarely used fields are not explicitly cleared, only valid when the corresponding ImGuiItemStatusFlags is set. + ImRect DisplayRect; // Display rectangle (ONLY VALID IF ImGuiItemStatusFlags_HasDisplayRect is set) + ImRect ClipRect; // Clip rectangle at the time of submitting item (ONLY VALID IF ImGuiItemStatusFlags_HasClipRect is set) ImGuiLastItemData() { memset(this, 0, sizeof(*this)); } }; +// Store data emitted by TreeNode() for usage by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere. +// This is the minimum amount of data that we need to perform the equivalent of NavApplyItemToResult() and which we can't infer in TreePop() +// Only stored when the node is a potential candidate for landing on a Left arrow jump. +struct ImGuiNavTreeNodeData +{ + ImGuiID ID; + ImGuiItemFlags InFlags; + ImRect NavRect; +}; + struct IMGUI_API ImGuiStackSizes { short SizeOfIDStack; @@ -1144,22 +1201,23 @@ struct IMGUI_API ImGuiStackSizes short SizeOfDisabledStack; ImGuiStackSizes() { memset(this, 0, sizeof(*this)); } - void SetToCurrentState(); - void CompareWithCurrentState(); + void SetToContextState(ImGuiContext* ctx); + void CompareWithContextState(ImGuiContext* ctx); }; // Data saved for each window pushed into the stack struct ImGuiWindowStackData { - ImGuiWindow* Window; - ImGuiLastItemData ParentLastItemDataBackup; - ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting + ImGuiWindow* Window; + ImGuiLastItemData ParentLastItemDataBackup; + ImGuiStackSizes StackSizesOnBegin; // Store size of various stacks for asserting }; struct ImGuiShrinkWidthItem { int Index; float Width; + float InitialWidth; }; struct ImGuiPtrOrIndex @@ -1171,10 +1229,261 @@ struct ImGuiPtrOrIndex ImGuiPtrOrIndex(int index) { Ptr = NULL; Index = index; } }; +//----------------------------------------------------------------------------- +// [SECTION] Data types support +//----------------------------------------------------------------------------- + +struct ImGuiDataVarInfo +{ + ImGuiDataType Type; + ImU32 Count; // 1+ + ImU32 Offset; // Offset in parent structure + void* GetVarPtr(void* parent) const { return (void*)((unsigned char*)parent + Offset); } +}; + +struct ImGuiDataTypeTempStorage +{ + ImU8 Data[8]; // Can fit any data up to ImGuiDataType_COUNT +}; + +// Type information associated to one ImGuiDataType. Retrieve with DataTypeGetInfo(). +struct ImGuiDataTypeInfo +{ + size_t Size; // Size in bytes + const char* Name; // Short descriptive name for the type, for debugging + const char* PrintFmt; // Default printf format for the type + const char* ScanFmt; // Default scanf format for the type +}; + +// Extend ImGuiDataType_ +enum ImGuiDataTypePrivate_ +{ + ImGuiDataType_String = ImGuiDataType_COUNT + 1, + ImGuiDataType_Pointer, + ImGuiDataType_ID, +}; + +//----------------------------------------------------------------------------- +// [SECTION] Popup support +//----------------------------------------------------------------------------- + +enum ImGuiPopupPositionPolicy +{ + ImGuiPopupPositionPolicy_Default, + ImGuiPopupPositionPolicy_ComboBox, + ImGuiPopupPositionPolicy_Tooltip, +}; + +// Storage for popup stacks (g.OpenPopupStack and g.BeginPopupStack) +struct ImGuiPopupData +{ + ImGuiID PopupId; // Set on OpenPopup() + ImGuiWindow* Window; // Resolved on BeginPopup() - may stay unresolved if user never calls OpenPopup() + ImGuiWindow* BackupNavWindow;// Set on OpenPopup(), a NavWindow that will be restored on popup close + int ParentNavLayer; // Resolved on BeginPopup(). Actually a ImGuiNavLayer type (declared down below), initialized to -1 which is not part of an enum, but serves well-enough as "not any of layers" value + int OpenFrameCount; // Set on OpenPopup() + ImGuiID OpenParentId; // Set on OpenPopup(), we need this to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) + ImVec2 OpenPopupPos; // Set on OpenPopup(), preferred popup position (typically == OpenMousePos when using mouse) + ImVec2 OpenMousePos; // Set on OpenPopup(), copy of mouse position at the time of opening popup + + ImGuiPopupData() { memset(this, 0, sizeof(*this)); ParentNavLayer = OpenFrameCount = -1; } +}; + +//----------------------------------------------------------------------------- +// [SECTION] Inputs support +//----------------------------------------------------------------------------- + +// Bit array for named keys +typedef ImBitArray ImBitArrayForNamedKeys; + +// [Internal] Key ranges +#define ImGuiKey_LegacyNativeKey_BEGIN 0 +#define ImGuiKey_LegacyNativeKey_END 512 +#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN) +#define ImGuiKey_Keyboard_END (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart) +#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1) +#define ImGuiKey_Mouse_BEGIN (ImGuiKey_MouseLeft) +#define ImGuiKey_Mouse_END (ImGuiKey_MouseWheelY + 1) +#define ImGuiKey_Aliases_BEGIN (ImGuiKey_Mouse_BEGIN) +#define ImGuiKey_Aliases_END (ImGuiKey_Mouse_END) + +// [Internal] Named shortcuts for Navigation +#define ImGuiKey_NavKeyboardTweakSlow ImGuiMod_Ctrl +#define ImGuiKey_NavKeyboardTweakFast ImGuiMod_Shift +#define ImGuiKey_NavGamepadTweakSlow ImGuiKey_GamepadL1 +#define ImGuiKey_NavGamepadTweakFast ImGuiKey_GamepadR1 +#define ImGuiKey_NavGamepadActivate ImGuiKey_GamepadFaceDown +#define ImGuiKey_NavGamepadCancel ImGuiKey_GamepadFaceRight +#define ImGuiKey_NavGamepadMenu ImGuiKey_GamepadFaceLeft +#define ImGuiKey_NavGamepadInput ImGuiKey_GamepadFaceUp + +enum ImGuiInputEventType +{ + ImGuiInputEventType_None = 0, + ImGuiInputEventType_MousePos, + ImGuiInputEventType_MouseWheel, + ImGuiInputEventType_MouseButton, + ImGuiInputEventType_Key, + ImGuiInputEventType_Text, + ImGuiInputEventType_Focus, + ImGuiInputEventType_COUNT +}; + +enum ImGuiInputSource +{ + ImGuiInputSource_None = 0, + ImGuiInputSource_Mouse, // Note: may be Mouse or TouchScreen or Pen. See io.MouseSource to distinguish them. + ImGuiInputSource_Keyboard, + ImGuiInputSource_Gamepad, + ImGuiInputSource_Clipboard, // Currently only used by InputText() + ImGuiInputSource_COUNT +}; + +// FIXME: Structures in the union below need to be declared as anonymous unions appears to be an extension? +// Using ImVec2() would fail on Clang 'union member 'MousePos' has a non-trivial default constructor' +struct ImGuiInputEventMousePos { float PosX, PosY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseWheel { float WheelX, WheelY; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventMouseButton { int Button; bool Down; ImGuiMouseSource MouseSource; }; +struct ImGuiInputEventKey { ImGuiKey Key; bool Down; float AnalogValue; }; +struct ImGuiInputEventText { unsigned int Char; }; +struct ImGuiInputEventAppFocused { bool Focused; }; + +struct ImGuiInputEvent +{ + ImGuiInputEventType Type; + ImGuiInputSource Source; + ImU32 EventId; // Unique, sequential increasing integer to identify an event (if you need to correlate them to other data). + union + { + ImGuiInputEventMousePos MousePos; // if Type == ImGuiInputEventType_MousePos + ImGuiInputEventMouseWheel MouseWheel; // if Type == ImGuiInputEventType_MouseWheel + ImGuiInputEventMouseButton MouseButton; // if Type == ImGuiInputEventType_MouseButton + ImGuiInputEventKey Key; // if Type == ImGuiInputEventType_Key + ImGuiInputEventText Text; // if Type == ImGuiInputEventType_Text + ImGuiInputEventAppFocused AppFocused; // if Type == ImGuiInputEventType_Focus + }; + bool AddedByTestEngine; + + ImGuiInputEvent() { memset(this, 0, sizeof(*this)); } +}; + +// Input function taking an 'ImGuiID owner_id' argument defaults to (ImGuiKeyOwner_Any == 0) aka don't test ownership, which matches legacy behavior. +#define ImGuiKeyOwner_Any ((ImGuiID)0) // Accept key that have an owner, UNLESS a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. +#define ImGuiKeyOwner_None ((ImGuiID)-1) // Require key to have no owner. + +typedef ImS16 ImGuiKeyRoutingIndex; + +// Routing table entry (sizeof() == 16 bytes) +struct ImGuiKeyRoutingData +{ + ImGuiKeyRoutingIndex NextEntryIndex; + ImU16 Mods; // Technically we'd only need 4-bits but for simplify we store ImGuiMod_ values which need 16-bits. ImGuiMod_Shortcut is already translated to Ctrl/Super. + ImU8 RoutingCurrScore; // [DEBUG] For debug display + ImU8 RoutingNextScore; // Lower is better (0: perfect score) + ImGuiID RoutingCurr; + ImGuiID RoutingNext; + + ImGuiKeyRoutingData() { NextEntryIndex = -1; Mods = 0; RoutingCurrScore = RoutingNextScore = 255; RoutingCurr = RoutingNext = ImGuiKeyOwner_None; } +}; + +// Routing table: maintain a desired owner for each possible key-chord (key + mods), and setup owner in NewFrame() when mods are matching. +// Stored in main context (1 instance) +struct ImGuiKeyRoutingTable +{ + ImGuiKeyRoutingIndex Index[ImGuiKey_NamedKey_COUNT]; // Index of first entry in Entries[] + ImVector Entries; + ImVector EntriesNext; // Double-buffer to avoid reallocation (could use a shared buffer) + + ImGuiKeyRoutingTable() { Clear(); } + void Clear() { for (int n = 0; n < IM_ARRAYSIZE(Index); n++) Index[n] = -1; Entries.clear(); EntriesNext.clear(); } +}; + +// This extends ImGuiKeyData but only for named keys (legacy keys don't support the new features) +// Stored in main context (1 per named key). In the future it might be merged into ImGuiKeyData. +struct ImGuiKeyOwnerData +{ + ImGuiID OwnerCurr; + ImGuiID OwnerNext; + bool LockThisFrame; // Reading this key requires explicit owner id (until end of frame). Set by ImGuiInputFlags_LockThisFrame. + bool LockUntilRelease; // Reading this key requires explicit owner id (until key is released). Set by ImGuiInputFlags_LockUntilRelease. When this is true LockThisFrame is always true as well. + + ImGuiKeyOwnerData() { OwnerCurr = OwnerNext = ImGuiKeyOwner_None; LockThisFrame = LockUntilRelease = false; } +}; + +// Flags for extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +enum ImGuiInputFlags_ +{ + // Flags for IsKeyPressed(), IsKeyChordPressed(), IsMouseClicked(), Shortcut() + ImGuiInputFlags_None = 0, + + // Repeat mode + ImGuiInputFlags_Repeat = 1 << 0, // Enable repeat. Return true on successive repeats. Default for legacy IsKeyPressed(). NOT Default for legacy IsMouseClicked(). MUST BE == 1. + ImGuiInputFlags_RepeatRateDefault = 1 << 1, // Repeat rate: Regular (default) + ImGuiInputFlags_RepeatRateNavMove = 1 << 2, // Repeat rate: Fast + ImGuiInputFlags_RepeatRateNavTweak = 1 << 3, // Repeat rate: Faster + + // Repeat mode: Specify when repeating key pressed can be interrupted. + // In theory ImGuiInputFlags_RepeatUntilOtherKeyPress may be a desirable default, but it would break too many behavior so everything is opt-in. + ImGuiInputFlags_RepeatUntilRelease = 1 << 4, // Stop repeating when released (default for all functions except Shortcut). This only exists to allow overriding Shortcut() default behavior. + ImGuiInputFlags_RepeatUntilKeyModsChange = 1 << 5, // Stop repeating when released OR if keyboard mods are changed (default for Shortcut) + ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone = 1 << 6, // Stop repeating when released OR if keyboard mods are leaving the None state. Allows going from Mod+Key to Key by releasing Mod. + ImGuiInputFlags_RepeatUntilOtherKeyPress = 1 << 7, // Stop repeating when released OR if any other keyboard key is pressed during the repeat + + // Flags for SetItemKeyOwner() + ImGuiInputFlags_CondHovered = 1 << 8, // Only set if item is hovered (default to both) + ImGuiInputFlags_CondActive = 1 << 9, // Only set if item is active (default to both) + ImGuiInputFlags_CondDefault_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + + // Flags for SetKeyOwner(), SetItemKeyOwner() + // Locking is useful to make input-owner-aware code steal keys from non-input-owner-aware code. If all code is input-owner-aware locking would never be necessary. + ImGuiInputFlags_LockThisFrame = 1 << 10, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared at end of frame. + ImGuiInputFlags_LockUntilRelease = 1 << 11, // Further accesses to key data will require EXPLICIT owner ID (ImGuiKeyOwner_Any/0 will NOT accepted for polling). Cleared when the key is released or at end of each frame if key is released. + + // Routing policies for Shortcut() + low-level SetShortcutRouting() + // - The general idea is that several callers register interest in a shortcut, and only one owner gets it. + // Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. + // Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) + // Child2 -> no call // When Child2 is focused, Parent gets the shortcut. + // The whole system is order independent, so if Child1 does it calls before Parent results will be identical. + // This is an important property as it facilitate working with foreign code or larger codebase. + // - Visualize registered routes in 'Metrics->Inputs' and submitted routes in 'Debug Log->InputRouting'. + // - When a policy (except for _RouteAlways *) is set, Shortcut() will register itself with SetShortcutRouting(), + // allowing the system to decide where to route the input among other route-aware calls. + // (* Using ImGuiInputFlags_RouteAlways is roughly equivalent to calling IsKeyChordPressed(key)). + // - Shortcut() uses ImGuiInputFlags_RouteFocused by default. Meaning that a Shortcut() call will register + // a route and only succeed when parent window is in the focus-stack and if no-one with a higher priority + // is claiming the same shortcut. + // - You can chain two unrelated windows in the focus stack using SetWindowParentWindowForFocusRoute(). + // - Priorities: GlobalHigh > Focused (when owner is active item) > Global > Focused (when focused window) > GlobalLow. + // - Can select only 1 policy among all available. + ImGuiInputFlags_RouteFocused = 1 << 12, // (Default) Honor focus route: Accept inputs if window is in focus stack. Deep-most focused window takes inputs. ActiveId takes inputs over deep-most focused window. + ImGuiInputFlags_RouteGlobalLow = 1 << 13, // Register route globally (lowest priority: unless a focused window or active item registered the route) -> recommended Global priority IF you need a Global priority. + ImGuiInputFlags_RouteGlobal = 1 << 14, // Register route globally (medium priority: unless an active item registered the route, e.g. CTRL+A registered by InputText will take priority over this). + ImGuiInputFlags_RouteGlobalHigh = 1 << 15, // Register route globally (higher priority: unlikely you need to use that: will interfere with every active items, e.g. CTRL+A registered by InputText will be overriden by this) + ImGuiInputFlags_RouteAlways = 1 << 16, // Do not register route, poll keys directly. + // Routing polices: extra options + ImGuiInputFlags_RouteUnlessBgFocused= 1 << 17, // Global routes will not be applied if underlying background/void is focused (== no Dear ImGui windows are focused). Useful for overlay applications. + + // [Internal] Mask of which function support which flags + ImGuiInputFlags_RepeatRateMask_ = ImGuiInputFlags_RepeatRateDefault | ImGuiInputFlags_RepeatRateNavMove | ImGuiInputFlags_RepeatRateNavTweak, + ImGuiInputFlags_RepeatUntilMask_ = ImGuiInputFlags_RepeatUntilRelease | ImGuiInputFlags_RepeatUntilKeyModsChange | ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone | ImGuiInputFlags_RepeatUntilOtherKeyPress, + ImGuiInputFlags_RepeatMask_ = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_, + ImGuiInputFlags_CondMask_ = ImGuiInputFlags_CondHovered | ImGuiInputFlags_CondActive, + ImGuiInputFlags_RouteMask_ = ImGuiInputFlags_RouteFocused | ImGuiInputFlags_RouteGlobal | ImGuiInputFlags_RouteGlobalLow | ImGuiInputFlags_RouteGlobalHigh, // _Always not part of this! + ImGuiInputFlags_SupportedByIsKeyPressed = ImGuiInputFlags_RepeatMask_, + ImGuiInputFlags_SupportedByIsMouseClicked = ImGuiInputFlags_Repeat, + ImGuiInputFlags_SupportedByShortcut = ImGuiInputFlags_RepeatMask_ | ImGuiInputFlags_RouteMask_ | ImGuiInputFlags_RouteAlways | ImGuiInputFlags_RouteUnlessBgFocused, + ImGuiInputFlags_SupportedBySetKeyOwner = ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease, + ImGuiInputFlags_SupportedBySetItemKeyOwner = ImGuiInputFlags_SupportedBySetKeyOwner | ImGuiInputFlags_CondMask_, +}; + //----------------------------------------------------------------------------- // [SECTION] Clipper support //----------------------------------------------------------------------------- +// Note that Max is exclusive, so perhaps should be using a Begin/End convention. struct ImGuiListClipperRange { int Min; @@ -1207,9 +1516,11 @@ struct ImGuiListClipperData enum ImGuiActivateFlags_ { ImGuiActivateFlags_None = 0, - ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default if keyboard is available. - ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default if keyboard is not available. - ImGuiActivateFlags_TryToPreserveState = 1 << 2 // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_PreferInput = 1 << 0, // Favor activation that requires keyboard text input (e.g. for Slider/Drag). Default for Enter key. + ImGuiActivateFlags_PreferTweak = 1 << 1, // Favor activation for tweaking with arrows or gamepad (e.g. for Slider/Drag). Default for Space key and if keyboard is not used. + ImGuiActivateFlags_TryToPreserveState = 1 << 2, // Request widget to preserve state if it can (e.g. InputText will try to preserve cursor/selection) + ImGuiActivateFlags_FromTabbing = 1 << 3, // Activation requested by a tabbing request + ImGuiActivateFlags_FromShortcut = 1 << 4, // Activation requested by an item shortcut via SetNextItemShortcut() function. }; // Early work-in-progress API for ScrollToItem() @@ -1224,7 +1535,7 @@ enum ImGuiScrollFlags_ ImGuiScrollFlags_AlwaysCenterY = 1 << 5, // Always center the result item on Y axis [default for Y axis for appearing window) ImGuiScrollFlags_NoScrollParent = 1 << 6, // Disable forwarding scrolling to parent window if required to keep item/rect visible (only scroll window the function was applied to). ImGuiScrollFlags_MaskX_ = ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleCenterX | ImGuiScrollFlags_AlwaysCenterX, - ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY + ImGuiScrollFlags_MaskY_ = ImGuiScrollFlags_KeepVisibleEdgeY | ImGuiScrollFlags_KeepVisibleCenterY | ImGuiScrollFlags_AlwaysCenterY, }; enum ImGuiNavHighlightFlags_ @@ -1233,16 +1544,7 @@ enum ImGuiNavHighlightFlags_ ImGuiNavHighlightFlags_TypeDefault = 1 << 0, ImGuiNavHighlightFlags_TypeThin = 1 << 1, ImGuiNavHighlightFlags_AlwaysDraw = 1 << 2, // Draw rectangular highlight if (g.NavId == id) _even_ when using the mouse. - ImGuiNavHighlightFlags_NoRounding = 1 << 3 -}; - -enum ImGuiNavDirSourceFlags_ -{ - ImGuiNavDirSourceFlags_None = 0, - ImGuiNavDirSourceFlags_RawKeyboard = 1 << 0, // Raw keyboard (not pulled from nav), faciliate use of some functions before we can unify nav and keys - ImGuiNavDirSourceFlags_Keyboard = 1 << 1, - ImGuiNavDirSourceFlags_PadDPad = 1 << 2, - ImGuiNavDirSourceFlags_PadLStick = 1 << 3 + ImGuiNavHighlightFlags_NoRounding = 1 << 3, }; enum ImGuiNavMoveFlags_ @@ -1252,21 +1554,24 @@ enum ImGuiNavMoveFlags_ ImGuiNavMoveFlags_LoopY = 1 << 1, ImGuiNavMoveFlags_WrapX = 1 << 2, // On failed request, request from opposite side one line down (when NavDir==right) or one line up (when NavDir==left) ImGuiNavMoveFlags_WrapY = 1 << 3, // This is not super useful but provided for completeness + ImGuiNavMoveFlags_WrapMask_ = ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_WrapY, ImGuiNavMoveFlags_AllowCurrentNavId = 1 << 4, // Allow scoring and considering the current NavId as a move target candidate. This is used when the move source is offset (e.g. pressing PageDown actually needs to send a Up move request, if we are pressing PageDown from the bottom-most item we need to stay in place) ImGuiNavMoveFlags_AlsoScoreVisibleSet = 1 << 5, // Store alternate result in NavMoveResultLocalVisible that only comprise elements that are already fully visible (used by PageUp/PageDown) ImGuiNavMoveFlags_ScrollToEdgeY = 1 << 6, // Force scrolling to min/max (used by Home/End) // FIXME-NAV: Aim to remove or reword, probably unnecessary ImGuiNavMoveFlags_Forwarded = 1 << 7, ImGuiNavMoveFlags_DebugNoResult = 1 << 8, // Dummy scoring for debug purpose, don't apply result - ImGuiNavMoveFlags_FocusApi = 1 << 9, - ImGuiNavMoveFlags_Tabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight - ImGuiNavMoveFlags_Activate = 1 << 11, - ImGuiNavMoveFlags_DontSetNavHighlight = 1 << 12 // Do not alter the visible state of keyboard vs mouse nav highlight + ImGuiNavMoveFlags_FocusApi = 1 << 9, // Requests from focus API can land/focus/activate items even if they are marked with _NoTabStop (see NavProcessItemForTabbingRequest() for details) + ImGuiNavMoveFlags_IsTabbing = 1 << 10, // == Focus + Activate if item is Inputable + DontChangeNavHighlight + ImGuiNavMoveFlags_IsPageMove = 1 << 11, // Identify a PageDown/PageUp request. + ImGuiNavMoveFlags_Activate = 1 << 12, // Activate/select target item. + ImGuiNavMoveFlags_NoSelect = 1 << 13, // Don't trigger selection by not setting g.NavJustMovedTo + ImGuiNavMoveFlags_NoSetNavHighlight = 1 << 14, // Do not alter the visible state of keyboard vs mouse nav highlight }; enum ImGuiNavLayer { ImGuiNavLayer_Main = 0, // Main scrolling layer - ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt/ImGuiNavInput_Menu) + ImGuiNavLayer_Menu = 1, // Menu layer (access with Alt) ImGuiNavLayer_COUNT }; @@ -1277,19 +1582,63 @@ struct ImGuiNavItemData ImGuiID FocusScopeId; // Init,Move // Best candidate focus scope ID ImRect RectRel; // Init,Move // Best candidate bounding box in window relative space ImGuiItemFlags InFlags; // ????,Move // Best candidate item flags + ImGuiSelectionUserData SelectionUserData;//I+Mov // Best candidate SetNextItemSelectionData() value. float DistBox; // Move // Best candidate box distance to current NavId float DistCenter; // Move // Best candidate center distance to current NavId float DistAxial; // Move // Best candidate axial distance to current NavId ImGuiNavItemData() { Clear(); } - void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; DistBox = DistCenter = DistAxial = FLT_MAX; } + void Clear() { Window = NULL; ID = FocusScopeId = 0; InFlags = 0; SelectionUserData = -1; DistBox = DistCenter = DistAxial = FLT_MAX; } +}; + +struct ImGuiFocusScopeData +{ + ImGuiID ID; + ImGuiID WindowID; +}; + +//----------------------------------------------------------------------------- +// [SECTION] Typing-select support +//----------------------------------------------------------------------------- + +// Flags for GetTypingSelectRequest() +enum ImGuiTypingSelectFlags_ +{ + ImGuiTypingSelectFlags_None = 0, + ImGuiTypingSelectFlags_AllowBackspace = 1 << 0, // Backspace to delete character inputs. If using: ensure GetTypingSelectRequest() is not called more than once per frame (filter by e.g. focus state) + ImGuiTypingSelectFlags_AllowSingleCharMode = 1 << 1, // Allow "single char" search mode which is activated when pressing the same character multiple times. +}; + +// Returned by GetTypingSelectRequest(), designed to eventually be public. +struct IMGUI_API ImGuiTypingSelectRequest +{ + ImGuiTypingSelectFlags Flags; // Flags passed to GetTypingSelectRequest() + int SearchBufferLen; + const char* SearchBuffer; // Search buffer contents (use full string. unless SingleCharMode is set, in which case use SingleCharSize). + bool SelectRequest; // Set when buffer was modified this frame, requesting a selection. + bool SingleCharMode; // Notify when buffer contains same character repeated, to implement special mode. In this situation it preferred to not display any on-screen search indication. + ImS8 SingleCharSize; // Length in bytes of first letter codepoint (1 for ascii, 2-4 for UTF-8). If (SearchBufferLen==RepeatCharSize) only 1 letter has been input. +}; + +// Storage for GetTypingSelectRequest() +struct IMGUI_API ImGuiTypingSelectState +{ + ImGuiTypingSelectRequest Request; // User-facing data + char SearchBuffer[64]; // Search buffer: no need to make dynamic as this search is very transient. + ImGuiID FocusScope; + int LastRequestFrame = 0; + float LastRequestTime = 0.0f; + bool SingleCharModeLock = false; // After a certain single char repeat count we lock into SingleCharMode. Two benefits: 1) buffer never fill, 2) we can provide an immediate SingleChar mode without timer elapsing. + + ImGuiTypingSelectState() { memset(this, 0, sizeof(*this)); } + void Clear() { SearchBuffer[0] = 0; SingleCharModeLock = false; } // We preserve remaining data for easier debugging }; //----------------------------------------------------------------------------- // [SECTION] Columns support //----------------------------------------------------------------------------- -// Flags for internal's BeginColumns(). Prefix using BeginTable() nowadays! +// Flags for internal's BeginColumns(). This is an obsolete API. Prefer using BeginTable() nowadays! enum ImGuiOldColumnFlags_ { ImGuiOldColumnFlags_None = 0, @@ -1297,24 +1646,24 @@ enum ImGuiOldColumnFlags_ ImGuiOldColumnFlags_NoResize = 1 << 1, // Disable resizing columns when clicking on the dividers ImGuiOldColumnFlags_NoPreserveWidths = 1 << 2, // Disable column width preservation when adjusting columns ImGuiOldColumnFlags_NoForceWithinWindow = 1 << 3, // Disable forcing columns to fit within window - ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4 // (WIP) Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. + ImGuiOldColumnFlags_GrowParentContentsSize = 1 << 4, // Restore pre-1.51 behavior of extending the parent window contents size but _without affecting the columns width at all_. Will eventually remove. // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - , ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, - ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, - ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, - ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, - ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, - ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize + //ImGuiColumnsFlags_None = ImGuiOldColumnFlags_None, + //ImGuiColumnsFlags_NoBorder = ImGuiOldColumnFlags_NoBorder, + //ImGuiColumnsFlags_NoResize = ImGuiOldColumnFlags_NoResize, + //ImGuiColumnsFlags_NoPreserveWidths = ImGuiOldColumnFlags_NoPreserveWidths, + //ImGuiColumnsFlags_NoForceWithinWindow = ImGuiOldColumnFlags_NoForceWithinWindow, + //ImGuiColumnsFlags_GrowParentContentsSize = ImGuiOldColumnFlags_GrowParentContentsSize, #endif }; struct ImGuiOldColumnData { - float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) + float OffsetNorm; // Column start offset, normalized 0.0 (far left) -> 1.0 (far right) float OffsetNormBeforeResize; - ImGuiOldColumnFlags Flags; // Not exposed + ImGuiOldColumnFlags Flags; // Not exposed ImRect ClipRect; ImGuiOldColumnData() { memset(this, 0, sizeof(*this)); } @@ -1345,6 +1694,9 @@ struct ImGuiOldColumns // [SECTION] Multi-select support //----------------------------------------------------------------------------- +// We always assume that -1 is an invalid value (which works for indices and pointers) +#define ImGuiSelectionUserData_Invalid ((ImGuiSelectionUserData)-1) + #ifdef IMGUI_HAS_MULTI_SELECT // #endif // #ifdef IMGUI_HAS_MULTI_SELECT @@ -1365,18 +1717,17 @@ struct ImGuiOldColumns // Every instance of ImGuiViewport is in fact a ImGuiViewportP. struct ImGuiViewportP : public ImGuiViewport { - int DrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used - ImDrawList* DrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. + int BgFgDrawListsLastFrame[2]; // Last frame number the background (0) and foreground (1) draw lists were used + ImDrawList* BgFgDrawLists[2]; // Convenience background (0) and foreground (1) draw lists. We use them to draw software mouser cursor when io.MouseDrawCursor is set and to draw most debug overlays. ImDrawData DrawDataP; - ImDrawDataBuilder DrawDataBuilder; - + ImDrawDataBuilder DrawDataBuilder; // Temporary data while building final ImDrawData ImVec2 WorkOffsetMin; // Work Area: Offset from Pos to top-left corner of Work Area. Generally (0,0) or (0,+main_menu_bar_height). Work Area is Full Area but without menu-bars/status-bars (so WorkArea always fit inside Pos/Size!) ImVec2 WorkOffsetMax; // Work Area: Offset from Pos+Size to bottom-right corner of Work Area. Generally (0,0) or (0,-status_bar_height). ImVec2 BuildWorkOffsetMin; // Work Area: Offset being built during current frame. Generally >= 0.0f. ImVec2 BuildWorkOffsetMax; // Work Area: Offset being built during current frame. Generally <= 0.0f. - ImGuiViewportP() { DrawListsLastFrame[0] = DrawListsLastFrame[1] = -1; DrawLists[0] = DrawLists[1] = NULL; } - ~ImGuiViewportP() { if (DrawLists[0]) IM_DELETE(DrawLists[0]); if (DrawLists[1]) IM_DELETE(DrawLists[1]); } + ImGuiViewportP() { BgFgDrawListsLastFrame[0] = BgFgDrawListsLastFrame[1] = -1; BgFgDrawLists[0] = BgFgDrawLists[1] = NULL; } + ~ImGuiViewportP() { if (BgFgDrawLists[0]) IM_DELETE(BgFgDrawLists[0]); if (BgFgDrawLists[1]) IM_DELETE(BgFgDrawLists[1]); } // Calculate work rect pos/size given a set of offset (we have 1 pair of offset for rect locked from last frame data, and 1 pair for currently building rect) ImVec2 CalcWorkRectPos(const ImVec2& off_min) const { return ImVec2(Pos.x + off_min.x, Pos.y + off_min.y); } @@ -1402,7 +1753,9 @@ struct ImGuiWindowSettings ImVec2ih Pos; ImVec2ih Size; bool Collapsed; + bool IsChild; bool WantApply; // Set when loaded from .ini data (to enable merging/loading .ini data into an already running context) + bool WantDelete; // Set to invalidate/delete the settings entry ImGuiWindowSettings() { memset(this, 0, sizeof(*this)); } char* GetName() { return (char*)(this + 1); } @@ -1423,32 +1776,83 @@ struct ImGuiSettingsHandler ImGuiSettingsHandler() { memset(this, 0, sizeof(*this)); } }; +//----------------------------------------------------------------------------- +// [SECTION] Localization support +//----------------------------------------------------------------------------- + +// This is experimental and not officially supported, it'll probably fall short of features, if/when it does we may backtrack. +enum ImGuiLocKey : int +{ + ImGuiLocKey_VersionStr, + ImGuiLocKey_TableSizeOne, + ImGuiLocKey_TableSizeAllFit, + ImGuiLocKey_TableSizeAllDefault, + ImGuiLocKey_TableResetOrder, + ImGuiLocKey_WindowingMainMenuBar, + ImGuiLocKey_WindowingPopup, + ImGuiLocKey_WindowingUntitled, + ImGuiLocKey_COUNT +}; + +struct ImGuiLocEntry +{ + ImGuiLocKey Key; + const char* Text; +}; + + //----------------------------------------------------------------------------- // [SECTION] Metrics, Debug Tools //----------------------------------------------------------------------------- +enum ImGuiDebugLogFlags_ +{ + // Event types + ImGuiDebugLogFlags_None = 0, + ImGuiDebugLogFlags_EventActiveId = 1 << 0, + ImGuiDebugLogFlags_EventFocus = 1 << 1, + ImGuiDebugLogFlags_EventPopup = 1 << 2, + ImGuiDebugLogFlags_EventNav = 1 << 3, + ImGuiDebugLogFlags_EventClipper = 1 << 4, + ImGuiDebugLogFlags_EventSelection = 1 << 5, + ImGuiDebugLogFlags_EventIO = 1 << 6, + ImGuiDebugLogFlags_EventInputRouting = 1 << 7, + + ImGuiDebugLogFlags_EventMask_ = ImGuiDebugLogFlags_EventActiveId | ImGuiDebugLogFlags_EventFocus | ImGuiDebugLogFlags_EventPopup | ImGuiDebugLogFlags_EventNav | ImGuiDebugLogFlags_EventClipper | ImGuiDebugLogFlags_EventSelection | ImGuiDebugLogFlags_EventIO | ImGuiDebugLogFlags_EventInputRouting, + ImGuiDebugLogFlags_OutputToTTY = 1 << 20, // Also send output to TTY + ImGuiDebugLogFlags_OutputToTestEngine = 1 << 21, // Also send output to Test Engine +}; + +struct ImGuiDebugAllocEntry +{ + int FrameCount; + ImS16 AllocCount; + ImS16 FreeCount; +}; + +struct ImGuiDebugAllocInfo +{ + int TotalAllocCount; // Number of call to MemAlloc(). + int TotalFreeCount; + ImS16 LastEntriesIdx; // Current index in buffer + ImGuiDebugAllocEntry LastEntriesBuf[6]; // Track last 6 frames that had allocations + + ImGuiDebugAllocInfo() { memset(this, 0, sizeof(*this)); } +}; + struct ImGuiMetricsConfig { - bool ShowStackTool; - bool ShowWindowsRects; - bool ShowWindowsBeginOrder; - bool ShowTablesRects; - bool ShowDrawCmdMesh; - bool ShowDrawCmdBoundingBoxes; - int ShowWindowsRectsType; - int ShowTablesRectsType; - - ImGuiMetricsConfig() - { - ShowStackTool = false; - ShowWindowsRects = false; - ShowWindowsBeginOrder = false; - ShowTablesRects = false; - ShowDrawCmdMesh = true; - ShowDrawCmdBoundingBoxes = true; - ShowWindowsRectsType = -1; - ShowTablesRectsType = -1; - } + bool ShowDebugLog = false; + bool ShowIDStackTool = false; + bool ShowWindowsRects = false; + bool ShowWindowsBeginOrder = false; + bool ShowTablesRects = false; + bool ShowDrawCmdMesh = true; + bool ShowDrawCmdBoundingBoxes = true; + bool ShowTextEncodingViewer = false; + bool ShowAtlasTintedWithTextColor = false; + int ShowWindowsRectsType = -1; + int ShowTablesRectsType = -1; }; struct ImGuiStackLevelInfo @@ -1456,20 +1860,23 @@ struct ImGuiStackLevelInfo ImGuiID ID; ImS8 QueryFrameCount; // >= 1: Query in progress bool QuerySuccess; // Obtained result from DebugHookIdInfo() - char Desc[58]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) + ImGuiDataType DataType : 8; + char Desc[57]; // Arbitrarily sized buffer to hold a result (FIXME: could replace Results[] with a chunk stream?) FIXME: Now that we added CTRL+C this should be fixed. ImGuiStackLevelInfo() { memset(this, 0, sizeof(*this)); } }; -// State for Stack tool queries -struct ImGuiStackTool +// State for ID Stack tool queries +struct ImGuiIDStackTool { int LastActiveFrame; int StackLevel; // -1: query stack and resize Results, >= 0: individual stack level ImGuiID QueryId; // ID to query details for ImVector Results; + bool CopyToClipboardOnCtrlC; + float CopyToClipboardLastTime; - ImGuiStackTool() { memset(this, 0, sizeof(*this)); } + ImGuiIDStackTool() { memset(this, 0, sizeof(*this)); CopyToClipboardLastTime = -FLT_MAX; } }; //----------------------------------------------------------------------------- @@ -1491,7 +1898,7 @@ struct ImGuiContextHook }; //----------------------------------------------------------------------------- -// [SECTION] ImGuiContext (main imgui context) +// [SECTION] ImGuiContext (main Dear ImGui context) //----------------------------------------------------------------------------- struct ImGuiContext @@ -1515,6 +1922,12 @@ struct ImGuiContext bool TestEngineHookItems; // Will call test engine hooks: ImGuiTestEngineHook_ItemAdd(), ImGuiTestEngineHook_ItemInfo(), ImGuiTestEngineHook_Log() void* TestEngine; // Test engine user data + // Inputs + ImVector InputEventsQueue; // Input events which will be trickled/written into IO structure. + ImVector InputEventsTrail; // Past input events processed in NewFrame(). This is to allow domain-specific application to access e.g mouse/pen trail. + ImGuiMouseSource InputEventsNextMouseSource; + ImU32 InputEventsNextEventId; + // Windows state ImVector Windows; // Windows, sorted in display order, back to front ImVector WindowsFocusOrder; // Root windows, sorted in focus order, back to front. @@ -1523,21 +1936,24 @@ struct ImGuiContext ImGuiStorage WindowsById; // Map window's ImGuiID to ImGuiWindow* int WindowsActiveCount; // Number of unique windows submitted by frame ImVec2 WindowsHoverPadding; // Padding around resizable windows for which hovering on counts as hovering the window == ImMax(style.TouchExtraPadding, WINDOWS_HOVER_PADDING) + ImGuiID DebugBreakInWindow; // Set to break in Begin() call. ImGuiWindow* CurrentWindow; // Window being drawn into ImGuiWindow* HoveredWindow; // Window the mouse is hovering. Will typically catch mouse inputs. ImGuiWindow* HoveredWindowUnderMovingWindow; // Hovered window ignoring MovingWindow. Only set if MovingWindow is set. ImGuiWindow* MovingWindow; // Track the window we clicked on (in order to preserve focus). The actual window that is moved is generally MovingWindow->RootWindow. ImGuiWindow* WheelingWindow; // Track the window we started mouse-wheeling on. Until a timer elapse or mouse has moved, generally keep scrolling the same window even if during the course of scrolling the mouse ends up hovering a child window. ImVec2 WheelingWindowRefMousePos; - float WheelingWindowTimer; + int WheelingWindowStartFrame; // This may be set one frame before WheelingWindow is != NULL + int WheelingWindowScrolledFrame; + float WheelingWindowReleaseTimer; + ImVec2 WheelingWindowWheelRemainder; + ImVec2 WheelingAxisAvg; // Item/widgets state and tracking information - ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] + ImGuiID DebugHookIdInfo; // Will call core hooks: DebugHookIdInfo() from GetID functions, used by ID Stack Tool [next HoveredId/ActiveId to not pull in an extra cache-line] ImGuiID HoveredId; // Hovered widget, filled during the frame ImGuiID HoveredIdPreviousFrame; bool HoveredIdAllowOverlap; - bool HoveredIdUsingMouseWheel; // Hovered widget will use mouse wheel. Blocks scrolling the underlying window. - bool HoveredIdPreviousFrameUsingMouseWheel; bool HoveredIdDisabled; // At least one widget passed the rect test, but has been discarded by disabled flag or popup inhibit. May be true even if HoveredId == 0. float HoveredIdTimer; // Measure contiguous hovering time float HoveredIdNotActiveTimer; // Measure contiguous hovering time where the item has not been active @@ -1550,14 +1966,11 @@ struct ImGuiContext bool ActiveIdHasBeenPressedBefore; // Track whether the active id led to a press (this is to allow changing between PressOnClick and PressOnRelease without pressing twice). Used by range_select branch. bool ActiveIdHasBeenEditedBefore; // Was the value associated to the widget Edited over the course of the Active state. bool ActiveIdHasBeenEditedThisFrame; - bool ActiveIdUsingMouseWheel; // Active widget will want to read mouse wheel. Blocks scrolling the underlying window. - ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) - ImU32 ActiveIdUsingNavInputMask; // Active widget will want to read those nav inputs. - ImU64 ActiveIdUsingKeyInputMask; // Active widget will want to read those key inputs. When we grow the ImGuiKey enum we'll need to either to order the enum to make useful keys come first, either redesign this into e.g. a small array. + bool ActiveIdFromShortcut; + int ActiveIdMouseButton : 8; ImVec2 ActiveIdClickOffset; // Clicked offset from upper-left corner, if applicable (currently only set by ButtonBehavior) ImGuiWindow* ActiveIdWindow; - ImGuiInputSource ActiveIdSource; // Activating with mouse or nav (gamepad/keyboard) - int ActiveIdMouseButton; + ImGuiInputSource ActiveIdSource; // Activating source: ImGuiInputSource_Mouse OR ImGuiInputSource_Keyboard OR ImGuiInputSource_Gamepad ImGuiID ActiveIdPreviousFrame; bool ActiveIdPreviousFrameIsAlive; bool ActiveIdPreviousFrameHasBeenEditedBefore; @@ -1565,42 +1978,68 @@ struct ImGuiContext ImGuiID LastActiveId; // Store the last non-zero ActiveId, useful for animation. float LastActiveIdTimer; // Store the last non-zero ActiveId timer since the beginning of activation, useful for animation. + // [EXPERIMENTAL] Key/Input Ownership + Shortcut Routing system + // - The idea is that instead of "eating" a given key, we can link to an owner. + // - Input query can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Routing is requested ahead of time for a given chord (Key + Mods) and granted in NewFrame(). + double LastKeyModsChangeTime; // Record the last time key mods changed (affect repeat delay when using shortcut logic) + double LastKeyModsChangeFromNoneTime; // Record the last time key mods changed away from being 0 (affect repeat delay when using shortcut logic) + double LastKeyboardKeyPressTime; // Record the last time a keyboard key (ignore mouse/gamepad ones) was pressed. + ImBitArrayForNamedKeys KeysMayBeCharInput; // Lookup to tell if a key can emit char input, see IsKeyChordPotentiallyCharInput(). sizeof() = 20 bytes + ImGuiKeyOwnerData KeysOwnerData[ImGuiKey_NamedKey_COUNT]; + ImGuiKeyRoutingTable KeysRoutingTable; + ImU32 ActiveIdUsingNavDirMask; // Active widget will want to read those nav move requests (e.g. can activate a button and move away from it) + bool ActiveIdUsingAllKeyboardKeys; // Active widget will want to read all keyboard keys inputs. (FIXME: This is a shortcut for not taking ownership of 100+ keys but perhaps best to not have the inconsistency) + ImGuiKeyChord DebugBreakInShortcutRouting; // Set to break in SetShortcutRouting()/Shortcut() calls. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ImU32 ActiveIdUsingNavInputMask; // If you used this. Since (IMGUI_VERSION_NUM >= 18804) : 'g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel);' becomes 'SetKeyOwner(ImGuiKey_Escape, g.ActiveId) and/or SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId);' +#endif + // Next window/item data - ImGuiItemFlags CurrentItemFlags; // == g.ItemFlagsStack.back() + ImGuiID CurrentFocusScopeId; // Value for currently appending items == g.FocusScopeStack.back(). Not to be mistaken with g.NavFocusScopeId. + ImGuiItemFlags CurrentItemFlags; // Value for currently appending items == g.ItemFlagsStack.back() + ImGuiID DebugLocateId; // Storage for DebugLocateItemOnHover() feature: this is read by ItemAdd() so we keep it in a hot/cached location ImGuiNextItemData NextItemData; // Storage for SetNextItem** functions ImGuiLastItemData LastItemData; // Storage for last submitted item (setup by ItemAdd) ImGuiNextWindowData NextWindowData; // Storage for SetNextWindow** functions + bool DebugShowGroupRects; // Shared stacks - ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() - ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() - ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - not inherited by Begin(), unless child window - ImVectorItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() - ImVectorGroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() - ImVectorOpenPopupStack; // Which popups are open (persistent) - ImVectorBeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) + ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() + ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() + ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() + ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() + ImVector OpenPopupStack; // Which popups are open (persistent) + ImVector BeginPopupStack; // Which level of BeginPopup() we are in (reset every frame) + ImVector NavTreeNodeStack; // Stack for TreeNode() when a NavLeft requested is emitted. + int BeginMenuCount; // Viewports ImVector Viewports; // Active viewports (Size==1 in 'master' branch). Each viewports hold their copy of ImDrawData. // Gamepad/keyboard Navigation - ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusWindow' + ImGuiWindow* NavWindow; // Focused window for navigation. Could be called 'FocusedWindow' ImGuiID NavId; // Focused item for navigation - ImGuiID NavFocusScopeId; // Identify a selection scope (selection code often wants to "clear other items" when landing on an item of the selection set) - ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0, also set when calling ActivateItem() - ImGuiID NavActivateDownId; // ~~ IsNavInputDown(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavActivatePressedId; // ~~ IsNavInputPressed(ImGuiNavInput_Activate) ? NavId : 0 - ImGuiID NavActivateInputId; // ~~ IsNavInputPressed(ImGuiNavInput_Input) ? NavId : 0; ImGuiActivateFlags_PreferInput will be set and NavActivateId will be 0. + ImGuiID NavFocusScopeId; // Focused focus scope (e.g. selection code often wants to "clear other items" when landing on an item of the same scope) + ImVector NavFocusRoute; // Reversed copy focus scope stack for NavId (should contains NavFocusScopeId). This essentially follow the window->ParentWindowForFocusRoute chain. + ImGuiID NavActivateId; // ~~ (g.ActiveId == 0) && (IsKeyPressed(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate)) ? NavId : 0, also set when calling ActivateItem() + ImGuiID NavActivateDownId; // ~~ IsKeyDown(ImGuiKey_Space) || IsKeyDown(ImGuiKey_Enter) || IsKeyDown(ImGuiKey_NavGamepadActivate) ? NavId : 0 + ImGuiID NavActivatePressedId; // ~~ IsKeyPressed(ImGuiKey_Space) || IsKeyPressed(ImGuiKey_Enter) || IsKeyPressed(ImGuiKey_NavGamepadActivate) ? NavId : 0 (no repeat) ImGuiActivateFlags NavActivateFlags; + ImGuiID NavHighlightActivatedId; + float NavHighlightActivatedTimer; ImGuiID NavJustMovedToId; // Just navigated to this id (result of a successfully MoveRequest). ImGuiID NavJustMovedToFocusScopeId; // Just navigated to this focus scope id (result of a successfully MoveRequest). - ImGuiKeyModFlags NavJustMovedToKeyMods; + ImGuiKeyChord NavJustMovedToKeyMods; ImGuiID NavNextActivateId; // Set by ActivateItem(), queued until next frame. ImGuiActivateFlags NavNextActivateFlags; - ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS WILL ONLY BE None or NavGamepad or NavKeyboard. + ImGuiInputSource NavInputSource; // Keyboard or Gamepad mode? THIS CAN ONLY BE ImGuiInputSource_Keyboard or ImGuiInputSource_Mouse ImGuiNavLayer NavLayer; // Layer we are navigating on. For now the system is hard-coded for 0=main contents and 1=menu/title bar, may expose layers later. + ImGuiSelectionUserData NavLastValidSelectionUserData; // Last valid data passed to SetNextItemSelectionUser(), or -1. For current window. Not reset when focusing an item that doesn't have selection data. bool NavIdIsAlive; // Nav widget has been seen this frame ~~ NavRectRel is valid bool NavMousePosDirty; // When set we will update mouse position if (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) if set (NB: this not enabled by default) bool NavDisableHighlight; // When user starts using mouse, we hide gamepad/keyboard highlight (NB: but they are still available, which is why NavDisableHighlight isn't always != NavDisableMouseHover) @@ -1610,14 +2049,13 @@ struct ImGuiContext bool NavAnyRequest; // ~~ NavMoveRequest || NavInitRequest this is to perform early out in ItemAdd() bool NavInitRequest; // Init request for appearing window to select first item bool NavInitRequestFromMove; - ImGuiID NavInitResultId; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) - ImRect NavInitResultRectRel; // Init request result rectangle (relative to parent window) + ImGuiNavItemData NavInitResult; // Init request result (first item of the window, or one for which SetItemDefaultFocus() was called) bool NavMoveSubmitted; // Move request submitted, will process result on next NewFrame() bool NavMoveScoringItems; // Move request submitted, still scoring incoming items bool NavMoveForwardToNextFrame; ImGuiNavMoveFlags NavMoveFlags; ImGuiScrollFlags NavMoveScrollFlags; - ImGuiKeyModFlags NavMoveKeyMods; + ImGuiKeyChord NavMoveKeyMods; ImGuiDir NavMoveDir; // Direction of the move request (left/right/up/down) ImGuiDir NavMoveDirForDebug; ImGuiDir NavMoveClipDir; // FIXME-NAV: Describe the purpose of this better. Might want to rename? @@ -1632,16 +2070,20 @@ struct ImGuiContext ImGuiNavItemData NavTabbingResultFirst; // First tabbing request candidate within NavWindow and flattened hierarchy // Navigation: Windowing (CTRL+TAB for list, or Menu button + keys or directional pads to move/resize) + ImGuiKeyChord ConfigNavWindowingKeyNext; // = ImGuiMod_Ctrl | ImGuiKey_Tab, for reconfiguration (see #4828) + ImGuiKeyChord ConfigNavWindowingKeyPrev; // = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab ImGuiWindow* NavWindowingTarget; // Target window when doing CTRL+Tab (or Pad Menu + FocusPrev/Next), this window is temporarily displayed top-most! ImGuiWindow* NavWindowingTargetAnim; // Record of last valid NavWindowingTarget until DimBgRatio and NavWindowingHighlightAlpha becomes 0.0f, so the fade-out can stay on it. ImGuiWindow* NavWindowingListWindow; // Internal window actually listing the CTRL+Tab contents float NavWindowingTimer; float NavWindowingHighlightAlpha; bool NavWindowingToggleLayer; + ImGuiKey NavWindowingToggleKey; + ImVec2 NavWindowingAccumDeltaPos; + ImVec2 NavWindowingAccumDeltaSize; // Render float DimBgRatio; // 0.0..1.0 animation when fading in a dimming background (for modal window and CTRL+TAB list) - ImGuiMouseCursor MouseCursor; // Drag and Drop bool DragDropActive; @@ -1652,6 +2094,7 @@ struct ImGuiContext int DragDropMouseButton; ImGuiPayload DragDropPayload; ImRect DragDropTargetRect; // Store rectangle of current target candidate (we favor small targets when overlapping) + ImRect DragDropTargetClipRect; // Store ClipRect at the time of item's drawing ImGuiID DragDropTargetId; ImGuiDragDropFlags DragDropAcceptFlags; float DragDropAcceptIdCurrRectSurface; // Target item surface (we resolve overlapping targets by prioritizing the smaller surface) @@ -1666,8 +2109,9 @@ struct ImGuiContext int ClipperTempDataStacked; ImVector ClipperTempData; - // Table + // Tables ImGuiTable* CurrentTable; + ImGuiID DebugBreakInTable; // Set to break in BeginTable() call. int TablesTempDataStacked; // Temporary table data size (because we leave previous instances undestructed, we generally don't use TablesTempData.Size) ImVector TablesTempData; // Temporary table data (buffers reused/shared across instances, support nesting) ImPool Tables; // Persistent table data @@ -1680,17 +2124,35 @@ struct ImGuiContext ImVector CurrentTabBarStack; ImVector ShrinkWidthBuffer; - // Widget state + // Hover Delay system + ImGuiID HoverItemDelayId; + ImGuiID HoverItemDelayIdPreviousFrame; + float HoverItemDelayTimer; // Currently used by IsItemHovered() + float HoverItemDelayClearTimer; // Currently used by IsItemHovered(): grace time before g.TooltipHoverTimer gets cleared. + ImGuiID HoverItemUnlockedStationaryId; // Mouse has once been stationary on this item. Only reset after departing the item. + ImGuiID HoverWindowUnlockedStationaryId; // Mouse has once been stationary on this window. Only reset after departing the window. + + // Mouse state + ImGuiMouseCursor MouseCursor; + float MouseStationaryTimer; // Time the mouse has been stationary (with some loose heuristic) ImVec2 MouseLastValidPos; + + // Widget state ImGuiInputTextState InputTextState; + ImGuiInputTextDeactivatedState InputTextDeactivatedState; ImFont InputTextPasswordFont; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiColorEditFlags ColorEditOptions; // Store user options for color edit widgets - float ColorEditLastHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips - float ColorEditLastSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips - ImU32 ColorEditLastColor; // RGB value with alpha set to 0. + ImGuiID ColorEditCurrentID; // Set temporarily while inside of the parent-most ColorEdit4/ColorPicker4 (because they call each others). + ImGuiID ColorEditSavedID; // ID we are saving/restoring HS for + float ColorEditSavedHue; // Backup of last Hue associated to LastColor, so we can restore Hue in lossy RGB<>HSV round trips + float ColorEditSavedSat; // Backup of last Saturation associated to LastColor, so we can restore Saturation in lossy RGB<>HSV round trips + ImU32 ColorEditSavedColor; // RGB value with alpha set to 0. ImVec4 ColorPickerRef; // Initial/reference color at the time of opening the color picker. ImGuiComboPreviewData ComboPreviewData; + ImRect WindowResizeBorderExpectedRect; // Expected border rect, switch to relative edit if moving + bool WindowResizeRelativeMode; + float SliderGrabClickOffset; float SliderCurrentAccum; // Accumulated slider delta when using navigation controls. bool SliderCurrentAccumDirty; // Has the accumulated slider delta changed since last time we tried to apply it? bool DragCurrentAccumDirty; @@ -1699,15 +2161,15 @@ struct ImGuiContext float ScrollbarClickDeltaToGrabCenter; // Distance between mouse and center of grab box, normalized in parent space. Use storage? float DisabledAlphaBackup; // Backup for style.Alpha for BeginDisabled() short DisabledStackSize; + short LockMarkEdited; short TooltipOverrideCount; - float TooltipSlowDelay; // Time before slow tooltips appears (FIXME: This is temporary until we merge in tooltip timer+priority work) ImVector ClipboardHandlerData; // If no custom clipboard handler is defined ImVector MenusIdSubmittedThisFrame; // A list of menu IDs that were rendered at least once + ImGuiTypingSelectState TypingSelectState; // State for GetTypingSelectRequest() // Platform support - ImVec2 PlatformImePos; // Cursor position request & last passed to the OS Input Method Editor - ImVec2 PlatformImeLastPos; - char PlatformLocaleDecimalPoint; // '.' or *localeconv()->decimal_point + ImGuiPlatformImeData PlatformImeData; // Data updated by current frame + ImGuiPlatformImeData PlatformImeDataPrev; // Previous frame data (when changing we will call io.SetPlatformImeDataFn // Settings bool SettingsLoaded; @@ -1719,6 +2181,9 @@ struct ImGuiContext ImVector Hooks; // Hooks for extensions (e.g. test engine) ImGuiID HookIdNext; // Next available HookId + // Localization + const char* LocalizationTable[ImGuiLocKey_COUNT]; + // Capture/Logging bool LogEnabled; // Currently capturing ImGuiLogType LogType; // Capture target @@ -1733,23 +2198,41 @@ struct ImGuiContext int LogDepthToExpandDefault; // Default/stored value for LogDepthMaxExpand if not specified in the LogXXX function call. // Debug Tools + // (some of the highly frequently used data are interleaved in other structures above: DebugBreakXXX fields, DebugHookIdInfo, DebugLocateId etc.) + ImGuiDebugLogFlags DebugLogFlags; + ImGuiTextBuffer DebugLogBuf; + ImGuiTextIndex DebugLogIndex; + ImGuiDebugLogFlags DebugLogAutoDisableFlags; + ImU8 DebugLogAutoDisableFrames; + ImU8 DebugLocateFrames; // For DebugLocateItemOnHover(). This is used together with DebugLocateId which is in a hot/cached spot above. + bool DebugBreakInLocateId; // Debug break in ItemAdd() call for g.DebugLocateId. + ImGuiKeyChord DebugBreakKeyChord; // = ImGuiKey_Pause + ImS8 DebugBeginReturnValueCullDepth; // Cycle between 0..9 then wrap around. bool DebugItemPickerActive; // Item picker is active (started with DebugStartItemPicker()) + ImU8 DebugItemPickerMouseButton; ImGuiID DebugItemPickerBreakId; // Will call IM_DEBUG_BREAK() when encountering this ID + float DebugFlashStyleColorTime; + ImVec4 DebugFlashStyleColorBackup; ImGuiMetricsConfig DebugMetricsConfig; - ImGuiStackTool DebugStackTool; + ImGuiIDStackTool DebugIDStackTool; + ImGuiDebugAllocInfo DebugAllocInfo; // Misc - float FramerateSecPerFrame[120]; // Calculate estimate of framerate for user over the last 2 seconds. + float FramerateSecPerFrame[60]; // Calculate estimate of framerate for user over the last 60 frames.. int FramerateSecPerFrameIdx; int FramerateSecPerFrameCount; float FramerateSecPerFrameAccum; - int WantCaptureMouseNextFrame; // Explicit capture via CaptureKeyboardFromApp()/CaptureMouseFromApp() sets those flags - int WantCaptureKeyboardNextFrame; + int WantCaptureMouseNextFrame; // Explicit capture override via SetNextFrameWantCaptureMouse()/SetNextFrameWantCaptureKeyboard(). Default to -1. + int WantCaptureKeyboardNextFrame; // " int WantTextInputNextFrame; - char TempBuffer[1024 * 3 + 1]; // Temporary text buffer + ImVector TempBuffer; // Temporary text buffer + char TempKeychordName[64]; ImGuiContext(ImFontAtlas* shared_font_atlas) { + IO.Ctx = this; + InputTextState.Ctx = this; + Initialized = false; FontAtlasOwnedByContext = shared_font_atlas ? false : true; Font = NULL; @@ -1763,18 +2246,21 @@ struct ImGuiContext TestEngineHookItems = false; TestEngine = NULL; + InputEventsNextMouseSource = ImGuiMouseSource_Mouse; + InputEventsNextEventId = 1; + WindowsActiveCount = 0; CurrentWindow = NULL; HoveredWindow = NULL; HoveredWindowUnderMovingWindow = NULL; MovingWindow = NULL; WheelingWindow = NULL; - WheelingWindowTimer = 0.0f; + WheelingWindowStartFrame = WheelingWindowScrolledFrame = -1; + WheelingWindowReleaseTimer = 0.0f; DebugHookIdInfo = 0; HoveredId = HoveredIdPreviousFrame = 0; HoveredIdAllowOverlap = false; - HoveredIdUsingMouseWheel = HoveredIdPreviousFrameUsingMouseWheel = false; HoveredIdDisabled = false; HoveredIdTimer = HoveredIdNotActiveTimer = 0.0f; ActiveId = 0; @@ -1786,10 +2272,7 @@ struct ImGuiContext ActiveIdHasBeenPressedBefore = false; ActiveIdHasBeenEditedBefore = false; ActiveIdHasBeenEditedThisFrame = false; - ActiveIdUsingMouseWheel = false; - ActiveIdUsingNavDirMask = 0x00; - ActiveIdUsingNavInputMask = 0x00; - ActiveIdUsingKeyInputMask = 0x00; + ActiveIdFromShortcut = false; ActiveIdClickOffset = ImVec2(-1, -1); ActiveIdWindow = NULL; ActiveIdSource = ImGuiInputSource_None; @@ -1801,16 +2284,29 @@ struct ImGuiContext LastActiveId = 0; LastActiveIdTimer = 0.0f; + LastKeyboardKeyPressTime = LastKeyModsChangeTime = LastKeyModsChangeFromNoneTime = -1.0; + + ActiveIdUsingNavDirMask = 0x00; + ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + ActiveIdUsingNavInputMask = 0x00; +#endif + + CurrentFocusScopeId = 0; CurrentItemFlags = ImGuiItemFlags_None; + DebugShowGroupRects = false; BeginMenuCount = 0; NavWindow = NULL; - NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = NavActivateInputId = 0; + NavId = NavFocusScopeId = NavActivateId = NavActivateDownId = NavActivatePressedId = 0; NavJustMovedToId = NavJustMovedToFocusScopeId = NavNextActivateId = 0; NavActivateFlags = NavNextActivateFlags = ImGuiActivateFlags_None; - NavJustMovedToKeyMods = ImGuiKeyModFlags_None; - NavInputSource = ImGuiInputSource_None; + NavHighlightActivatedId = 0; + NavHighlightActivatedTimer = 0.0f; + NavJustMovedToKeyMods = ImGuiMod_None; + NavInputSource = ImGuiInputSource_Keyboard; NavLayer = ImGuiNavLayer_Main; + NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; NavIdIsAlive = false; NavMousePosDirty = false; NavDisableHighlight = true; @@ -1818,24 +2314,25 @@ struct ImGuiContext NavAnyRequest = false; NavInitRequest = false; NavInitRequestFromMove = false; - NavInitResultId = 0; NavMoveSubmitted = false; NavMoveScoringItems = false; NavMoveForwardToNextFrame = false; NavMoveFlags = ImGuiNavMoveFlags_None; NavMoveScrollFlags = ImGuiScrollFlags_None; - NavMoveKeyMods = ImGuiKeyModFlags_None; + NavMoveKeyMods = ImGuiMod_None; NavMoveDir = NavMoveDirForDebug = NavMoveClipDir = ImGuiDir_None; NavScoringDebugCount = 0; NavTabbingDir = 0; NavTabbingCounter = 0; + ConfigNavWindowingKeyNext = ImGuiMod_Ctrl | ImGuiKey_Tab; + ConfigNavWindowingKeyPrev = ImGuiMod_Ctrl | ImGuiMod_Shift | ImGuiKey_Tab; NavWindowingTarget = NavWindowingTargetAnim = NavWindowingListWindow = NULL; NavWindowingTimer = NavWindowingHighlightAlpha = 0.0f; NavWindowingToggleLayer = false; + NavWindowingToggleKey = ImGuiKey_None; DimBgRatio = 0.0f; - MouseCursor = ImGuiMouseCursor_Arrow; DragDropActive = DragDropWithinSource = DragDropWithinTarget = false; DragDropSourceFlags = ImGuiDragDropFlags_None; @@ -1855,28 +2352,39 @@ struct ImGuiContext TablesTempDataStacked = 0; CurrentTabBar = NULL; + HoverItemDelayId = HoverItemDelayIdPreviousFrame = HoverItemUnlockedStationaryId = HoverWindowUnlockedStationaryId = 0; + HoverItemDelayTimer = HoverItemDelayClearTimer = 0.0f; + + MouseCursor = ImGuiMouseCursor_Arrow; + MouseStationaryTimer = 0.0f; + TempInputId = 0; ColorEditOptions = ImGuiColorEditFlags_DefaultOptions_; - ColorEditLastHue = ColorEditLastSat = 0.0f; - ColorEditLastColor = 0; + ColorEditCurrentID = ColorEditSavedID = 0; + ColorEditSavedHue = ColorEditSavedSat = 0.0f; + ColorEditSavedColor = 0; + WindowResizeRelativeMode = false; + SliderGrabClickOffset = 0.0f; SliderCurrentAccum = 0.0f; SliderCurrentAccumDirty = false; DragCurrentAccumDirty = false; DragCurrentAccum = 0.0f; DragSpeedDefaultRatio = 1.0f / 100.0f; + ScrollbarClickDeltaToGrabCenter = 0.0f; DisabledAlphaBackup = 0.0f; DisabledStackSize = 0; - ScrollbarClickDeltaToGrabCenter = 0.0f; + LockMarkEdited = 0; TooltipOverrideCount = 0; - TooltipSlowDelay = 0.50f; - PlatformImePos = PlatformImeLastPos = ImVec2(FLT_MAX, FLT_MAX); - PlatformLocaleDecimalPoint = '.'; + PlatformImeData.InputPos = ImVec2(0.0f, 0.0f); + PlatformImeDataPrev.InputPos = ImVec2(-1.0f, -1.0f); // Different to ensure initial submission SettingsLoaded = false; SettingsDirtyTimer = 0.0f; HookIdNext = 0; + memset(LocalizationTable, 0, sizeof(LocalizationTable)); + LogEnabled = false; LogType = ImGuiLogType_None; LogNextPrefix = LogNextSuffix = NULL; @@ -1886,14 +2394,30 @@ struct ImGuiContext LogDepthRef = 0; LogDepthToExpand = LogDepthToExpandDefault = 2; + DebugLogFlags = ImGuiDebugLogFlags_OutputToTTY; + DebugLocateId = 0; + DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + DebugLogAutoDisableFrames = 0; + DebugLocateFrames = 0; + DebugBeginReturnValueCullDepth = -1; DebugItemPickerActive = false; + DebugItemPickerMouseButton = ImGuiMouseButton_Left; DebugItemPickerBreakId = 0; + DebugFlashStyleColorTime = 0.0f; + DebugFlashStyleColorIdx = ImGuiCol_COUNT; + + // Same as DebugBreakClearData(). Those fields are scattered in their respective subsystem to stay in hot-data locations + DebugBreakInWindow = 0; + DebugBreakInTable = 0; + DebugBreakInLocateId = false; + DebugBreakKeyChord = ImGuiKey_Pause; + DebugBreakInShortcutRouting = ImGuiKey_None; memset(FramerateSecPerFrame, 0, sizeof(FramerateSecPerFrame)); FramerateSecPerFrameIdx = FramerateSecPerFrameCount = 0; FramerateSecPerFrameAccum = 0.0f; WantCaptureMouseNextFrame = WantCaptureKeyboardNextFrame = WantTextInputNextFrame = -1; - memset(TempBuffer, 0, sizeof(TempBuffer)); + memset(TempKeychordName, 0, sizeof(TempKeychordName)); } }; @@ -1916,18 +2440,20 @@ struct IMGUI_API ImGuiWindowTempData ImVec2 PrevLineSize; float CurrLineTextBaseOffset; // Baseline offset (0.0f by default on a new line, generally == style.FramePadding.y when a framed item has been added). float PrevLineTextBaseOffset; + bool IsSameLine; + bool IsSetPos; ImVec1 Indent; // Indentation / start position from left of window (increased by TreePush/TreePop, etc.) ImVec1 ColumnsOffset; // Offset to the current column (if ColumnsCurrent > 0). FIXME: This and the above should be a stack to allow use cases like Tree->Column->Tree. Need revamp columns API. ImVec1 GroupOffset; - ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensentate and fix the most common use case of large scroll area. + ImVec2 CursorStartPosLossyness;// Record the loss of precision of CursorStartPos due to really large scrolling amount. This is used by clipper to compensate and fix the most common use case of large scroll area. // Keyboard/Gamepad navigation ImGuiNavLayer NavLayerCurrent; // Current layer, 0..31 (we currently only use 0..1) short NavLayersActiveMask; // Which layers have been written to (result from previous frame) short NavLayersActiveMaskNext;// Which layers have been written to (accumulator for current frame) - ImGuiID NavFocusScopeIdCurrent; // Current focus scope ID while appending + bool NavIsScrollPushableX; // Set when current work location may be scrolled horizontally when moving left / right. This is generally always true UNLESS within a column. bool NavHideHighlightOneFrame; - bool NavHasScroll; // Set when scrolling can be used (ScrollMax > 0.0f) + bool NavWindowHasScrollY; // Set per window when scrolling can be used (== ScrollMax.y > 0.0f) // Miscellaneous bool MenuBarAppending; // FIXME: Remove this @@ -1953,9 +2479,12 @@ struct IMGUI_API ImGuiWindowTempData // Storage for one window struct IMGUI_API ImGuiWindow { + ImGuiContext* Ctx; // Parent UI context (needs to be set explicitly by parent). char* Name; // Window name, owned by the window. ImGuiID ID; // == ImHashStr(Name) ImGuiWindowFlags Flags; // See enum ImGuiWindowFlags_ + ImGuiChildFlags ChildFlags; // Set when window is a child window. See enum ImGuiChildFlags_ + ImGuiViewportP* Viewport; // Always set in Begin(). Inactive windows may have a NULL value here if their viewport was discarded. ImVec2 Pos; // Position (always rounded-up to nearest pixel) ImVec2 Size; // Current size (==SizeFull or collapsed title bar size) ImVec2 SizeFull; // Size when non collapsed @@ -1965,6 +2494,9 @@ struct IMGUI_API ImGuiWindow ImVec2 WindowPadding; // Window padding at the time of Begin(). float WindowRounding; // Window rounding at the time of Begin(). May be clamped lower to avoid rendering artifacts with title bar, menu bar etc. float WindowBorderSize; // Window border size at the time of Begin(). + float DecoOuterSizeX1, DecoOuterSizeY1; // Left/Up offsets. Sum of non-scrolling outer decorations (X1 generally == 0.0f. Y1 generally = TitleBarHeight + MenuBarHeight). Locked during Begin(). + float DecoOuterSizeX2, DecoOuterSizeY2; // Right/Down offsets (X2 generally == ScrollbarSize.x, Y2 == ScrollbarSizes.y). + float DecoInnerSizeX1, DecoInnerSizeY1; // Applied AFTER/OVER InnerRect. Specialized for Tables as they use specialized form of clipping and frozen rows/columns are inside InnerRect (and not part of regular decoration sizes). int NameBufLen; // Size of buffer storing Name. May be larger than strlen(Name)! ImGuiID MoveId; // == window->GetID("#MOVE") ImGuiID ChildId; // ID of corresponding item in parent window (for navigation to return from child window to parent window) @@ -1986,14 +2518,15 @@ struct IMGUI_API ImGuiWindow bool IsFallbackWindow; // Set on the "Debug##Default" window. bool IsExplicitChild; // Set when passed _ChildWindow, left to false by BeginDocked() bool HasCloseButton; // Set when the window has a close button (p_open != NULL) + signed char ResizeBorderHovered; // Current border being hovered for resize (-1: none, otherwise 0-3) signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3) short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs) + short BeginCountPreviousFrame; // Number of Begin() during the previous frame short BeginOrderWithinParent; // Begin() order within immediate parent window, if we are a child window. Otherwise 0. short BeginOrderWithinContext; // Begin() order within entire imgui context. This is mostly used for debugging submission order related issues. short FocusOrder; // Order within WindowsFocusOrder[], altered when windows are focused. ImGuiID PopupId; // ID in the popup stack when this window is used as a popup/menu (because we use generic Name/ID for recycling) ImS8 AutoFitFramesX, AutoFitFramesY; - ImS8 AutoFitChildAxises; bool AutoFitOnlyGrows; ImGuiDir AutoPosLastDirection; ImS8 HiddenFramesCanSkipItems; // Hide the window for N frames @@ -2037,10 +2570,13 @@ struct IMGUI_API ImGuiWindow ImGuiWindow* RootWindowPopupTree; // Point to ourself or first ancestor that is not a child window. Cross through popups parent<>child. ImGuiWindow* RootWindowForTitleBarHighlight; // Point to ourself or first ancestor which will display TitleBgActive color when this window is active. ImGuiWindow* RootWindowForNav; // Point to ourself or first ancestor which doesn't have the NavFlattened flag. + ImGuiWindow* ParentWindowForFocusRoute; // Set to manual link a window to its logical parent so that Shortcut() chain are honoerd (e.g. Tool linked to Document) ImGuiWindow* NavLastChildNavWindow; // When going to the menu bar, we remember the child window we came from. (This could probably be made implicit if we kept g.Windows sorted by last focused including child window.) ImGuiID NavLastIds[ImGuiNavLayer_COUNT]; // Last known NavId for this window, per layer (0/1) ImRect NavRectRel[ImGuiNavLayer_COUNT]; // Reference rectangle, in window relative space + ImVec2 NavPreferredScoringPosRel[ImGuiNavLayer_COUNT]; // Preferred X/Y position updated when moving on a given axis, reset to FLT_MAX. + ImGuiID NavRootFocusScopeId; // Focus Scope ID at the time of Begin() int MemoryDrawListIdxCapacity; // Backup of last idx/vtx count, so when waking up the window we can preallocate and avoid iterative alloc/copy int MemoryDrawListVtxCapacity; @@ -2053,17 +2589,14 @@ public: ImGuiID GetID(const char* str, const char* str_end = NULL); ImGuiID GetID(const void* ptr); ImGuiID GetID(int n); - ImGuiID GetIDNoKeepAlive(const char* str, const char* str_end = NULL); - ImGuiID GetIDNoKeepAlive(const void* ptr); - ImGuiID GetIDNoKeepAlive(int n); ImGuiID GetIDFromRectangle(const ImRect& r_abs); - // We don't use g.FontSize because the window may be != g.CurrentWidow. + // We don't use g.FontSize because the window may be != g.CurrentWindow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - float CalcFontSize() const { ImGuiContext& g = *GImGui; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } - float TitleBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } + float CalcFontSize() const { ImGuiContext& g = *Ctx; float scale = g.FontBaseSize * FontWindowScale; if (ParentWindow) scale *= ParentWindow->FontWindowScale; return scale; } + float TitleBarHeight() const { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0.0f : CalcFontSize() + g.Style.FramePadding.y * 2.0f; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight())); } - float MenuBarHeight() const { ImGuiContext& g = *GImGui; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } + float MenuBarHeight() const { ImGuiContext& g = *Ctx; return (Flags & ImGuiWindowFlags_MenuBar) ? DC.MenuBarOffset.y + CalcFontSize() + g.Style.FramePadding.y * 2.0f : 0.0f; } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight(); return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight()); } }; @@ -2076,7 +2609,7 @@ enum ImGuiTabBarFlagsPrivate_ { ImGuiTabBarFlags_DockNode = 1 << 20, // Part of a dock node [we don't use this in the master branch but it facilitate branch syncing to keep this around] ImGuiTabBarFlags_IsFocused = 1 << 21, - ImGuiTabBarFlags_SaveSettings = 1 << 22 // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs + ImGuiTabBarFlags_SaveSettings = 1 << 22, // FIXME: Settings are handled by the docking system, this only request the tab bar to mark settings dirty when reordering tabs }; // Extend ImGuiTabItemFlags_ @@ -2084,7 +2617,7 @@ enum ImGuiTabItemFlagsPrivate_ { ImGuiTabItemFlags_SectionMask_ = ImGuiTabItemFlags_Leading | ImGuiTabItemFlags_Trailing, ImGuiTabItemFlags_NoCloseButton = 1 << 20, // Track whether p_open was set or not (we'll need this info on the next frame to recompute ContentWidth during layout) - ImGuiTabItemFlags_Button = 1 << 21 // Used by TabItemButton, change the tab item behavior to mimic a button + ImGuiTabItemFlags_Button = 1 << 21, // Used by TabItemButton, change the tab item behavior to mimic a button }; // Storage for one active tab item (sizeof() 40 bytes) @@ -2097,12 +2630,13 @@ struct ImGuiTabItem float Offset; // Position relative to beginning of tab float Width; // Width currently displayed float ContentWidth; // Width of label, stored during BeginTabItem() call + float RequestedWidth; // Width optionally requested by caller, -1.0f is unused ImS32 NameOffset; // When Window==NULL, offset to name within parent ImGuiTabBar::TabsNames ImS16 BeginOrder; // BeginTabItem() order, used to re-order tabs after toggling ImGuiTabBarFlags_Reorderable - ImS16 IndexDuringLayout; // Index only used during TabBarLayout() + ImS16 IndexDuringLayout; // Index only used during TabBarLayout(). Tabs gets reordered so 'Tabs[n].IndexDuringLayout == n' but may mismatch during additions. bool WantClose; // Marked as closed by SetTabItemClosed() - ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } + ImGuiTabItem() { memset(this, 0, sizeof(*this)); LastFrameVisible = LastFrameSelected = -1; RequestedWidth = -1.0f; NameOffset = -1; BeginOrder = IndexDuringLayout = -1; } }; // Storage for a tab bar (sizeof() 152 bytes) @@ -2127,6 +2661,8 @@ struct IMGUI_API ImGuiTabBar float ScrollingSpeed; float ScrollingRectMinX; float ScrollingRectMaxX; + float SeparatorMinX; + float SeparatorMaxX; ImGuiID ReorderRequestTabId; ImS16 ReorderRequestOffset; ImS8 BeginCount; @@ -2141,12 +2677,6 @@ struct IMGUI_API ImGuiTabBar ImGuiTextBuffer TabsNames; // For non-docking tab bar we re-append names in a contiguous buffer. ImGuiTabBar(); - int GetTabOrder(const ImGuiTabItem* tab) const { return Tabs.index_from_ptr(tab); } - const char* GetTabName(const ImGuiTabItem* tab) const - { - IM_ASSERT(tab->NameOffset != -1 && tab->NameOffset < TabsNames.Buf.Size); - return TabsNames.Buf.Data + tab->NameOffset; - } }; //----------------------------------------------------------------------------- @@ -2154,14 +2684,13 @@ struct IMGUI_API ImGuiTabBar //----------------------------------------------------------------------------- #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. -#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. -#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() +#define IMGUI_TABLE_MAX_COLUMNS 512 // May be further lifted // Our current column maximum is 64 but we may raise that in the future. -typedef ImS8 ImGuiTableColumnIdx; -typedef ImU8 ImGuiTableDrawChannelIdx; +typedef ImS16 ImGuiTableColumnIdx; +typedef ImU16 ImGuiTableDrawChannelIdx; -// [Internal] sizeof() ~ 104 +// [Internal] sizeof() ~ 112 // We use the terminology "Enabled" to refer to a column that is not Hidden by user/api. // We use the terminology "Clipped" to refer to a column that is out of sight because of scrolling/clipping. // This is in contrast with some user-facing api such as IsItemVisible() / IsRectVisible() which use "Visible" to mean "not clipped". @@ -2207,7 +2736,7 @@ struct ImGuiTableColumn ImU8 SortDirection : 2; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending ImU8 SortDirectionsAvailCount : 2; // Number of available sort directions (0 to 3) ImU8 SortDirectionsAvailMask : 4; // Mask of available sort directions (1-bit each) - ImU8 SortDirectionsAvailList; // Ordered of available sort directions (2-bits each) + ImU8 SortDirectionsAvailList; // Ordered list of available sort directions (2-bits each, total 8-bits) ImGuiTableColumn() { @@ -2230,7 +2759,22 @@ struct ImGuiTableCellData ImGuiTableColumnIdx Column; // Column number }; -// FIXME-TABLE: more transient data could be stored in a per-stacked table structure: DrawSplitter, SortSpecs, incoming RowData +// Per-instance data that needs preserving across frames (seemingly most others do not need to be preserved aside from debug needs. Does that means they could be moved to ImGuiTableTempData?) +// sizeof() ~ 24 bytes +struct ImGuiTableInstanceData +{ + ImGuiID TableInstanceID; + float LastOuterHeight; // Outer height from last frame + float LastTopHeadersRowHeight; // Height of first consecutive header rows from last frame (FIXME: this is used assuming consecutive headers are in same frozen set) + float LastFrozenHeight; // Height of frozen section from last frame + int HoveredRowLast; // Index of row which was hovered last frame. + int HoveredRowNext; // Index of row hovered this frame, set after encountering it. + + ImGuiTableInstanceData() { TableInstanceID = 0; LastOuterHeight = LastTopHeadersRowHeight = LastFrozenHeight = 0.0f; HoveredRowLast = HoveredRowNext = -1; } +}; + +// FIXME-TABLE: more transient data could be stored in a stacked ImGuiTableTempData: e.g. SortSpecs, incoming RowData +// sizeof() ~ 580 bytes + heap allocs described in TableBeginInitMemory() struct IMGUI_API ImGuiTable { ImGuiID ID; @@ -2240,10 +2784,9 @@ struct IMGUI_API ImGuiTable ImSpan Columns; // Point within RawData[] ImSpan DisplayOrderToIndex; // Point within RawData[]. Store display order of columns (when not reordered, the values are 0...Count-1) ImSpan RowCellData; // Point within RawData[]. Store cells background requests for current row. - ImU64 EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map - ImU64 EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data - ImU64 VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) - ImU64 RequestOutputMaskByIndex; // Column Index -> IsVisible || AutoFit (== expect user to submit items) + ImBitArrayPtr EnabledMaskByDisplayOrder; // Column DisplayOrder -> IsEnabled map + ImBitArrayPtr EnabledMaskByIndex; // Column Index -> IsEnabled map (== not hidden by user/api) in a format adequate for iterating column without touching cold data + ImBitArrayPtr VisibleMaskByIndex; // Column Index -> IsVisibleX|IsVisibleY map (== not hidden by user/api && not hidden by scrolling/cliprect) ImGuiTableFlags SettingsLoadedFlags; // Which data were loaded from the .ini file (e.g. when order is not altered we won't save order) int SettingsOffset; // Offset in g.SettingsTables int LastFrameActive; @@ -2255,6 +2798,7 @@ struct IMGUI_API ImGuiTable float RowPosY1; float RowPosY2; float RowMinHeight; // Height submitted to TableNextRow() + float RowCellPaddingY; // Top and bottom padding. Reloaded during row change. float RowTextBaseline; float RowIndentOffsetX; ImGuiTableRowFlags RowFlags : 16; // Current row flags, see ImGuiTableRowFlags_ @@ -2268,23 +2812,23 @@ struct IMGUI_API ImGuiTable float HostIndentX; float MinColumnWidth; float OuterPaddingX; - float CellPaddingX; // Padding from each borders - float CellPaddingY; - float CellSpacingX1; // Spacing between non-bordered cells + float CellPaddingX; // Padding from each borders. Locked in BeginTable()/Layout. + float CellSpacingX1; // Spacing between non-bordered cells. Locked in BeginTable()/Layout. float CellSpacingX2; - float LastOuterHeight; // Outer height from last frame - float LastFirstRowHeight; // Height of first row from last frame float InnerWidth; // User value passed to BeginTable(), see comments at the top of BeginTable() for details. float ColumnsGivenWidth; // Sum of current column width float ColumnsAutoFitWidth; // Sum of ideal column width in order nothing to be clipped, used for auto-fitting and content width submission in outer window + float ColumnsStretchSumWeights; // Sum of weight of all enabled stretching columns float ResizedColumnNextWidth; float ResizeLockMinContentsX2; // Lock minimum contents width while resizing down in order to not create feedback loops. But we allow growing the table. float RefScale; // Reference scale to be able to rescale columns on font/dpi changes. + float AngledHeadersHeight; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() + float AngledHeadersSlope; // Set by TableAngledHeadersRow(), used in TableUpdateLayout() ImRect OuterRect; // Note: for non-scrolling table, OuterRect.Max.y is often FLT_MAX until EndTable(), unless a height has been specified in BeginTable(). ImRect InnerRect; // InnerRect but without decoration. As with OuterRect, for non-scrolling tables, InnerRect.Max.y is ImRect WorkRect; ImRect InnerClipRect; - ImRect BgClipRect; // We use this to cpu-clip cell background color fill + ImRect BgClipRect; // We use this to cpu-clip cell background color fill, evolve during the frame as we cross frozen rows boundaries ImRect Bg0ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG0/1 channel. This tends to be == OuterWindow->ClipRect at BeginTable() because output in BG0/BG1 is cpu-clipped ImRect Bg2ClipRectForDrawCmd; // Actual ImDrawCmd clip rect for BG2 channel. This tends to be a correct, tight-fit, because output to BG2 are done by widgets relying on regular ClipRect. ImRect HostClipRect; // This is used to check if we can eventually merge our columns draw calls into the current draw call of the current window. @@ -2293,6 +2837,8 @@ struct IMGUI_API ImGuiTable ImGuiWindow* InnerWindow; // Window holding the table data (== OuterWindow or a child window) ImGuiTextBuffer ColumnsNames; // Contiguous buffer holding columns names ImDrawListSplitter* DrawSplitter; // Shortcut to TempData->DrawSplitter while in table. Isolate draw commands per columns to avoid switching clip rect constantly + ImGuiTableInstanceData InstanceDataFirst; + ImVector InstanceDataExtra; // FIXME-OPT: Using a small-vector pattern would be good. ImGuiTableColumnSortSpecs SortSpecsSingle; ImVector SortSpecsMulti; // FIXME-OPT: Using a small-vector pattern would be good. ImGuiTableSortSpecs SortSpecs; // Public facing sorts specs, this is what we return in TableGetSortSpecs() @@ -2300,8 +2846,10 @@ struct IMGUI_API ImGuiTable ImGuiTableColumnIdx ColumnsEnabledCount; // Number of enabled columns (<= ColumnsCount) ImGuiTableColumnIdx ColumnsEnabledFixedCount; // Number of enabled columns (<= ColumnsCount) ImGuiTableColumnIdx DeclColumnsCount; // Count calls to TableSetupColumn() + ImGuiTableColumnIdx AngledHeadersCount; // Count columns with angled headers ImGuiTableColumnIdx HoveredColumnBody; // Index of column whose visible region is being hovered. Important: == ColumnsCount when hovering empty region after the right-most column! ImGuiTableColumnIdx HoveredColumnBorder; // Index of column whose right-border is being hovered (for resizing). + ImGuiTableColumnIdx HighlightColumnHeader; // Index of column which should be highlighted. ImGuiTableColumnIdx AutoFitSingleColumn; // Index of single column requesting auto-fit. ImGuiTableColumnIdx ResizedColumn; // Index of column being resized. Reset when InstanceCurrent==0. ImGuiTableColumnIdx LastResizedColumn; // Index of column being resized from previous frame. @@ -2327,6 +2875,7 @@ struct IMGUI_API ImGuiTable bool IsSortSpecsDirty; bool IsUsingHeaders; // Set when the first row had the ImGuiTableRowFlags_Headers flag. bool IsContextPopupOpen; // Set when default context menu is open (also see: ContextPopupColumn, InstanceInteracted). + bool DisableDefaultContextMenu; // Disable default context menu contents. You may submit your own using TableBeginContextMenuPopup()/EndPopup() bool IsSettingsRequestLoad; bool IsSettingsDirty; // Set when table settings have changed and needs to be reported into ImGuiTableSetttings data. bool IsDefaultDisplayOrder; // Set when display order is unchanged from default (DisplayOrder contains 0...Count-1) @@ -2334,6 +2883,10 @@ struct IMGUI_API ImGuiTable bool IsResetDisplayOrderRequest; bool IsUnfrozenRows; // Set when we got past the frozen row. bool IsDefaultSizingPolicy; // Set if user didn't explicitly set a sizing policy in BeginTable() + bool IsActiveIdAliveBeforeTable; + bool IsActiveIdInTable; + bool HasScrollbarYCurr; // Whether ANY instance of this table had a vertical scrollbar during the current frame. + bool HasScrollbarYPrev; // Whether ANY instance of this table had a vertical scrollbar during the previous. bool MemoryCompacted; bool HostSkipItems; // Backup of InnerWindow->SkipItem at the end of BeginTable(), because we will overwrite InnerWindow->SkipItem on a per-column basis @@ -2344,10 +2897,12 @@ struct IMGUI_API ImGuiTable // Transient data that are only needed between BeginTable() and EndTable(), those buffers are shared (1 per level of stacked table). // - Accessing those requires chasing an extra pointer so for very frequently used data we leave them in the main table structure. // - We also leave out of this structure data that tend to be particularly useful for debugging/metrics. +// sizeof() ~ 120 bytes. struct IMGUI_API ImGuiTableTempData { int TableIndex; // Index in g.Tables.Buf[] pool float LastTimeActive; // Last timestamp this structure was used + float AngledheadersExtraWidth; // Used in EndTable() ImVec2 UserOuterSize; // outer_size.x passed to BeginTable() ImDrawListSplitter DrawSplitter; @@ -2428,12 +2983,15 @@ namespace ImGui IMGUI_API void SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond = 0); IMGUI_API void SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond = 0); IMGUI_API void SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size); + IMGUI_API void SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window); + inline void SetWindowParentWindowForFocusRoute(ImGuiWindow* window, ImGuiWindow* parent_window) { window->ParentWindowForFocusRoute = parent_window; } inline ImRect WindowRectAbsToRel(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x - off.x, r.Min.y - off.y, r.Max.x - off.x, r.Max.y - off.y); } inline ImRect WindowRectRelToAbs(ImGuiWindow* window, const ImRect& r) { ImVec2 off = window->DC.CursorStartPos; return ImRect(r.Min.x + off.x, r.Min.y + off.y, r.Max.x + off.x, r.Max.y + off.y); } + inline ImVec2 WindowPosRelToAbs(ImGuiWindow* window, const ImVec2& p) { ImVec2 off = window->DC.CursorStartPos; return ImVec2(p.x + off.x, p.y + off.y); } // Windows: Display Order and Focus Order - IMGUI_API void FocusWindow(ImGuiWindow* window); - IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window); + IMGUI_API void FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags = 0); + IMGUI_API void FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags); IMGUI_API void BringWindowToFocusFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayFront(ImGuiWindow* window); IMGUI_API void BringWindowToDisplayBack(ImGuiWindow* window); @@ -2447,12 +3005,14 @@ namespace ImGui inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { IM_UNUSED(window); return GetForegroundDrawList(); } // This seemingly unnecessary wrapper simplifies compatibility between the 'master' and 'docking' branches. IMGUI_API ImDrawList* GetBackgroundDrawList(ImGuiViewport* viewport); // get background draw list for the given viewport. this draw list will be the first rendering one. Useful to quickly draw shapes/text behind dear imgui contents. IMGUI_API ImDrawList* GetForegroundDrawList(ImGuiViewport* viewport); // get foreground draw list for the given viewport. this draw list will be the last rendered one. Useful to quickly draw shapes/text over dear imgui contents. + IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); // Init - IMGUI_API void Initialize(ImGuiContext* context); - IMGUI_API void Shutdown(ImGuiContext* context); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). + IMGUI_API void Initialize(); + IMGUI_API void Shutdown(); // Since 1.60 this is a _private_ function. You can call DestroyContext() to destroy the context created by CreateContext(). // NewFrame + IMGUI_API void UpdateInputEvents(bool trickle_fast_inputs); IMGUI_API void UpdateHoveredWindowAndCaptureFlags(); IMGUI_API void StartMouseMovingWindow(ImGuiWindow* window); IMGUI_API void UpdateMouseMovingWindowNewFrame(); @@ -2463,17 +3023,28 @@ namespace ImGui IMGUI_API void RemoveContextHook(ImGuiContext* context, ImGuiID hook_to_remove); IMGUI_API void CallContextHooks(ImGuiContext* context, ImGuiContextHookType type); + // Viewports + IMGUI_API void SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport); + // Settings IMGUI_API void MarkIniSettingsDirty(); IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window); IMGUI_API void ClearIniSettings(); - IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); - IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id); - IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name); + IMGUI_API void AddSettingsHandler(const ImGuiSettingsHandler* handler); + IMGUI_API void RemoveSettingsHandler(const char* type_name); IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name); + // Settings - Windows + IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByID(ImGuiID id); + IMGUI_API ImGuiWindowSettings* FindWindowSettingsByWindow(ImGuiWindow* window); + IMGUI_API void ClearWindowSettings(const char* name); + + // Localization + IMGUI_API void LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count); + inline const char* LocalizeGetMsg(ImGuiLocKey key) { ImGuiContext& g = *GImGui; const char* msg = g.LocalizationTable[key]; return msg ? msg : "*Missing Text*"; } + // Scrolling - IMGUI_API void SetNextWindowScroll(const ImVec2& scroll); // Use -1.0f on one axis to leave as-is IMGUI_API void SetScrollX(ImGuiWindow* window, float scroll_x); IMGUI_API void SetScrollY(ImGuiWindow* window, float scroll_y); IMGUI_API void SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio); @@ -2488,7 +3059,6 @@ namespace ImGui //#endif // Basic Accessors - inline ImGuiID GetItemID() { ImGuiContext& g = *GImGui; return g.LastItemData.ID; } // Get ID of last item (~~ often same ImGui::GetID(label) beforehand) inline ImGuiItemStatusFlags GetItemStatusFlags(){ ImGuiContext& g = *GImGui; return g.LastItemData.StatusFlags; } inline ImGuiItemFlags GetItemFlags() { ImGuiContext& g = *GImGui; return g.LastItemData.InFlags; } inline ImGuiID GetActiveID() { ImGuiContext& g = *GImGui; return g.ActiveId; } @@ -2502,12 +3072,14 @@ namespace ImGui IMGUI_API void MarkItemEdited(ImGuiID id); // Mark data associated to given item as "edited", used by IsItemDeactivatedAfterEdit() function. IMGUI_API void PushOverrideID(ImGuiID id); // Push given value as-is at the top of the ID stack (whereas PushID combines old and new hashes) IMGUI_API ImGuiID GetIDWithSeed(const char* str_id_begin, const char* str_id_end, ImGuiID seed); + IMGUI_API ImGuiID GetIDWithSeed(int n, ImGuiID seed); // Basic Helpers for widget code IMGUI_API void ItemSize(const ImVec2& size, float text_baseline_y = -1.0f); - IMGUI_API void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f); + inline void ItemSize(const ImRect& bb, float text_baseline_y = -1.0f) { ItemSize(bb.GetSize(), text_baseline_y); } // FIXME: This is a misleading API since we expect CursorPos to be bb.Min. IMGUI_API bool ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb = NULL, ImGuiItemFlags extra_flags = 0); - IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id); + IMGUI_API bool ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags); + IMGUI_API bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags = 0); IMGUI_API bool IsClippedEx(const ImRect& bb, ImGuiID id); IMGUI_API void SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags status_flags, const ImRect& item_rect); IMGUI_API ImVec2 CalcItemSize(ImVec2 size, float default_w, float default_h); @@ -2517,20 +3089,10 @@ namespace ImGui IMGUI_API ImVec2 GetContentRegionMaxAbs(); IMGUI_API void ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_excess); - // Parameter stacks + // Parameter stacks (shared) IMGUI_API void PushItemFlag(ImGuiItemFlags option, bool enabled); IMGUI_API void PopItemFlag(); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // Currently refactoring focus/nav/tabbing system - // If you have old/custom copy-and-pasted widgets that used FocusableItemRegister(): - // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' - // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_Focused) != 0' - // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (GetItemStatusFlags() & ImGuiItemStatusFlags_FocusedTabbing) != 0 || g.NavActivateInputId == id' (WIP) - // Widget code are simplified as there's no need to call FocusableItemUnregister() while managing the transition from regular widget to TempInputText() - inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) { IM_ASSERT(0); IM_UNUSED(window); IM_UNUSED(id); return false; } // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() - inline void FocusableItemUnregister(ImGuiWindow* window) { IM_ASSERT(0); IM_UNUSED(window); } // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem -#endif + IMGUI_API const ImGuiDataVarInfo* GetStyleVarInfo(ImGuiStyleVar idx); // Logging/Capture IMGUI_API void LogBegin(ImGuiLogType type, int auto_open_depth); // -> BeginCapture() when we design v2 api, for now stay under the radar by using the old name. @@ -2539,17 +3101,19 @@ namespace ImGui IMGUI_API void LogSetNextTextDecoration(const char* prefix, const char* suffix); // Popups, Modals, Tooltips - IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags); + IMGUI_API bool BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags); IMGUI_API void OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags = ImGuiPopupFlags_None); IMGUI_API void ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup); IMGUI_API void ClosePopupsExceptModals(); IMGUI_API bool IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags); IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags); - IMGUI_API void BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags); + IMGUI_API bool BeginTooltipHidden(); IMGUI_API ImRect GetPopupAllowedExtentRect(ImGuiWindow* window); IMGUI_API ImGuiWindow* GetTopMostPopupModal(); IMGUI_API ImGuiWindow* GetTopMostAndVisiblePopupModal(); + IMGUI_API ImGuiWindow* FindBlockingModal(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopup(ImGuiWindow* window); IMGUI_API ImVec2 FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy); @@ -2570,40 +3134,135 @@ namespace ImGui IMGUI_API void NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags); IMGUI_API void NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result); + IMGUI_API void NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data); IMGUI_API void NavMoveRequestCancel(); IMGUI_API void NavMoveRequestApplyResult(); IMGUI_API void NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags move_flags); - IMGUI_API float GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode); - IMGUI_API ImVec2 GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor = 0.0f, float fast_factor = 0.0f); - IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); - IMGUI_API void ActivateItem(ImGuiID id); // Remotely activate a button, checkbox, tree node etc. given its unique ID. activation is queued and processed on the next frame when the item is encountered again. + IMGUI_API void NavHighlightActivated(ImGuiID id); + IMGUI_API void NavClearPreferredPosForAxis(ImGuiAxis axis); + IMGUI_API void NavRestoreHighlightAfterMove(); + IMGUI_API void NavUpdateCurrentWindowIsScrollPushableX(); + IMGUI_API void SetNavWindow(ImGuiWindow* window); IMGUI_API void SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel); + IMGUI_API void SetNavFocusScope(ImGuiID focus_scope_id); - // Focus Scope (WIP) - // This is generally used to identify a selection set (multiple of which may be in the same window), as selection - // patterns generally need to react (e.g. clear selection) when landing on an item of the set. - IMGUI_API void PushFocusScope(ImGuiID id); - IMGUI_API void PopFocusScope(); - inline ImGuiID GetFocusedFocusScope() { ImGuiContext& g = *GImGui; return g.NavFocusScopeId; } // Focus scope which is actually active - inline ImGuiID GetFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentWindow->DC.NavFocusScopeIdCurrent; } // Focus scope we are outputting into, set by PushFocusScope() + // Focus/Activation + // This should be part of a larger set of API: FocusItem(offset = -1), FocusItemByID(id), ActivateItem(offset = -1), ActivateItemByID(id) etc. which are + // much harder to design and implement than expected. I have a couple of private branches on this matter but it's not simple. For now implementing the easy ones. + IMGUI_API void FocusItem(); // Focus last item (no selection/activation). + IMGUI_API void ActivateItemByID(ImGuiID id); // Activate an item by ID (button, checkbox, tree node etc.). Activation is queued and processed on the next frame when the item is encountered again. // Inputs // FIXME: Eventually we should aim to move e.g. IsActiveIdUsingKey() into IsKeyXXX functions. - IMGUI_API void SetItemUsingMouseWheel(); - IMGUI_API void SetActiveIdUsingNavAndKeys(); - inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } - inline bool IsActiveIdUsingNavInput(ImGuiNavInput input) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavInputMask & (1 << input)) != 0; } - inline bool IsActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; IM_ASSERT(key < 64); return (g.ActiveIdUsingKeyInputMask & ((ImU64)1 << key)) != 0; } + inline bool IsNamedKey(ImGuiKey key) { return key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END; } + inline bool IsNamedKeyOrModKey(ImGuiKey key) { return (key >= ImGuiKey_NamedKey_BEGIN && key < ImGuiKey_NamedKey_END) || key == ImGuiMod_Ctrl || key == ImGuiMod_Shift || key == ImGuiMod_Alt || key == ImGuiMod_Super || key == ImGuiMod_Shortcut; } + inline bool IsLegacyKey(ImGuiKey key) { return key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_LegacyNativeKey_END; } + inline bool IsKeyboardKey(ImGuiKey key) { return key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END; } + inline bool IsGamepadKey(ImGuiKey key) { return key >= ImGuiKey_Gamepad_BEGIN && key < ImGuiKey_Gamepad_END; } + inline bool IsMouseKey(ImGuiKey key) { return key >= ImGuiKey_Mouse_BEGIN && key < ImGuiKey_Mouse_END; } + inline bool IsAliasKey(ImGuiKey key) { return key >= ImGuiKey_Aliases_BEGIN && key < ImGuiKey_Aliases_END; } + inline bool IsModKey(ImGuiKey key) { return key >= ImGuiKey_LeftCtrl && key <= ImGuiKey_RightSuper; } + ImGuiKeyChord FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord); + inline ImGuiKey ConvertSingleModFlagToKey(ImGuiContext* ctx, ImGuiKey key) + { + ImGuiContext& g = *ctx; + if (key == ImGuiMod_Ctrl) return ImGuiKey_ReservedForModCtrl; + if (key == ImGuiMod_Shift) return ImGuiKey_ReservedForModShift; + if (key == ImGuiMod_Alt) return ImGuiKey_ReservedForModAlt; + if (key == ImGuiMod_Super) return ImGuiKey_ReservedForModSuper; + if (key == ImGuiMod_Shortcut) return (g.IO.ConfigMacOSXBehaviors ? ImGuiKey_ReservedForModSuper : ImGuiKey_ReservedForModCtrl); + return key; + } + + IMGUI_API ImGuiKeyData* GetKeyData(ImGuiContext* ctx, ImGuiKey key); + inline ImGuiKeyData* GetKeyData(ImGuiKey key) { ImGuiContext& g = *GImGui; return GetKeyData(&g, key); } + IMGUI_API const char* GetKeyChordName(ImGuiKeyChord key_chord); + inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); } IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f); - inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { ImGuiContext& g = *GImGui; const int key_index = g.IO.KeyMap[key]; return (key_index >= 0) ? IsKeyPressed(key_index, repeat) : false; } - inline bool IsNavInputDown(ImGuiNavInput n) { ImGuiContext& g = *GImGui; return g.IO.NavInputs[n] > 0.0f; } - inline bool IsNavInputTest(ImGuiNavInput n, ImGuiInputReadMode rm) { return (GetNavInputAmount(n, rm) > 0.0f); } - IMGUI_API ImGuiKeyModFlags GetMergedKeyModFlags(); + IMGUI_API ImVec2 GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down); + IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis); + IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate); + IMGUI_API void GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate); + IMGUI_API void TeleportMousePos(const ImVec2& pos); + IMGUI_API void SetActiveIdUsingAllKeyboardKeys(); + inline bool IsActiveIdUsingNavDir(ImGuiDir dir) { ImGuiContext& g = *GImGui; return (g.ActiveIdUsingNavDirMask & (1 << dir)) != 0; } + + // [EXPERIMENTAL] Low-Level: Key/Input Ownership + // - The idea is that instead of "eating" a given input, we can link to an owner id. + // - Ownership is most often claimed as a result of reacting to a press/down event (but occasionally may be claimed ahead). + // - Input queries can then read input by specifying ImGuiKeyOwner_Any (== 0), ImGuiKeyOwner_None (== -1) or a custom ID. + // - Legacy input queries (without specifying an owner or _Any or _None) are equivalent to using ImGuiKeyOwner_Any (== 0). + // - Input ownership is automatically released on the frame after a key is released. Therefore: + // - for ownership registration happening as a result of a down/press event, the SetKeyOwner() call may be done once (common case). + // - for ownership registration happening ahead of a down/press event, the SetKeyOwner() call needs to be made every frame (happens if e.g. claiming ownership on hover). + // - SetItemKeyOwner() is a shortcut for common simple case. A custom widget will probably want to call SetKeyOwner() multiple times directly based on its interaction state. + // - This is marked experimental because not all widgets are fully honoring the Set/Test idioms. We will need to move forward step by step. + // Please open a GitHub Issue to submit your usage scenario or if there's a use case you need solved. + IMGUI_API ImGuiID GetKeyOwner(ImGuiKey key); + IMGUI_API void SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetKeyOwnersForKeyChord(ImGuiKeyChord key, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags = 0); // Set key owner to last item if it is hovered or active. Equivalent to 'if (IsItemHovered() || IsItemActive()) { SetKeyOwner(key, GetItemID());'. + IMGUI_API bool TestKeyOwner(ImGuiKey key, ImGuiID owner_id); // Test that key is either not owned, either owned by 'owner_id' + inline ImGuiKeyOwnerData* GetKeyOwnerData(ImGuiContext* ctx, ImGuiKey key) { if (key & ImGuiMod_Mask_) key = ConvertSingleModFlagToKey(ctx, key); IM_ASSERT(IsNamedKey(key)); return &ctx->KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; } + + // [EXPERIMENTAL] High-Level: Input Access functions w/ support for Key/Input Ownership + // - Important: legacy IsKeyPressed(ImGuiKey, bool repeat=true) _DEFAULTS_ to repeat, new IsKeyPressed() requires _EXPLICIT_ ImGuiInputFlags_Repeat flag. + // - Expected to be later promoted to public API, the prototypes are designed to replace existing ones (since owner_id can default to Any == 0) + // - Specifying a value for 'ImGuiID owner' will test that EITHER the key is NOT owned (UNLESS locked), EITHER the key is owned by 'owner'. + // Legacy functions use ImGuiKeyOwner_Any meaning that they typically ignore ownership, unless a call to SetKeyOwner() explicitly used ImGuiInputFlags_LockThisFrame or ImGuiInputFlags_LockUntilRelease. + // - Binding generators may want to ignore those for now, or suffix them with Ex() until we decide if this gets moved into public API. + IMGUI_API bool IsKeyDown(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags = 0); // Important: when transitioning from old to new IsKeyPressed(): old API has "bool repeat = true", so would default to repeat. New API requiress explicit ImGuiInputFlags_Repeat. + IMGUI_API bool IsKeyReleased(ImGuiKey key, ImGuiID owner_id); + IMGUI_API bool IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API bool IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id); + IMGUI_API bool IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id); + + // [EXPERIMENTAL] Shortcut Routing + // - ImGuiKeyChord = a ImGuiKey optionally OR-red with ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. + // ImGuiKey_C (accepted by functions taking ImGuiKey or ImGuiKeyChord) + // ImGuiKey_C | ImGuiMod_Ctrl (accepted by functions taking ImGuiKeyChord) + // ONLY ImGuiMod_XXX values are legal to 'OR' with an ImGuiKey. You CANNOT 'OR' two ImGuiKey values. + // - When using one of the routing flags (e.g. ImGuiInputFlags_RouteFocused): routes requested ahead of time given a chord (key + modifiers) and a routing policy. + // - Routes are resolved during NewFrame(): if keyboard modifiers are matching current ones: SetKeyOwner() is called + route is granted for the frame. + // - Route is granted to a single owner. When multiple requests are made we have policies to select the winning route. + // - Multiple read sites may use the same owner id and will all get the granted route. + // - For routing: when owner_id is 0 we use the current Focus Scope ID as a default owner in order to identify our location. + // - TL;DR; + // - IsKeyChordPressed() compares mods + call IsKeyPressed() -> function has no side-effect. + // - Shortcut() submits a route then if currently can be routed calls IsKeyChordPressed() -> function has (desirable) side-effects. + IMGUI_API bool IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); + IMGUI_API void SetNextItemShortcut(ImGuiKeyChord key_chord); + IMGUI_API bool Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id = 0, ImGuiInputFlags flags = 0); + IMGUI_API bool SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags = 0); // owner_id needs to be explicit and cannot be 0 + IMGUI_API bool TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id); + IMGUI_API ImGuiKeyRoutingData* GetShortcutRoutingData(ImGuiKeyChord key_chord); + + // [EXPERIMENTAL] Focus Scope + // This is generally used to identify a unique input location (for e.g. a selection set) + // There is one per window (automatically set in Begin), but: + // - Selection patterns generally need to react (e.g. clear a selection) when landing on one item of the set. + // So in order to identify a set multiple lists in same window may each need a focus scope. + // If you imagine an hypothetical BeginSelectionGroup()/EndSelectionGroup() api, it would likely call PushFocusScope()/EndFocusScope() + // - Shortcut routing also use focus scope as a default location identifier if an owner is not provided. + // We don't use the ID Stack for this as it is common to want them separate. + IMGUI_API void PushFocusScope(ImGuiID id); + IMGUI_API void PopFocusScope(); + inline ImGuiID GetCurrentFocusScope() { ImGuiContext& g = *GImGui; return g.CurrentFocusScopeId; } // Focus scope we are outputting into, set by PushFocusScope() // Drag and Drop + IMGUI_API bool IsDragDropActive(); IMGUI_API bool BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id); IMGUI_API void ClearDragDrop(); IMGUI_API bool IsDragDropPayloadBeingAccepted(); + IMGUI_API void RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect); + + // Typing-Select API + IMGUI_API ImGuiTypingSelectRequest* GetTypingSelectRequest(ImGuiTypingSelectFlags flags = ImGuiTypingSelectFlags_None); + IMGUI_API int TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx); + IMGUI_API int TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data); // Internal Columns API (this is not exposed because we will encourage transitioning to the Tables API) IMGUI_API void SetWindowClipRectBeforeSetChannel(ImGuiWindow* window, const ImRect& clip_rect); @@ -2621,10 +3280,13 @@ namespace ImGui IMGUI_API void TableOpenContextMenu(int column_n = -1); IMGUI_API void TableSetColumnWidth(int column_n, float width); IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); - IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. + IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. + IMGUI_API int TableGetHoveredRow(); // Retrieve *PREVIOUS FRAME* hovered row. This difference with TableGetHoveredColumn() is the reason why this is not public yet. IMGUI_API float TableGetHeaderRowHeight(); + IMGUI_API float TableGetHeaderAngledMaxLabelWidth(); IMGUI_API void TablePushBackgroundChannel(); IMGUI_API void TablePopBackgroundChannel(); + IMGUI_API void TableAngledHeadersRowEx(float angle, float label_width = 0.0f); // Tables: Internals inline ImGuiTable* GetCurrentTable() { ImGuiContext& g = *GImGui; return g.CurrentTable; } @@ -2637,8 +3299,11 @@ namespace ImGui IMGUI_API void TableUpdateBorders(ImGuiTable* table); IMGUI_API void TableUpdateColumnsWeightFromWidth(ImGuiTable* table); IMGUI_API void TableDrawBorders(ImGuiTable* table); - IMGUI_API void TableDrawContextMenu(ImGuiTable* table); + IMGUI_API void TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display); + IMGUI_API bool TableBeginContextMenuPopup(ImGuiTable* table); IMGUI_API void TableMergeDrawChannels(ImGuiTable* table); + inline ImGuiTableInstanceData* TableGetInstanceData(ImGuiTable* table, int instance_no) { if (instance_no == 0) return &table->InstanceDataFirst; return &table->InstanceDataExtra[instance_no - 1]; } + inline ImGuiID TableGetInstanceID(ImGuiTable* table, int instance_no) { return TableGetInstanceData(table, instance_no)->TableInstanceID; } IMGUI_API void TableSortSpecsSanitize(ImGuiTable* table); IMGUI_API void TableSortSpecsBuild(ImGuiTable* table); IMGUI_API ImGuiSortDirection TableGetColumnNextSortDirection(ImGuiTableColumn* column); @@ -2650,7 +3315,7 @@ namespace ImGui IMGUI_API void TableEndCell(ImGuiTable* table); IMGUI_API ImRect TableGetCellBgRect(const ImGuiTable* table, int column_n); IMGUI_API const char* TableGetColumnName(const ImGuiTable* table, int column_n); - IMGUI_API ImGuiID TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no = 0); + IMGUI_API ImGuiID TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no = 0); IMGUI_API float TableGetMaxColumnWidth(const ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoSingle(ImGuiTable* table, int column_n); IMGUI_API void TableSetColumnWidthAutoAll(ImGuiTable* table); @@ -2664,20 +3329,27 @@ namespace ImGui IMGUI_API void TableSaveSettings(ImGuiTable* table); IMGUI_API void TableResetSettings(ImGuiTable* table); IMGUI_API ImGuiTableSettings* TableGetBoundSettings(ImGuiTable* table); - IMGUI_API void TableSettingsInstallHandler(ImGuiContext* context); + IMGUI_API void TableSettingsAddSettingsHandler(); IMGUI_API ImGuiTableSettings* TableSettingsCreate(ImGuiID id, int columns_count); IMGUI_API ImGuiTableSettings* TableSettingsFindByID(ImGuiID id); // Tab Bars + inline ImGuiTabBar* GetCurrentTabBar() { ImGuiContext& g = *GImGui; return g.CurrentTabBar; } IMGUI_API bool BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& bb, ImGuiTabBarFlags flags); IMGUI_API ImGuiTabItem* TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id); + IMGUI_API ImGuiTabItem* TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order); + IMGUI_API ImGuiTabItem* TabBarGetCurrentTab(ImGuiTabBar* tab_bar); + inline int TabBarGetTabOrder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { return tab_bar->Tabs.index_from_ptr(tab); } + IMGUI_API const char* TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); IMGUI_API void TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id); IMGUI_API void TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); - IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset); - IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, ImVec2 mouse_pos); + IMGUI_API void TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab); + IMGUI_API void TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset); + IMGUI_API void TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, ImVec2 mouse_pos); IMGUI_API bool TabBarProcessReorder(ImGuiTabBar* tab_bar); - IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags); - IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button); + IMGUI_API bool TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window); + IMGUI_API ImVec2 TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker); + IMGUI_API ImVec2 TabItemCalcSize(ImGuiWindow* window); IMGUI_API void TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col); IMGUI_API void TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImVec2 frame_padding, const char* label, ImGuiID tab_id, ImGuiID close_button_id, bool is_contents_visible, bool* out_just_closed, bool* out_text_clipped); @@ -2694,47 +3366,46 @@ namespace ImGui IMGUI_API void RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, float grid_step, ImVec2 grid_off, float rounding = 0.0f, ImDrawFlags flags = 0); IMGUI_API void RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags = ImGuiNavHighlightFlags_TypeDefault); // Navigation highlight IMGUI_API const char* FindRenderedTextEnd(const char* text, const char* text_end = NULL); // Find the optional ## from which we stop displaying text. + IMGUI_API void RenderMouseCursor(ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); // Render helpers (those functions don't access any ImGui state!) IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz); - IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); - IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding); - -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // [1.71: 2019/06/07: Updating prototypes of some of the internal functions. Leaving those for reference for a short while] - inline void RenderArrow(ImVec2 pos, ImGuiDir dir, float scale=1.0f) { ImGuiWindow* window = GetCurrentWindow(); RenderArrow(window->DrawList, pos, GetColorU32(ImGuiCol_Text), dir, scale); } - inline void RenderBullet(ImVec2 pos) { ImGuiWindow* window = GetCurrentWindow(); RenderBullet(window->DrawList, pos, GetColorU32(ImGuiCol_Text)); } -#endif + IMGUI_API void RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding); // Widgets IMGUI_API void TextEx(const char* text, const char* text_end = NULL, ImGuiTextFlags flags = 0); IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); + IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); + IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); + IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); + IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); + + // Widgets: Window Decorations IMGUI_API bool CloseButton(ImGuiID id, const ImVec2& pos); IMGUI_API bool CollapseButton(ImGuiID id, const ImVec2& pos); - IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); IMGUI_API void Scrollbar(ImGuiAxis axis); IMGUI_API bool ScrollbarEx(const ImRect& bb, ImGuiID id, ImGuiAxis axis, ImS64* p_scroll_v, ImS64 avail_v, ImS64 contents_v, ImDrawFlags flags); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col); IMGUI_API ImRect GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis); IMGUI_API ImGuiID GetWindowResizeCornerID(ImGuiWindow* window, int n); // 0..3: corners IMGUI_API ImGuiID GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir); - IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags); - IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); - IMGUI_API bool CheckboxFlags(const char* label, ImU64* flags, ImU64 flags_value); // Widgets low-level behaviors IMGUI_API bool ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags = 0); IMGUI_API bool DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v_speed, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags); IMGUI_API bool SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, void* p_v, const void* p_min, const void* p_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); - IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f); + IMGUI_API bool SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend = 0.0f, float hover_visibility_delay = 0.0f, ImU32 bg_col = 0); IMGUI_API bool TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* label, const char* label_end = NULL); - IMGUI_API bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0); // Consume previous SetNextItemOpen() data, if any. May return true when logging IMGUI_API void TreePushOverrideID(ImGuiID id); + IMGUI_API void TreeNodeSetOpen(ImGuiID id, bool open); + IMGUI_API bool TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags); // Return open state. Consume previous SetNextItemOpen() data, if any. May return true when logging. + IMGUI_API void SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data); // Template functions are instantiated in imgui_widgets.cpp for a finite number of types. // To use them externally (for custom widget) you may need an "extern template" statement in your code in order to link to existing instances and silence Clang warnings (see #2036). @@ -2743,23 +3414,24 @@ namespace ImGui template IMGUI_API T ScaleValueFromRatioT(ImGuiDataType data_type, float t, T v_min, T v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_size); template IMGUI_API bool DragBehaviorT(ImGuiDataType data_type, T* v, float v_speed, T v_min, T v_max, const char* format, ImGuiSliderFlags flags); template IMGUI_API bool SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, T* v, T v_min, T v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb); - template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); + template IMGUI_API T RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, T v); template IMGUI_API bool CheckboxFlagsT(const char* label, T* flags, T flags_value); // Data type helpers IMGUI_API const ImGuiDataTypeInfo* DataTypeGetInfo(ImGuiDataType data_type); IMGUI_API int DataTypeFormatString(char* buf, int buf_size, ImGuiDataType data_type, const void* p_data, const char* format); IMGUI_API void DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const void* arg_1, const void* arg_2); - IMGUI_API bool DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format); + IMGUI_API bool DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format); IMGUI_API int DataTypeCompare(ImGuiDataType data_type, const void* arg_1, const void* arg_2); IMGUI_API bool DataTypeClamp(ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max); // InputText IMGUI_API bool InputTextEx(const char* label, const char* hint, char* buf, int buf_size, const ImVec2& size_arg, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API void InputTextDeactivateHook(ImGuiID id); IMGUI_API bool TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* buf, int buf_size, ImGuiInputTextFlags flags); IMGUI_API bool TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min = NULL, const void* p_clamp_max = NULL); inline bool TempInputIsActive(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.ActiveId == id && g.TempInputId == id); } - inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active + inline ImGuiInputTextState* GetInputTextState(ImGuiID id) { ImGuiContext& g = *GImGui; return (id != 0 && g.InputTextState.ID == id) ? &g.InputTextState : NULL; } // Get input text state if active // Color IMGUI_API void ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags flags); @@ -2767,40 +3439,74 @@ namespace ImGui IMGUI_API void ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags); // Plot - IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size); + IMGUI_API int PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg); // Shade functions (write over already created vertices) IMGUI_API void ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1); IMGUI_API void ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp); + IMGUI_API void ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out); // Garbage collection IMGUI_API void GcCompactTransientMiscBuffers(); IMGUI_API void GcCompactTransientWindowBuffers(ImGuiWindow* window); IMGUI_API void GcAwakeTransientWindowBuffers(ImGuiWindow* window); + // Debug Log + IMGUI_API void DebugLog(const char* fmt, ...) IM_FMTARGS(1); + IMGUI_API void DebugLogV(const char* fmt, va_list args) IM_FMTLIST(1); + IMGUI_API void DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size); // size >= 0 : alloc, size = -1 : free + // Debug Tools IMGUI_API void ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); IMGUI_API void ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data = NULL); - inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); } + IMGUI_API void ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + IMGUI_API void DebugDrawCursorPos(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawLineExtents(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugDrawItemRect(ImU32 col = IM_COL32(255, 0, 0, 255)); + IMGUI_API void DebugLocateItem(ImGuiID target_id); // Call sparingly: only 1 at the same time! + IMGUI_API void DebugLocateItemOnHover(ImGuiID target_id); // Only call on reaction to a mouse Hover: because only 1 at the same time! + IMGUI_API void DebugLocateItemResolveWithLastItem(); + IMGUI_API void DebugBreakClearData(); + IMGUI_API bool DebugBreakButton(const char* label, const char* description_of_location); + IMGUI_API void DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location); inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; } - IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); IMGUI_API void DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end); IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns); - IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label); + IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); IMGUI_API void DebugNodeTableSettings(ImGuiTableSettings* settings); + IMGUI_API void DebugNodeInputTextState(ImGuiInputTextState* state); + IMGUI_API void DebugNodeTypingSelectState(ImGuiTypingSelectState* state); IMGUI_API void DebugNodeWindow(ImGuiWindow* window, const char* label); IMGUI_API void DebugNodeWindowSettings(ImGuiWindowSettings* settings); IMGUI_API void DebugNodeWindowsList(ImVector* windows, const char* label); IMGUI_API void DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack); IMGUI_API void DebugNodeViewport(ImGuiViewportP* viewport); + IMGUI_API void DebugRenderKeyboardPreview(ImDrawList* draw_list); IMGUI_API void DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb); + // Obsolete functions +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + inline void SetItemUsingMouseWheel() { SetItemKeyOwner(ImGuiKey_MouseWheelY); } // Changed in 1.89 + inline bool TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags = 0) { return TreeNodeUpdateNextOpen(id, flags); } // Renamed in 1.89 + + // Refactored focus/nav/tabbing system in 1.82 and 1.84. If you have old/custom copy-and-pasted widgets which used FocusableItemRegister(): + // (Old) IMGUI_VERSION_NUM < 18209: using 'ItemAdd(....)' and 'bool tab_focused = FocusableItemRegister(...)' + // (Old) IMGUI_VERSION_NUM >= 18209: using 'ItemAdd(..., ImGuiItemAddFlags_Focusable)' and 'bool tab_focused = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Focused) != 0' + // (New) IMGUI_VERSION_NUM >= 18413: using 'ItemAdd(..., ImGuiItemFlags_Inputable)' and 'bool tab_focused = (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))' + //inline bool FocusableItemRegister(ImGuiWindow* window, ImGuiID id) // -> pass ImGuiItemAddFlags_Inputable flag to ItemAdd() + //inline void FocusableItemUnregister(ImGuiWindow* window) // -> unnecessary: TempInputText() uses ImGuiInputTextFlags_MergedItem +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + inline bool IsKeyPressedMap(ImGuiKey key, bool repeat = true) { IM_ASSERT(IsNamedKey(key)); return IsKeyPressed(key, repeat); } // Removed in 1.87: Mapping from named key is always identity! +#endif + } // namespace ImGui @@ -2815,7 +3521,10 @@ struct ImFontBuilderIO }; // Helper for font builder +#ifdef IMGUI_ENABLE_STB_TRUETYPE IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +#endif +IMGUI_API void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent); IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); @@ -2830,16 +3539,18 @@ IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table //----------------------------------------------------------------------------- #ifdef IMGUI_ENABLE_TEST_ENGINE -extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, const ImRect& bb, ImGuiID id); +extern void ImGuiTestEngineHook_ItemAdd(ImGuiContext* ctx, ImGuiID id, const ImRect& bb, const ImGuiLastItemData* item_data); // item_data may be NULL extern void ImGuiTestEngineHook_ItemInfo(ImGuiContext* ctx, ImGuiID id, const char* label, ImGuiItemStatusFlags flags); extern void ImGuiTestEngineHook_Log(ImGuiContext* ctx, const char* fmt, ...); extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiID id); -#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _BB, _ID) // Register item bounding box -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) -#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log +// In IMGUI_VERSION_NUM >= 18934: changed IMGUI_TEST_ENGINE_ITEM_ADD(bb,id) to IMGUI_TEST_ENGINE_ITEM_ADD(id,bb,item_data); +#define IMGUI_TEST_ENGINE_ITEM_ADD(_ID,_BB,_ITEM_DATA) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemAdd(&g, _ID, _BB, _ITEM_DATA) // Register item bounding box +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional) +#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log #else -#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0) +#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g) #endif //----------------------------------------------------------------------------- diff --git a/include/imgui/imgui_stdlib.h b/include/imgui/imgui_stdlib.h index f860b0c..835a808 100644 --- a/include/imgui/imgui_stdlib.h +++ b/include/imgui/imgui_stdlib.h @@ -1,13 +1,12 @@ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) // This is also an example of how you may wrap your own similar types. -// Compatibility: -// - std::string support is only guaranteed to work from C++11. -// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture) - // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string +// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: +// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness + #pragma once #include @@ -16,7 +15,7 @@ namespace ImGui { // ImGui::InputText() with std::string // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity - IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); - IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = NULL, void* user_data = NULL); + IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); + IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); + IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); } diff --git a/include/imgui/imstb_rectpack.h b/include/imgui/imstb_rectpack.h index 3958952..f6917e7 100644 --- a/include/imgui/imstb_rectpack.h +++ b/include/imgui/imstb_rectpack.h @@ -1,15 +1,19 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_rect_pack.h 1.00. -// Those changes would need to be pushed into nothings/stb: -// - Added STBRP__CDECL +// This is a slightly modified version of stb_rect_pack.h 1.01. // Grep for [DEAR IMGUI] to find the changes. - -// stb_rect_pack.h - v1.00 - public domain - rectangle packing +// +// stb_rect_pack.h - v1.01 - public domain - rectangle packing // Sean Barrett 2014 // // Useful for e.g. packing rectangular textures into an atlas. // Does not do rotation. // +// Before #including, +// +// #define STB_RECT_PACK_IMPLEMENTATION +// +// in the file that you want to have the implementation. +// // Not necessarily the awesomest packing method, but better than // the totally naive one in stb_truetype (which is primarily what // this is meant to replace). @@ -41,6 +45,7 @@ // // Version history: // +// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section // 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles // 0.99 (2019-02-07) warning fixes // 0.11 (2017-03-03) return packing success/fail result @@ -81,11 +86,10 @@ typedef struct stbrp_context stbrp_context; typedef struct stbrp_node stbrp_node; typedef struct stbrp_rect stbrp_rect; -#ifdef STBRP_LARGE_RECTS typedef int stbrp_coord; -#else -typedef unsigned short stbrp_coord; -#endif + +#define STBRP__MAXVAL 0x7fffffff +// Mostly for internal use, but this is the maximum supported coordinate value. STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); // Assign packed locations to rectangles. The rectangles are of type @@ -213,10 +217,9 @@ struct stbrp_context #define STBRP_ASSERT assert #endif -// [DEAR IMGUI] Added STBRP__CDECL #ifdef _MSC_VER #define STBRP__NOTUSED(v) (void)(v) -#define STBRP__CDECL __cdecl +#define STBRP__CDECL __cdecl #else #define STBRP__NOTUSED(v) (void)sizeof(v) #define STBRP__CDECL @@ -262,9 +265,6 @@ STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_ou STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) { int i; -#ifndef STBRP_LARGE_RECTS - STBRP_ASSERT(width <= 0xffff && height <= 0xffff); -#endif for (i=0; i < num_nodes-1; ++i) nodes[i].next = &nodes[i+1]; @@ -283,11 +283,7 @@ STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, context->extra[0].y = 0; context->extra[0].next = &context->extra[1]; context->extra[1].x = (stbrp_coord) width; -#ifdef STBRP_LARGE_RECTS context->extra[1].y = (1<<30); -#else - context->extra[1].y = 65535; -#endif context->extra[1].next = NULL; } @@ -433,7 +429,7 @@ static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int widt if (y <= best_y) { if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) { best_x = xpos; - STBRP_ASSERT(y <= best_y); + //STBRP_ASSERT(y <= best_y); [DEAR IMGUI] best_y = y; best_waste = waste; best = prev; @@ -529,7 +525,6 @@ static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, i return res; } -// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_height_compare(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; @@ -541,7 +536,6 @@ static int STBRP__CDECL rect_height_compare(const void *a, const void *b) return (p->w > q->w) ? -1 : (p->w < q->w); } -// [DEAR IMGUI] Added STBRP__CDECL static int STBRP__CDECL rect_original_order(const void *a, const void *b) { const stbrp_rect *p = (const stbrp_rect *) a; @@ -549,12 +543,6 @@ static int STBRP__CDECL rect_original_order(const void *a, const void *b) return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); } -#ifdef STBRP_LARGE_RECTS -#define STBRP__MAXVAL 0xffffffff -#else -#define STBRP__MAXVAL 0xffff -#endif - STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) { int i, all_rects_packed = 1; diff --git a/include/imgui/imstb_textedit.h b/include/imgui/imstb_textedit.h index 2c635b2..c30f1a1 100644 --- a/include/imgui/imstb_textedit.h +++ b/include/imgui/imstb_textedit.h @@ -1,10 +1,12 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_textedit.h 1.13. +// This is a slightly modified version of stb_textedit.h 1.14. // Those changes would need to be pushed into nothings/stb: // - Fix in stb_textedit_discard_redo (see https://github.com/nothings/stb/issues/321) +// - Fix in stb_textedit_find_charpos to handle last line (see https://github.com/ocornut/imgui/issues/6000 + #6783) // Grep for [DEAR IMGUI] to find the changes. +// - Also renamed macros used or defined outside of IMSTB_TEXTEDIT_IMPLEMENTATION block from STB_TEXTEDIT_* to IMSTB_TEXTEDIT_* -// stb_textedit.h - v1.13 - public domain - Sean Barrett +// stb_textedit.h - v1.14 - public domain - Sean Barrett // Development of this library was sponsored by RAD Game Tools // // This C header file implements the guts of a multi-line text-editing @@ -29,12 +31,13 @@ // DEPENDENCIES // // Uses the C runtime function 'memmove', which you can override -// by defining STB_TEXTEDIT_memmove before the implementation. +// by defining IMSTB_TEXTEDIT_memmove before the implementation. // Uses no other functions. Performs no runtime allocations. // // // VERSION HISTORY // +// 1.14 (2021-07-11) page up/down, various fixes // 1.13 (2019-02-07) fix bug in undo size management // 1.12 (2018-01-29) user can change STB_TEXTEDIT_KEYTYPE, fix redo to avoid crash // 1.11 (2017-03-03) fix HOME on last line, dragging off single-line textfield @@ -58,6 +61,7 @@ // Ulf Winklemann: move-by-word in 1.1 // Fabian Giesen: secondary key inputs in 1.5 // Martins Mozeiko: STB_TEXTEDIT_memmove in 1.6 +// Louis Schnellbach: page up/down in 1.14 // // Bugfixes: // Scott Graham @@ -93,8 +97,8 @@ // moderate sizes. The undo system does no memory allocations, so // it grows STB_TexteditState by the worst-case storage which is (in bytes): // -// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATE_COUNT -// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHAR_COUNT +// [4 + 3 * sizeof(STB_TEXTEDIT_POSITIONTYPE)] * STB_TEXTEDIT_UNDOSTATECOUNT +// + sizeof(STB_TEXTEDIT_CHARTYPE) * STB_TEXTEDIT_UNDOCHARCOUNT // // // Implementation mode: @@ -271,8 +275,8 @@ //// //// -#ifndef INCLUDE_STB_TEXTEDIT_H -#define INCLUDE_STB_TEXTEDIT_H +#ifndef INCLUDE_IMSTB_TEXTEDIT_H +#define INCLUDE_IMSTB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////// // @@ -283,33 +287,33 @@ // and undo state. // -#ifndef STB_TEXTEDIT_UNDOSTATECOUNT -#define STB_TEXTEDIT_UNDOSTATECOUNT 99 +#ifndef IMSTB_TEXTEDIT_UNDOSTATECOUNT +#define IMSTB_TEXTEDIT_UNDOSTATECOUNT 99 #endif -#ifndef STB_TEXTEDIT_UNDOCHARCOUNT -#define STB_TEXTEDIT_UNDOCHARCOUNT 999 +#ifndef IMSTB_TEXTEDIT_UNDOCHARCOUNT +#define IMSTB_TEXTEDIT_UNDOCHARCOUNT 999 #endif -#ifndef STB_TEXTEDIT_CHARTYPE -#define STB_TEXTEDIT_CHARTYPE int +#ifndef IMSTB_TEXTEDIT_CHARTYPE +#define IMSTB_TEXTEDIT_CHARTYPE int #endif -#ifndef STB_TEXTEDIT_POSITIONTYPE -#define STB_TEXTEDIT_POSITIONTYPE int +#ifndef IMSTB_TEXTEDIT_POSITIONTYPE +#define IMSTB_TEXTEDIT_POSITIONTYPE int #endif typedef struct { // private data - STB_TEXTEDIT_POSITIONTYPE where; - STB_TEXTEDIT_POSITIONTYPE insert_length; - STB_TEXTEDIT_POSITIONTYPE delete_length; + IMSTB_TEXTEDIT_POSITIONTYPE where; + IMSTB_TEXTEDIT_POSITIONTYPE insert_length; + IMSTB_TEXTEDIT_POSITIONTYPE delete_length; int char_storage; } StbUndoRecord; typedef struct { // private data - StbUndoRecord undo_rec [STB_TEXTEDIT_UNDOSTATECOUNT]; - STB_TEXTEDIT_CHARTYPE undo_char[STB_TEXTEDIT_UNDOCHARCOUNT]; + StbUndoRecord undo_rec [IMSTB_TEXTEDIT_UNDOSTATECOUNT]; + IMSTB_TEXTEDIT_CHARTYPE undo_char[IMSTB_TEXTEDIT_UNDOCHARCOUNT]; short undo_point, redo_point; int undo_char_point, redo_char_point; } StbUndoState; @@ -368,7 +372,7 @@ typedef struct float ymin,ymax; // height of row above and below baseline int num_chars; } StbTexteditRow; -#endif //INCLUDE_STB_TEXTEDIT_H +#endif //INCLUDE_IMSTB_TEXTEDIT_H //////////////////////////////////////////////////////////////////////////// @@ -381,11 +385,11 @@ typedef struct // implementation isn't include-guarded, since it might have indirectly // included just the "header" portion -#ifdef STB_TEXTEDIT_IMPLEMENTATION +#ifdef IMSTB_TEXTEDIT_IMPLEMENTATION -#ifndef STB_TEXTEDIT_memmove +#ifndef IMSTB_TEXTEDIT_memmove #include -#define STB_TEXTEDIT_memmove memmove +#define IMSTB_TEXTEDIT_memmove memmove #endif @@ -395,7 +399,7 @@ typedef struct // // traverse the layout to locate the nearest character to a display position -static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) +static int stb_text_locate_coord(IMSTB_TEXTEDIT_STRING *str, float x, float y) { StbTexteditRow r; int n = STB_TEXTEDIT_STRINGLEN(str); @@ -455,7 +459,7 @@ static int stb_text_locate_coord(STB_TEXTEDIT_STRING *str, float x, float y) } // API click: on mouse down, move the cursor to the clicked location, and reset the selection -static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +static void stb_textedit_click(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { // In single-line mode, just always make y = 0. This lets the drag keep working if the mouse // goes off the top or bottom of the text @@ -473,7 +477,7 @@ static void stb_textedit_click(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat } // API drag: on mouse drag, move the cursor and selection endpoint to the clicked location -static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) +static void stb_textedit_drag(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, float x, float y) { int p = 0; @@ -499,11 +503,11 @@ static void stb_textedit_drag(STB_TEXTEDIT_STRING *str, STB_TexteditState *state // // forward declarations -static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); -static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state); -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state); +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length); static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int length); -static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length); typedef struct { @@ -515,36 +519,21 @@ typedef struct // find the x/y location of a character, and remember info about the previous row in // case we get a move-up event (for page up, we'll have to rescan) -static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *str, int n, int single_line) +static void stb_textedit_find_charpos(StbFindState *find, IMSTB_TEXTEDIT_STRING *str, int n, int single_line) { StbTexteditRow r; int prev_start = 0; int z = STB_TEXTEDIT_STRINGLEN(str); int i=0, first; - if (n == z) { - // if it's at the end, then find the last line -- simpler than trying to - // explicitly handle this case in the regular code - if (single_line) { - STB_TEXTEDIT_LAYOUTROW(&r, str, 0); - find->y = 0; - find->first_char = 0; - find->length = z; - find->height = r.ymax - r.ymin; - find->x = r.x1; - } else { - find->y = 0; - find->x = 0; - find->height = 1; - while (i < z) { - STB_TEXTEDIT_LAYOUTROW(&r, str, i); - prev_start = i; - i += r.num_chars; - } - find->first_char = i; - find->length = 0; - find->prev_first = prev_start; - } + if (n == z && single_line) { + // special case if it's at the end (may not be needed?) + STB_TEXTEDIT_LAYOUTROW(&r, str, 0); + find->y = 0; + find->first_char = 0; + find->length = z; + find->height = r.ymax - r.ymin; + find->x = r.x1; return; } @@ -555,9 +544,16 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s STB_TEXTEDIT_LAYOUTROW(&r, str, i); if (n < i + r.num_chars) break; + if (i + r.num_chars == z && z > 0 && STB_TEXTEDIT_GETCHAR(str, z - 1) != STB_TEXTEDIT_NEWLINE) // [DEAR IMGUI] special handling for last line + break; // [DEAR IMGUI] prev_start = i; i += r.num_chars; find->y += r.baseline_y_delta; + if (i == z) // [DEAR IMGUI] + { + r.num_chars = 0; // [DEAR IMGUI] + break; // [DEAR IMGUI] + } } find->first_char = first = i; @@ -574,7 +570,7 @@ static void stb_textedit_find_charpos(StbFindState *find, STB_TEXTEDIT_STRING *s #define STB_TEXT_HAS_SELECTION(s) ((s)->select_start != (s)->select_end) // make the selection/cursor state valid if client altered the string -static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_clamp(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { int n = STB_TEXTEDIT_STRINGLEN(str); if (STB_TEXT_HAS_SELECTION(state)) { @@ -588,7 +584,7 @@ static void stb_textedit_clamp(STB_TEXTEDIT_STRING *str, STB_TexteditState *stat } // delete characters while updating undo -static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) +static void stb_textedit_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int len) { stb_text_makeundo_delete(str, state, where, len); STB_TEXTEDIT_DELETECHARS(str, where, len); @@ -596,7 +592,7 @@ static void stb_textedit_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *sta } // delete the section -static void stb_textedit_delete_selection(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_delete_selection(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { stb_textedit_clamp(str, state); if (STB_TEXT_HAS_SELECTION(state)) { @@ -633,7 +629,7 @@ static void stb_textedit_move_to_first(STB_TexteditState *state) } // move cursor to last character of selection -static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_textedit_move_to_last(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { stb_textedit_sortselection(state); @@ -645,13 +641,13 @@ static void stb_textedit_move_to_last(STB_TEXTEDIT_STRING *str, STB_TexteditStat } #ifdef STB_TEXTEDIT_IS_SPACE -static int is_word_boundary( STB_TEXTEDIT_STRING *str, int idx ) +static int is_word_boundary( IMSTB_TEXTEDIT_STRING *str, int idx ) { return idx > 0 ? (STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str,idx-1) ) && !STB_TEXTEDIT_IS_SPACE( STB_TEXTEDIT_GETCHAR(str, idx) ) ) : 1; } #ifndef STB_TEXTEDIT_MOVEWORDLEFT -static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) +static int stb_textedit_move_to_word_previous( IMSTB_TEXTEDIT_STRING *str, int c ) { --c; // always move at least one character while( c >= 0 && !is_word_boundary( str, c ) ) @@ -666,7 +662,7 @@ static int stb_textedit_move_to_word_previous( STB_TEXTEDIT_STRING *str, int c ) #endif #ifndef STB_TEXTEDIT_MOVEWORDRIGHT -static int stb_textedit_move_to_word_next( STB_TEXTEDIT_STRING *str, int c ) +static int stb_textedit_move_to_word_next( IMSTB_TEXTEDIT_STRING *str, int c ) { const int len = STB_TEXTEDIT_STRINGLEN(str); ++c; // always move at least one character @@ -693,7 +689,7 @@ static void stb_textedit_prep_selection_at_cursor(STB_TexteditState *state) } // API cut: delete selection -static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static int stb_textedit_cut(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { if (STB_TEXT_HAS_SELECTION(state)) { stb_textedit_delete_selection(str,state); // implicitly clamps @@ -704,7 +700,7 @@ static int stb_textedit_cut(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) } // API paste: replace existing selection with passed-in text -static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE *text, int len) +static int stb_textedit_paste_internal(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE *text, int len) { // if there's a selection, the paste should delete it stb_textedit_clamp(str, state); @@ -716,10 +712,6 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta state->has_preferred_x = 0; return 1; } - // [DEAR IMGUI] - //// remove the undo since we didn't actually insert the characters - //if (state->undostate.undo_point) - // --state->undostate.undo_point; // note: paste failure will leave deleted selection, may be restored with an undo (see https://github.com/nothings/stb/issues/734 for details) return 0; } @@ -729,14 +721,14 @@ static int stb_textedit_paste_internal(STB_TEXTEDIT_STRING *str, STB_TexteditSta #endif // API key: process a keyboard input -static void stb_textedit_key(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) +static void stb_textedit_key(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_KEYTYPE key) { retry: switch (key) { default: { int c = STB_TEXTEDIT_KEYTOTEXT(key); if (c > 0) { - STB_TEXTEDIT_CHARTYPE ch = (STB_TEXTEDIT_CHARTYPE) c; + IMSTB_TEXTEDIT_CHARTYPE ch = (IMSTB_TEXTEDIT_CHARTYPE) c; // can't add newline in single-line mode if (c == '\n' && state->single_line) @@ -901,8 +893,8 @@ retry: x = row.x0; for (i=0; i < row.num_chars; ++i) { float dx = STB_TEXTEDIT_GETWIDTH(str, start, i); - #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; @@ -963,8 +955,8 @@ retry: x = row.x0; for (i=0; i < row.num_chars; ++i) { float dx = STB_TEXTEDIT_GETWIDTH(str, find.prev_first, i); - #ifdef STB_TEXTEDIT_GETWIDTH_NEWLINE - if (dx == STB_TEXTEDIT_GETWIDTH_NEWLINE) + #ifdef IMSTB_TEXTEDIT_GETWIDTH_NEWLINE + if (dx == IMSTB_TEXTEDIT_GETWIDTH_NEWLINE) break; #endif x += dx; @@ -1121,8 +1113,8 @@ retry: static void stb_textedit_flush_redo(StbUndoState *state) { - state->redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; } // discard the oldest entry in the undo list @@ -1134,13 +1126,13 @@ static void stb_textedit_discard_undo(StbUndoState *state) int n = state->undo_rec[0].insert_length, i; // delete n characters from all other records state->undo_char_point -= n; - STB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(STB_TEXTEDIT_CHARTYPE))); + IMSTB_TEXTEDIT_memmove(state->undo_char, state->undo_char + n, (size_t) (state->undo_char_point*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); for (i=0; i < state->undo_point; ++i) if (state->undo_rec[i].char_storage >= 0) state->undo_rec[i].char_storage -= n; // @OPTIMIZE: get rid of char_storage and infer it } --state->undo_point; - STB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); + IMSTB_TEXTEDIT_memmove(state->undo_rec, state->undo_rec+1, (size_t) (state->undo_point*sizeof(state->undo_rec[0]))); } } @@ -1150,7 +1142,7 @@ static void stb_textedit_discard_undo(StbUndoState *state) // fill up even though the undo buffer didn't static void stb_textedit_discard_redo(StbUndoState *state) { - int k = STB_TEXTEDIT_UNDOSTATECOUNT-1; + int k = IMSTB_TEXTEDIT_UNDOSTATECOUNT-1; if (state->redo_point <= k) { // if the k'th undo state has characters, clean those up @@ -1158,7 +1150,7 @@ static void stb_textedit_discard_redo(StbUndoState *state) int n = state->undo_rec[k].insert_length, i; // move the remaining redo character data to the end of the buffer state->redo_char_point += n; - STB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((STB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(STB_TEXTEDIT_CHARTYPE))); + IMSTB_TEXTEDIT_memmove(state->undo_char + state->redo_char_point, state->undo_char + state->redo_char_point-n, (size_t) ((IMSTB_TEXTEDIT_UNDOCHARCOUNT - state->redo_char_point)*sizeof(IMSTB_TEXTEDIT_CHARTYPE))); // adjust the position of all the other records to account for above memmove for (i=state->redo_point; i < k; ++i) if (state->undo_rec[i].char_storage >= 0) @@ -1166,12 +1158,12 @@ static void stb_textedit_discard_redo(StbUndoState *state) } // now move all the redo records towards the end of the buffer; the first one is at 'redo_point' // [DEAR IMGUI] - size_t move_size = (size_t)((STB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); + size_t move_size = (size_t)((IMSTB_TEXTEDIT_UNDOSTATECOUNT - state->redo_point - 1) * sizeof(state->undo_rec[0])); const char* buf_begin = (char*)state->undo_rec; (void)buf_begin; const char* buf_end = (char*)state->undo_rec + sizeof(state->undo_rec); (void)buf_end; IM_ASSERT(((char*)(state->undo_rec + state->redo_point)) >= buf_begin); IM_ASSERT(((char*)(state->undo_rec + state->redo_point + 1) + move_size) <= buf_end); - STB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); + IMSTB_TEXTEDIT_memmove(state->undo_rec + state->redo_point+1, state->undo_rec + state->redo_point, move_size); // now move redo_point to point to the new one ++state->redo_point; @@ -1185,32 +1177,32 @@ static StbUndoRecord *stb_text_create_undo_record(StbUndoState *state, int numch // if we have no free records, we have to make room, by sliding the // existing records down - if (state->undo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + if (state->undo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) stb_textedit_discard_undo(state); // if the characters to store won't possibly fit in the buffer, we can't undo - if (numchars > STB_TEXTEDIT_UNDOCHARCOUNT) { + if (numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) { state->undo_point = 0; state->undo_char_point = 0; return NULL; } // if we don't have enough free characters in the buffer, we have to make room - while (state->undo_char_point + numchars > STB_TEXTEDIT_UNDOCHARCOUNT) + while (state->undo_char_point + numchars > IMSTB_TEXTEDIT_UNDOCHARCOUNT) stb_textedit_discard_undo(state); return &state->undo_rec[state->undo_point++]; } -static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) +static IMSTB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, int insert_len, int delete_len) { StbUndoRecord *r = stb_text_create_undo_record(state, insert_len); if (r == NULL) return NULL; r->where = pos; - r->insert_length = (STB_TEXTEDIT_POSITIONTYPE) insert_len; - r->delete_length = (STB_TEXTEDIT_POSITIONTYPE) delete_len; + r->insert_length = (IMSTB_TEXTEDIT_POSITIONTYPE) insert_len; + r->delete_length = (IMSTB_TEXTEDIT_POSITIONTYPE) delete_len; if (insert_len == 0) { r->char_storage = -1; @@ -1222,7 +1214,7 @@ static STB_TEXTEDIT_CHARTYPE *stb_text_createundo(StbUndoState *state, int pos, } } -static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_text_undo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord u, *r; @@ -1249,7 +1241,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // characters stored for *undoing* don't leave room for redo // if the last is true, we have to bail - if (s->undo_char_point + u.delete_length >= STB_TEXTEDIT_UNDOCHARCOUNT) { + if (s->undo_char_point + u.delete_length >= IMSTB_TEXTEDIT_UNDOCHARCOUNT) { // the undo records take up too much character space; there's no space to store the redo characters r->insert_length = 0; } else { @@ -1258,7 +1250,7 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) // there's definitely room to store the characters eventually while (s->undo_char_point + u.delete_length > s->redo_char_point) { // should never happen: - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) return; // there's currently not enough room, so discard a redo record stb_textedit_discard_redo(s); @@ -1290,11 +1282,11 @@ static void stb_text_undo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) s->redo_point--; } -static void stb_text_redo(STB_TEXTEDIT_STRING *str, STB_TexteditState *state) +static void stb_text_redo(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state) { StbUndoState *s = &state->undostate; StbUndoRecord *u, r; - if (s->redo_point == STB_TEXTEDIT_UNDOSTATECOUNT) + if (s->redo_point == IMSTB_TEXTEDIT_UNDOSTATECOUNT) return; // we need to do two things: apply the redo record, and create an undo record @@ -1346,20 +1338,20 @@ static void stb_text_makeundo_insert(STB_TexteditState *state, int where, int le stb_text_createundo(&state->undostate, where, 0, length); } -static void stb_text_makeundo_delete(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) +static void stb_text_makeundo_delete(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int length) { int i; - STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, length, 0); if (p) { for (i=0; i < length; ++i) p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); } } -static void stb_text_makeundo_replace(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) +static void stb_text_makeundo_replace(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, int where, int old_length, int new_length) { int i; - STB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); + IMSTB_TEXTEDIT_CHARTYPE *p = stb_text_createundo(&state->undostate, where, old_length, new_length); if (p) { for (i=0; i < old_length; ++i) p[i] = STB_TEXTEDIT_GETCHAR(str, where+i); @@ -1371,8 +1363,8 @@ static void stb_textedit_clear_state(STB_TexteditState *state, int is_single_lin { state->undostate.undo_point = 0; state->undostate.undo_char_point = 0; - state->undostate.redo_point = STB_TEXTEDIT_UNDOSTATECOUNT; - state->undostate.redo_char_point = STB_TEXTEDIT_UNDOCHARCOUNT; + state->undostate.redo_point = IMSTB_TEXTEDIT_UNDOSTATECOUNT; + state->undostate.redo_char_point = IMSTB_TEXTEDIT_UNDOCHARCOUNT; state->select_end = state->select_start = 0; state->cursor = 0; state->has_preferred_x = 0; @@ -1395,16 +1387,16 @@ static void stb_textedit_initialize_state(STB_TexteditState *state, int is_singl #pragma GCC diagnostic ignored "-Wcast-qual" #endif -static int stb_textedit_paste(STB_TEXTEDIT_STRING *str, STB_TexteditState *state, STB_TEXTEDIT_CHARTYPE const *ctext, int len) +static int stb_textedit_paste(IMSTB_TEXTEDIT_STRING *str, STB_TexteditState *state, IMSTB_TEXTEDIT_CHARTYPE const *ctext, int len) { - return stb_textedit_paste_internal(str, state, (STB_TEXTEDIT_CHARTYPE *) ctext, len); + return stb_textedit_paste_internal(str, state, (IMSTB_TEXTEDIT_CHARTYPE *) ctext, len); } #if defined(__GNUC__) || defined(__clang__) #pragma GCC diagnostic pop #endif -#endif//STB_TEXTEDIT_IMPLEMENTATION +#endif//IMSTB_TEXTEDIT_IMPLEMENTATION /* ------------------------------------------------------------------------------ diff --git a/include/imgui/imstb_truetype.h b/include/imgui/imstb_truetype.h index 48c2026..35c827e 100644 --- a/include/imgui/imstb_truetype.h +++ b/include/imgui/imstb_truetype.h @@ -1,10 +1,19 @@ // [DEAR IMGUI] -// This is a slightly modified version of stb_truetype.h 1.20. +// This is a slightly modified version of stb_truetype.h 1.26. // Mostly fixing for compiler and static analyzer warnings. // Grep for [DEAR IMGUI] to find the changes. -// stb_truetype.h - v1.20 - public domain -// authored from 2009-2016 by Sean Barrett / RAD Game Tools +// stb_truetype.h - v1.26 - public domain +// authored from 2009-2021 by Sean Barrett / RAD Game Tools +// +// ======================================================================= +// +// NO SECURITY GUARANTEE -- DO NOT USE THIS ON UNTRUSTED FONT FILES +// +// This library does no range checking of the offsets found in the file, +// meaning an attacker can use it to read arbitrary memory. +// +// ======================================================================= // // This library processes TrueType files: // parse files @@ -37,11 +46,11 @@ // Daniel Ribeiro Maciel // // Bug/warning reports/fixes: -// "Zer" on mollyrocket Fabian "ryg" Giesen -// Cass Everitt Martins Mozeiko -// stoiko (Haemimont Games) Cap Petschulat -// Brian Hook Omar Cornut -// Walter van Niftrik github:aloucks +// "Zer" on mollyrocket Fabian "ryg" Giesen github:NiLuJe +// Cass Everitt Martins Mozeiko github:aloucks +// stoiko (Haemimont Games) Cap Petschulat github:oyvindjam +// Brian Hook Omar Cornut github:vassvik +// Walter van Niftrik Ryan Griege // David Gow Peter LaValle // David Given Sergey Popov // Ivan-Assen Ivanov Giumo X. Clanjor @@ -49,11 +58,17 @@ // Johan Duparc Thomas Fields // Hou Qiming Derek Vinyard // Rob Loach Cort Stratton -// Kenney Phillis Jr. github:oyvindjam -// Brian Costabile github:vassvik +// Kenney Phillis Jr. Brian Costabile +// Ken Voskuil (kaesve) // // VERSION HISTORY // +// 1.26 (2021-08-28) fix broken rasterizer +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning // 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) GPOS kerning, STBTT_fmod // 1.18 (2018-01-29) add missing function @@ -248,19 +263,6 @@ // recommend it. // // -// SOURCE STATISTICS (based on v0.6c, 2050 LOC) -// -// Documentation & header file 520 LOC \___ 660 LOC documentation -// Sample code 140 LOC / -// Truetype parsing 620 LOC ---- 620 LOC TrueType -// Software rasterization 240 LOC \. -// Curve tessellation 120 LOC \__ 550 LOC Bitmap creation -// Bitmap management 100 LOC / -// Baked bitmap interface 70 LOC / -// Font name matching & access 150 LOC ---- 150 -// C runtime library abstraction 60 LOC ---- 60 -// -// // PERFORMANCE MEASUREMENTS FOR 1.06: // // 32-bit 64-bit @@ -275,8 +277,8 @@ //// SAMPLE PROGRAMS //// // -// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless -// +// Incomplete text-in-3d-api example, which draws quads properly aligned to be lossless. +// See "tests/truetype_demo_win32.c" for a complete version. #if 0 #define STB_TRUETYPE_IMPLEMENTATION // force following include to generate implementation #include "stb_truetype.h" @@ -302,6 +304,8 @@ void my_stbtt_initfont(void) void my_stbtt_print(float x, float y, char *text) { // assume orthographic projection with units = screen pixels, origin at top left + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, ftex); glBegin(GL_QUADS); @@ -309,10 +313,10 @@ void my_stbtt_print(float x, float y, char *text) if (*text >= 32 && *text < 128) { stbtt_aligned_quad q; stbtt_GetBakedQuad(cdata, 512,512, *text-32, &x,&y,&q,1);//1=opengl & d3d10+,0=d3d9 - glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y0); - glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y0); - glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y1); - glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y1); + glTexCoord2f(q.s0,q.t0); glVertex2f(q.x0,q.y0); + glTexCoord2f(q.s1,q.t0); glVertex2f(q.x1,q.y0); + glTexCoord2f(q.s1,q.t1); glVertex2f(q.x1,q.y1); + glTexCoord2f(q.s0,q.t1); glVertex2f(q.x0,q.y1); } ++text; } @@ -719,7 +723,7 @@ struct stbtt_fontinfo int numGlyphs; // number of glyphs, needed for range checking - int loca,head,glyf,hhea,hmtx,kern,gpos; // table locations as offset from start of .ttf + int loca,head,glyf,hhea,hmtx,kern,gpos,svg; // table locations as offset from start of .ttf int index_map; // a cmap mapping for our chosen character encoding int indexToLocFormat; // format needed to map from glyph index to glyph @@ -802,6 +806,18 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int glyph1, STBTT_DEF int stbtt_GetGlyphBox(const stbtt_fontinfo *info, int glyph_index, int *x0, int *y0, int *x1, int *y1); // as above, but takes one or more glyph indices for greater efficiency +typedef struct stbtt_kerningentry +{ + int glyph1; // use stbtt_FindGlyphIndex + int glyph2; + int advance; +} stbtt_kerningentry; + +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info); +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length); +// Retrieves a complete list of all of the kerning pairs provided by the font +// stbtt_GetKerningTable never writes more than table_length entries and returns how many entries it did write. +// The table will be sorted by (a.glyph1 == b.glyph1)?(a.glyph2 < b.glyph2):(a.glyph1 < b.glyph1) ////////////////////////////////////////////////////////////////////////////// // @@ -846,6 +862,12 @@ STBTT_DEF int stbtt_GetGlyphShape(const stbtt_fontinfo *info, int glyph_index, s STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *vertices); // frees the data allocated above +STBTT_DEF unsigned char *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl); +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg); +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg); +// fills svg with the character's SVG data. +// returns data size or 0 if SVG not found. + ////////////////////////////////////////////////////////////////////////////// // // BITMAP RENDERING @@ -1347,6 +1369,22 @@ static stbtt__buf stbtt__get_subrs(stbtt__buf cff, stbtt__buf fontdict) return stbtt__cff_get_index(&cff); } +// since most people won't use this, find this table the first time it's needed +static int stbtt__get_svg(stbtt_fontinfo *info) +{ + stbtt_uint32 t; + if (info->svg < 0) { + t = stbtt__find_table(info->data, info->fontstart, "SVG "); + if (t) { + stbtt_uint32 offset = ttULONG(info->data + t + 2); + info->svg = t + offset; + } else { + info->svg = 0; + } + } + return info->svg; +} + static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, int fontstart) { stbtt_uint32 cmap, t; @@ -1426,6 +1464,8 @@ static int stbtt_InitFont_internal(stbtt_fontinfo *info, unsigned char *data, in else info->numGlyphs = 0xffff; + info->svg = -1; + // find a cmap encoding table we understand *now* to avoid searching // later. (todo: could make this installable) // the same regardless of glyph. @@ -1509,12 +1549,12 @@ STBTT_DEF int stbtt_FindGlyphIndex(const stbtt_fontinfo *info, int unicode_codep search += 2; { - stbtt_uint16 offset, start; + stbtt_uint16 offset, start, last; stbtt_uint16 item = (stbtt_uint16) ((search - endCount) >> 1); - STBTT_assert(unicode_codepoint <= ttUSHORT(data + endCount + 2*item)); start = ttUSHORT(data + index_map + 14 + segcount*2 + 2 + 2*item); - if (unicode_codepoint < start) + last = ttUSHORT(data + endCount + 2*item); + if (unicode_codepoint < start || unicode_codepoint > last) return 0; offset = ttUSHORT(data + index_map + 14 + segcount*6 + 2 + 2*item); @@ -1774,7 +1814,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s } } num_vertices = stbtt__close_shape(vertices, num_vertices, was_off, start_off, sx,sy,scx,scy,cx,cy); - } else if (numberOfContours == -1) { + } else if (numberOfContours < 0) { // Compound shapes. int more = 1; stbtt_uint8 *comp = data + g + 10; @@ -1841,7 +1881,7 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s if (comp_verts) STBTT_free(comp_verts, info->userdata); return 0; } - if (num_vertices > 0) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); //-V595 + if (num_vertices > 0 && vertices) STBTT_memcpy(tmp, vertices, num_vertices*sizeof(stbtt_vertex)); STBTT_memcpy(tmp+num_vertices, comp_verts, comp_num_verts*sizeof(stbtt_vertex)); if (vertices) STBTT_free(vertices, info->userdata); vertices = tmp; @@ -1851,9 +1891,6 @@ static int stbtt__GetGlyphShapeTT(const stbtt_fontinfo *info, int glyph_index, s // More components ? more = flags & (1<<5); } - } else if (numberOfContours < 0) { - // @TODO other compound variations? - STBTT_assert(0); } else { // numberOfCounters == 0, do nothing } @@ -1971,7 +2008,7 @@ static stbtt__buf stbtt__cid_get_glyph_subrs(const stbtt_fontinfo *info, int gly start = end; } } - if (fdselector == -1) stbtt__new_buf(NULL, 0); + if (fdselector == -1) return stbtt__new_buf(NULL, 0); // [DEAR IMGUI] fixed, see #6007 and nothings/stb#1422 return stbtt__get_subrs(info->cff, stbtt__cff_index_get(info->fontdicts, fdselector)); } @@ -2107,7 +2144,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st subrs = stbtt__cid_get_glyph_subrs(info, glyph_index); has_subrs = 1; } - // fallthrough + // FALLTHROUGH case 0x1D: // callgsubr if (sp < 1) return STBTT__CSERR("call(g|)subr stack"); v = (int) s[--sp]; @@ -2212,7 +2249,7 @@ static int stbtt__run_charstring(const stbtt_fontinfo *info, int glyph_index, st } break; default: - if (b0 != 255 && b0 != 28 && (b0 < 32 || b0 > 254)) //-V560 + if (b0 != 255 && b0 != 28 && b0 < 32) return STBTT__CSERR("reserved operator"); // push immediate @@ -2282,7 +2319,49 @@ STBTT_DEF void stbtt_GetGlyphHMetrics(const stbtt_fontinfo *info, int glyph_inde } } -static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +STBTT_DEF int stbtt_GetKerningTableLength(const stbtt_fontinfo *info) +{ + stbtt_uint8 *data = info->data + info->kern; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + return ttUSHORT(data+10); +} + +STBTT_DEF int stbtt_GetKerningTable(const stbtt_fontinfo *info, stbtt_kerningentry* table, int table_length) +{ + stbtt_uint8 *data = info->data + info->kern; + int k, length; + + // we only look at the first table. it must be 'horizontal' and format 0. + if (!info->kern) + return 0; + if (ttUSHORT(data+2) < 1) // number of tables, need at least 1 + return 0; + if (ttUSHORT(data+8) != 1) // horizontal flag must be set in format + return 0; + + length = ttUSHORT(data+10); + if (table_length < length) + length = table_length; + + for (k = 0; k < length; k++) + { + table[k].glyph1 = ttUSHORT(data+18+(k*6)); + table[k].glyph2 = ttUSHORT(data+20+(k*6)); + table[k].advance = ttSHORT(data+22+(k*6)); + } + + return length; +} + +static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { stbtt_uint8 *data = info->data + info->kern; stbtt_uint32 needle, straw; @@ -2312,245 +2391,225 @@ static int stbtt__GetGlyphKernInfoAdvance(const stbtt_fontinfo *info, int glyph return 0; } -static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) +static stbtt_int32 stbtt__GetCoverageIndex(stbtt_uint8 *coverageTable, int glyph) { - stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); - switch(coverageFormat) { - case 1: { - stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); + stbtt_uint16 coverageFormat = ttUSHORT(coverageTable); + switch (coverageFormat) { + case 1: { + stbtt_uint16 glyphCount = ttUSHORT(coverageTable + 2); - // Binary search. - stbtt_int32 l=0, r=glyphCount-1, m; - int straw, needle=glyph; - while (l <= r) { - stbtt_uint8 *glyphArray = coverageTable + 4; - stbtt_uint16 glyphID; - m = (l + r) >> 1; - glyphID = ttUSHORT(glyphArray + 2 * m); - straw = glyphID; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else { - return m; - } + // Binary search. + stbtt_int32 l=0, r=glyphCount-1, m; + int straw, needle=glyph; + while (l <= r) { + stbtt_uint8 *glyphArray = coverageTable + 4; + stbtt_uint16 glyphID; + m = (l + r) >> 1; + glyphID = ttUSHORT(glyphArray + 2 * m); + straw = glyphID; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + return m; } - } break; + } + break; + } - case 2: { - stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); - stbtt_uint8 *rangeArray = coverageTable + 4; + case 2: { + stbtt_uint16 rangeCount = ttUSHORT(coverageTable + 2); + stbtt_uint8 *rangeArray = coverageTable + 4; - // Binary search. - stbtt_int32 l=0, r=rangeCount-1, m; - int strawStart, strawEnd, needle=glyph; - while (l <= r) { - stbtt_uint8 *rangeRecord; - m = (l + r) >> 1; - rangeRecord = rangeArray + 6 * m; - strawStart = ttUSHORT(rangeRecord); - strawEnd = ttUSHORT(rangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else { - stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); - return startCoverageIndex + glyph - strawStart; - } + // Binary search. + stbtt_int32 l=0, r=rangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *rangeRecord; + m = (l + r) >> 1; + rangeRecord = rangeArray + 6 * m; + strawStart = ttUSHORT(rangeRecord); + strawEnd = ttUSHORT(rangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else { + stbtt_uint16 startCoverageIndex = ttUSHORT(rangeRecord + 4); + return startCoverageIndex + glyph - strawStart; } - } break; + } + break; + } - default: { - // There are no other cases. - STBTT_assert(0); - } break; - } + default: return -1; // unsupported + } - return -1; + return -1; } static stbtt_int32 stbtt__GetGlyphClass(stbtt_uint8 *classDefTable, int glyph) { - stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); - switch(classDefFormat) - { - case 1: { - stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); - stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); - stbtt_uint8 *classDef1ValueArray = classDefTable + 6; + stbtt_uint16 classDefFormat = ttUSHORT(classDefTable); + switch (classDefFormat) + { + case 1: { + stbtt_uint16 startGlyphID = ttUSHORT(classDefTable + 2); + stbtt_uint16 glyphCount = ttUSHORT(classDefTable + 4); + stbtt_uint8 *classDef1ValueArray = classDefTable + 6; - if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) - return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + if (glyph >= startGlyphID && glyph < startGlyphID + glyphCount) + return (stbtt_int32)ttUSHORT(classDef1ValueArray + 2 * (glyph - startGlyphID)); + break; + } - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classDef1ValueArray + 2 * glyphCount; - } break; + case 2: { + stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); + stbtt_uint8 *classRangeRecords = classDefTable + 4; - case 2: { - stbtt_uint16 classRangeCount = ttUSHORT(classDefTable + 2); - stbtt_uint8 *classRangeRecords = classDefTable + 4; + // Binary search. + stbtt_int32 l=0, r=classRangeCount-1, m; + int strawStart, strawEnd, needle=glyph; + while (l <= r) { + stbtt_uint8 *classRangeRecord; + m = (l + r) >> 1; + classRangeRecord = classRangeRecords + 6 * m; + strawStart = ttUSHORT(classRangeRecord); + strawEnd = ttUSHORT(classRangeRecord + 2); + if (needle < strawStart) + r = m - 1; + else if (needle > strawEnd) + l = m + 1; + else + return (stbtt_int32)ttUSHORT(classRangeRecord + 4); + } + break; + } - // Binary search. - stbtt_int32 l=0, r=classRangeCount-1, m; - int strawStart, strawEnd, needle=glyph; - while (l <= r) { - stbtt_uint8 *classRangeRecord; - m = (l + r) >> 1; - classRangeRecord = classRangeRecords + 6 * m; - strawStart = ttUSHORT(classRangeRecord); - strawEnd = ttUSHORT(classRangeRecord + 2); - if (needle < strawStart) - r = m - 1; - else if (needle > strawEnd) - l = m + 1; - else - return (stbtt_int32)ttUSHORT(classRangeRecord + 4); - } + default: + return -1; // Unsupported definition type, return an error. + } - // [DEAR IMGUI] Commented to fix static analyzer warning - //classDefTable = classRangeRecords + 6 * classRangeCount; - } break; - - default: { - // There are no other cases. - STBTT_assert(0); - } break; - } - - return -1; + // "All glyphs not assigned to a class fall into class 0". (OpenType spec) + return 0; } // Define to STBTT_assert(x) if you want to break on unimplemented formats. #define STBTT_GPOS_TODO_assert(x) -static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) +static stbtt_int32 stbtt__GetGlyphGPOSInfoAdvance(const stbtt_fontinfo *info, int glyph1, int glyph2) { - stbtt_uint16 lookupListOffset; - stbtt_uint8 *lookupList; - stbtt_uint16 lookupCount; - stbtt_uint8 *data; - stbtt_int32 i; + stbtt_uint16 lookupListOffset; + stbtt_uint8 *lookupList; + stbtt_uint16 lookupCount; + stbtt_uint8 *data; + stbtt_int32 i, sti; - if (!info->gpos) return 0; + if (!info->gpos) return 0; - data = info->data + info->gpos; + data = info->data + info->gpos; - if (ttUSHORT(data+0) != 1) return 0; // Major version 1 - if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 + if (ttUSHORT(data+0) != 1) return 0; // Major version 1 + if (ttUSHORT(data+2) != 0) return 0; // Minor version 0 - lookupListOffset = ttUSHORT(data+8); - lookupList = data + lookupListOffset; - lookupCount = ttUSHORT(lookupList); + lookupListOffset = ttUSHORT(data+8); + lookupList = data + lookupListOffset; + lookupCount = ttUSHORT(lookupList); - for (i=0; i= pairSetCount) return 0; - // Binary search. - while (l <= r) { - stbtt_uint16 secondGlyph; - stbtt_uint8 *pairValue; - m = (l + r) >> 1; - pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; - secondGlyph = ttUSHORT(pairValue); - straw = secondGlyph; - if (needle < straw) - r = m - 1; - else if (needle > straw) - l = m + 1; - else { - stbtt_int16 xAdvance = ttSHORT(pairValue + 2); - return xAdvance; - } - } - } break; + needle=glyph2; + r=pairValueCount-1; + l=0; - case 2: { - stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); - stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + // Binary search. + while (l <= r) { + stbtt_uint16 secondGlyph; + stbtt_uint8 *pairValue; + m = (l + r) >> 1; + pairValue = pairValueArray + (2 + valueRecordPairSizeInBytes) * m; + secondGlyph = ttUSHORT(pairValue); + straw = secondGlyph; + if (needle < straw) + r = m - 1; + else if (needle > straw) + l = m + 1; + else { + stbtt_int16 xAdvance = ttSHORT(pairValue + 2); + return xAdvance; + } + } + } else + return 0; + break; + } - stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); - stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); - int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); - int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); + case 2: { + stbtt_uint16 valueFormat1 = ttUSHORT(table + 4); + stbtt_uint16 valueFormat2 = ttUSHORT(table + 6); + if (valueFormat1 == 4 && valueFormat2 == 0) { // Support more formats? + stbtt_uint16 classDef1Offset = ttUSHORT(table + 8); + stbtt_uint16 classDef2Offset = ttUSHORT(table + 10); + int glyph1class = stbtt__GetGlyphClass(table + classDef1Offset, glyph1); + int glyph2class = stbtt__GetGlyphClass(table + classDef2Offset, glyph2); - stbtt_uint16 class1Count = ttUSHORT(table + 12); - stbtt_uint16 class2Count = ttUSHORT(table + 14); - STBTT_assert(glyph1class < class1Count); - STBTT_assert(glyph2class < class2Count); + stbtt_uint16 class1Count = ttUSHORT(table + 12); + stbtt_uint16 class2Count = ttUSHORT(table + 14); + stbtt_uint8 *class1Records, *class2Records; + stbtt_int16 xAdvance; - // TODO: Support more formats. - STBTT_GPOS_TODO_assert(valueFormat1 == 4); - if (valueFormat1 != 4) return 0; - STBTT_GPOS_TODO_assert(valueFormat2 == 0); - if (valueFormat2 != 0) return 0; + if (glyph1class < 0 || glyph1class >= class1Count) return 0; // malformed + if (glyph2class < 0 || glyph2class >= class2Count) return 0; // malformed - if (glyph1class >= 0 && glyph1class < class1Count && glyph2class >= 0 && glyph2class < class2Count) { - stbtt_uint8 *class1Records = table + 16; - stbtt_uint8 *class2Records = class1Records + 2 * (glyph1class * class2Count); - stbtt_int16 xAdvance = ttSHORT(class2Records + 2 * glyph2class); - return xAdvance; - } - } break; - - default: { - // There are no other cases. - STBTT_assert(0); - break; - } // [DEAR IMGUI] removed ; - } - } - break; - } // [DEAR IMGUI] removed ; + class1Records = table + 16; + class2Records = class1Records + 2 * (glyph1class * class2Count); + xAdvance = ttSHORT(class2Records + 2 * glyph2class); + return xAdvance; + } else + return 0; + break; + } default: - // TODO: Implement other stuff. - break; - } - } + return 0; // Unsupported position format + } + } + } - return 0; + return 0; } STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int g2) @@ -2559,8 +2618,7 @@ STBTT_DEF int stbtt_GetGlyphKernAdvance(const stbtt_fontinfo *info, int g1, int if (info->gpos) xAdvance += stbtt__GetGlyphGPOSInfoAdvance(info, g1, g2); - - if (info->kern) + else if (info->kern) xAdvance += stbtt__GetGlyphKernInfoAdvance(info, g1, g2); return xAdvance; @@ -2621,6 +2679,45 @@ STBTT_DEF void stbtt_FreeShape(const stbtt_fontinfo *info, stbtt_vertex *v) STBTT_free(v, info->userdata); } +STBTT_DEF stbtt_uint8 *stbtt_FindSVGDoc(const stbtt_fontinfo *info, int gl) +{ + int i; + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc_list = data + stbtt__get_svg((stbtt_fontinfo *) info); + + int numEntries = ttUSHORT(svg_doc_list); + stbtt_uint8 *svg_docs = svg_doc_list + 2; + + for(i=0; i= ttUSHORT(svg_doc)) && (gl <= ttUSHORT(svg_doc + 2))) + return svg_doc; + } + return 0; +} + +STBTT_DEF int stbtt_GetGlyphSVG(const stbtt_fontinfo *info, int gl, const char **svg) +{ + stbtt_uint8 *data = info->data; + stbtt_uint8 *svg_doc; + + if (info->svg == 0) + return 0; + + svg_doc = stbtt_FindSVGDoc(info, gl); + if (svg_doc != NULL) { + *svg = (char *) data + info->svg + ttULONG(svg_doc + 4); + return ttULONG(svg_doc + 8); + } else { + return 0; + } +} + +STBTT_DEF int stbtt_GetCodepointSVG(const stbtt_fontinfo *info, int unicode_codepoint, const char **svg) +{ + return stbtt_GetGlyphSVG(info, stbtt_FindGlyphIndex(info, unicode_codepoint), svg); +} + ////////////////////////////////////////////////////////////////////////////// // // antialiasing software rasterizer @@ -2970,6 +3067,23 @@ static void stbtt__handle_clipped_edge(float *scanline, int x, stbtt__active_edg } } +static float stbtt__sized_trapezoid_area(float height, float top_width, float bottom_width) +{ + STBTT_assert(top_width >= 0); + STBTT_assert(bottom_width >= 0); + return (top_width + bottom_width) / 2.0f * height; +} + +static float stbtt__position_trapezoid_area(float height, float tx0, float tx1, float bx0, float bx1) +{ + return stbtt__sized_trapezoid_area(height, tx1 - tx0, bx1 - bx0); +} + +static float stbtt__sized_triangle_area(float height, float width) +{ + return height * width / 2; +} + static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, int len, stbtt__active_edge *e, float y_top) { float y_bottom = y_top+1; @@ -3024,13 +3138,13 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, float height; // simple case, only spans one pixel int x = (int) x_top; - height = sy1 - sy0; + height = (sy1 - sy0) * e->direction; STBTT_assert(x >= 0 && x < len); - scanline[x] += e->direction * (1-((x_top - x) + (x_bottom-x))/2) * height; - scanline_fill[x] += e->direction * height; // everything right of this pixel is filled + scanline[x] += stbtt__position_trapezoid_area(height, x_top, x+1.0f, x_bottom, x+1.0f); + scanline_fill[x] += height; // everything right of this pixel is filled } else { int x,x1,x2; - float y_crossing, step, sign, area; + float y_crossing, y_final, step, sign, area; // covers 2+ pixels if (x_top > x_bottom) { // flip scanline vertically; signed area is the same @@ -3042,32 +3156,83 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, dx = -dx; dy = -dy; t = x0, x0 = xb, xb = t; - // [DEAR IMGUI] Fix static analyzer warning - (void)dx; // [ImGui: fix static analyzer warning] } + STBTT_assert(dy >= 0); + STBTT_assert(dx >= 0); x1 = (int) x_top; x2 = (int) x_bottom; // compute intersection with y axis at x1+1 - y_crossing = (x1+1 - x0) * dy + y_top; + y_crossing = y_top + dy * (x1+1 - x0); + + // compute intersection with y axis at x2 + y_final = y_top + dy * (x2 - x0); + + // x1 x_top x2 x_bottom + // y_top +------|-----+------------+------------+--------|---+------------+ + // | | | | | | + // | | | | | | + // sy0 | Txxxxx|............|............|............|............| + // y_crossing | *xxxxx.......|............|............|............| + // | | xxxxx..|............|............|............| + // | | /- xx*xxxx........|............|............| + // | | dy < | xxxxxx..|............|............| + // y_final | | \- | xx*xxx.........|............| + // sy1 | | | | xxxxxB...|............| + // | | | | | | + // | | | | | | + // y_bottom +------------+------------+------------+------------+------------+ + // + // goal is to measure the area covered by '.' in each pixel + + // if x2 is right at the right edge of x1, y_crossing can blow up, github #1057 + // @TODO: maybe test against sy1 rather than y_bottom? + if (y_crossing > y_bottom) + y_crossing = y_bottom; sign = e->direction; - // area of the rectangle covered from y0..y_crossing - area = sign * (y_crossing-sy0); - // area of the triangle (x_top,y0), (x+1,y0), (x+1,y_crossing) - scanline[x1] += area * (1-((x_top - x1)+(x1+1-x1))/2); - step = sign * dy; + // area of the rectangle covered from sy0..y_crossing + area = sign * (y_crossing-sy0); + + // area of the triangle (x_top,sy0), (x1+1,sy0), (x1+1,y_crossing) + scanline[x1] += stbtt__sized_triangle_area(area, x1+1 - x_top); + + // check if final y_crossing is blown up; no test case for this + if (y_final > y_bottom) { + int denom = (x2 - (x1+1)); + y_final = y_bottom; + if (denom != 0) { // [DEAR IMGUI] Avoid div by zero (https://github.com/nothings/stb/issues/1316) + dy = (y_final - y_crossing ) / denom; // if denom=0, y_final = y_crossing, so y_final <= y_bottom + } + } + + // in second pixel, area covered by line segment found in first pixel + // is always a rectangle 1 wide * the height of that line segment; this + // is exactly what the variable 'area' stores. it also gets a contribution + // from the line segment within it. the THIRD pixel will get the first + // pixel's rectangle contribution, the second pixel's rectangle contribution, + // and its own contribution. the 'own contribution' is the same in every pixel except + // the leftmost and rightmost, a trapezoid that slides down in each pixel. + // the second pixel's contribution to the third pixel will be the + // rectangle 1 wide times the height change in the second pixel, which is dy. + + step = sign * dy * 1; // dy is dy/dx, change in y for every 1 change in x, + // which multiplied by 1-pixel-width is how much pixel area changes for each step in x + // so the area advances by 'step' every time + for (x = x1+1; x < x2; ++x) { - scanline[x] += area + step/2; + scanline[x] += area + step/2; // area of trapezoid is 1*step/2 area += step; } - y_crossing += dy * (x2 - (x1+1)); + STBTT_assert(STBTT_fabs(area) <= 1.01f); // accumulated error from area += step unless we round step down + STBTT_assert(sy1 > y_final-0.01f); - STBTT_assert(STBTT_fabs(area) <= 1.01f); - - scanline[x2] += area + sign * (1-((x2-x2)+(x_bottom-x2))/2) * (sy1-y_crossing); + // area covered in the last pixel is the rectangle from all the pixels to the left, + // plus the trapezoid filled by the line segment in this pixel all the way to the right edge + scanline[x2] += area + sign * stbtt__position_trapezoid_area(sy1-y_final, (float) x2, x2+1.0f, x_bottom, x2+1.0f); + // the rest of the line is filled based on the total height of the line segment in this pixel scanline_fill[x2] += sign * (sy1-sy0); } } else { @@ -3075,6 +3240,9 @@ static void stbtt__fill_active_edges_new(float *scanline, float *scanline_fill, // clipping logic. since this does not match the intended use // of this library, we use a different, very slow brute // force implementation + // note though that this does happen some of the time because + // x_top and x_bottom can be extrapolated at the top & bottom of + // the shape and actually lie outside the bounding box int x; for (x=0; x < len; ++x) { // cases: @@ -3989,6 +4157,7 @@ static float stbtt__oversample_shift(int oversample) STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { int i,j,k; + int missing_glyph_added = 0; k=0; for (i=0; i < num_ranges; ++i) { @@ -4000,7 +4169,7 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb int x0,y0,x1,y1; int codepoint = ranges[i].array_of_unicode_codepoints == NULL ? ranges[i].first_unicode_codepoint_in_range + j : ranges[i].array_of_unicode_codepoints[j]; int glyph = stbtt_FindGlyphIndex(info, codepoint); - if (glyph == 0 && spc->skip_missing) { + if (glyph == 0 && (spc->skip_missing || missing_glyph_added)) { rects[k].w = rects[k].h = 0; } else { stbtt_GetGlyphBitmapBoxSubpixel(info,glyph, @@ -4010,6 +4179,8 @@ STBTT_DEF int stbtt_PackFontRangesGatherRects(stbtt_pack_context *spc, const stb &x0,&y0,&x1,&y1); rects[k].w = (stbrp_coord) (x1-x0 + spc->padding + spc->h_oversample-1); rects[k].h = (stbrp_coord) (y1-y0 + spc->padding + spc->v_oversample-1); + if (glyph == 0) + missing_glyph_added = 1; } ++k; } @@ -4044,7 +4215,7 @@ STBTT_DEF void stbtt_MakeGlyphBitmapSubpixelPrefilter(const stbtt_fontinfo *info // rects array must be big enough to accommodate all characters in the given ranges STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const stbtt_fontinfo *info, stbtt_pack_range *ranges, int num_ranges, stbrp_rect *rects) { - int i,j,k, return_value = 1; + int i,j,k, missing_glyph = -1, return_value = 1; // save current values int old_h_over = spc->h_oversample; @@ -4109,6 +4280,13 @@ STBTT_DEF int stbtt_PackFontRangesRenderIntoRects(stbtt_pack_context *spc, const bc->yoff = (float) y0 * recip_v + sub_y; bc->xoff2 = (x0 + r->w) * recip_h + sub_x; bc->yoff2 = (y0 + r->h) * recip_v + sub_y; + + if (glyph == 0) + missing_glyph = j; + } else if (spc->skip_missing) { + return_value = 0; + } else if (r->was_packed && r->w == 0 && r->h == 0 && missing_glyph >= 0) { + ranges[i].chardata_for_range[j] = ranges[i].chardata_for_range[missing_glyph]; } else { return_value = 0; // if any fail, report failure } @@ -4132,7 +4310,7 @@ STBTT_DEF void stbtt_PackFontRangesPackRects(stbtt_pack_context *spc, stbrp_rect STBTT_DEF int stbtt_PackFontRanges(stbtt_pack_context *spc, const unsigned char *fontdata, int font_index, stbtt_pack_range *ranges, int num_ranges) { stbtt_fontinfo info; - int i,j,n, return_value; // [DEAR IMGUI] removed = 1 + int i, j, n, return_value; // [DEAR IMGUI] removed = 1; //stbrp_context *context = (stbrp_context *) spc->pack_info; stbrp_rect *rects; @@ -4301,15 +4479,14 @@ static int stbtt__compute_crossings_x(float x, float y, int nverts, stbtt_vertex float y_frac; int winding = 0; - orig[0] = x; - //orig[1] = y; // [DEAR IMGUI] commented double assignment - // make sure y never passes through a vertex of the shape y_frac = (float) STBTT_fmod(y, 1.0f); if (y_frac < 0.01f) y += 0.01f; else if (y_frac > 0.99f) y -= 0.01f; + + orig[0] = x; orig[1] = y; // test a ray from (-infinity,y) to (x,y) @@ -4371,35 +4548,35 @@ static float stbtt__cuberoot( float x ) return (float) STBTT_pow( x,1.0f/3.0f); } -// x^3 + c*x^2 + b*x + a = 0 +// x^3 + a*x^2 + b*x + c = 0 static int stbtt__solve_cubic(float a, float b, float c, float* r) { - float s = -a / 3; - float p = b - a*a / 3; - float q = a * (2*a*a - 9*b) / 27 + c; + float s = -a / 3; + float p = b - a*a / 3; + float q = a * (2*a*a - 9*b) / 27 + c; float p3 = p*p*p; - float d = q*q + 4*p3 / 27; - if (d >= 0) { - float z = (float) STBTT_sqrt(d); - float u = (-q + z) / 2; - float v = (-q - z) / 2; - u = stbtt__cuberoot(u); - v = stbtt__cuberoot(v); - r[0] = s + u + v; - return 1; - } else { - float u = (float) STBTT_sqrt(-p/3); - float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative - float m = (float) STBTT_cos(v); + float d = q*q + 4*p3 / 27; + if (d >= 0) { + float z = (float) STBTT_sqrt(d); + float u = (-q + z) / 2; + float v = (-q - z) / 2; + u = stbtt__cuberoot(u); + v = stbtt__cuberoot(v); + r[0] = s + u + v; + return 1; + } else { + float u = (float) STBTT_sqrt(-p/3); + float v = (float) STBTT_acos(-STBTT_sqrt(-27/p3) * q / 2) / 3; // p3 must be negative, since d is negative + float m = (float) STBTT_cos(v); float n = (float) STBTT_cos(v-3.141592/2)*1.732050808f; - r[0] = s + u * 2 * m; - r[1] = s - u * (m + n); - r[2] = s - u * (m - n); + r[0] = s + u * 2 * m; + r[1] = s - u * (m + n); + r[2] = s - u * (m - n); //STBTT_assert( STBTT_fabs(((r[0]+a)*r[0]+b)*r[0]+c) < 0.05f); // these asserts may not be safe at all scales, though they're in bezier t parameter units so maybe? //STBTT_assert( STBTT_fabs(((r[1]+a)*r[1]+b)*r[1]+c) < 0.05f); //STBTT_assert( STBTT_fabs(((r[2]+a)*r[2]+b)*r[2]+c) < 0.05f); - return 3; + return 3; } } @@ -4410,12 +4587,7 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc int w,h; unsigned char *data; - // if one scale is 0, use same scale for both - if (scale_x == 0) scale_x = scale_y; - if (scale_y == 0) { - if (scale_x == 0) return NULL; // if both scales are 0, return NULL - scale_y = scale_x; - } + if (scale == 0) return NULL; stbtt_GetGlyphBitmapBoxSubpixel(info, glyph, scale, scale, 0.0f,0.0f, &ix0,&iy0,&ix1,&iy1); @@ -4481,18 +4653,17 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc for (i=0; i < num_verts; ++i) { float x0 = verts[i].x*scale_x, y0 = verts[i].y*scale_y; - // check against every point here rather than inside line/curve primitives -- @TODO: wrong if multiple 'moves' in a row produce a garbage point, and given culling, probably more efficient to do within line/curve - float dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); - if (dist2 < min_dist*min_dist) - min_dist = (float) STBTT_sqrt(dist2); - - if (verts[i].type == STBTT_vline) { + if (verts[i].type == STBTT_vline && precompute[i] != 0.0f) { float x1 = verts[i-1].x*scale_x, y1 = verts[i-1].y*scale_y; + float dist,dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + // coarse culling against bbox //if (sx > STBTT_min(x0,x1)-min_dist && sx < STBTT_max(x0,x1)+min_dist && // sy > STBTT_min(y0,y1)-min_dist && sy < STBTT_max(y0,y1)+min_dist) - float dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; + dist = (float) STBTT_fabs((x1-x0)*(y0-sy) - (y1-y0)*(x0-sx)) * precompute[i]; STBTT_assert(i != 0); if (dist < min_dist) { // check position along line @@ -4519,7 +4690,8 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc float ax = x1-x0, ay = y1-y0; float bx = x0 - 2*x1 + x2, by = y0 - 2*y1 + y2; float mx = x0 - sx, my = y0 - sy; - float res[3],px,py,t,it; + float res[3] = {0.f,0.f,0.f}; + float px,py,t,it,dist2; float a_inv = precompute[i]; if (a_inv == 0.0) { // if a_inv is 0, it's 2nd degree so use quadratic formula float a = 3*(ax*bx + ay*by); @@ -4546,6 +4718,10 @@ STBTT_DEF unsigned char * stbtt_GetGlyphSDF(const stbtt_fontinfo *info, float sc float d = (mx*ax+my*ay) * a_inv; num = stbtt__solve_cubic(b, c, d, res); } + dist2 = (x0-sx)*(x0-sx) + (y0-sy)*(y0-sy); + if (dist2 < min_dist*min_dist) + min_dist = (float) STBTT_sqrt(dist2); + if (num >= 1 && res[0] >= 0.0f && res[0] <= 1.0f) { t = res[0], it = 1.0f - t; px = it*it*x0 + 2*t*it*x1 + t*t*x2; @@ -4805,6 +4981,12 @@ STBTT_DEF int stbtt_CompareUTF8toUTF16_bigendian(const char *s1, int len1, const // FULL VERSION HISTORY // +// 1.25 (2021-07-11) many fixes +// 1.24 (2020-02-05) fix warning +// 1.23 (2020-02-02) query SVG data for glyphs; query whole kerning table (but only kern not GPOS) +// 1.22 (2019-08-11) minimize missing-glyph duplication; fix kerning if both 'GPOS' and 'kern' are defined +// 1.21 (2019-02-25) fix warning +// 1.20 (2019-02-07) PackFontRange skips missing codepoints; GetScaleFontVMetrics() // 1.19 (2018-02-11) OpenType GPOS kerning (horizontal only), STBTT_fmod // 1.18 (2018-01-29) add missing function // 1.17 (2017-07-23) make more arguments const; doc fix diff --git a/src/imgui/imgui.cpp b/src/imgui/imgui.cpp index d7653d4..8bfc66c 100644 --- a/src/imgui/imgui.cpp +++ b/src/imgui/imgui.cpp @@ -1,30 +1,33 @@ -// dear imgui, v1.86 +// dear imgui, v1.90.2 WIP // (main code and documentation) // Help: -// - Read FAQ at http://dearimgui.org/faq -// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase. +// - See links below. // - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that. -// Read imgui.cpp for details, links and comments. +// - Read top of imgui.cpp for more details, links and comments. // Resources: -// - FAQ http://dearimgui.org/faq -// - Homepage & latest https://github.com/ocornut/imgui +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Homepage https://github.com/ocornut/imgui // - Releases & changelog https://github.com/ocornut/imgui/releases -// - Gallery https://github.com/ocornut/imgui/issues/4451 (please post your screenshots/video there!) +// - Gallery https://github.com/ocornut/imgui/issues/6897 (please post your screenshots/video there!) // - Wiki https://github.com/ocornut/imgui/wiki (lots of good stuff there) // - Glossary https://github.com/ocornut/imgui/wiki/Glossary // - Issues & support https://github.com/ocornut/imgui/issues +// - Tests & Automation https://github.com/ocornut/imgui_test_engine -// Getting Started? -// - For first-time users having issues compiling/linking/running or issues loading fonts: -// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// For first-time users having issues compiling/linking/running/loading fonts: +// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above. +// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there. +// Copyright (c) 2014-2024 Omar Cornut // Developed by Omar Cornut and every direct or indirect contributors to the GitHub. // See LICENSE.txt for copyright and licensing details (standard MIT License). // This library is free but needs your support to sustain development and maintenance. -// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com". -// Individuals: you can support continued development via donations. See docs/README or web page. +// Businesses: you can support continued development via B2B invoiced technical support, maintenance and sponsoring contracts. +// PLEASE reach out at omar AT dearimgui DOT com. See https://github.com/ocornut/imgui/wiki/Sponsors +// Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. // 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 @@ -39,17 +42,16 @@ Index of this file: DOCUMENTATION - MISSION STATEMENT -- END-USER GUIDE +- CONTROLS GUIDE - PROGRAMMER GUIDE - READ FIRST - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE - HOW A SIMPLE APPLICATION MAY LOOK LIKE - 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) - - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer) + - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer) CODE (search for "[SECTION]" in the code to find them) @@ -65,12 +67,15 @@ CODE // [SECTION] MISC HELPERS/UTILITIES (Color functions) // [SECTION] ImGuiStorage // [SECTION] ImGuiTextFilter -// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex // [SECTION] ImGuiListClipper // [SECTION] STYLING // [SECTION] RENDER HELPERS +// [SECTION] INITIALIZATION, SHUTDOWN // [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!) +// [SECTION] INPUTS // [SECTION] ERROR CHECKING +// [SECTION] ITEM SUBMISSION // [SECTION] LAYOUT // [SECTION] SCROLLING // [SECTION] TOOLTIPS @@ -79,10 +84,12 @@ CODE // [SECTION] DRAG AND DROP // [SECTION] LOGGING/CAPTURING // [SECTION] SETTINGS -// [SECTION] VIEWPORTS +// [SECTION] LOCALIZATION +// [SECTION] VIEWPORTS, PLATFORM WINDOWS // [SECTION] PLATFORM DEPENDENT HELPERS // [SECTION] METRICS/DEBUGGER WINDOW -// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +// [SECTION] DEBUG LOG WINDOW +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) */ @@ -100,37 +107,84 @@ CODE - Easy to hack and improve. - Minimize setup and maintenance. - Minimize state storage on user side. + - Minimize state synchronization. - Portable, minimize dependencies, run on target (consoles, phones, etc.). - Efficient runtime and memory consumption. - Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes: + Designed primarily for developers and content-creators, not the typical end-user! + Some of the current weaknesses (which we aim to address in the future) includes: - - Doesn't look fancy, doesn't animate. + - Doesn't look fancy. - Limited layout features, intricate layouts are typically crafted in code. - END-USER GUIDE + CONTROLS GUIDE ============== - - Double-click on title bar to collapse window. - - Click upper right corner to close a window, available when 'bool* p_open' is passed to ImGui::Begin(). - - Click and drag on lower right corner to resize window (double-click to auto fit window to its contents). - - Click and drag on any empty space to move window. - - TAB/SHIFT+TAB to cycle through keyboard editable fields. - - CTRL+Click on a slider or drag box to input value as text. - - Use mouse wheel to scroll. - - Text editor: - - Hold SHIFT or use mouse to select text. - - CTRL+Left/Right to word jump. - - CTRL+Shift+Left/Right to select words. - - CTRL+A our Double-Click to select all. - - CTRL+X,CTRL+C,CTRL+V to use OS clipboard/ - - CTRL+Z,CTRL+Y to undo/redo. - - ESCAPE to revert text to its original value. - - You can apply arithmetic operators +,*,/ on numerical values. Use +- to subtract (because - would set a negative value!) - - Controls are automatically adjusted for OSX to match standard OSX text editing operations. - - General Keyboard controls: enable with ImGuiConfigFlags_NavEnableKeyboard. - - General Gamepad controls: enable with ImGuiConfigFlags_NavEnableGamepad. See suggested mappings in imgui.h ImGuiNavInput_ + download PNG/PSD at http://dearimgui.org/controls_sheets + - MOUSE CONTROLS + - Mouse wheel: Scroll vertically. + - SHIFT+Mouse wheel: Scroll horizontally. + - Click [X]: Close a window, available when 'bool* p_open' is passed to ImGui::Begin(). + - Click ^, Double-Click title: Collapse window. + - Drag on corner/border: Resize window (double-click to auto fit window to its contents). + - Drag on any empty space: Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true). + - Left-click outside popup: Close popup stack (right-click over underlying popup: Partially close popup stack). + + - TEXT EDITOR + - Hold SHIFT or Drag Mouse: Select text. + - CTRL+Left/Right: Word jump. + - CTRL+Shift+Left/Right: Select words. + - CTRL+A or Double-Click: Select All. + - CTRL+X, CTRL+C, CTRL+V: Use OS clipboard. + - CTRL+Z, CTRL+Y: Undo, Redo. + - ESCAPE: Revert text to its original value. + - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors. + + - KEYBOARD CONTROLS + - Basic: + - Tab, SHIFT+Tab Cycle through text editable fields. + - CTRL+Tab, CTRL+Shift+Tab Cycle through windows. + - CTRL+Click Input text into a Slider or Drag widget. + - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`: + - Tab, SHIFT+Tab: Cycle through every items. + - Arrow keys Move through items using directional navigation. Tweak value. + - Arrow keys + Alt, Shift Tweak slower, tweak faster (when using arrow keys). + - Enter Activate item (prefer text input when possible). + - Space Activate item (prefer tweaking with arrows when possible). + - Escape Deactivate item, leave child window, close popup. + - Page Up, Page Down Previous page, next page. + - Home, End Scroll to top, scroll to bottom. + - Alt Toggle between scrolling layer and menu layer. + - CTRL+Tab then Ctrl+Arrows Move window. Hold SHIFT to resize instead of moving. + - Output when ImGuiConfigFlags_NavEnableKeyboard set, + - io.WantCaptureKeyboard flag is set when keyboard is claimed. + - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. + - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used). + + - GAMEPAD CONTROLS + - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. + - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse! + - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets + - Backend support: backend needs to: + - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys. + - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly. + Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). + - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead! + - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing, + with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. + + - REMOTE INPUTS SHARING & MOUSE EMULATION + - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback. + - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app) + in order to share your PC mouse/keyboard. + - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions. + - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. + Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements. + When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. + When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. + (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!) + (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want + to set a boolean to ignore your other external mouse positions until the external source is moved again.) PROGRAMMER GUIDE @@ -139,9 +193,11 @@ CODE READ FIRST ---------- - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki) - - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or - destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs. + - Your code creates the UI every frame of your application loop, if your code doesn't run the UI is gone! + The UI can be highly dynamic, there are no construction or destruction steps, less superfluous + data retention on your side, less state duplication, less state synchronization, fewer bugs. - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features. + Or browse https://pthom.github.io/imgui_manual_online/manual/imgui_manual.html for interactive web version. - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build. - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori). You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki. @@ -149,18 +205,38 @@ CODE For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI, where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches. - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right. - - This codebase is also optimized to yield decent performances with typical "Debug" builds settings. - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected). If you get an assert, read the messages and comments around the assert. - - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace. - - C++: 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!). + - This codebase aims to be highly optimized: + - A typical idle frame should never call malloc/free. + - We rely on a maximum of constant-time or O(N) algorithms. Limiting searches/scans as much as possible. + - We put particular energy in making sure performances are decent with typical "Debug" build settings as well. + Which mean we tend to avoid over-relying on "zero-cost abstraction" as they aren't zero-cost at all. + - This codebase aims to be both highly opinionated and highly flexible: + - This code works because of the things it choose to solve or not solve. + - C++: this is a pragmatic C-ish codebase: we don't use fancy C++ features, we don't include C++ headers, + and ImGui:: is a namespace. We rarely use member functions (and when we did, I am mostly regretting it now). + This is to increase compatibility, increase maintainability and facilitate use from other languages. + - 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. + We can can optionally export math operators for ImVec2/ImVec4 using IMGUI_DEFINE_MATH_OPERATORS, which we use internally. + - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction + (so don't use ImVector in your code or at our own risk!). + - Building: We don't use nor mandate a build system for the main library. + This is in an effort to ensure that it works in the real world aka with any esoteric build setup. + This is also because providing a build system for the main library would be of little-value. + The build problems are almost never coming from the main library but from specific backends. HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI ---------------------------------------------- + - Update submodule or copy/overwrite every file. + - About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. + - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h) - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master". - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file. @@ -169,11 +245,12 @@ CODE from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. Please report any issue to the GitHub page! - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file. - - Try to keep your copy of Dear ImGui reasonably up to date. + - Try to keep your copy of Dear ImGui reasonably up to date! GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE --------------------------------------------------------------- + - See https://github.com/ocornut/imgui/wiki/Getting-Started. - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library. - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder. - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system. @@ -237,7 +314,7 @@ CODE // Build and load the texture atlas into a texture // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) int width, height; - unsigned char* pixels = NULL; + unsigned char* pixels = nullptr; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // At this point you've got the texture data and you need to upload that to your graphic system: @@ -254,9 +331,9 @@ CODE io.DeltaTime = 1.0f/60.0f; // set the time elapsed since the previous frame (in seconds) io.DisplaySize.x = 1920.0f; // set the current display width io.DisplaySize.y = 1280.0f; // set the current display height here - io.MousePos = my_mouse_pos; // set the mouse position - io.MouseDown[0] = my_mouse_buttons[0]; // set the mouse button states - io.MouseDown[1] = my_mouse_buttons[1]; + io.AddMousePosEvent(mouse_x, mouse_y); // update mouse position + io.AddMouseButtonEvent(0, mouse_b[0]); // update mouse button states + io.AddMouseButtonEvent(1, mouse_b[1]); // update mouse button states // Call NewFrame(), after this point you can use ImGui::* functions anytime // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere) @@ -281,19 +358,21 @@ CODE To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application, you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - Please read the FAQ and example applications for details about this! + Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. - void void MyImGuiRenderFunction(ImDrawData* draw_data) + void MyImGuiRenderFunction(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled + // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + ImVec2 clip_off = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; @@ -308,9 +387,11 @@ CODE } else { - // The texture for the draw call is specified by pcmd->GetTexID(). - // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. - MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; // We are using scissoring to clip some objects. All low-level graphics API should support it. // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches @@ -321,57 +402,21 @@ CODE // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) - ImVec2 pos = draw_data->DisplayPos; - MyEngineScissor((int)(pcmd->ClipRect.x - pos.x), (int)(pcmd->ClipRect.y - pos.y), (int)(pcmd->ClipRect.z - pos.x), (int)(pcmd->ClipRect.w - pos.y)); + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); // Render 'pcmd->ElemCount/3' indexed triangles. // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. - MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer, vtx_buffer); + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); } - idx_buffer += pcmd->ElemCount; } } } - USING GAMEPAD/KEYBOARD NAVIGATION CONTROLS - ------------------------------------------ - - The gamepad/keyboard navigation is fairly functional and keeps being improved. - - Gamepad support is particularly useful to use Dear ImGui on a console system (e.g. PS4, Switch, XB1) without a mouse! - - You can ask questions and report issues at https://github.com/ocornut/imgui/issues/787 - - The initial focus was to support game controllers, but keyboard is becoming increasingly and decently usable. - - Keyboard: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard to enable. - NewFrame() will automatically fill io.NavInputs[] based on your io.KeysDown[] + io.KeyMap[] arrays. - - When keyboard navigation is active (io.NavActive + ImGuiConfigFlags_NavEnableKeyboard), the io.WantCaptureKeyboard flag - will be set. For more advanced uses, you may want to read from: - - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set. - - io.NavVisible: true when the navigation cursor is visible (and usually goes false when mouse is used). - - or query focus information with e.g. IsWindowFocused(ImGuiFocusedFlags_AnyWindow), IsItemFocused() etc. functions. - Please reach out if you think the game vs navigation input sharing could be improved. - - Gamepad: - - Set io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad to enable. - - Backend: Set io.BackendFlags |= ImGuiBackendFlags_HasGamepad + fill the io.NavInputs[] fields before calling NewFrame(). - Note that io.NavInputs[] is cleared by EndFrame(). - - See 'enum ImGuiNavInput_' in imgui.h for a description of inputs. For each entry of io.NavInputs[], set the following values: - 0.0f= not held. 1.0f= fully held. Pass intermediate 0.0f..1.0f values for analog triggers/sticks. - - We use a simple >0.0f test for activation testing, and won't attempt to test for a dead-zone. - Your code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.). - - You can download PNG/PSD files depicting the gamepad controls for common controllers at: http://dearimgui.org/controls_sheets - - If you need to share inputs between your game and the imgui parts, the easiest approach is to go all-or-nothing, with a buttons combo - to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved. - - Mouse: - - PS4 users: Consider emulating a mouse cursor with DualShock4 touch pad or a spare analog stick as a mouse-emulation fallback. - - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + uSynergy.c (on your console/tablet/phone app) to share your PC mouse/keyboard. - - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag. - Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs dear imgui to move your mouse cursor along with navigation movements. - When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved. - When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that. - (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, imgui will misbehave as it will see your mouse moving back and forth!) - (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want - to set a boolean to ignore your other external mouse positions until the external source is moved again.) - - API BREAKING CHANGES ==================== @@ -380,6 +425,133 @@ CODE When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. + - 2024/01/15 (1.90.2) - commented out obsolete ImGuiIO::ImeWindowHandle marked obsolete in 1.87, favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2023/12/19 (1.90.1) - commented out obsolete ImGuiKey_KeyPadEnter redirection to ImGuiKey_KeypadEnter. + - 2023/11/06 (1.90.1) - removed CalcListClipping() marked obsolete in 1.86. Prefer using ImGuiListClipper which can return non-contiguous ranges. + - 2023/11/05 (1.90.1) - imgui_freetype: commented out ImGuiFreeType::BuildFontAtlas() obsoleted in 1.81. prefer using #define IMGUI_ENABLE_FREETYPE or see commented code for manual calls. + - 2023/11/05 (1.90.1) - internals,columns: commented out legacy ImGuiColumnsFlags_XXX symbols redirecting to ImGuiOldColumnsFlags_XXX, obsoleted from imgui_internal.h in 1.80. + - 2023/11/09 (1.90.0) - removed IM_OFFSETOF() macro in favor of using offsetof() available in C++11. Kept redirection define (will obsolete). + - 2023/11/07 (1.90.0) - removed BeginChildFrame()/EndChildFrame() in favor of using BeginChild() with the ImGuiChildFlags_FrameStyle flag. kept inline redirection function (will obsolete). + those functions were merely PushStyle/PopStyle helpers, the removal isn't so much motivated by needing to add the feature in BeginChild(), but by the necessity to avoid BeginChildFrame() signature mismatching BeginChild() signature and features. + - 2023/11/02 (1.90.0) - BeginChild: upgraded 'bool border = true' parameter to 'ImGuiChildFlags flags' type, added ImGuiChildFlags_Border equivalent. As with our prior "bool-to-flags" API updates, the ImGuiChildFlags_Border value is guaranteed to be == true forever to ensure a smoother transition, meaning all existing calls will still work. + - old: BeginChild("Name", size, true) + - new: BeginChild("Name", size, ImGuiChildFlags_Border) + - old: BeginChild("Name", size, false) + - new: BeginChild("Name", size) or BeginChild("Name", 0) or BeginChild("Name", size, ImGuiChildFlags_None) + - 2023/11/02 (1.90.0) - BeginChild: added child-flag ImGuiChildFlags_AlwaysUseWindowPadding as a replacement for the window-flag ImGuiWindowFlags_AlwaysUseWindowPadding: the feature only ever made sense for BeginChild() anyhow. + - old: BeginChild("Name", size, 0, ImGuiWindowFlags_AlwaysUseWindowPadding); + - new: BeginChild("Name", size, ImGuiChildFlags_AlwaysUseWindowPadding, 0); + - 2023/09/27 (1.90.0) - io: removed io.MetricsActiveAllocations introduced in 1.63. Same as 'g.DebugMemAllocCount - g.DebugMemFreeCount' (still displayed in Metrics, unlikely to be accessed by end-user). + - 2023/09/26 (1.90.0) - debug tools: Renamed ShowStackToolWindow() ("Stack Tool") to ShowIDStackToolWindow() ("ID Stack Tool"), as earlier name was misleading. Kept inline redirection function. (#4631) + - 2023/09/15 (1.90.0) - ListBox, Combo: changed signature of "name getter" callback in old one-liner ListBox()/Combo() apis. kept inline redirection function (will obsolete). + - old: bool Combo(const char* label, int* current_item, bool (*getter)(void* user_data, int idx, const char** out_text), ...) + - new: bool Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - old: bool ListBox(const char* label, int* current_item, bool (*getting)(void* user_data, int idx, const char** out_text), ...); + - new: bool ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), ...); + - 2023/09/08 (1.90.0) - commented out obsolete redirecting functions: + - GetWindowContentRegionWidth() -> use GetWindowContentRegionMax().x - GetWindowContentRegionMin().x. Consider that generally 'GetContentRegionAvail().x' is more useful. + - ImDrawCornerFlags_XXX -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + grep commented names in sources. + - commented out runtime support for hardcoded ~0 or 0x01..0x0F rounding flags values for AddRect()/AddRectFilled()/PathRect()/AddImageRounded() -> use ImDrawFlags_RoundCornersXXX flags. Read 1.82 Changelog for details + - 2023/08/25 (1.89.9) - clipper: Renamed IncludeRangeByIndices() (also called ForceDisplayRangeByIndices() before 1.89.6) to IncludeItemsByIndex(). Kept inline redirection function. Sorry! + - 2023/07/12 (1.89.8) - ImDrawData: CmdLists now owned, changed from ImDrawList** to ImVector. Majority of users shouldn't be affected, but you cannot compare to NULL nor reassign manually anymore. Instead use AddDrawList(). (#6406, #4879, #1878) + - 2023/06/28 (1.89.7) - overlapping items: obsoleted 'SetItemAllowOverlap()' (called after item) in favor of calling 'SetNextItemAllowOverlap()' (called before item). 'SetItemAllowOverlap()' didn't and couldn't work reliably since 1.89 (2022-11-15). + - 2023/06/28 (1.89.7) - overlapping items: renamed 'ImGuiTreeNodeFlags_AllowItemOverlap' to 'ImGuiTreeNodeFlags_AllowOverlap', 'ImGuiSelectableFlags_AllowItemOverlap' to 'ImGuiSelectableFlags_AllowOverlap'. Kept redirecting enums (will obsolete). + - 2023/06/28 (1.89.7) - overlapping items: IsItemHovered() now by default return false when querying an item using AllowOverlap mode which is being overlapped. Use ImGuiHoveredFlags_AllowWhenOverlappedByItem to revert to old behavior. + - 2023/06/28 (1.89.7) - overlapping items: Selectable and TreeNode don't allow overlap when active so overlapping widgets won't appear as hovered. While this fixes a common small visual issue, it also means that calling IsItemHovered() after a non-reactive elements - e.g. Text() - overlapping an active one may fail if you don't use IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem). (#6610) + - 2023/06/20 (1.89.7) - moved io.HoverDelayShort/io.HoverDelayNormal to style.HoverDelayShort/style.HoverDelayNormal. As the fields were added in 1.89 and expected to be left unchanged by most users, or only tweaked once during app initialization, we are exceptionally accepting the breakage. + - 2023/05/30 (1.89.6) - backends: renamed "imgui_impl_sdlrenderer.cpp" to "imgui_impl_sdlrenderer2.cpp" and "imgui_impl_sdlrenderer.h" to "imgui_impl_sdlrenderer2.h". This is in prevision for the future release of SDL3. + - 2023/05/22 (1.89.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago: + - ListBoxHeader() -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference) + - ListBoxFooter() -> use EndListBox() + - 2023/05/15 (1.89.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin(). + - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices(). + - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago: + - ImGuiSliderFlags_ClampOnInput -> use ImGuiSliderFlags_AlwaysClamp + - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite + - ImDrawList::AddBezierCurve() -> use ImDrawList::AddBezierCubic() + - ImDrawList::PathBezierCurveTo() -> use ImDrawList::PathBezierCubicCurveTo() + - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete). + - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner. + - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h. + Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA, + it has been frequently requested by people to use our own. We had an opt-in define which was + previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164) + - OK: #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h" + - Error: #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h" + - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3. + - 2022/10/26 (1.89) - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79. + - 2022/10/12 (1.89) - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details. + - 2022/09/26 (1.89) - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete). + - ImGuiKey_ModCtrl and ImGuiModFlags_Ctrl -> ImGuiMod_Ctrl + - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift + - ImGuiKey_ModAlt and ImGuiModFlags_Alt -> ImGuiMod_Alt + - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super + the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends. + the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions. + exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway. + - 2022/09/20 (1.89) - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers. + this will require uses of legacy backend-dependent indices to be casted, e.g. + - with imgui_impl_glfw: IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A); + - with imgui_impl_win32: IsKeyPressed('A') -> IsKeyPressed((ImGuiKey)'A') + - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now! + - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr); + - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020): + - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f. + - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags) + - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries. + this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item. + - previously this would make the window content size ~200x200: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); + - instead, please submit an item: + Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); + - alternative: + Begin(...) + Dummy(ImVec2(200,200)) + End(); + - content size is now only extended when submitting an item! + - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert. + - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it. + - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete). + - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter. + - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values. + - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer. + - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1)); + - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier. + - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this. + - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes). + - Official backends from 1.87+ -> no issue. + - Official backends from 1.60 to 1.86 -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating! + - Custom backends not writing to io.NavInputs[] -> no issue. + - Custom backends writing to io.NavInputs[] -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing! + - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[]. + - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete). + - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary. + - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO. + - 2022/01/20 (1.87) - inputs: reworded gamepad IO. + - Backend writing to io.NavInputs[] -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values. + - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used). + - 2022/01/17 (1.87) - inputs: reworked mouse IO. + - Backend writing to io.MousePos -> backend should call io.AddMousePosEvent() + - Backend writing to io.MouseDown[] -> backend should call io.AddMouseButtonEvent() + - Backend writing to io.MouseWheel -> backend should call io.AddMouseWheelEvent() + - Backend writing to io.MouseHoveredViewport -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only] + note: for all calls to IO new functions, the Dear ImGui context should be bound/current. + read https://github.com/ocornut/imgui/issues/4921 for details. + - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details. + - IsKeyPressed(MY_NATIVE_KEY_XXX) -> use IsKeyPressed(ImGuiKey_XXX) + - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX)) -> use IsKeyPressed(ImGuiKey_XXX) + - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes). + - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.* + - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert. + - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper. + - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum. + - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'. + - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019) + - ImGui::SetNextTreeNodeOpen() -> use ImGui::SetNextItemOpen() + - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x + - ImGui::TreeAdvanceToLabelPos() -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing()); + - ImFontAtlas::CustomRect -> use ImFontAtlasCustomRect + - ImGuiColorEditFlags_RGB/HSV/HEX -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function. - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful. @@ -679,7 +851,7 @@ CODE ================================ Read all answers online: - https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) + https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url) Read all answers locally (with a text editor or ideally a Markdown viewer): docs/FAQ.md Some answers are copied down here to facilitate searching in code. @@ -689,11 +861,12 @@ CODE Q: Where is the documentation? A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++. - - Run the examples/ and explore them. + - Run the examples/ applications and explore them. + - Read Getting Started (https://github.com/ocornut/imgui/wiki/Getting-Started) guide. - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function. - The demo covers most features of Dear ImGui, so you can read the code and see its output. - See documentation and comments at the top of imgui.cpp + effectively imgui.h. - - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the + - 20+ standalone example applications using e.g. OpenGL/DirectX are provided in the examples/ folder to explain how to integrate Dear ImGui with your own engine/application. - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links. - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful. @@ -703,24 +876,24 @@ CODE Q: What is this library called? Q: Which version should I get? >> This library is called "Dear ImGui", please don't call it "ImGui" :) - >> See https://www.dearimgui.org/faq for details. + >> See https://www.dearimgui.com/faq for details. Q&A: Integration ================ Q: How to get started? - A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. + A: Read https://github.com/ocornut/imgui/wiki/Getting-Started. Read 'PROGRAMMER GUIDE' above. Read examples/README.txt. Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application? A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! - >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this. + >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this. - Q. How can I enable keyboard controls? - Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display) + Q. How can I enable keyboard or gamepad controls? + Q: How can I use this on a machine without mouse, keyboard or screen? (input share, remote display) Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around... Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries... - >> See https://www.dearimgui.org/faq + >> See https://www.dearimgui.com/faq Q&A: Usage ---------- @@ -730,11 +903,11 @@ CODE - How can I have widgets with an empty label? - How can I have multiple widgets with the same label? - How can I have multiple windows with the same label? - Q: How can I display an image? What is ImTextureID, how does it works? - Q: How can I use my own math types instead of ImVec2/ImVec4? + Q: How can I display an image? What is ImTextureID, how does it work? + Q: How can I use my own math types instead of ImVec2? Q: How can I interact with standard C++ types (such as std::string and std::vector)? Q: How can I display custom shapes? (using low-level ImDrawList API) - >> See https://www.dearimgui.org/faq + >> See https://www.dearimgui.com/faq Q&A: Fonts, Text ================ @@ -744,7 +917,7 @@ CODE Q: How can I easily use icons in my application? Q: How can I load multiple fonts? Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? - >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md + >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md Q&A: Concerns ============= @@ -753,18 +926,18 @@ CODE Q: Can you create elaborate/serious tools with Dear ImGui? Q: Can you reskin the look of Dear ImGui? Q: Why using C++ (as opposed to C)? - >> See https://www.dearimgui.org/faq + >> See https://www.dearimgui.com/faq Q&A: Community ============== Q: How can I help? - A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui! + A: - Businesses: please reach out to "omar AT dearimgui DOT com" if you work in a place using Dear ImGui! We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts. - This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project. - - Individuals: you can support continued development via PayPal donations. See README. - - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt - and see how you want to help and can help! + This is among the most useful thing you can do for Dear ImGui. With increased funding, we sustain and grow work on this project. + Also see https://github.com/ocornut/imgui/wiki/Sponsors + - Businesses: you can also purchase licenses for the Dear ImGui Automation/Test Engine. + - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, and see how you want to help and can help! - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc. You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers. But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions. @@ -780,22 +953,17 @@ CODE #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" -#ifndef IMGUI_DISABLE - #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_internal.h" // System includes -#include // toupper #include // vsnprintf, sscanf, printf -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t -#endif // [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled #if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) @@ -836,7 +1004,7 @@ CODE #if defined(_MSC_VER) && _MSC_VER >= 1922 // MSVC 2019 16.2 or later #pragma warning (disable: 5054) // operator '|': deprecated between enumerations of different types #endif -#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). +#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26495) // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). #endif @@ -859,7 +1027,7 @@ CODE #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision #elif defined(__GNUC__) -// We disable -Wpragmas because GCC doesn't provide an has_warning equivalent and some forks/patches may not following the warning/version association. +// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association. #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used #pragma GCC diagnostic ignored "-Wint-to-pointer-cast" // warning: cast to pointer from integer of different size @@ -874,16 +1042,20 @@ CODE // Debug options #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window -#define IMGUI_DEBUG_INI_SETTINGS 0 // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower) // 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_ACTIVATE_HIGHLIGHT_TIMER = 0.10f; // Time to highlight an item activated by a shortcut. + // Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend) static const float WINDOWS_HOVER_PADDING = 4.0f; // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow(). static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f; // Reduce visual noise by only highlighting the border after a certain time. -static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 2.00f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. +static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER = 0.70f; // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved. + +// Tooltip offset +static const ImVec2 TOOLTIP_DEFAULT_OFFSET = ImVec2(16, 10); // Multiplied by g.Style.MouseCursorScale //------------------------------------------------------------------------- // [SECTION] FORWARD DECLARATIONS @@ -894,7 +1066,6 @@ static void FindHoveredWindow(); static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags); static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window); -static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list); static void AddWindowToSortBuffer(ImVector* out_sorted_windows, ImGuiWindow* window); // Settings @@ -905,9 +1076,9 @@ static void WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSetti static void WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf); // Platform Dependents default implementation for IO functions -static const char* GetClipboardTextFn_DefaultImpl(void* user_data); -static void SetClipboardTextFn_DefaultImpl(void* user_data, const char* text); -static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y); +static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx); +static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text); +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data); namespace ImGui { @@ -925,12 +1096,11 @@ static void NavEndFrame(); static bool NavScoreItem(ImGuiNavItemData* result); static void NavApplyItemToResult(ImGuiNavItemData* result); static void NavProcessItem(); -static void NavProcessItemForTabbingRequest(ImGuiID id); +static void NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags); static ImVec2 NavCalcPreferredRefPos(); static void NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window); static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window); static void NavRestoreLayer(ImGuiNavLayer layer); -static void NavRestoreHighlightAfterMove(); static int FindWindowFocusIndex(ImGuiWindow* window); // Error Checking and Debug Tools @@ -938,18 +1108,22 @@ static void ErrorCheckNewFrameSanityChecks(); static void ErrorCheckEndFrameSanityChecks(); static void UpdateDebugToolItemPicker(); static void UpdateDebugToolStackQueries(); +static void UpdateDebugToolFlashStyleColor(); + +// Inputs +static void UpdateKeyboardInputs(); +static void UpdateMouseInputs(); +static void UpdateMouseWheel(); +static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); // Misc static void UpdateSettings(); -static void UpdateMouseInputs(); -static void UpdateMouseWheel(); -static bool UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); +static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); -static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); +static void RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size); static void RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open); static void RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col); static void RenderDimmedBackgrounds(); -static ImGuiWindow* FindBlockingModal(ImGuiWindow* window); // Viewports static void UpdateViewportsNewFrame(); @@ -1021,30 +1195,42 @@ ImGuiStyle::ImGuiStyle() FrameBorderSize = 0.0f; // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested. ItemSpacing = ImVec2(8,4); // Horizontal and vertical spacing between widgets/lines ItemInnerSpacing = ImVec2(4,4); // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label) - CellPadding = ImVec2(4,2); // Padding within a table cell + CellPadding = ImVec2(4,2); // Padding within a table cell. CellPadding.y may be altered between different rows. TouchExtraPadding = ImVec2(0,0); // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! IndentSpacing = 21.0f; // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). ColumnsMinSpacing = 6.0f; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). ScrollbarSize = 14.0f; // Width of the vertical scrollbar, Height of the horizontal scrollbar ScrollbarRounding = 9.0f; // Radius of grab corners rounding for scrollbar - GrabMinSize = 10.0f; // Minimum width/height of a grab box for slider/scrollbar + GrabMinSize = 12.0f; // Minimum width/height of a grab box for slider/scrollbar GrabRounding = 0.0f; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. LogSliderDeadzone = 4.0f; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. TabRounding = 4.0f; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. TabBorderSize = 0.0f; // Thickness of border around tabs. - TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appears on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabMinWidthForCloseButton = 0.0f; // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected. + TabBarBorderSize = 1.0f; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TableAngledHeadersAngle = 35.0f * (IM_PI / 180.0f); // Angle of angled headers (supported values range from -50 degrees to +50 degrees). ColorButtonPosition = ImGuiDir_Right; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. ButtonTextAlign = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text. SelectableTextAlign = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorTextBorderSize = 3.0f; // Thickkness of border in SeparatorText() + SeparatorTextAlign = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. DisplayWindowPadding = ImVec2(19,19); // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows. DisplaySafeAreaPadding = ImVec2(3,3); // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. MouseCursorScale = 1.0f; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later. AntiAliasedLines = true; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. - AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering. + AntiAliasedLinesUseTex = true; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). AntiAliasedFill = true; // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.). CurveTessellationTol = 1.25f; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. CircleTessellationMaxError = 0.30f; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + // Behaviors + HoverStationaryDelay = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort = 0.15f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal = 0.40f; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + // Default theme ImGui::StyleColorsDark(this); } @@ -1053,36 +1239,37 @@ ImGuiStyle::ImGuiStyle() // Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. void ImGuiStyle::ScaleAllSizes(float scale_factor) { - WindowPadding = ImFloor(WindowPadding * scale_factor); - WindowRounding = ImFloor(WindowRounding * scale_factor); - WindowMinSize = ImFloor(WindowMinSize * scale_factor); - ChildRounding = ImFloor(ChildRounding * scale_factor); - PopupRounding = ImFloor(PopupRounding * scale_factor); - FramePadding = ImFloor(FramePadding * scale_factor); - FrameRounding = ImFloor(FrameRounding * scale_factor); - ItemSpacing = ImFloor(ItemSpacing * scale_factor); - ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor); - CellPadding = ImFloor(CellPadding * scale_factor); - TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor); - IndentSpacing = ImFloor(IndentSpacing * scale_factor); - ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor); - ScrollbarSize = ImFloor(ScrollbarSize * scale_factor); - ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor); - GrabMinSize = ImFloor(GrabMinSize * scale_factor); - GrabRounding = ImFloor(GrabRounding * scale_factor); - LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor); - TabRounding = ImFloor(TabRounding * scale_factor); - TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; - DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); - DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); - MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); + WindowPadding = ImTrunc(WindowPadding * scale_factor); + WindowRounding = ImTrunc(WindowRounding * scale_factor); + WindowMinSize = ImTrunc(WindowMinSize * scale_factor); + ChildRounding = ImTrunc(ChildRounding * scale_factor); + PopupRounding = ImTrunc(PopupRounding * scale_factor); + FramePadding = ImTrunc(FramePadding * scale_factor); + FrameRounding = ImTrunc(FrameRounding * scale_factor); + ItemSpacing = ImTrunc(ItemSpacing * scale_factor); + ItemInnerSpacing = ImTrunc(ItemInnerSpacing * scale_factor); + CellPadding = ImTrunc(CellPadding * scale_factor); + TouchExtraPadding = ImTrunc(TouchExtraPadding * scale_factor); + IndentSpacing = ImTrunc(IndentSpacing * scale_factor); + ColumnsMinSpacing = ImTrunc(ColumnsMinSpacing * scale_factor); + ScrollbarSize = ImTrunc(ScrollbarSize * scale_factor); + ScrollbarRounding = ImTrunc(ScrollbarRounding * scale_factor); + GrabMinSize = ImTrunc(GrabMinSize * scale_factor); + GrabRounding = ImTrunc(GrabRounding * scale_factor); + LogSliderDeadzone = ImTrunc(LogSliderDeadzone * scale_factor); + TabRounding = ImTrunc(TabRounding * scale_factor); + TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImTrunc(TabMinWidthForCloseButton * scale_factor) : FLT_MAX; + SeparatorTextPadding = ImTrunc(SeparatorTextPadding * scale_factor); + DisplayWindowPadding = ImTrunc(DisplayWindowPadding * scale_factor); + DisplaySafeAreaPadding = ImTrunc(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImTrunc(MouseCursorScale * scale_factor); } ImGuiIO::ImGuiIO() { // Most fields are initialized with zero memset(this, 0, sizeof(*this)); - IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here. + IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Settings ConfigFlags = ImGuiConfigFlags_None; @@ -1092,12 +1279,10 @@ ImGuiIO::ImGuiIO() IniSavingRate = 5.0f; IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables). LogFilename = "imgui_log.txt"; - MouseDoubleClickTime = 0.30f; - MouseDoubleClickMaxDist = 6.0f; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO for (int i = 0; i < ImGuiKey_COUNT; i++) KeyMap[i] = -1; - KeyRepeatDelay = 0.275f; - KeyRepeatRate = 0.050f; +#endif UserData = NULL; Fonts = NULL; @@ -1106,6 +1291,12 @@ ImGuiIO::ImGuiIO() FontAllowUserScaling = false; DisplayFramebufferScale = ImVec2(1.0f, 1.0f); + MouseDoubleClickTime = 0.30f; + MouseDoubleClickMaxDist = 6.0f; + MouseDragThreshold = 6.0f; + KeyRepeatDelay = 0.275f; + KeyRepeatRate = 0.050f; + // Miscellaneous options MouseDrawCursor = false; #ifdef __APPLE__ @@ -1113,49 +1304,63 @@ ImGuiIO::ImGuiIO() #else ConfigMacOSXBehaviors = false; #endif + ConfigInputTrickleEventQueue = true; ConfigInputTextCursorBlink = true; + ConfigInputTextEnterKeepActive = false; + ConfigDragClickToInputText = false; ConfigWindowsResizeFromEdges = true; ConfigWindowsMoveFromTitleBarOnly = false; ConfigMemoryCompactTimer = 60.0f; + ConfigDebugBeginReturnValueOnce = false; + ConfigDebugBeginReturnValueLoop = false; // Platform Functions + // Note: Initialize() will setup default clipboard/ime handlers. BackendPlatformName = BackendRendererName = NULL; BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL; - GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations - SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; - ClipboardUserData = NULL; - ImeSetInputScreenPosFn = ImeSetInputScreenPosFn_DefaultImpl; - ImeWindowHandle = NULL; + PlatformLocaleDecimalPoint = '.'; // 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; + MouseSource = ImGuiMouseSource_Mouse; for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(KeysDownDuration); i++) KeysDownDuration[i] = KeysDownDurationPrev[i] = -1.0f; - for (int i = 0; i < IM_ARRAYSIZE(NavInputsDownDuration); i++) NavInputsDownDuration[i] = -1.0f; + for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; } + AppAcceptingEvents = true; + BackendUsingLegacyKeyArrays = (ImS8)-1; + BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong } // Pass in translated ASCII characters for text input. // - with glfw you can get those from the callback set in glfwSetCharCallback() // - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message +// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API void ImGuiIO::AddInputCharacter(unsigned int c) { - if (c != 0) - InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (c == 0 || !AppAcceptingEvents) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Text; + e.Source = ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Text.Char = c; + g.InputEventsQueue.push_back(e); } // UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so // we should save the high surrogate. void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { - if (c == 0 && InputQueueSurrogate == 0) + if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents) return; if ((c & 0xFC00) == 0xD800) // High surrogate, must save { if (InputQueueSurrogate != 0) - InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); InputQueueSurrogate = c; return; } @@ -1165,7 +1370,7 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) { if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate { - InputQueueCharacters.push_back(IM_UNICODE_CODEPOINT_INVALID); + AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID); } else { @@ -1178,41 +1383,260 @@ void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c) InputQueueSurrogate = 0; } - InputQueueCharacters.push_back(cp); + AddInputCharacter((unsigned)cp); } void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars) { + if (!AppAcceptingEvents) + return; while (*utf8_chars != 0) { unsigned int c = 0; utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL); - if (c != 0) - InputQueueCharacters.push_back((ImWchar)c); + AddInputCharacter(c); } } +// Clear all incoming events. +void ImGuiIO::ClearEventsQueue() +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsQueue.clear(); +} + +// Clear current keyboard/mouse/gamepad state + current frame text input buffer. Equivalent to releasing all keys/buttons. +void ImGuiIO::ClearInputKeys() +{ +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + memset(KeysDown, 0, sizeof(KeysDown)); +#endif + for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++) + { + KeysData[n].Down = false; + KeysData[n].DownDuration = -1.0f; + KeysData[n].DownDurationPrev = -1.0f; + } + KeyCtrl = KeyShift = KeyAlt = KeySuper = false; + KeyMods = ImGuiMod_None; + MousePos = ImVec2(-FLT_MAX, -FLT_MAX); + for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++) + { + MouseDown[n] = false; + MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f; + } + MouseWheel = MouseWheelH = 0.0f; + InputQueueCharacters.resize(0); // Behavior of old ClearInputCharacters(). +} + +// Removed this as it is ambiguous/misleading and generally incorrect to use with the existence of a higher-level input queue. +// Current frame character buffer is now also cleared by ClearInputKeys(). +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS void ImGuiIO::ClearInputCharacters() { InputQueueCharacters.resize(0); } +#endif -void ImGuiIO::ClearInputKeys() +static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1) { - memset(KeysDown, 0, sizeof(KeysDown)); - for (int n = 0; n < IM_ARRAYSIZE(KeysDownDuration); n++) - KeysDownDuration[n] = KeysDownDurationPrev[n] = -1.0f; - KeyCtrl = KeyShift = KeyAlt = KeySuper = false; - KeyMods = KeyModsPrev = ImGuiKeyModFlags_None; - for (int n = 0; n < IM_ARRAYSIZE(NavInputsDownDuration); n++) - NavInputsDownDuration[n] = NavInputsDownDurationPrev[n] = -1.0f; + ImGuiContext& g = *ctx; + for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--) + { + ImGuiInputEvent* e = &g.InputEventsQueue[n]; + if (e->Type != type) + continue; + if (type == ImGuiInputEventType_Key && e->Key.Key != arg) + continue; + if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg) + continue; + return e; + } + return NULL; +} + +// Queue a new key down/up event. +// - ImGuiKey key: Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character) +// - bool down: Is the key down? use false to signify a key release. +// - float analog_value: 0.0f..1.0f +// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE. +// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT. +void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value) +{ + //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); } + IM_ASSERT(Ctx != NULL); + if (key == ImGuiKey_None || !AppAcceptingEvents) + return; + ImGuiContext& g = *Ctx; + IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API. + IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events. + IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself) + + // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + if (BackendUsingLegacyKeyArrays == -1) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + BackendUsingLegacyKeyArrays = 0; +#endif + if (ImGui::IsGamepadKey(key)) + BackendUsingLegacyNavInputArray = false; + + // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed) + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key); + const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key); + const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down; + const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue; + if (latest_key_down == down && latest_key_analog == analog_value) + return; + + // Add event + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Key; + e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard; + e.EventId = g.InputEventsNextEventId++; + e.Key.Key = key; + e.Key.Down = down; + e.Key.AnalogValue = analog_value; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down) +{ + if (!AppAcceptingEvents) + return; + AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f); +} + +// [Optional] Call after AddKeyEvent(). +// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices. +// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this. +void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index) +{ + if (key == ImGuiKey_None) + return; + IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512 + IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511 + IM_UNUSED(native_keycode); // Yet unused + IM_UNUSED(native_scancode); // Yet unused + + // Build native->imgui map so old user code can still call key functions with native 0..511 values. +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode; + if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key)) + return; + KeyMap[legacy_key] = key; + KeyMap[key] = legacy_key; +#else + IM_UNUSED(key); + IM_UNUSED(native_legacy_index); +#endif +} + +// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen. +void ImGuiIO::SetAppAcceptingEvents(bool accepting_events) +{ + AppAcceptingEvents = accepting_events; +} + +// Queue a mouse move event +void ImGuiIO::AddMousePosEvent(float x, float y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + if (!AppAcceptingEvents) + return; + + // Apply same flooring as UpdateMouseInputs() + ImVec2 pos((x > -FLT_MAX) ? ImFloor(x) : x, (y > -FLT_MAX) ? ImFloor(y) : y); + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos); + const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos; + if (latest_pos.x == pos.x && latest_pos.y == pos.y) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MousePos; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MousePos.PosX = pos.x; + e.MousePos.PosY = pos.y; + e.MousePos.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); + if (!AppAcceptingEvents) + return; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button); + const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button]; + if (latest_button_down == down) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseButton; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseButton.Button = mouse_button; + e.MouseButton.Down = down; + e.MouseButton.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// Queue a mouse wheel event (some mouse/API may only have a Y component) +void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate (unlike most events, wheel values are relative and easy to filter) + if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_MouseWheel; + e.Source = ImGuiInputSource_Mouse; + e.EventId = g.InputEventsNextEventId++; + e.MouseWheel.WheelX = wheel_x; + e.MouseWheel.WheelY = wheel_y; + e.MouseWheel.MouseSource = g.InputEventsNextMouseSource; + g.InputEventsQueue.push_back(e); +} + +// This is not a real event, the data is latched in order to be stored in actual Mouse events. +// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes. +void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source) +{ + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + g.InputEventsNextMouseSource = source; } void ImGuiIO::AddFocusEvent(bool focused) { - // We intentionally overwrite this and process in NewFrame(), in order to give a chance - // to multi-viewports backends to queue AddFocusEvent(false),AddFocusEvent(true) in same frame. - AppFocusLost = !focused; + IM_ASSERT(Ctx != NULL); + ImGuiContext& g = *Ctx; + + // Filter duplicate + const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus); + const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost; + if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused)) + return; + + ImGuiInputEvent e; + e.Type = ImGuiInputEventType_Focus; + e.EventId = g.InputEventsNextEventId++; + e.AppFocused.Focused = focused; + g.InputEventsQueue.push_back(e); } //----------------------------------------------------------------------------- @@ -1343,14 +1767,14 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, int ImStricmp(const char* str1, const char* str2) { int d; - while ((d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; } + while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; } return d; } int ImStrnicmp(const char* str1, const char* str2, size_t count) { int d = 0; - while (count > 0 && (d = toupper(*str2) - toupper(*str1)) == 0 && *str1) { str1++; str2++; count--; } + while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; } return d; } @@ -1417,14 +1841,14 @@ const char* ImStristr(const char* haystack, const char* haystack_end, const char if (!needle_end) needle_end = needle + strlen(needle); - const char un0 = (char)toupper(*needle); + const char un0 = (char)ImToUpper(*needle); while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end)) { - if (toupper(*haystack) == un0) + if (ImToUpper(*haystack) == un0) { const char* b = needle + 1; for (const char* a = haystack + 1; b < needle_end; a++, b++) - if (toupper(*a) != toupper(*b)) + if (ImToUpper(*a) != ImToUpper(*b)) break; if (b == needle_end) return haystack; @@ -1467,9 +1891,15 @@ const char* ImStrSkipBlank(const char* str) // and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are // designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.) #ifdef IMGUI_USE_STB_SPRINTF +#ifndef IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION #define STB_SPRINTF_IMPLEMENTATION +#endif +#ifdef IMGUI_STB_SPRINTF_FILENAME +#include IMGUI_STB_SPRINTF_FILENAME +#else #include "stb_sprintf.h" #endif +#endif // #ifdef IMGUI_USE_STB_SPRINTF #if defined(_MSC_VER) && !defined(vsnprintf) #define vsnprintf _vsnprintf @@ -1509,6 +1939,45 @@ int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args) } #endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS +void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + ImFormatStringToTempBufferV(out_buf, out_buf_end, fmt, args); + va_end(args); +} + +void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) + { + const char* buf = va_arg(args, const char*); // Skip formatting when using "%s" + if (buf == NULL) + buf = "(null)"; + *out_buf = buf; + if (out_buf_end) { *out_buf_end = buf + strlen(buf); } + } + else if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '*' && fmt[3] == 's' && fmt[4] == 0) + { + int buf_len = va_arg(args, int); // Skip formatting when using "%.*s" + const char* buf = va_arg(args, const char*); + if (buf == NULL) + { + buf = "(null)"; + buf_len = ImMin(buf_len, 6); + } + *out_buf = buf; + *out_buf_end = buf + buf_len; // Disallow not passing 'out_buf_end' here. User is expected to use it. + } + else + { + int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args); + *out_buf = g.TempBuffer.Data; + if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; } + } +} + // CRC32 needs a 1KB lookup table (not cache friendly) // Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily: // - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe. @@ -1535,7 +2004,7 @@ static const ImU32 GCrc32LookupTable[256] = // 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. -ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed) { ImU32 crc = ~seed; const unsigned char* data = (const unsigned char*)data_p; @@ -1551,7 +2020,7 @@ ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed) // - 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. -ImGuiID ImHashStr(const char* data_p, size_t data_size, ImU32 seed) +ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed) { seed = ~seed; ImU32 crc = seed; @@ -1593,8 +2062,9 @@ ImFileHandle ImFileOpen(const char* filename, const char* mode) // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32! const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0); const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0); - ImVector buf; - buf.resize(filename_wsize + mode_wsize); + ImGuiContext& g = *GImGui; + g.TempBuffer.reserve((filename_wsize + mode_wsize) * sizeof(wchar_t)); + wchar_t* buf = (wchar_t*)(void*)g.TempBuffer.Data; ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize); ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize); return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]); @@ -1656,6 +2126,8 @@ void* ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_f // [SECTION] MISC HELPERS/UTILITIES (ImText* functions) //----------------------------------------------------------------------------- +IM_MSVC_RUNTIME_CHECKS_OFF + // Convert UTF-8 to 32-bit character, process single character input. // A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8). // We handle UTF-8 decoding error by skipping forward. @@ -1667,7 +2139,7 @@ int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* static const int shiftc[] = { 0, 18, 12, 6, 0 }; static const int shifte[] = { 0, 6, 4, 2, 0 }; int len = lengths[*(const unsigned char*)in_text >> 3]; - int wanted = len + !len; + int wanted = len + (len ? 0 : 1); if (in_text_end == NULL) in_text_end = in_text + wanted; // Max length, nulls will be taken into account. @@ -1719,8 +2191,6 @@ int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const cha { unsigned int c; in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); - if (c == 0) - break; *buf_out++ = (ImWchar)c; } *buf_out = 0; @@ -1736,8 +2206,6 @@ int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end) { unsigned int c; in_text += ImTextCharFromUtf8(&c, in_text, in_text_end); - if (c == 0) - break; char_count++; } return char_count; @@ -1832,6 +2300,19 @@ int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_e return bytes_count; } +const char* ImTextFindPreviousUtf8Codepoint(const char* in_text_start, const char* in_text_curr) +{ + while (in_text_curr > in_text_start) + { + in_text_curr--; + if ((*in_text_curr & 0xC0) != 0x80) + return in_text_curr; + } + return in_text_start; +} + +IM_MSVC_RUNTIME_CHECKS_RESTORE + //----------------------------------------------------------------------------- // [SECTION] MISC HELPERS/UTILITIES (Color functions) // Note: The Convert functions are early design which are not consistent with other API. @@ -2025,11 +2506,9 @@ void ImGuiStorage::SetInt(ImGuiID key, int val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - { Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_i = val; + else + it->val_i = val; } void ImGuiStorage::SetBool(ImGuiID key, bool val) @@ -2041,22 +2520,18 @@ void ImGuiStorage::SetFloat(ImGuiID key, float val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - { Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_f = val; + else + it->val_f = val; } void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val) { ImGuiStoragePair* it = LowerBound(Data, key); if (it == Data.end() || it->key != key) - { Data.insert(it, ImGuiStoragePair(key, val)); - return; - } - it->val_p = val; + else + it->val_p = val; } void ImGuiStorage::SetAllInt(int v) @@ -2070,18 +2545,15 @@ void ImGuiStorage::SetAllInt(int v) //----------------------------------------------------------------------------- // Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" -ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) +ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077 { + InputBuf[0] = 0; + CountGrep = 0; if (default_filter) { ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf)); Build(); } - else - { - InputBuf[0] = 0; - CountGrep = 0; - } } bool ImGuiTextFilter::Draw(const char* label, float width) @@ -2119,16 +2591,15 @@ void ImGuiTextFilter::Build() input_range.split(',', &Filters); CountGrep = 0; - for (int i = 0; i != Filters.Size; i++) + for (ImGuiTextRange& f : Filters) { - ImGuiTextRange& f = Filters[i]; while (f.b < f.e && ImCharIsBlankA(f.b[0])) f.b++; while (f.e > f.b && ImCharIsBlankA(f.e[-1])) f.e--; if (f.empty()) continue; - if (Filters[i].b[0] != '-') + if (f.b[0] != '-') CountGrep += 1; } } @@ -2141,9 +2612,8 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const if (text == NULL) text = ""; - for (int i = 0; i != Filters.Size; i++) + for (const ImGuiTextRange& f : Filters) { - const ImGuiTextRange& f = Filters[i]; if (f.empty()) continue; if (f.b[0] == '-') @@ -2168,7 +2638,7 @@ bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const } //----------------------------------------------------------------------------- -// [SECTION] ImGuiTextBuffer +// [SECTION] ImGuiTextBuffer, ImGuiTextIndex //----------------------------------------------------------------------------- // On some platform vsnprintf() takes va_list by reference and modifies it. @@ -2236,10 +2706,22 @@ void ImGuiTextBuffer::appendfv(const char* fmt, va_list args) va_end(args_copy); } +void ImGuiTextIndex::append(const char* base, int old_size, int new_size) +{ + IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset); + if (old_size == new_size) + return; + if (EndOffset == 0 || base[EndOffset - 1] == '\n') + LineOffsets.push_back(EndOffset); + const char* base_end = base + new_size; + for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; ) + if (++p < base_end) // Don't push a trailing offset on last \n + LineOffsets.push_back((int)(intptr_t)(p - base)); + EndOffset = ImMax(EndOffset, new_size); +} + //----------------------------------------------------------------------------- // [SECTION] ImGuiListClipper -// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed -// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO) //----------------------------------------------------------------------------- // FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell. @@ -2250,54 +2732,6 @@ static bool GetSkipItemForListClipping() return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// Legacy helper to calculate coarse clipping of large list of evenly sized items. -// This legacy API is not ideal because it assume we will return a single contiguous rectangle. -// Prefer using ImGuiListClipper which can returns non-contiguous ranges. -void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - if (g.LogEnabled) - { - // If logging is active, do not perform any clipping - *out_items_display_start = 0; - *out_items_display_end = items_count; - return; - } - if (GetSkipItemForListClipping()) - { - *out_items_display_start = *out_items_display_end = 0; - return; - } - - // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect - // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly. - ImRect rect = window->ClipRect; - if (g.NavMoveScoringItems) - rect.Add(g.NavScoringNoClipRect); - if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId) - rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel - - const ImVec2 pos = window->DC.CursorPos; - int start = (int)((rect.Min.y - pos.y) / items_height); - int end = (int)((rect.Max.y - pos.y) / items_height); - - // When performing a navigation request, ensure we have one item extra in the direction we are moving to - // FIXME: Verify this works with tabbing - const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); - if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) - start--; - if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) - end++; - - start = ImClamp(start, 0, items_count); - end = ImClamp(end + 1, start, items_count); - *out_items_display_start = start; - *out_items_display_end = end; -} -#endif - static void ImGuiListClipper_SortAndFuseRanges(ImVector& ranges, int offset = 0) { if (ranges.Size - offset <= 1) @@ -2359,7 +2793,6 @@ static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int it ImGuiListClipper::ImGuiListClipper() { memset(this, 0, sizeof(*this)); - ItemsCount = -1; } ImGuiListClipper::~ImGuiListClipper() @@ -2367,13 +2800,14 @@ ImGuiListClipper::~ImGuiListClipper() End(); } -// Use case A: Begin() called from constructor with items_height<0, then called again from Step() in StepNo 1 -// Use case B: Begin() called from constructor with items_height>0 -// FIXME-LEGACY: Ideally we should remove the Begin/End functions but they are part of the legacy API we still support. This is why some of the code in Step() calling Begin() and reassign some fields, spaghetti style. void ImGuiListClipper::Begin(int items_count, float items_height) { - ImGuiContext& g = *GImGui; + if (Ctx == NULL) + Ctx = ImGui::GetCurrentContext(); + + ImGuiContext& g = *Ctx; ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name); if (ImGuiTable* table = g.CurrentTable) if (table->IsInsideRow) @@ -2396,15 +2830,15 @@ void ImGuiListClipper::Begin(int items_count, float items_height) void ImGuiListClipper::End() { - // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. - ImGuiContext& g = *GImGui; - if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) - ImGuiListClipper_SeekCursorForItem(this, ItemsCount); - ItemsCount = -1; - - // Restore temporary buffer and fix back pointers which may be invalidated when nesting if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData) { + // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user. + ImGuiContext& g = *Ctx; + IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name); + if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0) + ImGuiListClipper_SeekCursorForItem(this, ItemsCount); + + // Restore temporary buffer and fix back pointers which may be invalidated when nesting IM_ASSERT(data->ListClipper == this); data->StepNo = data->Ranges.Size; if (--g.ClipperTempDataStacked > 0) @@ -2414,40 +2848,41 @@ void ImGuiListClipper::End() } TempData = NULL; } + ItemsCount = -1; } -void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max) +void ImGuiListClipper::IncludeItemsByIndex(int item_begin, int item_end) { ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet. - IM_ASSERT(item_min <= item_max); - if (item_min < item_max) - data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max)); + IM_ASSERT(item_begin <= item_end); + if (item_begin < item_end) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end)); } -bool ImGuiListClipper::Step() +static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *clipper->Ctx; ImGuiWindow* window = g.CurrentWindow; - ImGuiListClipperData* data = (ImGuiListClipperData*)TempData; + ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData; + IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?"); ImGuiTable* table = g.CurrentTable; if (table && table->IsInsideRow) ImGui::TableEndRow(table); // No items - if (ItemsCount == 0 || GetSkipItemForListClipping()) - return (void)End(), false; + if (clipper->ItemsCount == 0 || GetSkipItemForListClipping()) + return false; // While we are in frozen row state, keep displaying items one by one, unclipped // FIXME: Could be stored as a table-agnostic state. if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows) { - DisplayStart = data->ItemsFrozen; - DisplayEnd = data->ItemsFrozen + 1; - if (DisplayStart >= ItemsCount) - return (void)End(), false; - data->ItemsFrozen++; + clipper->DisplayStart = data->ItemsFrozen; + clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount); + if (clipper->DisplayStart < clipper->DisplayEnd) + data->ItemsFrozen++; return true; } @@ -2455,15 +2890,13 @@ bool ImGuiListClipper::Step() bool calc_clipping = false; if (data->StepNo == 0) { - StartPosY = window->DC.CursorPos.y; - if (ItemsHeight <= 0.0f) + clipper->StartPosY = window->DC.CursorPos.y; + if (clipper->ItemsHeight <= 0.0f) { // Submit the first item (or range) so we can measure its height (generally the first range is 0..1) data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1)); - DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); - DisplayEnd = ImMin(data->Ranges[0].Max, ItemsCount); - if (DisplayStart == DisplayEnd) - return (void)End(), false; + clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen); + clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount); data->StepNo = 1; return true; } @@ -2471,29 +2904,29 @@ bool ImGuiListClipper::Step() } // Step 1: Let the clipper infer height from first range - if (ItemsHeight <= 0.0f) + if (clipper->ItemsHeight <= 0.0f) { IM_ASSERT(data->StepNo == 1); if (table) - IM_ASSERT(table->RowPosY1 == StartPosY && table->RowPosY2 == window->DC.CursorPos.y); + IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y); - ItemsHeight = (window->DC.CursorPos.y - StartPosY) / (float)(DisplayEnd - DisplayStart); - bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); + clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart); + bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y); if (affected_by_floating_point_precision) - ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. + clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries. - IM_ASSERT(ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); + IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!"); calc_clipping = true; // If item height had to be calculated, calculate clipping afterwards. } // Step 0 or 1: Calculate the actual ranges of visible elements. - const int already_submitted = DisplayEnd; + const int already_submitted = clipper->DisplayEnd; if (calc_clipping) { if (g.LogEnabled) { // If logging is active, do not perform any clipping - data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, ItemsCount)); + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount)); } else { @@ -2501,8 +2934,8 @@ bool ImGuiListClipper::Step() const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); if (is_nav_request) data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0)); - if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1) - data->Ranges.push_back(ImGuiListClipperRange::FromIndices(ItemsCount - 1, ItemsCount)); + if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && g.NavTabbingDir == -1) + data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount)); // Add focused/active item ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]); @@ -2519,38 +2952,62 @@ bool ImGuiListClipper::Step() // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping. // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list, // which with the flooring/ceiling tend to lead to 2 items instead of one being submitted. - for (int i = 0; i < data->Ranges.Size; i++) - if (data->Ranges[i].PosToIndexConvert) + for (ImGuiListClipperRange& range : data->Ranges) + if (range.PosToIndexConvert) { - int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight); - int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / ItemsHeight) + 0.999999f); - data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, ItemsCount - 1); - data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, ItemsCount); - data->Ranges[i].PosToIndexConvert = false; + int m1 = (int)(((double)range.Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight); + int m2 = (int)((((double)range.Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f); + range.Min = ImClamp(already_submitted + m1 + range.PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1); + range.Max = ImClamp(already_submitted + m2 + range.PosToIndexOffsetMax, range.Min + 1, clipper->ItemsCount); + range.PosToIndexConvert = false; } ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo); } // Step 0+ (if item height is given in advance) or 1+: Display the next range in line. - if (data->StepNo < data->Ranges.Size) + while (data->StepNo < data->Ranges.Size) { - DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); - DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, ItemsCount); - if (DisplayStart > already_submitted) //-V1051 - ImGuiListClipper_SeekCursorForItem(this, DisplayStart); + clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted); + clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount); + if (clipper->DisplayStart > already_submitted) //-V1051 + ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart); data->StepNo++; + if (clipper->DisplayStart == clipper->DisplayEnd && data->StepNo < data->Ranges.Size) + continue; return true; } // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd), // Advance the cursor to the end of the list and then returns 'false' to end the loop. - if (ItemsCount < INT_MAX) - ImGuiListClipper_SeekCursorForItem(this, ItemsCount); - ItemsCount = -1; + if (clipper->ItemsCount < INT_MAX) + ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount); return false; } +bool ImGuiListClipper::Step() +{ + ImGuiContext& g = *Ctx; + bool need_items_height = (ItemsHeight <= 0.0f); + bool ret = ImGuiListClipper_StepInternal(this); + if (ret && (DisplayStart == DisplayEnd)) + ret = false; + if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n"); + if (need_items_height && ItemsHeight > 0.0f) + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight); + if (ret) + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd); + } + else + { + IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n"); + End(); + } + return ret; +} + //----------------------------------------------------------------------------- // [SECTION] STYLING //----------------------------------------------------------------------------- @@ -2601,7 +3058,8 @@ void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col) backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); - g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = ColorConvertU32ToFloat4(col); } void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) @@ -2611,12 +3069,18 @@ void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col) backup.Col = idx; backup.BackupValue = g.Style.Colors[idx]; g.ColorStack.push_back(backup); - g.Style.Colors[idx] = col; + if (g.DebugFlashStyleColorIdx != idx) + g.Style.Colors[idx] = col; } void ImGui::PopStyleColor(int count) { ImGuiContext& g = *GImGui; + if (g.ColorStack.Size < count) + { + IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times!"); + count = g.ColorStack.Size; + } while (count > 0) { ImGuiColorMod& backup = g.ColorStack.back(); @@ -2626,86 +3090,87 @@ void ImGui::PopStyleColor(int count) } } -struct ImGuiStyleVarInfo +static const ImGuiDataVarInfo GStyleVarInfo[] = { - ImGuiDataType Type; - ImU32 Count; - ImU32 Offset; - void* GetVarPtr(ImGuiStyle* style) const { return (void*)((unsigned char*)style + Offset); } + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, TabBarBorderSize) }, // ImGuiStyleVar_TabBarBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign + { ImGuiDataType_Float, 1, (ImU32)offsetof(ImGuiStyle, SeparatorTextBorderSize)},// ImGuiStyleVar_SeparatorTextBorderSize + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextAlign) }, // ImGuiStyleVar_SeparatorTextAlign + { ImGuiDataType_Float, 2, (ImU32)offsetof(ImGuiStyle, SeparatorTextPadding) }, // ImGuiStyleVar_SeparatorTextPadding }; -static const ImGuiStyleVarInfo GStyleVarInfo[] = -{ - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) }, // ImGuiStyleVar_Alpha - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) }, // ImGuiStyleVar_DisabledAlpha - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) }, // ImGuiStyleVar_WindowPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) }, // ImGuiStyleVar_WindowRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) }, // ImGuiStyleVar_WindowBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) }, // ImGuiStyleVar_WindowMinSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) }, // ImGuiStyleVar_WindowTitleAlign - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) }, // ImGuiStyleVar_ChildRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) }, // ImGuiStyleVar_ChildBorderSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) }, // ImGuiStyleVar_PopupRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) }, // ImGuiStyleVar_PopupBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) }, // ImGuiStyleVar_FramePadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) }, // ImGuiStyleVar_FrameRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) }, // ImGuiStyleVar_FrameBorderSize - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) }, // ImGuiStyleVar_ItemSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) }, // ImGuiStyleVar_ItemInnerSpacing - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) }, // ImGuiStyleVar_IndentSpacing - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) }, // ImGuiStyleVar_CellPadding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) }, // ImGuiStyleVar_ScrollbarSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) }, // ImGuiStyleVar_ScrollbarRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) }, // ImGuiStyleVar_GrabMinSize - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) }, // ImGuiStyleVar_GrabRounding - { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) }, // ImGuiStyleVar_TabRounding - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) }, // ImGuiStyleVar_ButtonTextAlign - { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign -}; - -static const ImGuiStyleVarInfo* GetStyleVarInfo(ImGuiStyleVar idx) +const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx) { IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT); - IM_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); + IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT); return &GStyleVarInfo[idx]; } void ImGui::PushStyleVar(ImGuiStyleVar idx, float val) { - const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1) { - ImGuiContext& g = *GImGui; float* pvar = (float*)var_info->GetVarPtr(&g.Style); g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } - IM_ASSERT(0 && "Called PushStyleVar() float variant but variable is not a float!"); + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); } void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val) { - const ImGuiStyleVarInfo* var_info = GetStyleVarInfo(idx); + ImGuiContext& g = *GImGui; + const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx); if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2) { - ImGuiContext& g = *GImGui; ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style); g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar)); *pvar = val; return; } - IM_ASSERT(0 && "Called PushStyleVar() ImVec2 variant but variable is not a ImVec2!"); + IM_ASSERT_USER_ERROR(0, "Calling PushStyleVar() variant with wrong type!"); } void ImGui::PopStyleVar(int count) { ImGuiContext& g = *GImGui; + if (g.StyleVarStack.Size < count) + { + IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times!"); + count = g.StyleVarStack.Size; + } while (count > 0) { // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it. ImGuiStyleMod& backup = g.StyleVarStack.back(); - const ImGuiStyleVarInfo* info = GetStyleVarInfo(backup.VarIdx); + const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx); void* data = info->GetVarPtr(&g.Style); if (info->Type == ImGuiDataType_Float && info->Count == 1) { ((float*)data)[0] = backup.BackupFloat[0]; } else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; } @@ -2842,6 +3307,9 @@ void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end // Default clip_rect uses (pos_min,pos_max) // Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges) +// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList. +// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take +// better advantage of the render function taking size into account for coarse clipping. 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 @@ -2885,7 +3353,6 @@ void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, cons LogRenderedText(&pos_min, text, text_display_end); } - // Another overly complex function until we reorganize everything into a nice all-in-one helper. // This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display. // This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move. @@ -2909,30 +3376,12 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con const ImFont* font = draw_list->_Data->Font; const float font_size = draw_list->_Data->FontSize; + const float font_scale = font_size / font->FontSize; const char* text_end_ellipsis = NULL; - - ImWchar ellipsis_char = font->EllipsisChar; - int ellipsis_char_count = 1; - if (ellipsis_char == (ImWchar)-1) - { - ellipsis_char = font->DotChar; - ellipsis_char_count = 3; - } - const ImFontGlyph* glyph = font->FindGlyph(ellipsis_char); - - float ellipsis_glyph_width = glyph->X1; // Width of the glyph with no padding on either side - float ellipsis_total_width = ellipsis_glyph_width; // Full width of entire ellipsis - - if (ellipsis_char_count > 1) - { - // Full ellipsis size without free spacing after it. - const float spacing_between_dots = 1.0f * (draw_list->_Data->FontSize / font->FontSize); - ellipsis_glyph_width = glyph->X1 - glyph->X0 + spacing_between_dots; - ellipsis_total_width = ellipsis_glyph_width * (float)ellipsis_char_count - spacing_between_dots; - } + const float ellipsis_width = font->EllipsisWidth * font_scale; // We can now claim the space between pos_max.x and ellipsis_max.x - const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_total_width) - pos_min.x, 1.0f); + const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x; if (text == text_end_ellipsis && text_end_ellipsis < text_end_full) { @@ -2949,13 +3398,10 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con // Render text, render ellipsis RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); - float ellipsis_x = pos_min.x + text_size_clipped_x; - if (ellipsis_x + ellipsis_total_width <= ellipsis_max_x) - for (int i = 0; i < ellipsis_char_count; i++) - { - font->RenderChar(draw_list, font_size, ImVec2(ellipsis_x, pos_min.y), GetColorU32(ImGuiCol_Text), ellipsis_char); - ellipsis_x += ellipsis_glyph_width; - } + ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); + if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x) + for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale) + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar); } else { @@ -3024,14 +3470,271 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl } } +void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); + ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; + for (ImGuiViewportP* viewport : g.Viewports) + { + // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. + ImVec2 offset, size, uv[4]; + if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) + continue; + const ImVec2 pos = base_pos - offset; + const float scale = base_scale; + if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) + continue; + ImDrawList* draw_list = GetForegroundDrawList(viewport); + ImTextureID tex_id = font_atlas->TexID; + draw_list->PushTextureID(tex_id); + draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + draw_list->PopTextureID(); + } +} + +//----------------------------------------------------------------------------- +// [SECTION] INITIALIZATION, SHUTDOWN +//----------------------------------------------------------------------------- + +// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself +// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module +ImGuiContext* ImGui::GetCurrentContext() +{ + return GImGui; +} + +void ImGui::SetCurrentContext(ImGuiContext* ctx) +{ +#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC + IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. +#else + GImGui = ctx; +#endif +} + +void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) +{ + GImAllocatorAllocFunc = alloc_func; + GImAllocatorFreeFunc = free_func; + GImAllocatorUserData = user_data; +} + +// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) +void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) +{ + *p_alloc_func = GImAllocatorAllocFunc; + *p_free_func = GImAllocatorFreeFunc; + *p_user_data = GImAllocatorUserData; +} + +ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); + SetCurrentContext(ctx); + Initialize(); + if (prev_ctx != NULL) + SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one. + return ctx; +} + +void ImGui::DestroyContext(ImGuiContext* ctx) +{ + ImGuiContext* prev_ctx = GetCurrentContext(); + if (ctx == NULL) //-V1051 + ctx = prev_ctx; + SetCurrentContext(ctx); + Shutdown(); + SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL); + IM_DELETE(ctx); +} + +// IMPORTANT: ###xxx suffixes must be same in ALL languages +static const ImGuiLocEntry GLocalizationEntriesEnUS[] = +{ + { ImGuiLocKey_VersionStr, "Dear ImGui " IMGUI_VERSION " (" IM_STRINGIFY(IMGUI_VERSION_NUM) ")" }, + { ImGuiLocKey_TableSizeOne, "Size column to fit###SizeOne" }, + { ImGuiLocKey_TableSizeAllFit, "Size all columns to fit###SizeAll" }, + { ImGuiLocKey_TableSizeAllDefault, "Size all columns to default###SizeAll" }, + { ImGuiLocKey_TableResetOrder, "Reset order###ResetOrder" }, + { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)" }, + { ImGuiLocKey_WindowingPopup, "(Popup)" }, + { ImGuiLocKey_WindowingUntitled, "(Untitled)" }, +}; + +void ImGui::Initialize() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(!g.Initialized && !g.SettingsLoaded); + + // Add .ini handle for ImGuiWindow and ImGuiTable types + { + ImGuiSettingsHandler ini_handler; + ini_handler.TypeName = "Window"; + ini_handler.TypeHash = ImHashStr("Window"); + ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; + ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; + ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; + ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; + ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; + AddSettingsHandler(&ini_handler); + } + TableSettingsAddSettingsHandler(); + + // Setup default localization table + LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS)); + + // Setup default platform clipboard/IME handlers. + g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl; // Platform dependent default implementations + g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl; + g.IO.ClipboardUserData = (void*)&g; // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function) + g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl; + + // Create default viewport + ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); + g.Viewports.push_back(viewport); + g.TempBuffer.resize(1024 * 3 + 1, 0); + + // Build KeysMayBeCharInput[] lookup table (1 bool per named key) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + if ((key >= ImGuiKey_0 && key <= ImGuiKey_9) || (key >= ImGuiKey_A && key <= ImGuiKey_Z) || (key >= ImGuiKey_Keypad0 && key <= ImGuiKey_Keypad9) + || key == ImGuiKey_Tab || key == ImGuiKey_Space || key == ImGuiKey_Apostrophe || key == ImGuiKey_Comma || key == ImGuiKey_Minus || key == ImGuiKey_Period + || key == ImGuiKey_Slash || key == ImGuiKey_Semicolon || key == ImGuiKey_Equal || key == ImGuiKey_LeftBracket || key == ImGuiKey_RightBracket || key == ImGuiKey_GraveAccent + || key == ImGuiKey_KeypadDecimal || key == ImGuiKey_KeypadDivide || key == ImGuiKey_KeypadMultiply || key == ImGuiKey_KeypadSubtract || key == ImGuiKey_KeypadAdd || key == ImGuiKey_KeypadEqual) + g.KeysMayBeCharInput.SetBit(key); + +#ifdef IMGUI_HAS_DOCK +#endif + + g.Initialized = true; +} + +// This function is merely here to free heap allocations. +void ImGui::Shutdown() +{ + ImGuiContext& g = *GImGui; + IM_ASSERT_USER_ERROR(g.IO.BackendPlatformUserData == NULL, "Forgot to shutdown Platform backend?"); + IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); + + // 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) + if (g.IO.Fonts && g.FontAtlasOwnedByContext) + { + g.IO.Fonts->Locked = false; + IM_DELETE(g.IO.Fonts); + } + g.IO.Fonts = NULL; + g.DrawListSharedData.TempBuffer.clear(); + + // Cleanup of other data are conditional on actually having initialized Dear ImGui. + if (!g.Initialized) + return; + + // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) + if (g.SettingsLoaded && g.IO.IniFilename != NULL) + SaveIniSettingsToDisk(g.IO.IniFilename); + + CallContextHooks(&g, ImGuiContextHookType_Shutdown); + + // Clear everything else + g.Windows.clear_delete(); + g.WindowsFocusOrder.clear(); + g.WindowsTempSortBuffer.clear(); + g.CurrentWindow = NULL; + g.CurrentWindowStack.clear(); + g.WindowsById.Clear(); + g.NavWindow = NULL; + g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; + g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; + g.MovingWindow = NULL; + + g.KeysRoutingTable.Clear(); + + g.ColorStack.clear(); + g.StyleVarStack.clear(); + g.FontStack.clear(); + g.OpenPopupStack.clear(); + g.BeginPopupStack.clear(); + g.NavTreeNodeStack.clear(); + + g.Viewports.clear_delete(); + + g.TabBars.Clear(); + g.CurrentTabBarStack.clear(); + g.ShrinkWidthBuffer.clear(); + + g.ClipperTempData.clear_destruct(); + + g.Tables.Clear(); + g.TablesTempData.clear_destruct(); + g.DrawChannelsTempMergeBuffer.clear(); + + g.ClipboardHandlerData.clear(); + g.MenusIdSubmittedThisFrame.clear(); + g.InputTextState.ClearFreeMemory(); + g.InputTextDeactivatedState.ClearFreeMemory(); + + g.SettingsWindows.clear(); + g.SettingsHandlers.clear(); + + if (g.LogFile) + { +#ifndef IMGUI_DISABLE_TTY_FUNCTIONS + if (g.LogFile != stdout) +#endif + ImFileClose(g.LogFile); + g.LogFile = NULL; + } + g.LogBuffer.clear(); + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + + g.Initialized = false; +} + +// No specific ordering/dependency support, will see as needed +ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); + g.Hooks.push_back(*hook); + g.Hooks.back().HookId = ++g.HookIdNext; + return g.HookIdNext; +} + +// Deferred removal, avoiding issue with changing vector while iterating it +void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) +{ + ImGuiContext& g = *ctx; + IM_ASSERT(hook_id != 0); + for (ImGuiContextHook& hook : g.Hooks) + if (hook.HookId == hook_id) + hook.Type = ImGuiContextHookType_PendingRemoval_; +} + +// Call context hooks (used by e.g. test engine) +// We assume a small number of hooks so all stored in same array +void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) +{ + ImGuiContext& g = *ctx; + for (ImGuiContextHook& hook : g.Hooks) + if (hook.Type == hook_type) + hook.Callback(&g, &hook); +} + + //----------------------------------------------------------------------------- // [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(NULL) +ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL) { memset(this, 0, sizeof(*this)); + Ctx = ctx; Name = ImStrdup(name); NameBufLen = (int)strlen(name) + 1; ID = ImHashStr(name); @@ -3041,15 +3744,16 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name) : DrawListInst ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f); AutoFitFramesX = AutoFitFramesY = -1; AutoPosLastDirection = ImGuiDir_None; - SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; + SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = 0; SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX); LastFrameActive = -1; LastTimeActive = -1.0f; FontWindowScale = 1.0f; SettingsOffset = -1; DrawList = &DrawListInst; - DrawList->_Data = &context->DrawListSharedData; + DrawList->_Data = &Ctx->DrawListSharedData; DrawList->_OwnerName = Name; + NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); } ImGuiWindow::~ImGuiWindow() @@ -3063,8 +3767,7 @@ ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGui::KeepAliveID(id); - ImGuiContext& g = *GImGui; + ImGuiContext& g = *Ctx; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; @@ -3074,8 +3777,7 @@ ImGuiID ImGuiWindow::GetID(const void* ptr) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGui::KeepAliveID(id); - ImGuiContext& g = *GImGui; + ImGuiContext& g = *Ctx; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); return id; @@ -3085,38 +3787,7 @@ ImGuiID ImGuiWindow::GetID(int n) { ImGuiID seed = IDStack.back(); ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGui::KeepAliveID(id); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const char* str, const char* str_end) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(const void* ptr) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&ptr, sizeof(void*), seed); - ImGuiContext& g = *GImGui; - if (g.DebugHookIdInfo == id) - ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL); - return id; -} - -ImGuiID ImGuiWindow::GetIDNoKeepAlive(int n) -{ - ImGuiID seed = IDStack.back(); - ImGuiID id = ImHashData(&n, sizeof(n), seed); - ImGuiContext& g = *GImGui; + ImGuiContext& g = *Ctx; if (g.DebugHookIdInfo == id) ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); return id; @@ -3128,7 +3799,6 @@ ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs) ImGuiID seed = IDStack.back(); ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs); ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed); - ImGui::KeepAliveID(id); return id; } @@ -3138,7 +3808,10 @@ static void SetCurrentWindow(ImGuiWindow* window) g.CurrentWindow = window; g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; if (window) + { g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); + ImGui::NavUpdateCurrentWindowIsScrollPushableX(); + } } void ImGui::GcCompactTransientMiscBuffers() @@ -3178,9 +3851,31 @@ void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window) void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) { ImGuiContext& g = *GImGui; + + // Clear previous active id + if (g.ActiveId != 0) + { + // While most behaved code would make an effort to not steal active id during window move/drag operations, + // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch + // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that. + if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n"); + g.MovingWindow = NULL; + } + + // This could be written in a more general way (e.g associate a hook to ActiveId), + // but since this is currently quite an exception we'll leave it as is. + // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId() + if (g.InputTextState.ID == g.ActiveId) + InputTextDeactivateHook(g.ActiveId); + } + + // Set active id g.ActiveIdIsJustActivated = (g.ActiveId != id); if (g.ActiveIdIsJustActivated) { + IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : ""); g.ActiveIdTimer = 0.0f; g.ActiveIdHasBeenPressedBefore = false; g.ActiveIdHasBeenEditedBefore = false; @@ -3196,18 +3891,21 @@ void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window) g.ActiveIdNoClearOnFocusLoss = false; g.ActiveIdWindow = window; g.ActiveIdHasBeenEditedThisFrame = false; + g.ActiveIdFromShortcut = false; if (id) { g.ActiveIdIsAlive = id; - g.ActiveIdSource = (g.NavActivateId == id || g.NavActivateInputId == id || g.NavJustMovedToId == id) ? ImGuiInputSource_Nav : ImGuiInputSource_Mouse; + g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse; + IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None); } // Clear declaration of inputs claimed by the widget // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet) - g.ActiveIdUsingMouseWheel = false; g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask = 0x00; +#endif } void ImGui::ClearActiveID() @@ -3220,7 +3918,6 @@ void ImGui::SetHoveredID(ImGuiID id) ImGuiContext& g = *GImGui; g.HoveredId = id; g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; if (id != 0 && g.HoveredIdPreviousFrame != id) g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f; } @@ -3231,29 +3928,28 @@ ImGuiID ImGui::GetHoveredID() return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame; } -void ImGui::KeepAliveID(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - if (g.ActiveId == id) - g.ActiveIdIsAlive = id; - if (g.ActiveIdPreviousFrame == id) - g.ActiveIdPreviousFrameIsAlive = true; -} - void ImGui::MarkItemEdited(ImGuiID id) { // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit(). - // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need need to fill the data. + // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data. ImGuiContext& g = *GImGui; - IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive); - IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out. + if (g.LockMarkEdited > 0) + return; + if (g.ActiveId == id || g.ActiveId == 0) + { + g.ActiveIdHasBeenEditedThisFrame = true; + g.ActiveIdHasBeenEditedBefore = true; + } + + // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343) + // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714) + IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id); + //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id); - g.ActiveIdHasBeenEditedThisFrame = true; - g.ActiveIdHasBeenEditedBefore = true; g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited; } -static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) +bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags) { // An active popup disable hovering on other windows (apart from its own children) // FIXME-OPT: This could be cached/stored within the window. @@ -3263,15 +3959,39 @@ static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFla if (focused_root_window->WasActive && focused_root_window != window->RootWindow) { // For the purpose of those flags we differentiate "standard popup" from "modal popup" - // NB: The order of those two tests is important because Modal windows are also Popups. + // NB: The 'else' is important because Modal windows are also Popups. + bool want_inhibit = false; if (focused_root_window->Flags & ImGuiWindowFlags_Modal) - return false; - if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) - return false; + want_inhibit = true; + else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + want_inhibit = true; + + // Inhibit hover unless the window is within the stack of our modal/popup + if (want_inhibit) + if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window)) + return false; } return true; } +static inline float CalcDelayFromHoveredFlags(ImGuiHoveredFlags flags) +{ + ImGuiContext& g = *GImGui; + if (flags & ImGuiHoveredFlags_DelayNormal) + return g.Style.HoverDelayNormal; + if (flags & ImGuiHoveredFlags_DelayShort) + return g.Style.HoverDelayShort; + return 0.0f; +} + +static ImGuiHoveredFlags ApplyHoverFlagsForTooltip(ImGuiHoveredFlags user_flags, ImGuiHoveredFlags shared_flags) +{ + // Allow instance flags to override shared flags + if (user_flags & (ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal)) + shared_flags &= ~(ImGuiHoveredFlags_DelayNone | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_DelayNormal); + return user_flags | shared_flags; +} + // This is roughly matching the behavior of internal-facing ItemHoverable() // - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered() // - this should work even for non-interactive items that have no ID, so we cannot use LastItemId @@ -3279,12 +3999,17 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavDisableMouseHover && !g.NavDisableHighlight) + IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsItemHovered) == 0 && "Invalid flags for IsItemHovered()!"); + + if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride)) { if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled)) return false; if (!IsItemFocused()) return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipNav); } else { @@ -3292,25 +4017,31 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags; if (!(status_flags & ImGuiItemStatusFlags_HoveredRect)) return false; + + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy)) == 0); // Flags not supported by this function + // Done with rectangle culling so we can perform heavier checks now // Test if we are hovering the right window (our window could be behind another window) // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851) // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was // the test that has been running for a long while. if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0) - if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByWindow) == 0) return false; // Test if another item is active (e.g. being dragged) + const ImGuiID id = g.LastItemData.ID; if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0) - if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap && g.ActiveId != window->MoveId) return false; // Test if interactions on this window are blocked by an active popup or modal. // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here. - if (!IsWindowContentHoverable(window, flags)) + if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck)) return false; // Test if the item is disabled @@ -3318,8 +4049,34 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) return false; // Special handling for calling after Begin() which represent the title bar or tab. - // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. - if (g.LastItemData.ID == window->MoveId && window->WriteAccessed) + // When the window is skipped/collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case. + if (id == window->MoveId && window->WriteAccessed) + return false; + + // Test if using AllowOverlap and overlapped + if ((g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap) && id != 0) + if ((flags & ImGuiHoveredFlags_AllowWhenOverlappedByItem) == 0) + if (g.HoveredIdPreviousFrame != g.LastItemData.ID) + return false; + } + + // Handle hover delay + // (some ideas: https://www.nngroup.com/articles/timing-exposing-content) + const float delay = CalcDelayFromHoveredFlags(flags); + if (delay > 0.0f || (flags & ImGuiHoveredFlags_Stationary)) + { + ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect); + if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverItemDelayIdPreviousFrame != hover_delay_id)) + g.HoverItemDelayTimer = 0.0f; + g.HoverItemDelayId = hover_delay_id; + + // When changing hovered item we requires a bit of stationary delay before activating hover timer, + // but once unlocked on a given item we also moving. + //if (g.HoverDelayTimer >= delay && (g.HoverDelayTimer - g.IO.DeltaTime < delay || g.MouseStationaryTimer - g.IO.DeltaTime < g.Style.HoverStationaryDelay)) { IMGUI_DEBUG_LOG("HoverDelayTimer = %f/%f, MouseStationaryTimer = %f\n", g.HoverDelayTimer, delay, g.MouseStationaryTimer); } + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverItemUnlockedStationaryId != hover_delay_id) + return false; + + if (g.HoverItemDelayTimer < delay) return false; } @@ -3327,22 +4084,28 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags) } // Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered(). -bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) +// (this does not rely on LastItemData it can be called from a ButtonBehavior() call not following an ItemAdd() call) +// FIXME-LEGACY: the 'ImGuiItemFlags item_flags' parameter was added on 2023-06-28. +// If you used this in your legacy/custom widgets code: +// - Commonly: if your ItemHoverable() call comes after an ItemAdd() call: pass 'item_flags = g.LastItemData.InFlags'. +// - Rare: otherwise you may pass 'item_flags = 0' (ImGuiItemFlags_None) unless you want to benefit from special behavior handled by ItemHoverable. +bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id, ImGuiItemFlags item_flags) { ImGuiContext& g = *GImGui; - if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) - return false; - ImGuiWindow* window = g.CurrentWindow; if (g.HoveredWindow != window) return false; - if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) - return false; if (!IsMouseHoveringRect(bb.Min, bb.Max)) return false; - if (g.NavDisableMouseHover) + + if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap) return false; - if (!IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) + if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap) + if (!g.ActiveIdFromShortcut) + return false; + + // Done with rectangle culling so we can perform heavier checks now. + if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None)) { g.HoveredIdDisabled = true; return false; @@ -3351,55 +4114,75 @@ bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id) // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level // hover test in widgets code. We could also decide to split this function is two. if (id != 0) + { + // Drag source doesn't report as hovered + if (g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) + return false; + SetHoveredID(id); + // 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. Generally perceived as a front-to-back hit-test. + if (item_flags & ImGuiItemFlags_AllowOverlap) + { + g.HoveredIdAllowOverlap = true; + if (g.HoveredIdPreviousFrame != id) + return false; + } + } + // When disabled we'll return false but still set HoveredId - ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); if (item_flags & ImGuiItemFlags_Disabled) { // Release active id if turning disabled - if (g.ActiveId == id) + if (g.ActiveId == id && id != 0) ClearActiveID(); g.HoveredIdDisabled = true; return false; } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (id != 0) { // [DEBUG] Item Picker tool! - // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making - // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered - // items if we perform the test in ItemAdd(), but that would incur a small runtime cost. - // #define IMGUI_DEBUG_TOOL_ITEM_PICKER_EX in imconfig.h if you want this check to also be performed in ItemAdd(). + // We perform the check here because reaching is path is rare (1~ time a frame), + // making the cost of this tool near-zero! We could get better call-stack and support picking non-hovered + // items if we performed the test in ItemAdd(), but that would incur a bigger runtime cost. if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id) GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255)); if (g.DebugItemPickerBreakId == id) IM_DEBUG_BREAK(); } +#endif + + if (g.NavDisableMouseHover) + return false; return true; } +// FIXME: This is inlined/duplicated in ItemAdd() +// FIXME: The id != 0 path is not used by our codebase, may get rid of it? bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (!bb.Overlaps(window->ClipRect)) - if (id == 0 || (id != g.ActiveId && id != g.NavId)) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) if (!g.LogEnabled) return true; return false; } // This is also inlined in ItemAdd() -// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set window->DC.LastItemDisplayRect! +// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect. void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect) { ImGuiContext& g = *GImGui; g.LastItemData.ID = item_id; g.LastItemData.InFlags = in_flags; g.LastItemData.StatusFlags = item_flags; - g.LastItemData.Rect = item_rect; + g.LastItemData.Rect = g.LastItemData.NavRect = item_rect; } float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) @@ -3429,20 +4212,51 @@ float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x) // IM_ALLOC() == ImGui::MemAlloc() void* ImGui::MemAlloc(size_t size) { + void* ptr = (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); +#ifndef IMGUI_DISABLE_DEBUG_TOOLS if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations++; - return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData); + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, size); +#endif + return ptr; } // IM_FREE() == ImGui::MemFree() void ImGui::MemFree(void* ptr) { - if (ptr) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (ptr != NULL) if (ImGuiContext* ctx = GImGui) - ctx->IO.MetricsActiveAllocations--; + DebugAllocHook(&ctx->DebugAllocInfo, ctx->FrameCount, ptr, (size_t)-1); +#endif return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData); } +// We record the number of allocation in recent frames, as a way to audit/sanitize our guiding principles of "no allocations on idle/repeating frames" +void ImGui::DebugAllocHook(ImGuiDebugAllocInfo* info, int frame_count, void* ptr, size_t size) +{ + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + IM_UNUSED(ptr); + if (entry->FrameCount != frame_count) + { + info->LastEntriesIdx = (info->LastEntriesIdx + 1) % IM_ARRAYSIZE(info->LastEntriesBuf); + entry = &info->LastEntriesBuf[info->LastEntriesIdx]; + entry->FrameCount = frame_count; + entry->AllocCount = entry->FreeCount = 0; + } + if (size != (size_t)-1) + { + entry->AllocCount++; + info->TotalAllocCount++; + //printf("[%05d] MemAlloc(%d) -> 0x%p\n", frame_count, size, ptr); + } + else + { + entry->FreeCount++; + info->TotalFreeCount++; + //printf("[%05d] MemFree(0x%p)\n", frame_count, ptr); + } +} + const char* ImGui::GetClipboardText() { ImGuiContext& g = *GImGui; @@ -3461,86 +4275,6 @@ const char* ImGui::GetVersion() return IMGUI_VERSION; } -// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself -// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module -ImGuiContext* ImGui::GetCurrentContext() -{ - return GImGui; -} - -void ImGui::SetCurrentContext(ImGuiContext* ctx) -{ -#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC - IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this. -#else - GImGui = ctx; -#endif -} - -void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data) -{ - GImAllocatorAllocFunc = alloc_func; - GImAllocatorFreeFunc = free_func; - GImAllocatorUserData = user_data; -} - -// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space) -void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data) -{ - *p_alloc_func = GImAllocatorAllocFunc; - *p_free_func = GImAllocatorFreeFunc; - *p_user_data = GImAllocatorUserData; -} - -ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas) -{ - ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas); - if (GImGui == NULL) - SetCurrentContext(ctx); - Initialize(ctx); - return ctx; -} - -void ImGui::DestroyContext(ImGuiContext* ctx) -{ - if (ctx == NULL) - ctx = GImGui; - Shutdown(ctx); - if (GImGui == ctx) - SetCurrentContext(NULL); - IM_DELETE(ctx); -} - -// No specific ordering/dependency support, will see as needed -ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook) -{ - ImGuiContext& g = *ctx; - IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_); - g.Hooks.push_back(*hook); - g.Hooks.back().HookId = ++g.HookIdNext; - return g.HookIdNext; -} - -// Deferred removal, avoiding issue with changing vector while iterating it -void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id) -{ - ImGuiContext& g = *ctx; - IM_ASSERT(hook_id != 0); - for (int n = 0; n < g.Hooks.Size; n++) - if (g.Hooks[n].HookId == hook_id) - g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_; -} - -// Call context hooks (used by e.g. test engine) -// We assume a small number of hooks so all stored in same array -void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type) -{ - ImGuiContext& g = *ctx; - for (int n = 0; n < g.Hooks.Size; n++) - if (g.Hooks[n].Type == hook_type) - g.Hooks[n].Callback(&g, &g.Hooks[n]); -} - ImGuiIO& ImGui::GetIO() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); @@ -3565,33 +4299,33 @@ int ImGui::GetFrameCount() return GImGui->FrameCount; } -static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) +static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name) { // Create the draw list on demand, because they are not frequently used for all viewports ImGuiContext& g = *GImGui; - IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists)); - ImDrawList* draw_list = viewport->DrawLists[drawlist_no]; + IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->BgFgDrawLists)); + ImDrawList* draw_list = viewport->BgFgDrawLists[drawlist_no]; if (draw_list == NULL) { draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData); draw_list->_OwnerName = drawlist_name; - viewport->DrawLists[drawlist_no] = draw_list; + viewport->BgFgDrawLists[drawlist_no] = draw_list; } // Our ImDrawList system requires that there is always a command - if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount) + if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) { draw_list->_ResetForNewFrame(); draw_list->PushTextureID(g.IO.Fonts->TexID); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); - viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount; + viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; } return draw_list; } ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport) { - return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background"); + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 0, "##Background"); } ImDrawList* ImGui::GetBackgroundDrawList() @@ -3602,7 +4336,7 @@ ImDrawList* ImGui::GetBackgroundDrawList() ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport) { - return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); + return GetViewportBgFgDrawList((ImGuiViewportP*)viewport, 1, "##Foreground"); } ImDrawList* ImGui::GetForegroundDrawList() @@ -3627,7 +4361,7 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window) g.NavDisableHighlight = true; g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindow->Pos; g.ActiveIdNoClearOnFocusLoss = true; - SetActiveIdUsingNavAndKeys(); + SetActiveIdUsingAllKeyboardKeys(); bool can_move_window = true; if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove)) @@ -3654,11 +4388,7 @@ void ImGui::UpdateMouseMovingWindowNewFrame() if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos)) { ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset; - if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y) - { - MarkIniSettingsDirty(moving_window); - SetWindowPos(moving_window, pos, ImGuiCond_Always); - } + SetWindowPos(moving_window, pos, ImGuiCond_Always); FocusWindow(g.MovingWindow); } else @@ -3713,10 +4443,10 @@ void ImGui::UpdateMouseMovingWindowEndFrame() if (g.HoveredIdDisabled) g.MovingWindow = NULL; } - else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL) + else if (root_window == NULL && g.NavWindow != NULL) { // Clicking on void disable focus - FocusWindow(NULL); + FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal); } } @@ -3738,164 +4468,6 @@ static bool IsWindowActiveAndVisible(ImGuiWindow* window) return (window->Active) && (!window->Hidden); } -static void ImGui::UpdateMouseInputs() -{ - ImGuiContext& g = *GImGui; - - // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) - if (IsMousePosValid(&g.IO.MousePos)) - g.IO.MousePos = g.MouseLastValidPos = ImFloor(g.IO.MousePos); - - // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MousePosPrev)) - g.IO.MouseDelta = g.IO.MousePos - g.IO.MousePosPrev; - else - g.IO.MouseDelta = ImVec2(0.0f, 0.0f); - - // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. - if (g.IO.MouseDelta.x != 0.0f || g.IO.MouseDelta.y != 0.0f) - g.NavDisableMouseHover = false; - - g.IO.MousePosPrev = g.IO.MousePos; - for (int i = 0; i < IM_ARRAYSIZE(g.IO.MouseDown); i++) - { - g.IO.MouseClicked[i] = g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] < 0.0f; - g.IO.MouseClickedCount[i] = 0; // Will be filled below - g.IO.MouseReleased[i] = !g.IO.MouseDown[i] && g.IO.MouseDownDuration[i] >= 0.0f; - g.IO.MouseDownDurationPrev[i] = g.IO.MouseDownDuration[i]; - g.IO.MouseDownDuration[i] = g.IO.MouseDown[i] ? (g.IO.MouseDownDuration[i] < 0.0f ? 0.0f : g.IO.MouseDownDuration[i] + g.IO.DeltaTime) : -1.0f; - if (g.IO.MouseClicked[i]) - { - bool is_repeated_click = false; - if ((float)(g.Time - g.IO.MouseClickedTime[i]) < g.IO.MouseDoubleClickTime) - { - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - if (ImLengthSqr(delta_from_click_pos) < g.IO.MouseDoubleClickMaxDist * g.IO.MouseDoubleClickMaxDist) - is_repeated_click = true; - } - if (is_repeated_click) - g.IO.MouseClickedLastCount[i]++; - else - g.IO.MouseClickedLastCount[i] = 1; - g.IO.MouseClickedTime[i] = g.Time; - g.IO.MouseClickedPos[i] = g.IO.MousePos; - g.IO.MouseClickedCount[i] = g.IO.MouseClickedLastCount[i]; - g.IO.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = 0.0f; - } - else if (g.IO.MouseDown[i]) - { - // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold - ImVec2 delta_from_click_pos = IsMousePosValid(&g.IO.MousePos) ? (g.IO.MousePos - g.IO.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); - g.IO.MouseDragMaxDistanceSqr[i] = ImMax(g.IO.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos)); - g.IO.MouseDragMaxDistanceAbs[i].x = ImMax(g.IO.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x); - g.IO.MouseDragMaxDistanceAbs[i].y = ImMax(g.IO.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y); - } - - // We provide io.MouseDoubleClicked[] as a legacy service - g.IO.MouseDoubleClicked[i] = (g.IO.MouseClickedCount[i] == 2); - - // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation - if (g.IO.MouseClicked[i]) - g.NavDisableMouseHover = false; - } -} - -static void StartLockWheelingWindow(ImGuiWindow* window) -{ - ImGuiContext& g = *GImGui; - if (g.WheelingWindow == window) - return; - g.WheelingWindow = window; - g.WheelingWindowRefMousePos = g.IO.MousePos; - g.WheelingWindowTimer = WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER; -} - -void ImGui::UpdateMouseWheel() -{ - ImGuiContext& g = *GImGui; - - // Reset the locked window if we move the mouse or after the timer elapses - if (g.WheelingWindow != NULL) - { - g.WheelingWindowTimer -= g.IO.DeltaTime; - if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) - g.WheelingWindowTimer = 0.0f; - if (g.WheelingWindowTimer <= 0.0f) - { - g.WheelingWindow = NULL; - g.WheelingWindowTimer = 0.0f; - } - } - - if (g.IO.MouseWheel == 0.0f && g.IO.MouseWheelH == 0.0f) - return; - - if ((g.ActiveId != 0 && g.ActiveIdUsingMouseWheel) || (g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrameUsingMouseWheel)) - return; - - ImGuiWindow* window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; - if (!window || window->Collapsed) - return; - - // Zoom / Scale window - // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. - if (g.IO.MouseWheel != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) - { - StartLockWheelingWindow(window); - const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); - const float scale = new_font_scale / window->FontWindowScale; - window->FontWindowScale = new_font_scale; - if (window == window->RootWindow) - { - const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; - SetWindowPos(window, window->Pos + offset, 0); - window->Size = ImFloor(window->Size * scale); - window->SizeFull = ImFloor(window->SizeFull * scale); - } - return; - } - - // Mouse wheel scrolling - // If a child window has the ImGuiWindowFlags_NoScrollWithMouse flag, we give a chance to scroll its parent - if (g.IO.KeyCtrl) - return; - - // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead - // (we avoid doing it on OSX as it the OS input layer handles this already) - const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors; - const float wheel_y = swap_axis ? 0.0f : g.IO.MouseWheel; - const float wheel_x = swap_axis ? g.IO.MouseWheel : g.IO.MouseWheelH; - - // Vertical Mouse Wheel scrolling - if (wheel_y != 0.0f) - { - StartLockWheelingWindow(window); - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.y == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) - window = window->ParentWindow; - if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) - { - float max_step = window->InnerRect.GetHeight() * 0.67f; - float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step)); - SetScrollY(window, window->Scroll.y - wheel_y * scroll_step); - } - } - - // Horizontal Mouse Wheel scrolling, or Vertical Mouse Wheel w/ Shift held - if (wheel_x != 0.0f) - { - StartLockWheelingWindow(window); - while ((window->Flags & ImGuiWindowFlags_ChildWindow) && ((window->ScrollMax.x == 0.0f) || ((window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)))) - window = window->ParentWindow; - if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) - { - float max_step = window->InnerRect.GetWidth() * 0.67f; - float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step)); - SetScrollX(window, window->Scroll.x - wheel_x * scroll_step); - } - } -} - // The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app) void ImGui::UpdateHoveredWindowAndCaptureFlags() { @@ -3962,28 +4534,16 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags() } // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app) - if (g.WantCaptureKeyboardNextFrame != -1) - io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); - else - io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); + io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL); if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard)) io.WantCaptureKeyboard = true; + if (g.WantCaptureKeyboardNextFrame != -1) // Manual override + io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0); // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } -ImGuiKeyModFlags ImGui::GetMergedKeyModFlags() -{ - ImGuiContext& g = *GImGui; - ImGuiKeyModFlags key_mod_flags = ImGuiKeyModFlags_None; - if (g.IO.KeyCtrl) { key_mod_flags |= ImGuiKeyModFlags_Ctrl; } - if (g.IO.KeyShift) { key_mod_flags |= ImGuiKeyModFlags_Shift; } - if (g.IO.KeyAlt) { key_mod_flags |= ImGuiKeyModFlags_Alt; } - if (g.IO.KeySuper) { key_mod_flags |= ImGuiKeyModFlags_Super; } - return key_mod_flags; -} - void ImGui::NewFrame() { IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?"); @@ -4017,6 +4577,11 @@ void ImGui::NewFrame() g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame)); g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX; + // Process input queue (trickle as many events as possible), turn events into writes to IO structure + g.InputEventsTrail.resize(0); + UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue); + + // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) UpdateViewportsNewFrame(); // Setup current font and draw list shared data @@ -4024,8 +4589,8 @@ void ImGui::NewFrame() SetCurrentFont(GetDefaultFont()); IM_ASSERT(g.Font->IsLoaded()); ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (int n = 0; n < g.Viewports.Size; n++) - virtual_space.Add(g.Viewports[n]->GetMainRect()); + for (ImGuiViewportP* viewport : g.Viewports) + virtual_space.Add(viewport->GetMainRect()); g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4(); g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol; g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError); @@ -4040,11 +4605,8 @@ void ImGui::NewFrame() g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset; // Mark rendering data as invalid to prevent user who may have a handle on it to use it. - for (int n = 0; n < g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawDataP.Clear(); - } + for (ImGuiViewportP* viewport : g.Viewports) + viewport->DrawDataP.Valid = false; // 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) @@ -4060,15 +4622,20 @@ void ImGui::NewFrame() if (g.HoveredId && g.ActiveId != g.HoveredId) g.HoveredIdNotActiveTimer += g.IO.DeltaTime; g.HoveredIdPreviousFrame = g.HoveredId; - g.HoveredIdPreviousFrameUsingMouseWheel = g.HoveredIdUsingMouseWheel; g.HoveredId = 0; g.HoveredIdAllowOverlap = false; - g.HoveredIdUsingMouseWheel = false; g.HoveredIdDisabled = false; - // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) - if (g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId && g.ActiveId != 0) + // Clear ActiveID if the item is not alive anymore. + // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd(). + // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves. + if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId) + { + IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n"); ClearActiveID(); + } + + // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore) if (g.ActiveId) g.ActiveIdTimer += g.IO.DeltaTime; g.LastActiveIdTimer += g.IO.DeltaTime; @@ -4084,8 +4651,53 @@ void ImGui::NewFrame() if (g.ActiveId == 0) { g.ActiveIdUsingNavDirMask = 0x00; + g.ActiveIdUsingAllKeyboardKeys = false; +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO g.ActiveIdUsingNavInputMask = 0x00; - g.ActiveIdUsingKeyInputMask = 0x00; +#endif + } + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (g.ActiveId == 0) + g.ActiveIdUsingNavInputMask = 0; + else if (g.ActiveIdUsingNavInputMask != 0) + { + // If your custom widget code used: { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); } + // Since IMGUI_VERSION_NUM >= 18804 it should be: { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); } + if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel)) + SetKeyOwner(ImGuiKey_Escape, g.ActiveId); + if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel)) + IM_ASSERT(0); // Other values unsupported + } +#endif + + // Record when we have been stationary as this state is preserved while over same item. + // FIXME: The way this is expressed means user cannot alter HoverStationaryDelay during the frame to use varying values. + // To allow this we should store HoverItemMaxStationaryTime+ID and perform the >= check in IsItemHovered() function. + if (g.HoverItemDelayId != 0 && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverItemUnlockedStationaryId = g.HoverItemDelayId; + else if (g.HoverItemDelayId == 0) + g.HoverItemUnlockedStationaryId = 0; + if (g.HoveredWindow != NULL && g.MouseStationaryTimer >= g.Style.HoverStationaryDelay) + g.HoverWindowUnlockedStationaryId = g.HoveredWindow->ID; + else if (g.HoveredWindow == NULL) + g.HoverWindowUnlockedStationaryId = 0; + + // Update hover delay for IsItemHovered() with delays and tooltips + g.HoverItemDelayIdPreviousFrame = g.HoverItemDelayId; + if (g.HoverItemDelayId != 0) + { + g.HoverItemDelayTimer += g.IO.DeltaTime; + g.HoverItemDelayClearTimer = 0.0f; + g.HoverItemDelayId = 0; + } + else if (g.HoverItemDelayTimer > 0.0f) + { + // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps + // We could expose 0.25f as style.HoverClearDelay but I am not sure of the logic yet, this is particularly subtle. + g.HoverItemDelayClearTimer += g.IO.DeltaTime; + if (g.HoverItemDelayClearTimer >= ImMax(0.25f, g.IO.DeltaTime * 2.0f)) // ~7 frames at 30 Hz + allow for low framerate + g.HoverItemDelayTimer = g.HoverItemDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer. } // Drag and drop @@ -4100,20 +4712,13 @@ void ImGui::NewFrame() //if (g.IO.AppFocusLost) // ClosePopupsExceptModals(); - // Clear buttons state when focus is lost - // (this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle) - if (g.IO.AppFocusLost) - { - g.IO.ClearInputKeys(); - g.IO.AppFocusLost = false; - } - // Update keyboard input state - // Synchronize io.KeyMods with individual modifiers io.KeyXXX bools - g.IO.KeyMods = GetMergedKeyModFlags(); - memcpy(g.IO.KeysDownDurationPrev, g.IO.KeysDownDuration, sizeof(g.IO.KeysDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(g.IO.KeysDown); i++) - g.IO.KeysDownDuration[i] = g.IO.KeysDown[i] ? (g.IO.KeysDownDuration[i] < 0.0f ? 0.0f : g.IO.KeysDownDuration[i] + g.IO.DeltaTime) : -1.0f; + UpdateKeyboardInputs(); + + //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl)); + //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift)); + //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt)); + //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper)); // Update gamepad/keyboard navigation NavUpdate(); @@ -4136,7 +4741,10 @@ void ImGui::NewFrame() g.MouseCursor = ImGuiMouseCursor_Arrow; g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1; - g.PlatformImePos = ImVec2(1.0f, 1.0f); // OS Input Method Editor showing on top-left of our window by default + + // Platform IME data: reset for the frame + g.PlatformImeDataPrev = g.PlatformImeData; + g.PlatformImeData.WantVisible = false; // Mouse wheel scrolling, scale UpdateMouseWheel(); @@ -4144,13 +4752,13 @@ void ImGui::NewFrame() // Mark all windows as not visible and compact unused memory. IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size); const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer; - for (int i = 0; i != g.Windows.Size; i++) + for (ImGuiWindow* window : g.Windows) { - ImGuiWindow* window = g.Windows[i]; window->WasActive = window->Active; - window->BeginCount = 0; window->Active = false; window->WriteAccessed = false; + window->BeginCountPreviousFrame = window->BeginCount; + window->BeginCount = 0; // Garbage collect transient buffers of recently unused windows if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time) @@ -4161,16 +4769,16 @@ void ImGui::NewFrame() for (int i = 0; i < g.TablesLastTimeActive.Size; i++) if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time) TableGcCompactTransientBuffers(g.Tables.GetByIndex(i)); - for (int i = 0; i < g.TablesTempData.Size; i++) - if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time) - TableGcCompactTransientBuffers(&g.TablesTempData[i]); + for (ImGuiTableTempData& table_temp_data : g.TablesTempData) + if (table_temp_data.LastTimeActive >= 0.0f && table_temp_data.LastTimeActive < memory_compact_start_time) + TableGcCompactTransientBuffers(&table_temp_data); if (g.GcCompactAll) GcCompactTransientMiscBuffers(); g.GcCompactAll = false; // Closing the focused window restore focus to the first active root window in descending z-order if (g.NavWindow && !g.NavWindow->WasActive) - FocusTopMostWindowUnderOne(NULL, NULL); + FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // 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. @@ -4181,127 +4789,43 @@ void ImGui::NewFrame() g.GroupStack.resize(0); // [DEBUG] Update debug features +#ifndef IMGUI_DISABLE_DEBUG_TOOLS UpdateDebugToolItemPicker(); UpdateDebugToolStackQueries(); + UpdateDebugToolFlashStyleColor(); + if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0) + { + g.DebugLocateId = 0; + g.DebugBreakInLocateId = false; + } + if (g.DebugLogAutoDisableFrames > 0 && --g.DebugLogAutoDisableFrames == 0) + { + DebugLog("(Debug Log: Auto-disabled some ImGuiDebugLogFlags after 2 frames)\n"); + g.DebugLogFlags &= ~g.DebugLogAutoDisableFlags; + g.DebugLogAutoDisableFlags = ImGuiDebugLogFlags_None; + } +#endif // Create implicit/fallback window - which we will only render it if the user has added something to it. // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags. - // This fallback is particularly important as it avoid ImGui:: calls from crashing. + // This fallback is particularly important as it prevents ImGui:: calls from crashing. g.WithinFrameScopeWithImplicitWindow = true; SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver); Begin("Debug##Default"); IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true); + // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack, + // allowing to validate correct Begin/End behavior in user code. +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.ConfigDebugBeginReturnValueLoop) + g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10); + else + g.DebugBeginReturnValueCullDepth = -1; +#endif + CallContextHooks(&g, ImGuiContextHookType_NewFramePost); } -void ImGui::Initialize(ImGuiContext* context) -{ - ImGuiContext& g = *context; - IM_ASSERT(!g.Initialized && !g.SettingsLoaded); - - // Add .ini handle for ImGuiWindow type - { - ImGuiSettingsHandler ini_handler; - ini_handler.TypeName = "Window"; - ini_handler.TypeHash = ImHashStr("Window"); - ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll; - ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen; - ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine; - ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll; - ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); - } - - // Add .ini handle for ImGuiTable type - TableSettingsInstallHandler(context); - - // Create default viewport - ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); - g.Viewports.push_back(viewport); - -#ifdef IMGUI_HAS_DOCK -#endif - - g.Initialized = true; -} - -// This function is merely here to free heap allocations. -void ImGui::Shutdown(ImGuiContext* context) -{ - // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) - ImGuiContext& g = *context; - if (g.IO.Fonts && g.FontAtlasOwnedByContext) - { - g.IO.Fonts->Locked = false; - IM_DELETE(g.IO.Fonts); - } - g.IO.Fonts = NULL; - - // Cleanup of other data are conditional on actually having initialized Dear ImGui. - if (!g.Initialized) - return; - - // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file) - if (g.SettingsLoaded && g.IO.IniFilename != NULL) - { - ImGuiContext* backup_context = GImGui; - SetCurrentContext(&g); - SaveIniSettingsToDisk(g.IO.IniFilename); - SetCurrentContext(backup_context); - } - - CallContextHooks(&g, ImGuiContextHookType_Shutdown); - - // Clear everything else - g.Windows.clear_delete(); - g.WindowsFocusOrder.clear(); - g.WindowsTempSortBuffer.clear(); - g.CurrentWindow = NULL; - g.CurrentWindowStack.clear(); - g.WindowsById.Clear(); - g.NavWindow = NULL; - g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL; - g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL; - g.MovingWindow = NULL; - g.ColorStack.clear(); - g.StyleVarStack.clear(); - g.FontStack.clear(); - g.OpenPopupStack.clear(); - g.BeginPopupStack.clear(); - - g.Viewports.clear_delete(); - - g.TabBars.Clear(); - g.CurrentTabBarStack.clear(); - g.ShrinkWidthBuffer.clear(); - - g.ClipperTempData.clear_destruct(); - - g.Tables.Clear(); - g.TablesTempData.clear_destruct(); - g.DrawChannelsTempMergeBuffer.clear(); - - g.ClipboardHandlerData.clear(); - g.MenusIdSubmittedThisFrame.clear(); - g.InputTextState.ClearFreeMemory(); - - g.SettingsWindows.clear(); - g.SettingsHandlers.clear(); - - if (g.LogFile) - { -#ifndef IMGUI_DISABLE_TTY_FUNCTIONS - if (g.LogFile != stdout) -#endif - ImFileClose(g.LogFile); - g.LogFile = NULL; - } - g.LogBuffer.clear(); - - g.Initialized = false; -} - // FIXME: Add a more explicit sort order in the window structure. static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs) { @@ -4330,54 +4854,17 @@ static void AddWindowToSortBuffer(ImVector* out_sorted_windows, Im } } -static void AddDrawListToDrawData(ImVector* out_list, ImDrawList* draw_list) -{ - // Remove trailing command if unused. - // Technically we could return directly instead of popping, but this make things looks neat in Metrics/Debugger window as well. - draw_list->_PopUnusedDrawCmd(); - if (draw_list->CmdBuffer.Size == 0) - return; - - // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. - // May trigger for you if you are using PrimXXX functions incorrectly. - IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); - IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); - if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) - IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); - - // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) - // If this assert triggers because you are drawing lots of stuff manually: - // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. - // Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. - // - If you want large meshes with more than 64K vertices, you can either: - // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. - // Most example backends already support this from 1.71. Pre-1.71 backends won't. - // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. - // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. - // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: - // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); - // Your own engine or render API may use different parameters or function calls to specify index sizes. - // 2 and 4 bytes indices are generally supported by most graphics API. - // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching - // the 64K limit to split your draw commands in multiple draw lists. - if (sizeof(ImDrawIdx) == 2) - IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); - - out_list->push_back(draw_list); -} - static void AddWindowToDrawData(ImGuiWindow* window, int layer) { ImGuiContext& g = *GImGui; ImGuiViewportP* viewport = g.Viewports[0]; g.IO.MetricsRenderWindows++; - AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList); - for (int i = 0; i < window->DC.ChildWindows.Size; i++) - { - ImGuiWindow* child = window->DC.ChildWindows[i]; + if (window->DrawList->_Splitter._Count > 1) + window->DrawList->ChannelsMerge(); // Merge if user forgot to merge back. Also required in Docking branch for ImGuiWindowFlags_DockNodeHost windows. + ImGui::AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[layer], window->DrawList); + for (ImGuiWindow* child : window->DC.ChildWindows) if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active AddWindowToDrawData(child, layer); - } } static inline int GetWindowDisplayLayer(ImGuiWindow* window) @@ -4391,40 +4878,41 @@ static inline void AddRootWindowToDrawData(ImGuiWindow* window) AddWindowToDrawData(window, GetWindowDisplayLayer(window)); } -void ImDrawDataBuilder::FlattenIntoSingleLayer() +static void FlattenDrawDataIntoSingleLayer(ImDrawDataBuilder* builder) { - int n = Layers[0].Size; - int size = n; - for (int i = 1; i < IM_ARRAYSIZE(Layers); i++) - size += Layers[i].Size; - Layers[0].resize(size); - for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++) + int n = builder->Layers[0]->Size; + int full_size = n; + for (int i = 1; i < IM_ARRAYSIZE(builder->Layers); i++) + full_size += builder->Layers[i]->Size; + builder->Layers[0]->resize(full_size); + for (int layer_n = 1; layer_n < IM_ARRAYSIZE(builder->Layers); layer_n++) { - ImVector& layer = Layers[layer_n]; - if (layer.empty()) + ImVector* layer = builder->Layers[layer_n]; + if (layer->empty()) continue; - memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*)); - n += layer.Size; - layer.resize(0); + memcpy(builder->Layers[0]->Data + n, layer->Data, layer->Size * sizeof(ImDrawList*)); + n += layer->Size; + layer->resize(0); } } -static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector* draw_lists) +static void InitViewportDrawData(ImGuiViewportP* viewport) { ImGuiIO& io = ImGui::GetIO(); ImDrawData* draw_data = &viewport->DrawDataP; + + viewport->DrawDataBuilder.Layers[0] = &draw_data->CmdLists; + viewport->DrawDataBuilder.Layers[1] = &viewport->DrawDataBuilder.LayerData1; + viewport->DrawDataBuilder.Layers[0]->resize(0); + viewport->DrawDataBuilder.Layers[1]->resize(0); + draw_data->Valid = true; - draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL; - draw_data->CmdListsCount = draw_lists->Size; + draw_data->CmdListsCount = 0; draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0; draw_data->DisplayPos = viewport->Pos; draw_data->DisplaySize = viewport->Size; draw_data->FramebufferScale = io.DisplayFramebufferScale; - for (int n = 0; n < draw_lists->Size; n++) - { - draw_data->TotalVtxCount += draw_lists->Data[n]->VtxBuffer.Size; - draw_data->TotalIdxCount += draw_lists->Data[n]->IdxBuffer.Size; - } + draw_data->OwnerViewport = viewport; } // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. @@ -4459,15 +4947,17 @@ static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 { // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows, // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing. + // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order. ImDrawList* draw_list = window->RootWindow->DrawList; if (draw_list->CmdBuffer.Size == 0) draw_list->AddDrawCmd(); - draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged + draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // FIXME: Need to stricty ensure ImDrawCmd are not merged (ElemCount==6 checks below will verify that) draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col); ImDrawCmd cmd = draw_list->CmdBuffer.back(); IM_ASSERT(cmd.ElemCount == 6); draw_list->CmdBuffer.pop_back(); draw_list->CmdBuffer.push_front(cmd); + draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command. draw_list->PopClipRect(); } } @@ -4493,6 +4983,8 @@ static void ImGui::RenderDimmedBackgrounds() { ImGuiContext& g = *GImGui; ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal(); + if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f) + return; const bool dim_bg_for_modal = (modal_window != NULL); const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active); if (!dim_bg_for_modal && !dim_bg_for_window_list) @@ -4540,11 +5032,13 @@ void ImGui::EndFrame() ErrorCheckEndFrameSanityChecks(); - // Notify OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) - if (g.IO.ImeSetInputScreenPosFn && (g.PlatformImeLastPos.x == FLT_MAX || ImLengthSqr(g.PlatformImeLastPos - g.PlatformImePos) > 0.0001f)) + // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME) + ImGuiPlatformImeData* ime_data = &g.PlatformImeData; + if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0) { - g.IO.ImeSetInputScreenPosFn((int)g.PlatformImePos.x, (int)g.PlatformImePos.y); - g.PlatformImeLastPos = g.PlatformImePos; + IMGUI_DEBUG_LOG_IO("[io] Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y); + ImGuiViewport* viewport = GetMainViewport(); + g.IO.SetPlatformImeDataFn(viewport, ime_data); } // Hide implicit/fallback "Debug" window if it hasn't been used @@ -4584,9 +5078,8 @@ void ImGui::EndFrame() // We cannot do that on FocusWindow() because children may not exist yet g.WindowsTempSortBuffer.resize(0); g.WindowsTempSortBuffer.reserve(g.Windows.Size); - for (int i = 0; i != g.Windows.Size; i++) + for (ImGuiWindow* window : g.Windows) { - ImGuiWindow* window = g.Windows[i]; if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow)) // if a child is active its parent will add it continue; AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window); @@ -4601,10 +5094,10 @@ void ImGui::EndFrame() g.IO.Fonts->Locked = false; // Clear Input data for next frame + g.IO.MousePosPrev = g.IO.MousePos; + g.IO.AppFocusLost = false; g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f; g.IO.InputQueueCharacters.resize(0); - g.IO.KeyModsPrev = g.IO.KeyMods; // doing it here is better than in NewFrame() as we'll tolerate backend writing to KeyMods. If we want to firmly disallow it we should detect it. - memset(g.IO.NavInputs, 0, sizeof(g.IO.NavInputs)); CallContextHooks(&g, ImGuiContextHookType_EndFramePost); } @@ -4619,32 +5112,30 @@ void ImGui::Render() if (g.FrameCountEnded != g.FrameCount) EndFrame(); - const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount); + if (g.FrameCountRendered == g.FrameCount) + return; g.FrameCountRendered = g.FrameCount; - g.IO.MetricsRenderWindows = 0; + g.IO.MetricsRenderWindows = 0; CallContextHooks(&g, ImGuiContextHookType_RenderPre); - // Add background ImDrawList (for each active viewport) - for (int n = 0; n != g.Viewports.Size; n++) - { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawDataBuilder.Clear(); - if (viewport->DrawLists[0] != NULL) - AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); - } - // Draw modal/window whitening backgrounds - if (first_render_of_frame) - RenderDimmedBackgrounds(); + RenderDimmedBackgrounds(); + + // Add background ImDrawList (for each active viewport) + for (ImGuiViewportP* viewport : g.Viewports) + { + InitViewportDrawData(viewport); + if (viewport->BgFgDrawLists[0] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport)); + } // Add ImDrawList to render ImGuiWindow* windows_to_render_top_most[2]; windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindow : NULL; windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL); - for (int n = 0; n != g.Windows.Size; n++) + for (ImGuiWindow* window : g.Windows) { - ImGuiWindow* window = g.Windows[n]; IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'" if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1]) AddRootWindowToDrawData(window); @@ -4653,23 +5144,26 @@ void ImGui::Render() if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window AddRootWindowToDrawData(windows_to_render_top_most[n]); + // Draw software mouse cursor if requested by io.MouseDrawCursor flag + if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None) + RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + // Setup ImDrawData structures for end-user g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0; - for (int n = 0; n < g.Viewports.Size; n++) + for (ImGuiViewportP* viewport : g.Viewports) { - ImGuiViewportP* viewport = g.Viewports[n]; - viewport->DrawDataBuilder.FlattenIntoSingleLayer(); - - // Draw software mouse cursor if requested by io.MouseDrawCursor flag - if (g.IO.MouseDrawCursor && first_render_of_frame) - RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48)); + FlattenDrawDataIntoSingleLayer(&viewport->DrawDataBuilder); // Add foreground ImDrawList (for each active viewport) - if (viewport->DrawLists[1] != NULL) - AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); + if (viewport->BgFgDrawLists[1] != NULL) + AddDrawListToDrawDataEx(&viewport->DrawDataP, viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport)); - SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]); + // We call _PopUnusedDrawCmd() last thing, as RenderDimmedBackgrounds() rely on a valid command being there (especially in docking branch). ImDrawData* draw_data = &viewport->DrawDataP; + IM_ASSERT(draw_data->CmdLists.Size == draw_data->CmdListsCount); + for (ImDrawList* draw_list : draw_data->CmdLists) + draw_list->_PopUnusedDrawCmd(); + g.IO.MetricsRenderVertices += draw_data->TotalVtxCount; g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } @@ -4700,7 +5194,7 @@ ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_tex // FIXME: Investigate using ceilf or e.g. // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html - text_size.x = IM_FLOOR(text_size.x + 0.99999f); + text_size.x = IM_TRUNC(text_size.x + 0.99999f); return text_size; } @@ -4730,12 +5224,8 @@ static void FindHoveredWindow() continue; // Using the clipped AABB, a child window will typically be clipped by its parent (not always) - ImRect bb(window->OuterRectClipped); - if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) - bb.Expand(padding_regular); - else - bb.Expand(padding_for_resize); - if (!bb.Contains(g.IO.MousePos)) + ImVec2 hit_padding = (window->Flags & (ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize)) ? padding_regular : padding_for_resize; + if (!window->OuterRectClipped.ContainsWithPad(g.IO.MousePos, hit_padding)) continue; // Support for one rectangular hole in any given window @@ -4761,238 +5251,6 @@ static void FindHoveredWindow() g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window; } -// Test if mouse cursor is hovering given rectangle -// NB- Rectangle is clipped by our current clip setting -// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) -bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) -{ - ImGuiContext& g = *GImGui; - - // Clip - ImRect rect_clipped(r_min, r_max); - if (clip) - rect_clipped.ClipWith(g.CurrentWindow->ClipRect); - - // Expand for touch input - const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding); - if (!rect_for_touch.Contains(g.IO.MousePos)) - return false; - return true; -} - -int ImGui::GetKeyIndex(ImGuiKey imgui_key) -{ - IM_ASSERT(imgui_key >= 0 && imgui_key < ImGuiKey_COUNT); - ImGuiContext& g = *GImGui; - return g.IO.KeyMap[imgui_key]; -} - -// Note that dear imgui doesn't know the semantic of each entry of io.KeysDown[]! -// Use your own indices/enums according to how your backend/engine stored them into io.KeysDown[]! -bool ImGui::IsKeyDown(int user_key_index) -{ - if (user_key_index < 0) - return false; - ImGuiContext& g = *GImGui; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDown[user_key_index]; -} - -// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) -// t1 = current time (e.g.: g.Time) -// An event is triggered at: -// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N -int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) -{ - if (t1 == 0.0f) - return 1; - if (t0 >= t1) - return 0; - if (repeat_rate <= 0.0f) - return (t0 < repeat_delay) && (t1 >= repeat_delay); - const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); - const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); - const int count = count_t1 - count_t0; - return count; -} - -int ImGui::GetKeyPressedAmount(int key_index, float repeat_delay, float repeat_rate) -{ - ImGuiContext& g = *GImGui; - if (key_index < 0) - return 0; - IM_ASSERT(key_index >= 0 && key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[key_index]; - return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); -} - -bool ImGui::IsKeyPressed(int user_key_index, bool repeat) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) - return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - const float t = g.IO.KeysDownDuration[user_key_index]; - if (t == 0.0f) - return true; - if (repeat && t > g.IO.KeyRepeatDelay) - return GetKeyPressedAmount(user_key_index, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; - return false; -} - -bool ImGui::IsKeyReleased(int user_key_index) -{ - ImGuiContext& g = *GImGui; - if (user_key_index < 0) return false; - IM_ASSERT(user_key_index >= 0 && user_key_index < IM_ARRAYSIZE(g.IO.KeysDown)); - return g.IO.KeysDownDurationPrev[user_key_index] >= 0.0f && !g.IO.KeysDown[user_key_index]; -} - -bool ImGui::IsMouseDown(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseDown[button]; -} - -bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - const float t = g.IO.MouseDownDuration[button]; - if (t == 0.0f) - return true; - - if (repeat && t > g.IO.KeyRepeatDelay) - { - // FIXME: 2019/05/03: Our old repeat code was wrong here and led to doubling the repeat rate, which made it an ok rate for repeat on mouse hold. - int amount = CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate * 0.50f); - if (amount > 0) - return true; - } - return false; -} - -bool ImGui::IsMouseReleased(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseReleased[button]; -} - -bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseClickedCount[button] == 2; -} - -int ImGui::GetMouseClickedCount(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - return g.IO.MouseClickedCount[button]; -} - -// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. -// [Internal] This doesn't test if the button is pressed -bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; -} - -bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (!g.IO.MouseDown[button]) - return false; - return IsMouseDragPastThreshold(button, lock_threshold); -} - -ImVec2 ImGui::GetMousePos() -{ - ImGuiContext& g = *GImGui; - return g.IO.MousePos; -} - -// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! -ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() -{ - ImGuiContext& g = *GImGui; - if (g.BeginPopupStack.Size > 0) - return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; - return g.IO.MousePos; -} - -// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. -bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) -{ - // The assert is only to silence a false-positive in XCode Static Analysis. - // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). - IM_ASSERT(GImGui != NULL); - const float MOUSE_INVALID = -256000.0f; - ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; - return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; -} - -bool ImGui::IsAnyMouseDown() -{ - ImGuiContext& g = *GImGui; - for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) - if (g.IO.MouseDown[n]) - return true; - return false; -} - -// Return the delta from the initial clicking position while the mouse button is clicked or was just released. -// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. -// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. -ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - if (lock_threshold < 0.0f) - lock_threshold = g.IO.MouseDragThreshold; - if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) - if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) - if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) - return g.IO.MousePos - g.IO.MouseClickedPos[button]; - return ImVec2(0.0f, 0.0f); -} - -void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) -{ - ImGuiContext& g = *GImGui; - IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); - // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr - g.IO.MouseClickedPos[button] = g.IO.MousePos; -} - -ImGuiMouseCursor ImGui::GetMouseCursor() -{ - return GImGui->MouseCursor; -} - -void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) -{ - GImGui->MouseCursor = cursor_type; -} - -void ImGui::CaptureKeyboardFromApp(bool capture) -{ - GImGui->WantCaptureKeyboardNextFrame = capture ? 1 : 0; -} - -void ImGui::CaptureMouseFromApp(bool capture) -{ - GImGui->WantCaptureMouseNextFrame = capture ? 1 : 0; -} - bool ImGui::IsItemActive() { ImGuiContext& g = *GImGui; @@ -5052,6 +5310,9 @@ bool ImGui::IsItemToggledSelection() return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false; } +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. bool ImGui::IsAnyItemHovered() { ImGuiContext& g = *GImGui; @@ -5073,7 +5334,7 @@ bool ImGui::IsAnyItemFocused() bool ImGui::IsItemVisible() { ImGuiContext& g = *GImGui; - return g.CurrentWindow->ClipRect.Overlaps(g.LastItemData.Rect); + return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0; } bool ImGui::IsItemEdited() @@ -5082,38 +5343,45 @@ bool ImGui::IsItemEdited() return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0; } +// Allow next item to be overlapped by subsequent items. +// This works by requiring HoveredId to match for two subsequent frames, +// so if a following items overwrite it our interactions will naturally be disabled. +void ImGui::SetNextItemAllowOverlap() +{ + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_AllowOverlap; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority. -// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework. +// FIXME-LEGACY: Use SetNextItemAllowOverlap() *before* your item instead. void ImGui::SetItemAllowOverlap() { ImGuiContext& g = *GImGui; ImGuiID id = g.LastItemData.ID; if (g.HoveredId == id) g.HoveredIdAllowOverlap = true; - if (g.ActiveId == id) + if (g.ActiveId == id) // Before we made this obsolete, most calls to SetItemAllowOverlap() used to avoid this path by testing g.ActiveId != id. g.ActiveIdAllowOverlap = true; } +#endif -void ImGui::SetItemUsingMouseWheel() -{ - ImGuiContext& g = *GImGui; - ImGuiID id = g.LastItemData.ID; - if (g.HoveredId == id) - g.HoveredIdUsingMouseWheel = true; - if (g.ActiveId == id) - g.ActiveIdUsingMouseWheel = true; -} - -void ImGui::SetActiveIdUsingNavAndKeys() +// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function. +void ImGui::SetActiveIdUsingAllKeyboardKeys() { ImGuiContext& g = *GImGui; IM_ASSERT(g.ActiveId != 0); - g.ActiveIdUsingNavDirMask = ~(ImU32)0; - g.ActiveIdUsingNavInputMask = ~(ImU32)0; - g.ActiveIdUsingKeyInputMask = ~(ImU64)0; + g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1; + g.ActiveIdUsingAllKeyboardKeys = true; NavMoveRequestCancel(); } +ImGuiID ImGui::GetItemID() +{ + ImGuiContext& g = *GImGui; + return g.LastItemData.ID; +} + ImVec2 ImGui::GetItemRectMin() { ImGuiContext& g = *GImGui; @@ -5132,39 +5400,105 @@ ImVec2 ImGui::GetItemRectSize() return g.LastItemData.Rect.GetSize(); } -bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags) +// Prior to v1.90 2023/10/16, the BeginChild() function took a 'bool border = false' parameter instead of 'ImGuiChildFlags child_flags = 0'. +// ImGuiChildFlags_Border is defined as always == 1 in order to allow old code passing 'true'. +bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + ImGuiID id = GetCurrentWindow()->GetID(str_id); + return BeginChildEx(str_id, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) +{ + return BeginChildEx(NULL, id, size_arg, child_flags, window_flags); +} + +bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, ImGuiChildFlags child_flags, ImGuiWindowFlags window_flags) { ImGuiContext& g = *GImGui; ImGuiWindow* parent_window = g.CurrentWindow; + IM_ASSERT(id != 0); - flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow; - flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + // Sanity check as it is likely that some user will accidentally pass ImGuiWindowFlags into the ImGuiChildFlags argument. + const ImGuiChildFlags ImGuiChildFlags_SupportedMask_ = ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding | ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize | ImGuiChildFlags_FrameStyle; + IM_UNUSED(ImGuiChildFlags_SupportedMask_); + IM_ASSERT((child_flags & ~ImGuiChildFlags_SupportedMask_) == 0 && "Illegal ImGuiChildFlags value. Did you pass ImGuiWindowFlags values instead of ImGuiChildFlags?"); + IM_ASSERT((window_flags & ImGuiWindowFlags_AlwaysAutoResize) == 0 && "Cannot specify ImGuiWindowFlags_AlwaysAutoResize for BeginChild(). Use ImGuiChildFlags_AlwaysAutoResize!"); + if (child_flags & ImGuiChildFlags_AlwaysAutoResize) + { + IM_ASSERT((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0 && "Cannot use ImGuiChildFlags_ResizeX or ImGuiChildFlags_ResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + IM_ASSERT((child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY)) != 0 && "Must use ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY with ImGuiChildFlags_AlwaysAutoResize!"); + } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window_flags & ImGuiWindowFlags_AlwaysUseWindowPadding) + child_flags |= ImGuiChildFlags_AlwaysUseWindowPadding; +#endif + if (child_flags & ImGuiChildFlags_AutoResizeX) + child_flags &= ~ImGuiChildFlags_ResizeX; + if (child_flags & ImGuiChildFlags_AutoResizeY) + child_flags &= ~ImGuiChildFlags_ResizeY; - // Size - const ImVec2 content_avail = GetContentRegionAvail(); - ImVec2 size = ImFloor(size_arg); - const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00); - if (size.x <= 0.0f) - size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues) - if (size.y <= 0.0f) - size.y = ImMax(content_avail.y + size.y, 4.0f); + // Set window flags + window_flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar; + window_flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove); // Inherit the NoMove flag + if (child_flags & (ImGuiChildFlags_AutoResizeX | ImGuiChildFlags_AutoResizeY | ImGuiChildFlags_AlwaysAutoResize)) + window_flags |= ImGuiWindowFlags_AlwaysAutoResize; + if ((child_flags & (ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY)) == 0) + window_flags |= ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings; + + // Special framed style + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PushStyleColor(ImGuiCol_ChildBg, g.Style.Colors[ImGuiCol_FrameBg]); + PushStyleVar(ImGuiStyleVar_ChildRounding, g.Style.FrameRounding); + PushStyleVar(ImGuiStyleVar_ChildBorderSize, g.Style.FrameBorderSize); + PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.FramePadding); + child_flags |= ImGuiChildFlags_Border | ImGuiChildFlags_AlwaysUseWindowPadding; + window_flags |= ImGuiWindowFlags_NoMove; + } + + // Forward child flags + g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasChildFlags; + g.NextWindowData.ChildFlags = child_flags; + + // Forward size + // Important: Begin() has special processing to switch condition to ImGuiCond_FirstUseEver for a given axis when ImGuiChildFlags_ResizeXXX is set. + // (the alternative would to store conditional flags per axis, which is possible but more code) + const ImVec2 size_avail = GetContentRegionAvail(); + const ImVec2 size_default((child_flags & ImGuiChildFlags_AutoResizeX) ? 0.0f : size_avail.x, (child_flags & ImGuiChildFlags_AutoResizeY) ? 0.0f : size_avail.y); + const ImVec2 size = CalcItemSize(size_arg, size_default.x, size_default.y); SetNextWindowSize(size); // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value. + // FIXME: 2023/11/14: commented out shorted version. We had an issue with multiple ### in child window path names, which the trailing hash helped workaround. + // e.g. "ParentName###ParentIdentifier/ChildName###ChildIdentifier" would get hashed incorrectly by ImHashStr(), trailing _%08X somehow fixes it. + const char* temp_window_name; + /*if (name && parent_window->IDStack.back() == parent_window->ID) + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s", parent_window->Name, name); // May omit ID if in root of ID stack + else*/ if (name) - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%s_%08X", parent_window->Name, name, id); + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id); else - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%s/%08X", parent_window->Name, id); + ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id); + // Set style const float backup_border_size = g.Style.ChildBorderSize; - if (!border) + if ((child_flags & ImGuiChildFlags_Border) == 0) g.Style.ChildBorderSize = 0.0f; - bool ret = Begin(g.TempBuffer, NULL, flags); + + // Begin into window + const bool ret = Begin(temp_window_name, NULL, window_flags); + + // Restore style g.Style.ChildBorderSize = backup_border_size; + if (child_flags & ImGuiChildFlags_FrameStyle) + { + PopStyleVar(3); + PopStyleColor(); + } ImGuiWindow* child_window = g.CurrentWindow; child_window->ChildId = id; - child_window->AutoFitChildAxises = (ImS8)auto_fit_axises; // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually. // While this is not really documented/defined, it seems that the expected thing to do. @@ -5172,94 +5506,61 @@ bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, b parent_window->DC.CursorPos = child_window->Pos; // Process navigation-in immediately so NavInit can run on first frame - if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll)) + // Can enter a child if (A) it has navigable items or (B) it can be scrolled. + const ImGuiID temp_id_for_activation = ImHashStr("##Child", 0, id); + if (g.ActiveId == temp_id_for_activation) + ClearActiveID(); + if (g.NavActivateId == id && !(window_flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY)) { FocusWindow(child_window); NavInitWindow(child_window, false); - SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item - g.ActiveIdSource = ImGuiInputSource_Nav; + SetActiveID(temp_id_for_activation, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item + g.ActiveIdSource = g.NavInputSource; } return ret; } -bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - ImGuiWindow* window = GetCurrentWindow(); - return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags); -} - -bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags) -{ - IM_ASSERT(id != 0); - return BeginChildEx(NULL, id, size_arg, border, extra_flags); -} - void ImGui::EndChild() { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; + ImGuiWindow* child_window = g.CurrentWindow; IM_ASSERT(g.WithinEndChild == false); - IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls + IM_ASSERT(child_window->Flags & ImGuiWindowFlags_ChildWindow); // Mismatched BeginChild()/EndChild() calls g.WithinEndChild = true; - if (window->BeginCount > 1) + ImVec2 child_size = child_window->Size; + End(); + if (child_window->BeginCount == 1) { - End(); - } - else - { - ImVec2 sz = window->Size; - if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f - sz.x = ImMax(4.0f, sz.x); - if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y)) - sz.y = ImMax(4.0f, sz.y); - End(); - ImGuiWindow* parent_window = g.CurrentWindow; - ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz); - ItemSize(sz); - if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened)) + ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + child_size); + ItemSize(child_size); + if ((child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY) && !(child_window->Flags & ImGuiWindowFlags_NavFlattened)) { - ItemAdd(bb, window->ChildId); - RenderNavHighlight(bb, window->ChildId); + ItemAdd(bb, child_window->ChildId); + RenderNavHighlight(bb, child_window->ChildId); // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying) - if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow) + if (child_window->DC.NavLayersActiveMask == 0 && child_window == g.NavWindow) RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin); } else { // Not navigable into ItemAdd(bb, 0); + + // But when flattened we directly reach items, adjust active layer mask accordingly + if (child_window->Flags & ImGuiWindowFlags_NavFlattened) + parent_window->DC.NavLayersActiveMaskNext |= child_window->DC.NavLayersActiveMaskNext; } - if (g.HoveredWindow == window) + if (g.HoveredWindow == child_window) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; } g.WithinEndChild = false; g.LogLinePosY = -FLT_MAX; // To enforce a carriage return } -// Helper to create a child window / scrolling region that looks like a normal widget frame. -bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - const ImGuiStyle& style = g.Style; - PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); - PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); - PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); - PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding); - bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags); - PopStyleVar(3); - PopStyleColor(); - return ret; -} - -void ImGui::EndChildFrame() -{ - EndChild(); -} - static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled) { window->SetWindowPosAllowFlags = enabled ? (window->SetWindowPosAllowFlags | flags) : (window->SetWindowPosAllowFlags & ~flags); @@ -5281,9 +5582,9 @@ ImGuiWindow* ImGui::FindWindowByName(const char* name) static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { - window->Pos = ImFloor(ImVec2(settings->Pos.x, settings->Pos.y)); + window->Pos = ImTrunc(ImVec2(settings->Pos.x, settings->Pos.y)); if (settings->Size.x > 0 && settings->Size.y > 0) - window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y)); + window->Size = window->SizeFull = ImTrunc(ImVec2(settings->Size.x, settings->Size.y)); window->Collapsed = settings->Collapsed; } @@ -5291,7 +5592,7 @@ static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, { ImGuiContext& g = *GImGui; - const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0; + const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0); const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild; if ((just_created || child_flag_changed) && !new_is_explicit_child) { @@ -5310,32 +5611,23 @@ static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, window->IsExplicitChild = new_is_explicit_child; } -static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings) { - ImGuiContext& g = *GImGui; - //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); - - // Create window the first time - ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); - window->Flags = flags; - g.WindowsById.SetVoidPtr(window->ID, window); - - // Default/arbitrary window position. Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. + // Initial window state with e.g. default/arbitrary window position + // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window. const ImGuiViewport* main_viewport = ImGui::GetMainViewport(); window->Pos = main_viewport->Pos + ImVec2(60, 60); + window->Size = window->SizeFull = ImVec2(0, 0); + window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing; - // User can disable loading and saving of settings. Tooltip and child windows also don't store settings. - if (!(flags & ImGuiWindowFlags_NoSavedSettings)) - if (ImGuiWindowSettings* settings = ImGui::FindWindowSettings(window->ID)) - { - // Retrieve settings from .ini file - window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); - SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); - ApplyWindowSettings(window, settings); - } - window->DC.CursorStartPos = window->DC.CursorMaxPos = window->Pos; // So first call to CalcContentSize() doesn't return crazy values + if (settings != NULL) + { + SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false); + ApplyWindowSettings(window, settings); + } + window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values - if ((flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) + if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0) { window->AutoFitFramesX = window->AutoFitFramesY = 2; window->AutoFitOnlyGrows = false; @@ -5348,23 +5640,60 @@ static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) window->AutoFitFramesY = 2; window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0); } +} + +static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags) +{ + // Create window the first time + //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name); + window->Flags = flags; + g.WindowsById.SetVoidPtr(window->ID, window); + + ImGuiWindowSettings* settings = NULL; + if (!(flags & ImGuiWindowFlags_NoSavedSettings)) + if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0) + window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings); + + InitOrLoadWindowSettings(window, settings); if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus) g.Windows.push_front(window); // Quite slow but rare and only once else g.Windows.push_back(window); - UpdateWindowInFocusOrderList(window, true, window->Flags); return window; } +static inline ImVec2 CalcWindowMinSize(ImGuiWindow* window) +{ + // Popups, menus and childs bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) + // FIXME: the if/else could probably be removed, "reduce artifacts" section for all windows. + ImGuiContext& g = *GImGui; + ImVec2 size_min; + if (window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_ChildWindow)) + { + size_min.x = (window->ChildFlags & ImGuiChildFlags_ResizeX) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = (window->ChildFlags & ImGuiChildFlags_ResizeY) ? g.Style.WindowMinSize.y : 4.0f; + } + else + { + ImGuiWindow* window_for_height = window; + size_min.x = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.x : 4.0f; + size_min.y = ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) == 0) ? g.Style.WindowMinSize.y : 4.0f; + size_min.y = ImMax(size_min.y, window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows + } + return size_min; +} + static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired) { ImGuiContext& g = *GImGui; ImVec2 new_size = size_desired; if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint) { - // Using -1,-1 on either X/Y axis to preserve the current size. + // See comments in SetNextWindowSizeConstraints() for details about setting size_min an size_max. ImRect cr = g.NextWindowData.SizeConstraintRect; new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x; new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y; @@ -5378,19 +5707,13 @@ static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& s g.NextWindowData.SizeCallback(&data); new_size = data.DesiredSize; } - new_size.x = IM_FLOOR(new_size.x); - new_size.y = IM_FLOOR(new_size.y); + new_size.x = IM_TRUNC(new_size.x); + new_size.y = IM_TRUNC(new_size.y); } // Minimum size - if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize))) - { - ImGuiWindow* window_for_height = window; - const float decoration_up_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight(); - new_size = ImMax(new_size, g.Style.WindowMinSize); - new_size.y = ImMax(new_size.y, decoration_up_height + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows - } - return new_size; + ImVec2 size_min = CalcWindowMinSize(window); + return ImMax(new_size, size_min); } static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal) @@ -5407,19 +5730,20 @@ static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_cur return; } - content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); - content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); - content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); - content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); + content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x); + content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y); + content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_TRUNC(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x); + content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_TRUNC(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y); } static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); + const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x; + const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y; ImVec2 size_pad = window->WindowPadding * 2.0f; - ImVec2 size_desired = size_contents + size_pad + ImVec2(0.0f, decoration_up_height); + ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars); if (window->Flags & ImGuiWindowFlags_Tooltip) { // Tooltip always resize @@ -5428,21 +5752,15 @@ static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_cont else { // Maximum window size is determined by the viewport size or monitor size - const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0; - const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0; - ImVec2 size_min = style.WindowMinSize; - if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups) - size_min = ImMin(size_min, ImVec2(4.0f, 4.0f)); - - // FIXME-VIEWPORT-WORKAREA: May want to use GetWorkSize() instead of Size depending on the type of windows? - ImVec2 avail_size = ImGui::GetMainViewport()->Size; - ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f)); + ImVec2 size_min = CalcWindowMinSize(window); + ImVec2 size_max = (window->Flags & ImGuiWindowFlags_ChildWindow) ? ImVec2(FLT_MAX, FLT_MAX) : ImGui::GetMainViewport()->WorkSize - style.DisplaySafeAreaPadding * 2.0f; + ImVec2 size_auto_fit = ImClamp(size_desired, size_min, size_max); // When the window cannot fit all contents (either because of constraints, either because screen is too small), // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding. ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit); - bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - 0.0f < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); - bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_up_height < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); + bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar); + bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar); if (will_have_scrollbar_x) size_auto_fit.y += style.ScrollbarSize; if (will_have_scrollbar_y) @@ -5484,7 +5802,7 @@ static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& co *out_size = size_constrained; } -// Data for resizing from corner +// Data for resizing from resize grip / corner struct ImGuiResizeGripDef { ImVec2 CornerPosN; @@ -5502,9 +5820,9 @@ static const ImGuiResizeGripDef resize_grip_def[4] = // Data for resizing from borders struct ImGuiResizeBorderDef { - ImVec2 InnerDir; - ImVec2 SegmentN1, SegmentN2; - float OuterAngle; + ImVec2 InnerDir; // Normal toward inside + ImVec2 SegmentN1, SegmentN2; // End positions, normalized (0,0: upper left) + float OuterAngle; // Angle toward outside }; static const ImGuiResizeBorderDef resize_border_def[4] = { @@ -5549,23 +5867,27 @@ ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir) } // Handle resize for: Resize Grips, Borders, Gamepad -// Return true when using auto-fit (double click on resize grip) -static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) +// Return true when using auto-fit (double-click on resize grip) +static int ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImGuiWindowFlags flags = window->Flags; if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) return false; - if (window->WasActive == false) // Early out to avoid running this code for e.g. an hidden implicit/fallback Debug window. + if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window. return false; - bool ret_auto_fit = false; - const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0; - const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); - const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f); + int ret_auto_fit_mask = 0x00; + const float grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const float grip_hover_inner_size = IM_TRUNC(grip_draw_size * 0.75f); const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f; + ImRect clamp_rect = visibility_rect; + const bool window_move_from_title_bar = g.IO.ConfigWindowsMoveFromTitleBarOnly && !(window->Flags & ImGuiWindowFlags_NoTitleBar); + if (window_move_from_title_bar) + clamp_rect.Min.y -= window->TitleBarHeight(); + ImVec2 pos_target(FLT_MAX, FLT_MAX); ImVec2 size_target(FLT_MAX, FLT_MAX); @@ -5585,24 +5907,25 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x); if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y); ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID() + ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav); ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255)); if (hovered || held) g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE; - if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0) + if (held && g.IO.MouseDoubleClicked[0]) { - // Manual auto-fit when double-clicking + // Auto-fit when double-clicking size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit); - ret_auto_fit = true; + ret_auto_fit_mask = 0x03; // Both axises ClearActiveID(); } else if (held) { // Resize from any of the four corners // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position - ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX); + ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? clamp_rect.Min.x : -FLT_MAX, (def.CornerPosN.y == 1.0f || (def.CornerPosN.y == 0.0f && window_move_from_title_bar)) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? clamp_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? clamp_rect.Max.y : +FLT_MAX); ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip corner_target = ImClamp(corner_target, clamp_min, clamp_max); CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target); @@ -5612,31 +5935,91 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s 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++) + + int resize_border_mask = 0x00; + if (window->Flags & ImGuiWindowFlags_ChildWindow) + resize_border_mask |= ((window->ChildFlags & ImGuiChildFlags_ResizeX) ? 0x02 : 0) | ((window->ChildFlags & ImGuiChildFlags_ResizeY) ? 0x08 : 0); + else + resize_border_mask = g.IO.ConfigWindowsResizeFromEdges ? 0x0F : 0x00; + for (int border_n = 0; border_n < 4; border_n++) { + if ((resize_border_mask & (1 << border_n)) == 0) + continue; const ImGuiResizeBorderDef& def = resize_border_def[border_n]; const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y; bool hovered, held; ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING); ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID() + ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav); ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus); - //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); - if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held) - { + //GetForegroundDrawList(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255)); + if (hovered && g.HoveredIdTimer <= WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) + hovered = false; + if (hovered || held) g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS; - if (held) - *border_held = border_n; - } - if (held) + if (held && g.IO.MouseDoubleClicked[0]) { - ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX); - ImVec2 clamp_max(border_n == ImGuiDir_Left ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? visibility_rect.Max.y : +FLT_MAX); - ImVec2 border_target = window->Pos; - border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; - border_target = ImClamp(border_target, clamp_min, clamp_max); - CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + // Double-clicking bottom or right border auto-fit on this axis + // FIXME: Support top and right borders: rework CalcResizePosSizeFromAnyCorner() to be reusable in both cases. + if (border_n == 1 || border_n == 3) // Right and bottom border + { + size_target[axis] = CalcWindowSizeAfterConstraint(window, size_auto_fit)[axis]; + ret_auto_fit_mask |= (1 << axis); + hovered = held = false; // So border doesn't show highlighted at new position + } + ClearActiveID(); } + else if (held) + { + // Switch to relative resizing mode when border geometry moved (e.g. resizing a child altering parent scroll), in order to avoid resizing feedback loop. + // Currently only using relative mode on resizable child windows, as the problem to solve is more likely noticeable for them, but could apply for all windows eventually. + // FIXME: May want to generalize this idiom at lower-level, so more widgets can use it! + const bool just_scrolled_manually_while_resizing = (g.WheelingWindow != NULL && g.WheelingWindowScrolledFrame == g.FrameCount && IsWindowChildOf(window, g.WheelingWindow, false)); + if (g.ActiveIdIsJustActivated || just_scrolled_manually_while_resizing) + { + g.WindowResizeBorderExpectedRect = border_rect; + g.WindowResizeRelativeMode = false; + } + if ((window->Flags & ImGuiWindowFlags_ChildWindow) && memcmp(&g.WindowResizeBorderExpectedRect, &border_rect, sizeof(ImRect)) != 0) + g.WindowResizeRelativeMode = true; + + const ImVec2 border_curr = (window->Pos + ImMin(def.SegmentN1, def.SegmentN2) * window->Size); + const float border_target_rel_mode_for_axis = border_curr[axis] + g.IO.MouseDelta[axis]; + const float border_target_abs_mode_for_axis = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING; // Match ButtonBehavior() padding above. + + // Use absolute mode position + ImVec2 border_target = window->Pos; + border_target[axis] = border_target_abs_mode_for_axis; + + // Use relative mode target for child window, ignore resize when moving back toward the ideal absolute position. + bool ignore_resize = false; + if (g.WindowResizeRelativeMode) + { + //GetForegroundDrawList()->AddText(GetMainViewport()->WorkPos, IM_COL32_WHITE, "Relative Mode"); + border_target[axis] = border_target_rel_mode_for_axis; + if (g.IO.MouseDelta[axis] == 0.0f || (g.IO.MouseDelta[axis] > 0.0f) == (border_target_rel_mode_for_axis > border_target_abs_mode_for_axis)) + ignore_resize = true; + } + + // Clamp, apply + ImVec2 clamp_min(border_n == ImGuiDir_Right ? clamp_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down || (border_n == ImGuiDir_Up && window_move_from_title_bar) ? clamp_rect.Min.y : -FLT_MAX); + ImVec2 clamp_max(border_n == ImGuiDir_Left ? clamp_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up ? clamp_rect.Max.y : +FLT_MAX); + border_target = ImClamp(border_target, clamp_min, clamp_max); + if (flags & ImGuiWindowFlags_ChildWindow) // Clamp resizing of childs within parent + { + if ((flags & (ImGuiWindowFlags_HorizontalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar)) == 0 || (flags & ImGuiWindowFlags_NoScrollbar)) + border_target.x = ImClamp(border_target.x, window->ParentWindow->InnerClipRect.Min.x, window->ParentWindow->InnerClipRect.Max.x); + if (flags & ImGuiWindowFlags_NoScrollbar) + border_target.y = ImClamp(border_target.y, window->ParentWindow->InnerClipRect.Min.y, window->ParentWindow->InnerClipRect.Max.y); + } + if (!ignore_resize) + CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target); + } + if (hovered) + *border_hovered = border_n; + if (held) + *border_held = border_n; } PopID(); @@ -5644,43 +6027,56 @@ static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& s window->DC.NavLayerCurrent = ImGuiNavLayer_Main; // Navigation resize (keyboard/gamepad) + // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user. + // Not even sure the callback works here. if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindow == window) { - ImVec2 nav_resize_delta; + ImVec2 nav_resize_dir; if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down); + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); if (g.NavInputSource == ImGuiInputSource_Gamepad) - nav_resize_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_Down); - if (nav_resize_delta.x != 0.0f || nav_resize_delta.y != 0.0f) + nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown); + if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f) { const float NAV_RESIZE_SPEED = 600.0f; - nav_resize_delta *= ImFloor(NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y)); - nav_resize_delta = ImMax(nav_resize_delta, visibility_rect.Min - window->Pos - window->Size); + const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step; + g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, clamp_rect.Min - window->Pos - window->Size); // We need Pos+Size >= clmap_rect.Min, so Size >= clmap_rect.Min - Pos, so size_delta >= clmap_rect.Min - window->Pos - window->Size g.NavWindowingToggleLayer = false; g.NavDisableMouseHover = true; resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive); - // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. - size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + nav_resize_delta); + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaSize); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck. + size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored); + g.NavWindowingAccumDeltaSize -= accum_floored; + } } } // Apply back modified position/size to window - if (size_target.x != FLT_MAX) - { - window->SizeFull = size_target; + const ImVec2 curr_pos = window->Pos; + const ImVec2 curr_size = window->SizeFull; + if (size_target.x != FLT_MAX && (window->Size.x != size_target.x || window->SizeFull.x != size_target.x)) + window->Size.x = window->SizeFull.x = size_target.x; + if (size_target.y != FLT_MAX && (window->Size.y != size_target.y || window->SizeFull.y != size_target.y)) + window->Size.y = window->SizeFull.y = size_target.y; + if (pos_target.x != FLT_MAX && window->Pos.x != ImTrunc(pos_target.x)) + window->Pos.x = ImTrunc(pos_target.x); + if (pos_target.y != FLT_MAX && window->Pos.y != ImTrunc(pos_target.y)) + window->Pos.y = ImTrunc(pos_target.y); + if (curr_pos.x != window->Pos.x || curr_pos.y != window->Pos.y || curr_size.x != window->SizeFull.x || curr_size.y != window->SizeFull.y) MarkIniSettingsDirty(window); - } - if (pos_target.x != FLT_MAX) - { - window->Pos = ImFloor(pos_target); - MarkIniSettingsDirty(window); - } - window->Size = window->SizeFull; - return ret_auto_fit; + // Recalculate next expected border expected coordinates + if (*border_held != -1) + g.WindowResizeBorderExpectedRect = GetResizeBorderRect(window, *border_held, grip_hover_inner_size, WINDOWS_HOVER_PADDING); + + return ret_auto_fit_mask; } -static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility_rect) +static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect) { ImGuiContext& g = *GImGui; ImVec2 size_for_clamping = window->Size; @@ -5689,33 +6085,46 @@ static inline void ClampWindowRect(ImGuiWindow* window, const ImRect& visibility window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max); } +static void RenderWindowOuterSingleBorder(ImGuiWindow* window, int border_n, ImU32 border_col, float border_size) +{ + const ImGuiResizeBorderDef& def = resize_border_def[border_n]; + const float rounding = window->WindowRounding; + const ImRect border_r = GetResizeBorderRect(window, border_n, rounding, 0.0f); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); + window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); + window->DrawList->PathStroke(border_col, ImDrawFlags_None, border_size); +} + static void ImGui::RenderWindowOuterBorders(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, 0, border_size); - - int border_held = window->ResizeBorderHeld; - if (border_held != -1) + const float border_size = window->WindowBorderSize; + const ImU32 border_col = GetColorU32(ImGuiCol_Border); + if (border_size > 0.0f && (window->Flags & ImGuiWindowFlags_NoBackground) == 0) + window->DrawList->AddRect(window->Pos, window->Pos + window->Size, border_col, window->WindowRounding, 0, window->WindowBorderSize); + else if (border_size > 0.0f) { - const ImGuiResizeBorderDef& def = resize_border_def[border_held]; - ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle); - window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f); - window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual + if (window->ChildFlags & ImGuiChildFlags_ResizeX) // Similar code as 'resize_border_mask' computation in UpdateWindowManualResize() but we specifically only always draw explicit child resize border. + RenderWindowOuterSingleBorder(window, 1, border_col, border_size); + if (window->ChildFlags & ImGuiChildFlags_ResizeY) + RenderWindowOuterSingleBorder(window, 3, border_col, border_size); + } + if (window->ResizeBorderHovered != -1 || window->ResizeBorderHeld != -1) + { + const int border_n = (window->ResizeBorderHeld != -1) ? window->ResizeBorderHeld : window->ResizeBorderHovered; + const ImU32 border_col_resizing = GetColorU32((window->ResizeBorderHeld != -1) ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + RenderWindowOuterSingleBorder(window, border_n, border_col_resizing, ImMax(2.0f, window->WindowBorderSize)); // 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); + window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), border_col, g.Style.FrameBorderSize); } } // Draw background and borders // Draw and handle scrollbars -void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) +void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size) { ImGuiContext& g = *GImGui; ImGuiStyle& style = g.Style; @@ -5726,13 +6135,13 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar window->SkipItems = false; // Draw window + handle manual resize - // As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame. + // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame. const float window_rounding = window->WindowRounding; const float window_border_size = window->WindowBorderSize; if (window->Collapsed) { // Title bar only - float backup_border_size = style.FrameBorderSize; + const float backup_border_size = style.FrameBorderSize; g.Style.FrameBorderSize = window->WindowBorderSize; ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed); RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding); @@ -5780,21 +6189,25 @@ void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar Scrollbar(ImGuiAxis_Y); // Render resize grips (after their input handling so we don't have a frame of latency) - if (!(flags & ImGuiWindowFlags_NoResize)) + if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize)) { for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++) { + const ImU32 col = resize_grip_col[resize_grip_n]; + if ((col & IM_COL32_A_MASK) == 0) + continue; const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n]; const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN); window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size))); window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size))); window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12); - window->DrawList->PathFillConvex(resize_grip_col[resize_grip_n]); + window->DrawList->PathFillConvex(col); } } // Borders - RenderWindowOuterBorders(window); + if (handle_borders_and_resize_grips) + RenderWindowOuterBorders(window); } } @@ -5823,18 +6236,18 @@ void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& titl ImVec2 collapse_button_pos; if (has_close_button) { - pad_r += button_sz; - close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; } if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right) { - pad_r += button_sz; - collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y); + collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - button_sz, title_bar_rect.Min.y + style.FramePadding.y); + pad_r += button_sz + style.ItemInnerSpacing.x; } if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left) { - collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y); - pad_l += button_sz; + collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y + style.FramePadding.y); + pad_l += button_sz + style.ItemInnerSpacing.x; } // Collapse button (submitting first so it gets priority when choosing a navigation init fallback) @@ -5907,29 +6320,35 @@ void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags // When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing) // should be positioned behind that modal window, unless the window was created inside the modal begin-stack. // In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent. -// - Window // FindBlockingModal() returns Modal1 -// - Window // .. returns Modal1 +// - WindowA // FindBlockingModal() returns Modal1 +// - WindowB // .. returns Modal1 // - Modal1 // .. returns Modal2 -// - Window // .. returns Modal2 -// - Window // .. returns Modal2 +// - WindowC // .. returns Modal2 +// - WindowD // .. returns Modal2 // - Modal2 // .. returns Modal2 -static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) +// - WindowE // .. returns NULL +// Notes: +// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL. +// Only difference is here we check for ->Active/WasActive but it may be unecessary. +ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window) { ImGuiContext& g = *GImGui; if (g.OpenPopupStack.Size <= 0) return NULL; // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal. - for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--) + for (ImGuiPopupData& popup_data : g.OpenPopupStack) { - ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window; - if (popup_window == NULL || !popup_window->WasActive || !(popup_window->Flags & ImGuiWindowFlags_Modal)) // Check WasActive, because this code may run before popup renders on current frame. + ImGuiWindow* popup_window = popup_data.Window; + if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal)) continue; - if (IsWindowWithinBeginStackOf(window, popup_window)) // Window is rendered over last modal, no render order change needed. - break; - for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow) - if (IsWindowWithinBeginStackOf(window, parent)) - return popup_window; // Place window above its begin stack parent. + if (!popup_window->Active && !popup_window->WasActive) // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows. + continue; + if (window == NULL) // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click. + return popup_window; + if (IsWindowWithinBeginStackOf(window, popup_window)) // Window may be over modal + continue; + return popup_window; // Place window right below first block modal } return NULL; } @@ -5954,8 +6373,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) const bool window_just_created = (window == NULL); if (window_just_created) window = CreateNewWindow(name, flags); - else - UpdateWindowInFocusOrderList(window, window_just_created, flags); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInWindow == window->ID) + IM_DEBUG_BREAK(); // Automatically disable manual moving/resizing when NoInputs is set if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs) @@ -5983,7 +6404,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update Flags, LastFrameActive, BeginOrderXXX fields if (first_begin_of_the_frame) { + UpdateWindowInFocusOrderList(window, window_just_created, flags); window->Flags = (ImGuiWindowFlags)flags; + window->ChildFlags = (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasChildFlags) ? g.NextWindowData.ChildFlags : 0; window->LastFrameActive = current_frame; window->LastTimeActive = (float)g.Time; window->BeginOrderWithinParent = 0; @@ -6004,30 +6427,38 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->IDStack.push_back(window->ID); // Add to stack - // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() g.CurrentWindow = window; ImGuiWindowStackData window_stack_data; window_stack_data.Window = window; window_stack_data.ParentLastItemDataBackup = g.LastItemData; - window_stack_data.StackSizesOnBegin.SetToCurrentState(); + window_stack_data.StackSizesOnBegin.SetToContextState(&g); g.CurrentWindowStack.push_back(window_stack_data); - g.CurrentWindow = NULL; if (flags & ImGuiWindowFlags_ChildMenu) g.BeginMenuCount++; - if (flags & ImGuiWindowFlags_Popup) - { - ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; - popup_ref.Window = window; - g.BeginPopupStack.push_back(popup_ref); - window->PopupId = popup_ref.PopupId; - } - // Update ->RootWindow and others pointers (before any possible call to FocusWindow) if (first_begin_of_the_frame) { UpdateWindowParentAndRootLinks(window, flags, parent_window); window->ParentWindowInBeginStack = parent_window_in_stack; + + // There's little point to expose a flag to set this: because the interesting cases won't be using parent_window_in_stack, + // e.g. linking a tool window in a standalone viewport to a document window, regardless of their Begin() stack parenting. (#6798) + window->ParentWindowForFocusRoute = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window_in_stack : NULL; + } + + // Add to focus scope stack + PushFocusScope((flags & ImGuiWindowFlags_NavFlattened) ? g.CurrentFocusScopeId : window->ID); + window->NavRootFocusScopeId = g.CurrentFocusScopeId; + + // Add to popup stack + if (flags & ImGuiWindowFlags_Popup) + { + ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size]; + popup_ref.Window = window; + popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent; + g.BeginPopupStack.push_back(popup_ref); + window->PopupId = popup_ref.PopupId; } // Process SetNextWindow***() calls @@ -6054,6 +6485,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) { window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f); window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f); + if ((window->ChildFlags & ImGuiChildFlags_ResizeX) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) // Axis-specific conditions for BeginChild() + g.NextWindowData.SizeVal.x = window->SizeFull.x; + if ((window->ChildFlags & ImGuiChildFlags_ResizeY) && (window->SetWindowSizeAllowFlags & ImGuiCond_FirstUseEver) == 0) + g.NextWindowData.SizeVal.y = window->SizeFull.y; SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond); } if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll) @@ -6080,11 +6515,15 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->Appearing) SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false); + // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow() + g.CurrentWindow = NULL; + // When reusing window again multiple times a frame, just append content (don't need to setup again) if (first_begin_of_the_frame) { // Initialize const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345) + const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); window->Active = true; window->HasCloseButton = (p_open != NULL); window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX); @@ -6111,7 +6550,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS // Update contents size from last frame for auto-fitting (or use explicit size) - const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0); CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal); if (window->HiddenFramesCanSkipItems > 0) window->HiddenFramesCanSkipItems--; @@ -6141,6 +6579,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SELECT VIEWPORT // FIXME-VIEWPORT: In the docking/viewport branch, this is the point where we select the current viewport (which may affect the style) + + ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); + SetWindowViewport(window, viewport); SetCurrentWindow(window); // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies) @@ -6150,13 +6591,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) else window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize; window->WindowPadding = style.WindowPadding; - if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f) + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !(window->ChildFlags & ImGuiChildFlags_AlwaysUseWindowPadding) && window->WindowBorderSize == 0.0f) window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f); // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size. window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x); window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y; + bool use_current_size_for_scrollbar_x = window_just_created; + bool use_current_size_for_scrollbar_y = window_just_created; + // Collapse window by double-clicking on title bar // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse)) @@ -6168,6 +6612,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->WantCollapseToggle) { window->Collapsed = !window->Collapsed; + if (!window->Collapsed) + use_current_size_for_scrollbar_y = true; MarkIniSettingsDirty(window); } } @@ -6179,10 +6625,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // SIZE + // Outer Decoration Sizes + // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations). + const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes; + window->DecoOuterSizeX1 = 0.0f; + window->DecoOuterSizeX2 = 0.0f; + window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight(); + window->DecoOuterSizeY2 = 0.0f; + window->ScrollbarSizes = ImVec2(0.0f, 0.0f); + // Calculate auto-fit size, handle automatic resize const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal); - bool use_current_size_for_scrollbar_x = window_just_created; - bool use_current_size_for_scrollbar_y = window_just_created; if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed) { // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc. @@ -6219,9 +6672,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull); window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull; - // Decoration size - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); - // POSITION // Popup latch its initial position, will position itself when it appears next frame @@ -6254,7 +6704,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Calculate the range of allowed position for that window (to be movable and visible past safe area padding) // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect. - ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)GetMainViewport(); ImRect viewport_rect(viewport->GetMainRect()); ImRect viewport_work_rect(viewport->GetWorkRect()); ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding); @@ -6262,10 +6711,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Clamp position/size so window stays visible within its viewport or monitor // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing. - if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) + if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow)) if (viewport_rect.GetWidth() > 0.0f && viewport_rect.GetHeight() > 0.0f) - ClampWindowRect(window, visibility_rect); - window->Pos = ImFloor(window->Pos); + ClampWindowPos(window, visibility_rect); + window->Pos = ImTrunc(window->Pos); // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies) // Large values tend to lead to variety of artifacts and are not recommended. @@ -6283,32 +6732,34 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) want_focus = true; else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0) want_focus = true; - - ImGuiWindow* modal = GetTopMostPopupModal(); - if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal)) - { - // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed. - // Since window is not focused it would reappear at the same display position like the last time it was visible. - // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal. - // Position window behind a modal that is not a begin-parent of this window. - want_focus = false; - if (window == window->RootWindow) - { - ImGuiWindow* blocking_modal = FindBlockingModal(window); - IM_ASSERT(blocking_modal != NULL); - BringWindowToDisplayBehind(window, blocking_modal); - } - } } + // [Test Engine] Register whole window in the item system (before submitting further decorations) +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.TestEngineHookItems) + { + IM_ASSERT(window->IDStack.Size == 1); + window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself. + IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL); + IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0); + window->IDStack.Size = 1; + } +#endif + // Handle manual resize: Resize Grips, Borders, Gamepad - int border_held = -1; + int border_hovered = -1, border_held = -1; ImU32 resize_grip_col[4] = {}; - const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. - const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); + const int resize_grip_count = (window->Flags & ImGuiWindowFlags_ChildWindow) ? 0 : g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it. + const float resize_grip_draw_size = IM_TRUNC(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f)); if (!window->Collapsed) - if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) - use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true; + if (int auto_fit_mask = UpdateWindowManualResize(window, size_auto_fit, &border_hovered, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect)) + { + if (auto_fit_mask & (1 << ImGuiAxis_X)) + use_current_size_for_scrollbar_x = true; + if (auto_fit_mask & (1 << ImGuiAxis_Y)) + use_current_size_for_scrollbar_y = true; + } + window->ResizeBorderHovered = (signed char)border_hovered; window->ResizeBorderHeld = (signed char)border_held; // SCROLLBAR VISIBILITY @@ -6317,9 +6768,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (!window->Collapsed) { // When reading the current size we need to read it after size constraints have been applied. - // When we use InnerRect here we are intentionally reading last frame size, same for ScrollbarSizes values before we set them again. - ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - decoration_up_height); - ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + window->ScrollbarSizes; + // Intentionally use previous frame values for InnerRect and ScrollbarSizes. + // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet. + ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)); + ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame; ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f; float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x; float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y; @@ -6329,10 +6781,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) if (window->ScrollbarX && !window->ScrollbarY) window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar); window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f); + + // Amend the partially filled window->DecorationXXX values. + window->DecoOuterSizeX2 += window->ScrollbarSizes.x; + window->DecoOuterSizeY2 += window->ScrollbarSizes.y; } // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING) - // Update various regions. Variables they depends on should be set above in this function. + // Update various regions. Variables they depend on should be set above in this function. // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame. // Outer rectangle @@ -6352,10 +6808,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - ScrollToRectEx() // - NavUpdatePageUpPageDown() // - Scrollbar() - window->InnerRect.Min.x = window->Pos.x; - window->InnerRect.Min.y = window->Pos.y + decoration_up_height; - window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x; - window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y; + window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1; + window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1; + window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2; + window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2; // Inner clipping rectangle. // Will extend a little bit outside the normal work region. @@ -6365,17 +6821,17 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Affected by window/frame border size. Used by: // - Begin() initial clip rect float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize); - window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); - window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size); - window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); - window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); + window->InnerClipRect.Min.x = ImTrunc(0.5f + window->InnerRect.Min.x + ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Min.y = ImTrunc(0.5f + window->InnerRect.Min.y + top_border_size); + window->InnerClipRect.Max.x = ImTrunc(0.5f + window->InnerRect.Max.x - ImMax(ImTrunc(window->WindowPadding.x * 0.5f), window->WindowBorderSize)); + window->InnerClipRect.Max.y = ImTrunc(0.5f + window->InnerRect.Max.y - window->WindowBorderSize); window->InnerClipRect.ClipWithFull(host_rect); // Default item width. Make it proportional to window size if window manually resizes if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize)) - window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f); + window->ItemWidthDefault = ImTrunc(window->Size.x * 0.65f); else - window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f); + window->ItemWidthDefault = ImTrunc(g.FontSize * 16.0f); // SCROLLING @@ -6388,6 +6844,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Apply scrolling window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window); window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX); + window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f; // DRAWING @@ -6407,8 +6864,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL; bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false; - bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0; - if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping) + bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0); + if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping) render_decorations_in_parent = true; } if (render_decorations_in_parent) @@ -6417,7 +6874,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Handle title bar, scrollbar, resize grips and resize borders const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow; const bool title_bar_is_highlight = want_focus || (window_to_highlight && window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight); - RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, resize_grip_count, resize_grip_col, resize_grip_draw_size); + const bool handle_borders_and_resize_grips = true; // This exists to facilitate merge with 'docking' branch. + RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size); if (render_decorations_in_parent) window->DrawList = &window->DrawListInst; @@ -6432,33 +6890,34 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // - BeginTabBar() for right-most edge const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar); const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar); - const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); - window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); - window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); + const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); + window->WorkRect.Min.x = ImTrunc(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize)); + window->WorkRect.Min.y = ImTrunc(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize)); window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x; window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y; window->ParentWorkRect = window->WorkRect; // [LEGACY] Content Region // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it. + // Unless explicit content size is specified by user, this currently represent the region leading to no scrolling. // Used by: // - Mouse wheel scrolling + many other things - window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x; - window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + decoration_up_height; - window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - window->ScrollbarSizes.x)); - window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - decoration_up_height - window->ScrollbarSizes.y)); + window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1; + window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1; + window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2))); + window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2))); // Setup drawing context // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.) - window->DC.Indent.x = 0.0f + window->WindowPadding.x - window->Scroll.x; + window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x; window->DC.GroupOffset.x = 0.0f; window->DC.ColumnsOffset.x = 0.0f; // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount. // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64. - double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DC.ColumnsOffset.x; - double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + decoration_up_height; + double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x; + double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1; window->DC.CursorStartPos = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y); window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y)); window->DC.CursorPos = window->DC.CursorStartPos; @@ -6467,12 +6926,14 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->DC.IdealMaxPos = window->DC.CursorStartPos; window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext; window->DC.NavLayersActiveMaskNext = 0x00; + window->DC.NavIsScrollPushableX = true; window->DC.NavHideHighlightOneFrame = false; - window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f); + window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f); window->DC.MenuBarAppending = false; window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user); @@ -6495,11 +6956,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->AutoFitFramesY--; // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there) + // We ImGuiFocusRequestFlags_UnlessBelowModal to: + // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed. + // - Position window behind the modal that is not a begin-parent of this window. if (want_focus) - { - FocusWindow(window); + FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal); + if (want_focus && window == g.NavWindow) NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls - } // Title bar if (!(flags & ImGuiWindowFlags_NoTitleBar)) @@ -6514,7 +6977,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) /* //if (g.NavWindow == window && g.ActiveId == 0) if (g.ActiveId == window->MoveId) - if (g.IO.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) + if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C)) LogToClipboard(); */ @@ -6522,9 +6985,16 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // This is useful to allow creating context menus on title bar only, etc. SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect); + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId)) + DebugLocateItemResolveWithLastItem(); +#endif + + // [Test Engine] Register title bar / tab with MoveId. #ifdef IMGUI_ENABLE_TEST_ENGINE if (!(window->Flags & ImGuiWindowFlags_NoTitleBar)) - IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID); + IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData); #endif } else @@ -6533,9 +7003,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) SetCurrentWindow(window); } - // Pull/inherit current state - window->DC.NavFocusScopeIdCurrent = (flags & ImGuiWindowFlags_ChildWindow) ? parent_window->DC.NavFocusScopeIdCurrent : window->GetID("#FOCUSSCOPE"); // Inherit from parent only // -V595 - PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true); // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused) @@ -6546,18 +7013,20 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Update visibility if (first_begin_of_the_frame) { - if (flags & ImGuiWindowFlags_ChildWindow) + if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_ChildMenu)) { // 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) // FIXME: Doesn't make sense for ChildWindow?? - { - const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); - if (!g.LogEnabled && !nav_request) - if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav); + if (!g.LogEnabled && !nav_request) + if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y) + { + if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0) + window->HiddenFramesCannotSkipItems = 1; + else window->HiddenFramesCanSkipItems = 1; - } + } // Hide along with parent or if parent is collapsed if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0)) @@ -6589,6 +7058,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) window->SkipItems = skip_items; } + // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors. + // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing) +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (!window->IsFallbackWindow) + if ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)) + { + if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; } + if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; } + return false; + } +#endif + return !window->SkipItems; } @@ -6613,18 +7094,22 @@ void ImGui::End() if (window->DC.CurrentColumns) EndColumns(); PopClipRect(); // Inner window clip rectangle + PopFocusScope(); // Stop logging if (!(window->Flags & ImGuiWindowFlags_ChildWindow)) // FIXME: add more options for scope of logging LogFinish(); + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + // Pop from window stack g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup; if (window->Flags & ImGuiWindowFlags_ChildMenu) g.BeginMenuCount--; if (window->Flags & ImGuiWindowFlags_Popup) g.BeginPopupStack.pop_back(); - g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithCurrentState(); + g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g); g.CurrentWindowStack.pop_back(); SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window); } @@ -6708,26 +7193,39 @@ int ImGui::FindWindowDisplayIndex(ImGuiWindow* window) } // Moving window to front of display and set focus (which happens to be back of our sorted list) -void ImGui::FocusWindow(ImGuiWindow* window) +void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags) { ImGuiContext& g = *GImGui; + // Modal check? + if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case. + if (ImGuiWindow* blocking_modal = FindBlockingModal(window)) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "", blocking_modal->Name); + if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0) + BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal. + return; + } + + // Find last focused child (if any) and focus it instead. + if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL) + window = NavRestoreLastChildNavWindow(window); + + // Apply focus if (g.NavWindow != window) { - g.NavWindow = window; + SetNavWindow(window); if (window && g.NavDisableMouseHover) g.NavMousePosDirty = true; g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId - g.NavFocusScopeId = 0; - g.NavIdIsAlive = false; g.NavLayer = ImGuiNavLayer_Main; - g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; - NavUpdateAnyRequestFlag(); - //IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL); - } + SetNavFocusScope(window ? window->NavRootFocusScopeId : 0); + g.NavIdIsAlive = false; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; - // Close popups if any - ClosePopupsOverWindow(window, false); + // Close popups if any + ClosePopupsOverWindow(window, false); + } // Move the root window to the top of the pile IM_ASSERT(window == NULL || window->RootWindow != NULL); @@ -6751,9 +7249,10 @@ void ImGui::FocusWindow(ImGuiWindow* window) BringWindowToDisplayFront(display_front_window); } -void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window) +void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags) { ImGuiContext& g = *GImGui; + IM_UNUSED(filter_viewport); // Unused in master branch. int start_idx = g.WindowsFocusOrder.Size - 1; if (under_this_window != NULL) { @@ -6770,16 +7269,15 @@ void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWind { // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user. ImGuiWindow* window = g.WindowsFocusOrder[i]; - IM_ASSERT(window == window->RootWindow); - if (window != ignore_window && window->WasActive) - if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) - { - ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window); - FocusWindow(focus_window); - return; - } + if (window == ignore_window || !window->WasActive) + continue; + if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) + { + FocusWindow(window, flags); + return; + } } - FocusWindow(NULL); + FocusWindow(NULL, flags); } // Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. @@ -6872,13 +7370,12 @@ void ImGui::EndDisabled() g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar(); } -// FIXME: Look into renaming this once we have settled the new Focus/Activation/TabStop system. -void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus) +void ImGui::PushTabStop(bool tab_stop) { - PushItemFlag(ImGuiItemFlags_NoTabStop, !allow_keyboard_focus); + PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); } -void ImGui::PopAllowKeyboardFocus() +void ImGui::PopTabStop() { PopItemFlag(); } @@ -6969,9 +7466,14 @@ bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_b return false; } +// Is current window hovered and hoverable (e.g. not blocked by a popup/modal)? See ImGuiHoveredFlags_ for options. +// IMPORTANT: If you are trying to check whether your mouse should be dispatched to Dear ImGui or to your underlying app, +// you should not use this function! Use the 'io.WantCaptureMouse' boolean for that! +// Refer to FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" for details. bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) { - IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0); // Flags not supported by this function + IM_ASSERT((flags & ~ImGuiHoveredFlags_AllowedMaskForIsWindowHovered) == 0 && "Invalid flags for IsWindowHovered()!"); + ImGuiContext& g = *GImGui; ImGuiWindow* ref_window = g.HoveredWindow; ImGuiWindow* cur_window = g.CurrentWindow; @@ -6999,6 +7501,17 @@ bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags) if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem)) if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId) return false; + + // When changing hovered window we requires a bit of stationary delay before activating hover timer. + // FIXME: We don't support delay other than stationary one for now, other delay would need a way + // to fullfill the possibility that multiple IsWindowHovered() with varying flag could return true + // for different windows of the hierarchy. Possibly need a Hash(Current+Flags) ==> (Timer) cache. + // We can implement this for _Stationary because the data is linked to HoveredWindow rather than CurrentWindow. + if (flags & ImGuiHoveredFlags_ForTooltip) + flags = ApplyHoverFlagsForTooltip(flags, g.Style.HoverFlagsForTooltipMouse); + if ((flags & ImGuiHoveredFlags_Stationary) != 0 && g.HoverWindowUnlockedStationaryId != ref_window->ID) + return false; + return true; } @@ -7063,8 +7576,11 @@ void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond) // Set const ImVec2 old_pos = window->Pos; - window->Pos = ImFloor(pos); + window->Pos = ImTrunc(pos); ImVec2 offset = window->Pos - old_pos; + if (offset.x == 0.0f && offset.y == 0.0f) + return; + MarkIniSettingsDirty(window); window->DC.CursorPos += offset; // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor window->DC.CursorMaxPos += offset; // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected. window->DC.IdealMaxPos += offset; @@ -7098,27 +7614,24 @@ void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond con IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags. window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing); + // Enable auto-fit (not done in BeginChild() path unless appearing or combined with ImGuiChildFlags_AlwaysAutoResize) + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0; + if ((window->Flags & ImGuiWindowFlags_ChildWindow) == 0 || window->Appearing || (window->ChildFlags & ImGuiChildFlags_AlwaysAutoResize) != 0) + window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0; + // Set - if (size.x > 0.0f) - { - window->AutoFitFramesX = 0; - window->SizeFull.x = IM_FLOOR(size.x); - } - else - { - window->AutoFitFramesX = 2; + ImVec2 old_size = window->SizeFull; + if (size.x <= 0.0f) window->AutoFitOnlyGrows = false; - } - if (size.y > 0.0f) - { - window->AutoFitFramesY = 0; - window->SizeFull.y = IM_FLOOR(size.y); - } else - { - window->AutoFitFramesY = 2; + window->SizeFull.x = IM_TRUNC(size.x); + if (size.y <= 0.0f) window->AutoFitOnlyGrows = false; - } + else + window->SizeFull.y = IM_TRUNC(size.y); + if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y) + MarkIniSettingsDirty(window); } void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond) @@ -7150,6 +7663,12 @@ void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const I window->HitTestHoleOffset = ImVec2ih(pos - window->Pos); } +void ImGui::SetWindowHiddenAndSkipItemsForCurrentFrame(ImGuiWindow* window) +{ + window->Hidden = window->SkipItems = true; + window->HiddenFramesCanSkipItems = 1; +} + void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond) { SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond); @@ -7210,6 +7729,10 @@ void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond) g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always; } +// For each axis: +// - Use 0.0f as min or FLT_MAX as max if you don't want limits, e.g. size_min = (500.0f, 0.0f), size_max = (FLT_MAX, FLT_MAX) sets a minimum width. +// - Use -1 for both min and max of same axis to preserve current size which itself is a constraint. +// - See "Demo->Examples->Constrained-resizing window" for examples. void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data) { ImGuiContext& g = *GImGui; @@ -7225,7 +7748,7 @@ void ImGui::SetNextWindowContentSize(const ImVec2& size) { ImGuiContext& g = *GImGui; g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize; - g.NextWindowData.ContentSizeVal = ImFloor(size); + g.NextWindowData.ContentSizeVal = ImTrunc(size); } void ImGui::SetNextWindowScroll(const ImVec2& scroll) @@ -7287,38 +7810,105 @@ void ImGui::SetWindowFontScale(float scale) g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); } -void ImGui::ActivateItem(ImGuiID id) +void ImGui::PushFocusScope(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiFocusScopeData data; + data.ID = id; + data.WindowID = g.CurrentWindow->ID; + g.FocusScopeStack.push_back(data); + g.CurrentFocusScopeId = id; +} + +void ImGui::PopFocusScope() +{ + ImGuiContext& g = *GImGui; + if (g.FocusScopeStack.Size == 0) + { + IM_ASSERT_USER_ERROR(g.FocusScopeStack.Size > 0, "Calling PopFocusScope() too many times!"); + return; + } + g.FocusScopeStack.pop_back(); + g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back().ID : 0; +} + +void ImGui::SetNavFocusScope(ImGuiID focus_scope_id) +{ + ImGuiContext& g = *GImGui; + g.NavFocusScopeId = focus_scope_id; + g.NavFocusRoute.resize(0); // Invalidate + if (focus_scope_id == 0) + return; + IM_ASSERT(g.NavWindow != NULL); + + // Store current path (in reverse order) + if (focus_scope_id == g.CurrentFocusScopeId) + { + // Top of focus stack contains local focus scopes inside current window + for (int n = g.FocusScopeStack.Size - 1; n >= 0 && g.FocusScopeStack.Data[n].WindowID == g.CurrentWindow->ID; n--) + g.NavFocusRoute.push_back(g.FocusScopeStack.Data[n]); + } + else if (focus_scope_id == g.NavWindow->NavRootFocusScopeId) + g.NavFocusRoute.push_back({ focus_scope_id, g.NavWindow->ID }); + else + return; + + // Then follow on manually set ParentWindowForFocusRoute field (#6798) + for (ImGuiWindow* window = g.NavWindow->ParentWindowForFocusRoute; window != NULL; window = window->ParentWindowForFocusRoute) + g.NavFocusRoute.push_back({ window->NavRootFocusScopeId, window->ID }); + IM_ASSERT(g.NavFocusRoute.Size < 100); // Maximum depth is technically 251 as per CalcRoutingScore(): 254 - 3 +} + +// Focus = move navigation cursor, set scrolling, set focus window. +void ImGui::FocusItem() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IMGUI_DEBUG_LOG_FOCUS("FocusItem(0x%08x) in window \"%s\"\n", g.LastItemData.ID, window->Name); + if (g.DragDropActive || g.MovingWindow != NULL) // FIXME: Opt-in flags for this? + { + IMGUI_DEBUG_LOG_FOCUS("FocusItem() ignored while DragDropActive!\n"); + return; + } + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight | ImGuiNavMoveFlags_NoSelect; + ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; + SetNavWindow(window); + NavMoveRequestSubmit(ImGuiDir_None, ImGuiDir_Up, move_flags, scroll_flags); + NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); +} + +void ImGui::ActivateItemByID(ImGuiID id) { ImGuiContext& g = *GImGui; g.NavNextActivateId = id; g.NavNextActivateFlags = ImGuiActivateFlags_None; } -void ImGui::PushFocusScope(ImGuiID id) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - g.FocusScopeStack.push_back(window->DC.NavFocusScopeIdCurrent); - window->DC.NavFocusScopeIdCurrent = id; -} - -void ImGui::PopFocusScope() -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ? - window->DC.NavFocusScopeIdCurrent = g.FocusScopeStack.back(); - g.FocusScopeStack.pop_back(); -} - +// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system! +// But ActivateItem() should function without altering scroll/focus? void ImGui::SetKeyboardFocusHere(int offset) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; IM_ASSERT(offset >= -1); // -1 is allowed but not below - g.NavWindow = window; + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name); + + // It makes sense in the vast majority of cases to never interrupt a drag and drop. + // When we refactor this function into ActivateItem() we may want to make this an option. + // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but + // is also automatically dropped in the event g.ActiveId is stolen. + if (g.DragDropActive || g.MovingWindow != NULL) + { + IMGUI_DEBUG_LOG_FOCUS("SetKeyboardFocusHere() ignored while DragDropActive!\n"); + return; + } + + SetNavWindow(window); + + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate | ImGuiNavMoveFlags_FocusApi | ImGuiNavMoveFlags_NoSetNavHighlight; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; - NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. + NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. if (offset == -1) { NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal); @@ -7336,16 +7926,15 @@ void ImGui::SetItemDefaultFocus() ImGuiWindow* window = g.CurrentWindow; if (!window->Appearing) return; - if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent) + if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResult.ID == 0) || g.NavLayer != window->DC.NavLayerCurrent) return; g.NavInitRequest = false; - g.NavInitResultId = g.LastItemData.ID; - g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect); + NavApplyItemToResult(&g.NavInitResult); NavUpdateAnyRequestFlag(); - // Scroll could be done in NavInitRequestApplyResult() via a opt-in flag (we however don't want regular init requests to scroll) - if (!IsItemVisible()) + // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll) + if (!window->ClipRect.Contains(g.LastItemData.Rect)) ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None); } @@ -7365,7 +7954,7 @@ void ImGui::PushID(const char* str_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id); + ImGuiID id = window->GetID(str_id); window->IDStack.push_back(id); } @@ -7373,7 +7962,7 @@ void ImGui::PushID(const char* str_id_begin, const char* str_id_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(str_id_begin, str_id_end); + ImGuiID id = window->GetID(str_id_begin, str_id_end); window->IDStack.push_back(id); } @@ -7381,7 +7970,7 @@ void ImGui::PushID(const void* ptr_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(ptr_id); + ImGuiID id = window->GetID(ptr_id); window->IDStack.push_back(id); } @@ -7389,7 +7978,7 @@ void ImGui::PushID(int int_id) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiID id = window->GetIDNoKeepAlive(int_id); + ImGuiID id = window->GetID(int_id); window->IDStack.push_back(id); } @@ -7404,18 +7993,26 @@ void ImGui::PushOverrideID(ImGuiID id) } // Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call -// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level. +// (note that when using this pattern, ID Stack Tool will tend to not display the intermediate stack level. // for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more) ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed) { ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed); - KeepAliveID(id); ImGuiContext& g = *GImGui; if (g.DebugHookIdInfo == id) DebugHookIdInfo(id, ImGuiDataType_String, str, str_end); return id; } +ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed) +{ + ImGuiID id = ImHashData(&n, sizeof(n), seed); + ImGuiContext& g = *GImGui; + if (g.DebugHookIdInfo == id) + DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL); + return id; +} + void ImGui::PopID() { ImGuiWindow* window = GImGui->CurrentWindow; @@ -7454,15 +8051,1459 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) } +//----------------------------------------------------------------------------- +// [SECTION] INPUTS +//----------------------------------------------------------------------------- +// - GetKeyData() [Internal] +// - GetKeyIndex() [Internal] +// - GetKeyName() +// - GetKeyChordName() [Internal] +// - CalcTypematicRepeatAmount() [Internal] +// - GetTypematicRepeatRate() [Internal] +// - GetKeyPressedAmount() [Internal] +// - GetKeyMagnitude2d() [Internal] +//----------------------------------------------------------------------------- +// - UpdateKeyRoutingTable() [Internal] +// - GetRoutingIdFromOwnerId() [Internal] +// - GetShortcutRoutingData() [Internal] +// - CalcRoutingScore() [Internal] +// - SetShortcutRouting() [Internal] +// - TestShortcutRouting() [Internal] +//----------------------------------------------------------------------------- +// - IsKeyDown() +// - IsKeyPressed() +// - IsKeyReleased() +//----------------------------------------------------------------------------- +// - IsMouseDown() +// - IsMouseClicked() +// - IsMouseReleased() +// - IsMouseDoubleClicked() +// - GetMouseClickedCount() +// - IsMouseHoveringRect() [Internal] +// - IsMouseDragPastThreshold() [Internal] +// - IsMouseDragging() +// - GetMousePos() +// - SetMousePos() [Internal] +// - GetMousePosOnOpeningCurrentPopup() +// - IsMousePosValid() +// - IsAnyMouseDown() +// - GetMouseDragDelta() +// - ResetMouseDragDelta() +// - GetMouseCursor() +// - SetMouseCursor() +//----------------------------------------------------------------------------- +// - UpdateAliasKey() +// - GetMergedModsFromKeys() +// - UpdateKeyboardInputs() +// - UpdateMouseInputs() +//----------------------------------------------------------------------------- +// - LockWheelingWindow [Internal] +// - FindBestWheelingWindow [Internal] +// - UpdateMouseWheel() [Internal] +//----------------------------------------------------------------------------- +// - SetNextFrameWantCaptureKeyboard() +// - SetNextFrameWantCaptureMouse() +//----------------------------------------------------------------------------- +// - GetInputSourceName() [Internal] +// - DebugPrintInputEvent() [Internal] +// - UpdateInputEvents() [Internal] +//----------------------------------------------------------------------------- +// - GetKeyOwner() [Internal] +// - TestKeyOwner() [Internal] +// - SetKeyOwner() [Internal] +// - SetItemKeyOwner() [Internal] +// - Shortcut() [Internal] +//----------------------------------------------------------------------------- + +ImGuiKeyChord ImGui::FixupKeyChord(ImGuiContext* ctx, ImGuiKeyChord key_chord) +{ + // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (IsModKey(key)) + { + if (key == ImGuiKey_LeftCtrl || key == ImGuiKey_RightCtrl) + key_chord |= ImGuiMod_Ctrl; + if (key == ImGuiKey_LeftShift || key == ImGuiKey_RightShift) + key_chord |= ImGuiMod_Shift; + if (key == ImGuiKey_LeftAlt || key == ImGuiKey_RightAlt) + key_chord |= ImGuiMod_Alt; + if (key == ImGuiKey_LeftSuper || key == ImGuiKey_RightSuper) + key_chord |= ImGuiMod_Super; + } + if (key_chord & ImGuiMod_Shortcut) + return (key_chord & ~ImGuiMod_Shortcut) | (ctx->IO.ConfigMacOSXBehaviors ? ImGuiMod_Super : ImGuiMod_Ctrl); + return key_chord; +} + +ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key) +{ + ImGuiContext& g = *ctx; + + // Special storage location for mods + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(ctx, key); + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END); + if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1) + key = (ImGuiKey)g.IO.KeyMap[key]; // Remap native->imgui or imgui->native +#else + IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code."); +#endif + return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET]; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO +ImGuiKey ImGui::GetKeyIndex(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKey(key)); + const ImGuiKeyData* key_data = GetKeyData(key); + return (ImGuiKey)(key_data - g.IO.KeysData); +} +#endif + +// Those names a provided for debugging purpose and are not meant to be saved persistently not compared. +static const char* const GKeyNames[] = +{ + "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown", + "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape", + "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu", + "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H", + "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z", + "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12", + "F13", "F14", "F15", "F16", "F17", "F18", "F19", "F20", "F21", "F22", "F23", "F24", + "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket", + "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen", + "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6", + "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply", + "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual", + "AppBack", "AppForward", + "GamepadStart", "GamepadBack", + "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown", + "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown", + "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3", + "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown", + "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown", + "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY", + "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names. +}; +IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames)); + +const char* ImGui::GetKeyName(ImGuiKey key) +{ + ImGuiContext& g = *GImGui; +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + IM_ASSERT((IsNamedKeyOrModKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code."); +#else + if (IsLegacyKey(key)) + { + if (g.IO.KeyMap[key] == -1) + return "N/A"; + IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key])); + key = (ImGuiKey)g.IO.KeyMap[key]; + } +#endif + if (key == ImGuiKey_None) + return "None"; + if (key & ImGuiMod_Mask_) + key = ConvertSingleModFlagToKey(&g, key); + if (!IsNamedKey(key)) + return "Unknown"; + + return GKeyNames[key - ImGuiKey_NamedKey_BEGIN]; +} + +// ImGuiMod_Shortcut is translated to either Ctrl or Super. +const char* ImGui::GetKeyChordName(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(&g, key_chord); + ImFormatString(g.TempKeychordName, IM_ARRAYSIZE(g.TempKeychordName), "%s%s%s%s%s", + (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "", + (key_chord & ImGuiMod_Shift) ? "Shift+" : "", + (key_chord & ImGuiMod_Alt) ? "Alt+" : "", + (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "", + GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_))); + return g.TempKeychordName; +} + +// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime) +// t1 = current time (e.g.: g.Time) +// An event is triggered at: +// t = 0.0f t = repeat_delay, t = repeat_delay + repeat_rate*N +int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate) +{ + if (t1 == 0.0f) + return 1; + if (t0 >= t1) + return 0; + if (repeat_rate <= 0.0f) + return (t0 < repeat_delay) && (t1 >= repeat_delay); + const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate); + const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate); + const int count = count_t1 - count_t0; + return count; +} + +void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate) +{ + ImGuiContext& g = *GImGui; + switch (flags & ImGuiInputFlags_RepeatRateMask_) + { + case ImGuiInputFlags_RepeatRateNavMove: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return; + case ImGuiInputFlags_RepeatRateNavTweak: *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return; + case ImGuiInputFlags_RepeatRateDefault: default: *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return; + } +} + +// Return value representing the number of presses in the last time period, for the given repeat rate +// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate) +int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate) +{ + ImGuiContext& g = *GImGui; + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return 0; + const float t = key_data->DownDuration; + return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate); +} + +// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values). +ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down) +{ + return ImVec2( + GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue, + GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue); +} + +// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data. +// Entries D,A,B,B,A,C,B --> A,A,B,B,B,C,D +// Index A:1 B:2 C:5 D:0 --> A:0 B:2 C:5 D:6 +// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation. +static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt) +{ + ImGuiContext& g = *GImGui; + rt->EntriesNext.resize(0); + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + const int new_routing_start_idx = rt->EntriesNext.Size; + ImGuiKeyRoutingData* routing_entry; + for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex) + { + routing_entry = &rt->Entries[old_routing_idx]; + routing_entry->RoutingCurrScore = routing_entry->RoutingNextScore; + routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry + routing_entry->RoutingNext = ImGuiKeyOwner_None; + routing_entry->RoutingNextScore = 255; + if (routing_entry->RoutingCurr == ImGuiKeyOwner_None) + continue; + rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer + + // Apply routing to owner if there's no owner already (RoutingCurr == None at this point) + // This is the result of previous frame's SetShortcutRouting() call. + if (routing_entry->Mods == g.IO.KeyMods) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + { + owner_data->OwnerCurr = routing_entry->RoutingCurr; + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X) via Routing\n", GetKeyName(key), routing_entry->RoutingCurr); + } + } + } + + // Rewrite linked-list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1); + for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++) + rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1); + } + rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes +} + +// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope(). +static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId; +} + +ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord) +{ + // Majority of shortcuts will be Key + any number of Mods + // We accept _Single_ mod with ImGuiKey_None. + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift); // Legal + // - Shortcut(ImGuiMod_Ctrl); // Legal + // - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift); // Not legal + ImGuiContext& g = *GImGui; + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + ImGuiKeyRoutingData* routing_data; + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(&g, mods); + IM_ASSERT(IsNamedKey(key) && (key_chord & ImGuiMod_Shortcut) == 0); // Please call ConvertShortcutMod() in calling function. + + // Get (in the majority of case, the linked list will have one element so this should be 2 reads. + // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame). + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex) + { + routing_data = &rt->Entries[idx]; + if (routing_data->Mods == mods) + return routing_data; + } + + // Add to linked-list + ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size; + rt->Entries.push_back(ImGuiKeyRoutingData()); + routing_data = &rt->Entries[routing_data_idx]; + routing_data->Mods = (ImU16)mods; + routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list + rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx; + return routing_data; +} + +// Current score encoding (lower is highest priority): +// - 0: ImGuiInputFlags_RouteGlobalHigh +// - 1: ImGuiInputFlags_RouteFocused (if item active) +// - 2: ImGuiInputFlags_RouteGlobal +// - 3+: ImGuiInputFlags_RouteFocused (if window in focus-stack) +// - 254: ImGuiInputFlags_RouteGlobalLow +// - 255: never route +// 'flags' should include an explicit routing policy +static int CalcRoutingScore(ImGuiID focus_scope_id, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (flags & ImGuiInputFlags_RouteFocused) + { + ImGuiContext& g = *GImGui; + + // ActiveID gets top priority + // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it) + if (owner_id != 0 && g.ActiveId == owner_id) + return 1; + + // Score based on distance to focused window (lower is better) + // Assuming both windows are submitting a routing request, + // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match) + // - When Window/ChildB is focused -> Window scores 4, Window/ChildB scores 3 (best) + // Assuming only WindowA is submitting a routing request, + // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score. + // This essentially follow the window->ParentWindowForFocusRoute chain. + if (focus_scope_id == 0) + return 255; + for (int index_in_focus_path = 0; index_in_focus_path < g.NavFocusRoute.Size; index_in_focus_path++) + if (g.NavFocusRoute.Data[index_in_focus_path].ID == focus_scope_id) + return 3 + index_in_focus_path; + + return 255; + } + + // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional + if (flags & ImGuiInputFlags_RouteGlobal) + return 2; + if (flags & ImGuiInputFlags_RouteGlobalLow) + return 254; + return 0; +} + +// We need this to filter some Shortcut() routes when an item e.g. an InputText() is active +// e.g. ImGuiKey_G won't be considered a shortcut when item is active, but ImGuiMod|ImGuiKey_G can be. +static bool IsKeyChordPotentiallyCharInput(ImGuiKeyChord key_chord) +{ + // Mimic 'ignore_char_inputs' logic in InputText() + ImGuiContext& g = *GImGui; + + // When the right mods are pressed it cannot be a char input so we won't filter the shortcut out. + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + const bool ignore_char_inputs = ((mods & ImGuiMod_Ctrl) && !(mods & ImGuiMod_Alt)) || (g.IO.ConfigMacOSXBehaviors && (mods & ImGuiMod_Super)); + if (ignore_char_inputs) + return false; + + // Return true for A-Z, 0-9 and other keys associated to char inputs. Other keys such as F1-F12 won't be filtered. + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + return g.KeysMayBeCharInput.TestBit(key); +} + +// Request a desired route for an input chord (key + mods). +// Return true if the route is available this frame. +// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state. +// (Conceptually this does a "Submit for next frame" + "Test for current frame". +// As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.) +bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut() + else + IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used + IM_ASSERT(owner_id != ImGuiKeyOwner_Any && owner_id != ImGuiKeyOwner_None); + + // Convert ImGuiMod_Shortcut and add ImGuiMod_XXXX when a corresponding ImGuiKey_LeftXXX/ImGuiKey_RightXXX is specified. + key_chord = FixupKeyChord(&g, key_chord); + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInShortcutRouting == key_chord) + IM_DEBUG_BREAK(); + + if (flags & ImGuiInputFlags_RouteUnlessBgFocused) + if (g.NavWindow == NULL) + return false; + + // Note how ImGuiInputFlags_RouteAlways won't set routing and thus won't set owner. May want to rework this? + if (flags & ImGuiInputFlags_RouteAlways) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> always\n", GetKeyChordName(key_chord), owner_id, flags); + return true; + } + + // Specific culling when there's an active. + if (g.ActiveId != 0 && g.ActiveId != owner_id) + { + // Cull shortcuts with no modifiers when it could generate a character. + // e.g. Shortcut(ImGuiKey_G) also generates 'g' character, should not trigger when InputText() is active. + // but Shortcut(Ctrl+G) should generally trigger when InputText() is active. + // TL;DR: lettered shortcut with no mods or with only Alt mod will not trigger while an item reading text input is active. + // (We cannot filter based on io.InputQueueCharacters[] contents because of trickling and key<>chars submission order are undefined) + if ((flags & ImGuiInputFlags_RouteFocused) && g.IO.WantTextInput && IsKeyChordPotentiallyCharInput(key_chord)) + { + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> filtered as potential char input\n", GetKeyChordName(key_chord), owner_id, flags); + return false; + } + + // ActiveIdUsingAllKeyboardKeys trumps all for ActiveId + if ((flags & ImGuiInputFlags_RouteGlobalHigh) == 0 && g.ActiveIdUsingAllKeyboardKeys) + { + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(&g, (ImGuiKey)(key_chord & ImGuiMod_Mask_)); + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + } + } + + // FIXME-SHORTCUT: A way to configure the location/focus-scope to test would render this more flexible. + const int score = CalcRoutingScore(g.CurrentFocusScopeId, owner_id, flags); + IMGUI_DEBUG_LOG_INPUTROUTING("SetShortcutRouting(%s, owner_id=0x%08X, flags=%04X) -> score %d\n", GetKeyChordName(key_chord), owner_id, flags, score); + if (score == 255) + return false; + + // Submit routing for NEXT frame (assuming score is sufficient) + // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <). + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); + //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore); + if (score < routing_data->RoutingNextScore) + { + routing_data->RoutingNext = owner_id; + routing_data->RoutingNextScore = (ImU8)score; + } + + // Return routing state for CURRENT frame + if (routing_data->RoutingCurr == owner_id) + IMGUI_DEBUG_LOG_INPUTROUTING("--> granting current route\n"); + return routing_data->RoutingCurr == owner_id; +} + +// Currently unused by core (but used by tests) +// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading. +bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id); + key_chord = FixupKeyChord(&g, key_chord); + ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry. + return routing_data->RoutingCurr == routing_id; +} + +// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes. +// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87) +bool ImGui::IsKeyDown(ImGuiKey key) +{ + return IsKeyDown(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat) +{ + return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat. +bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = key_data->DownDuration; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function! + if (flags & (ImGuiInputFlags_RepeatRateMask_ | ImGuiInputFlags_RepeatUntilMask_)) // Setting any _RepeatXXX option enables _Repeat + flags |= ImGuiInputFlags_Repeat; + + bool pressed = (t == 0.0f); + if (!pressed && (flags & ImGuiInputFlags_Repeat) != 0) + { + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate); + pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0; + if (pressed && (flags & ImGuiInputFlags_RepeatUntilMask_)) + { + // Slightly bias 'key_pressed_time' as DownDuration is an accumulation of DeltaTime which we compare to an absolute time value. + // Ideally we'd replace DownDuration with KeyPressedTime but it would break user's code. + ImGuiContext& g = *GImGui; + double key_pressed_time = g.Time - t + 0.00001f; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChange) && (g.LastKeyModsChangeTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilKeyModsChangeFromNone) && (g.LastKeyModsChangeFromNoneTime > key_pressed_time)) + pressed = false; + if ((flags & ImGuiInputFlags_RepeatUntilOtherKeyPress) && (g.LastKeyboardKeyPressTime > key_pressed_time)) + pressed = false; + } + } + if (!pressed) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsKeyReleased(ImGuiKey key) +{ + return IsKeyReleased(key, ImGuiKeyOwner_Any); +} + +bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id) +{ + const ImGuiKeyData* key_data = GetKeyData(key); + if (key_data->DownDurationPrev < 0.0f || key_data->Down) + return false; + if (!TestKeyOwner(key, owner_id)) + return false; + return true; +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array. +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat) +{ + return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None); +} + +bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership) + return false; + const float t = g.IO.MouseDownDuration[button]; + if (t < 0.0f) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsMouseClicked) == 0); // Passing flags not supported by this function! // FIXME: Could support RepeatRate and RepeatUntil flags here. + + const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0; + const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0); + if (!pressed) + return false; + + if (!TestKeyOwner(MouseButtonToKey(button), owner_id)) + return false; + + return true; +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any) +} + +bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id) +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); +} + +bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button, ImGuiID owner_id) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), owner_id); +} + +int ImGui::GetMouseClickedCount(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + return g.IO.MouseClickedCount[button]; +} + +// Test if mouse cursor is hovering given rectangle +// NB- Rectangle is clipped by our current clip setting +// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding) +bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip) +{ + ImGuiContext& g = *GImGui; + + // Clip + ImRect rect_clipped(r_min, r_max); + if (clip) + rect_clipped.ClipWith(g.CurrentWindow->ClipRect); + + // Hit testing, expanded for touch input + if (!rect_clipped.ContainsWithPad(g.IO.MousePos, g.Style.TouchExtraPadding)) + return false; + return true; +} + +// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame. +// [Internal] This doesn't test if the button is pressed +bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold; +} + +bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (!g.IO.MouseDown[button]) + return false; + return IsMouseDragPastThreshold(button, lock_threshold); +} + +ImVec2 ImGui::GetMousePos() +{ + ImGuiContext& g = *GImGui; + return g.IO.MousePos; +} + +// This is called TeleportMousePos() and not SetMousePos() to emphasis that setting MousePosPrev will effectively clear mouse delta as well. +// It is expected you only call this if (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos) is set and supported by backend. +void ImGui::TeleportMousePos(const ImVec2& pos) +{ + ImGuiContext& g = *GImGui; + g.IO.MousePos = g.IO.MousePosPrev = pos; + g.IO.MouseDelta = ImVec2(0.0f, 0.0f); + g.IO.WantSetMousePos = true; + //IMGUI_DEBUG_LOG_IO("TeleportMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); +} + +// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed! +ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup() +{ + ImGuiContext& g = *GImGui; + if (g.BeginPopupStack.Size > 0) + return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos; + return g.IO.MousePos; +} + +// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position. +bool ImGui::IsMousePosValid(const ImVec2* mouse_pos) +{ + // The assert is only to silence a false-positive in XCode Static Analysis. + // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions). + IM_ASSERT(GImGui != NULL); + const float MOUSE_INVALID = -256000.0f; + ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos; + return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID; +} + +// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid. +bool ImGui::IsAnyMouseDown() +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++) + if (g.IO.MouseDown[n]) + return true; + return false; +} + +// Return the delta from the initial clicking position while the mouse button is clicked or was just released. +// This is locked and return 0.0f until the mouse moves past a distance threshold at least once. +// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window. +ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + if (lock_threshold < 0.0f) + lock_threshold = g.IO.MouseDragThreshold; + if (g.IO.MouseDown[button] || g.IO.MouseReleased[button]) + if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold) + if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button])) + return g.IO.MousePos - g.IO.MouseClickedPos[button]; + return ImVec2(0.0f, 0.0f); +} + +void ImGui::ResetMouseDragDelta(ImGuiMouseButton button) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown)); + // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr + g.IO.MouseClickedPos[button] = g.IO.MousePos; +} + +// Get desired mouse cursor shape. +// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(), +// updated during the frame, and locked in EndFrame()/Render(). +// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you +ImGuiMouseCursor ImGui::GetMouseCursor() +{ + ImGuiContext& g = *GImGui; + return g.MouseCursor; +} + +void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type) +{ + ImGuiContext& g = *GImGui; + g.MouseCursor = cursor_type; +} + +static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value) +{ + IM_ASSERT(ImGui::IsAliasKey(key)); + ImGuiKeyData* key_data = ImGui::GetKeyData(key); + key_data->Down = v; + key_data->AnalogValue = analog_value; +} + +// [Internal] Do not use directly +static ImGuiKeyChord GetMergedModsFromKeys() +{ + ImGuiKeyChord mods = 0; + if (ImGui::IsKeyDown(ImGuiMod_Ctrl)) { mods |= ImGuiMod_Ctrl; } + if (ImGui::IsKeyDown(ImGuiMod_Shift)) { mods |= ImGuiMod_Shift; } + if (ImGui::IsKeyDown(ImGuiMod_Alt)) { mods |= ImGuiMod_Alt; } + if (ImGui::IsKeyDown(ImGuiMod_Super)) { mods |= ImGuiMod_Super; } + return mods; +} + +static void ImGui::UpdateKeyboardInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Import legacy keys or verify they are not used +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + if (io.BackendUsingLegacyKeyArrays == 0) + { + // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally. + for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!"); + } + else + { + if (g.FrameCount == 0) + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!"); + + // Build reverse KeyMap (Named -> Legacy) + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++) + if (io.KeyMap[n] != -1) + { + IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n])); + io.KeyMap[io.KeyMap[n]] = n; + } + + // Import legacy keys into new ones + for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++) + if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1) + { + const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n); + IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key)); + io.KeysData[key].Down = io.KeysDown[n]; + if (key != n) + io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends + io.BackendUsingLegacyKeyArrays = 1; + } + if (io.BackendUsingLegacyKeyArrays == 1) + { + GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl; + GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift; + GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt; + GetKeyData(ImGuiMod_Super)->Down = io.KeySuper; + } + } +#endif + + // Import legacy ImGuiNavInput_ io inputs and convert to gamepad keys +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active) + { + #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0) + #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2) do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0) + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow); + MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp); + MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown); + #undef NAV_MAP_KEY + } +#endif + + // Update aliases + for (int n = 0; n < ImGuiMouseButton_COUNT; n++) + UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f); + UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH); + UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel); + + // Synchronize io.KeyMods and io.KeyCtrl/io.KeyShift/etc. values. + // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) -> -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // - Legacy backends: set io.KeyXXX bools -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array. + // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing. + const ImGuiKeyChord prev_key_mods = io.KeyMods; + io.KeyMods = GetMergedModsFromKeys(); + io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0; + io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0; + io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0; + io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0; + if (prev_key_mods != io.KeyMods) + g.LastKeyModsChangeTime = g.Time; + if (prev_key_mods != io.KeyMods && prev_key_mods == 0) + g.LastKeyModsChangeFromNoneTime = g.Time; + + // Clear gamepad data if disabled + if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0) + for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++) + { + io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false; + io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f; + } + + // Update keys + for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++) + { + ImGuiKeyData* key_data = &io.KeysData[i]; + key_data->DownDurationPrev = key_data->DownDuration; + key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f; + if (key_data->DownDuration == 0.0f) + { + ImGuiKey key = (ImGuiKey)(ImGuiKey_KeysData_OFFSET + i); + if (IsKeyboardKey(key)) + g.LastKeyboardKeyPressTime = g.Time; + else if (key == ImGuiKey_ReservedForModCtrl || key == ImGuiKey_ReservedForModShift || key == ImGuiKey_ReservedForModAlt || key == ImGuiKey_ReservedForModSuper) + g.LastKeyboardKeyPressTime = g.Time; + } + } + + // Update keys/input owner (named keys only): one entry per key + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET]; + ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN]; + owner_data->OwnerCurr = owner_data->OwnerNext; + if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp. + owner_data->OwnerNext = ImGuiKeyOwner_None; + owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down; // Clear LockUntilRelease when key is not Down anymore + } + + // Update key routing (for e.g. shortcuts) + UpdateKeyRoutingTable(&g.KeysRoutingTable); +} + +static void ImGui::UpdateMouseInputs() +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Mouse Wheel swapping flag + // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead + // - We avoid doing it on OSX as it the OS input layer handles this already. + // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature. + // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source. + io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors; + + // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well) + if (IsMousePosValid(&io.MousePos)) + io.MousePos = g.MouseLastValidPos = ImFloor(io.MousePos); + + // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta + if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev)) + io.MouseDelta = io.MousePos - io.MousePosPrev; + else + io.MouseDelta = ImVec2(0.0f, 0.0f); + + // Update stationary timer. + // FIXME: May need to rework again to have some tolerance for occasional small movement, while being functional on high-framerates. + const float mouse_stationary_threshold = (io.MouseSource == ImGuiMouseSource_Mouse) ? 2.0f : 3.0f; // Slightly higher threshold for ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen, may need rework. + const bool mouse_stationary = (ImLengthSqr(io.MouseDelta) <= mouse_stationary_threshold * mouse_stationary_threshold); + g.MouseStationaryTimer = mouse_stationary ? (g.MouseStationaryTimer + io.DeltaTime) : 0.0f; + //IMGUI_DEBUG_LOG("%.4f\n", g.MouseStationaryTimer); + + // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true. + if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f) + g.NavDisableMouseHover = false; + + for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + { + io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f; + io.MouseClickedCount[i] = 0; // Will be filled below + io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f; + io.MouseDownDurationPrev[i] = io.MouseDownDuration[i]; + io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f; + if (io.MouseClicked[i]) + { + bool is_repeated_click = false; + if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime) + { + ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f); + if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist) + is_repeated_click = true; + } + if (is_repeated_click) + io.MouseClickedLastCount[i]++; + else + io.MouseClickedLastCount[i] = 1; + io.MouseClickedTime[i] = g.Time; + io.MouseClickedPos[i] = io.MousePos; + io.MouseClickedCount[i] = io.MouseClickedLastCount[i]; + io.MouseDragMaxDistanceSqr[i] = 0.0f; + } + else if (io.MouseDown[i]) + { + // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold + float delta_sqr_click_pos = IsMousePosValid(&io.MousePos) ? ImLengthSqr(io.MousePos - io.MouseClickedPos[i]) : 0.0f; + io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], delta_sqr_click_pos); + } + + // We provide io.MouseDoubleClicked[] as a legacy service + io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2); + + // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation + if (io.MouseClicked[i]) + g.NavDisableMouseHover = false; + } +} + +static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount) +{ + ImGuiContext& g = *GImGui; + if (window) + g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER); + else + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindow == window) + return; + IMGUI_DEBUG_LOG_IO("[io] LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL"); + g.WheelingWindow = window; + g.WheelingWindowRefMousePos = g.IO.MousePos; + if (window == NULL) + { + g.WheelingWindowStartFrame = -1; + g.WheelingAxisAvg = ImVec2(0.0f, 0.0f); + } +} + +static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel) +{ + // For each axis, find window in the hierarchy that may want to use scrolling + ImGuiContext& g = *GImGui; + ImGuiWindow* windows[2] = { NULL, NULL }; + for (int axis = 0; axis < 2; axis++) + if (wheel[axis] != 0.0f) + for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow) + { + // Bubble up into parent window if: + // - a child window doesn't allow any scrolling. + // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag. + //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP) + const bool has_scrolling = (window->ScrollMax[axis] != 0.0f); + const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs); + //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]); + if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits) + break; // select this window + } + if (windows[0] == NULL && windows[1] == NULL) + return NULL; + + // If there's only one window or only one axis then there's no ambiguity + if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL) + return windows[1] ? windows[1] : windows[0]; + + // If candidate are different windows we need to decide which one to prioritize + // - First frame: only find a winner if one axis is zero. + // - Subsequent frames: only find a winner when one is more than the other. + if (g.WheelingWindowStartFrame == -1) + g.WheelingWindowStartFrame = g.FrameCount; + if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y)) + { + g.WheelingWindowWheelRemainder = wheel; + return NULL; + } + return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1]; +} + +// Called by NewFrame() +void ImGui::UpdateMouseWheel() +{ + // Reset the locked window if we move the mouse or after the timer elapses. + // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795) + ImGuiContext& g = *GImGui; + if (g.WheelingWindow != NULL) + { + g.WheelingWindowReleaseTimer -= g.IO.DeltaTime; + if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold) + g.WheelingWindowReleaseTimer = 0.0f; + if (g.WheelingWindowReleaseTimer <= 0.0f) + LockWheelingWindow(NULL, 0.0f); + } + + ImVec2 wheel; + wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f; + wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f; + + //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y); + ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow; + if (!mouse_window || mouse_window->Collapsed) + return; + + // Zoom / Scale window + // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned. + if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling) + { + LockWheelingWindow(mouse_window, wheel.y); + ImGuiWindow* window = mouse_window; + const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f); + const float scale = new_font_scale / window->FontWindowScale; + window->FontWindowScale = new_font_scale; + if (window == window->RootWindow) + { + const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size; + SetWindowPos(window, window->Pos + offset, 0); + window->Size = ImTrunc(window->Size * scale); + window->SizeFull = ImTrunc(window->SizeFull * scale); + } + return; + } + if (g.IO.KeyCtrl) + return; + + // Mouse wheel scrolling + // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs() + if (g.IO.MouseWheelRequestAxisSwap) + wheel = ImVec2(wheel.y, 0.0f); + + // Maintain a rough average of moving magnitude on both axises + // FIXME: should by based on wall clock time rather than frame-counter + g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30); + g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30); + + // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now. + wheel += g.WheelingWindowWheelRemainder; + g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f); + if (wheel.x == 0.0f && wheel.y == 0.0f) + return; + + // Mouse wheel scrolling: find target and apply + // - don't renew lock if axis doesn't apply on the window. + // - select a main axis when both axises are being moved. + if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel))) + if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs)) + { + bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f }; + if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y]) + do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false; + if (do_scroll[ImGuiAxis_X]) + { + LockWheelingWindow(window, wheel.x); + float max_step = window->InnerRect.GetWidth() * 0.67f; + float scroll_step = ImTrunc(ImMin(2 * window->CalcFontSize(), max_step)); + SetScrollX(window, window->Scroll.x - wheel.x * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + if (do_scroll[ImGuiAxis_Y]) + { + LockWheelingWindow(window, wheel.y); + float max_step = window->InnerRect.GetHeight() * 0.67f; + float scroll_step = ImTrunc(ImMin(5 * window->CalcFontSize(), max_step)); + SetScrollY(window, window->Scroll.y - wheel.y * scroll_step); + g.WheelingWindowScrolledFrame = g.FrameCount; + } + } +} + +void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0; +} + +void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse) +{ + ImGuiContext& g = *GImGui; + g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0; +} + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +static const char* GetInputSourceName(ImGuiInputSource source) +{ + const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" }; + IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT); + return input_source_names[source]; +} +static const char* GetMouseSourceName(ImGuiMouseSource source) +{ + const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" }; + IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT); + return mouse_source_names[source]; +} +static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e) +{ + ImGuiContext& g = *GImGui; + if (e->Type == ImGuiInputEventType_MousePos) { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("[io] %s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MousePos.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseButton.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_MouseWheel) { IMGUI_DEBUG_LOG_IO("[io] %s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; } + if (e->Type == ImGuiInputEventType_Key) { IMGUI_DEBUG_LOG_IO("[io] %s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; } + if (e->Type == ImGuiInputEventType_Text) { IMGUI_DEBUG_LOG_IO("[io] %s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; } + if (e->Type == ImGuiInputEventType_Focus) { IMGUI_DEBUG_LOG_IO("[io] %s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; } +} +#endif + +// Process input queue +// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'. +// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost) +// - trickle_fast_inputs = true : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87) +void ImGui::UpdateInputEvents(bool trickle_fast_inputs) +{ + ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + + // Only trickle chars<>key when working with InputText() + // FIXME: InputText() could parse event trail? + // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters) + const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1); + + bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false; + int mouse_button_changed = 0x00; + ImBitArray key_changed_mask; + + int event_n = 0; + for (; event_n < g.InputEventsQueue.Size; event_n++) + { + ImGuiInputEvent* e = &g.InputEventsQueue[event_n]; + if (e->Type == ImGuiInputEventType_MousePos) + { + if (g.IO.WantSetMousePos) + continue; + // Trickling Rule: Stop processing queued events if we already handled a mouse button change + ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY); + if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted)) + break; + io.MousePos = event_pos; + io.MouseSource = e->MousePos.MouseSource; + mouse_moved = true; + } + else if (e->Type == ImGuiInputEventType_MouseButton) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + const ImGuiMouseButton button = e->MouseButton.Button; + IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); + if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled)) + break; + if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover. + break; + io.MouseDown[button] = e->MouseButton.Down; + io.MouseSource = e->MouseButton.MouseSource; + mouse_button_changed |= (1 << button); + } + else if (e->Type == ImGuiInputEventType_MouseWheel) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the event + if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0)) + break; + io.MouseWheelH += e->MouseWheel.WheelX; + io.MouseWheel += e->MouseWheel.WheelY; + io.MouseSource = e->MouseWheel.MouseSource; + mouse_wheeled = true; + } + else if (e->Type == ImGuiInputEventType_Key) + { + // Trickling Rule: Stop processing queued events if we got multiple action on the same button + ImGuiKey key = e->Key.Key; + IM_ASSERT(key != ImGuiKey_None); + ImGuiKeyData* key_data = GetKeyData(key); + const int key_data_index = (int)(key_data - g.IO.KeysData); + if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0)) + break; + key_data->Down = e->Key.Down; + key_data->AnalogValue = e->Key.AnalogValue; + key_changed = true; + key_changed_mask.SetBit(key_data_index); + + // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + io.KeysDown[key_data_index] = key_data->Down; + if (io.KeyMap[key_data_index] != -1) + io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down; +#endif + } + else if (e->Type == ImGuiInputEventType_Text) + { + // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with + if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled)) + break; + unsigned int c = e->Text.Char; + io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID); + if (trickle_interleaved_keys_and_text) + text_inputted = true; + } + else if (e->Type == ImGuiInputEventType_Focus) + { + // We intentionally overwrite this and process in NewFrame(), in order to give a chance + // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame. + const bool focus_lost = !e->AppFocused.Focused; + io.AppFocusLost = focus_lost; + } + else + { + IM_ASSERT(0 && "Unknown event!"); + } + } + + // Record trail (for domain-specific applications wanting to access a precise trail) + //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n); + for (int n = 0; n < event_n; n++) + g.InputEventsTrail.push_back(g.InputEventsQueue[n]); + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO)) + for (int n = 0; n < g.InputEventsQueue.Size; n++) + DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]); +#endif + + // Remaining events will be processed on the next frame + if (event_n == g.InputEventsQueue.Size) + g.InputEventsQueue.resize(0); + else + g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n); + + // Clear buttons state when focus is lost + // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle. + // - we clear in EndFrame() and not now in order allow application/user code polling this flag + // (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event). + if (g.IO.AppFocusLost) + g.IO.ClearInputKeys(); +} + +ImGuiID ImGui::GetKeyOwner(ImGuiKey key) +{ + if (!IsNamedKeyOrModKey(key)) + return ImGuiKeyOwner_None; + + ImGuiContext& g = *GImGui; + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + ImGuiID owner_id = owner_data->OwnerCurr; + + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return ImGuiKeyOwner_None; + + return owner_id; +} + +// TestKeyOwner(..., ID) : (owner == None || owner == ID) +// TestKeyOwner(..., None) : (owner == None) +// TestKeyOwner(..., Any) : no owner test +// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags. +bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id) +{ + if (!IsNamedKeyOrModKey(key)) + return true; + + ImGuiContext& g = *GImGui; + if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any) + if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END) + return false; + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_id == ImGuiKeyOwner_Any) + return (owner_data->LockThisFrame == false); + + // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId + // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things. + // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions. + if (owner_data->OwnerCurr != owner_id) + { + if (owner_data->LockThisFrame) + return false; + if (owner_data->OwnerCurr != ImGuiKeyOwner_None) + return false; + } + + return true; +} + +// _LockXXX flags are useful to lock keys away from code which is not input-owner aware. +// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone. +// - SetKeyOwner(..., None) : clears owner +// - SetKeyOwner(..., Any, !Lock) : illegal (assert) +// - SetKeyOwner(..., Any or None, Lock) : set lock +void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it) + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function! + //IMGUI_DEBUG_LOG("SetKeyOwner(%s, owner_id=0x%08X, flags=%08X)\n", GetKeyName(key), owner_id, flags); + + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + owner_data->OwnerCurr = owner_data->OwnerNext = owner_id; + + // We cannot lock by default as it would likely break lots of legacy code. + // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test) + owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0; + owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease); +} + +// Rarely used helper +void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + if (key_chord & ImGuiMod_Ctrl) { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); } + if (key_chord & ImGuiMod_Shift) { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); } + if (key_chord & ImGuiMod_Alt) { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); } + if (key_chord & ImGuiMod_Super) { SetKeyOwner(ImGuiMod_Super, owner_id, flags); } + if (key_chord & ImGuiMod_Shortcut) { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); } + if (key_chord & ~ImGuiMod_Mask_) { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); } +} + +// This is more or less equivalent to: +// if (IsItemHovered() || IsItemActive()) +// SetKeyOwner(key, GetItemID()); +// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times. +// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition. +// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority. +void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiID id = g.LastItemData.ID; + if (id == 0 || (g.HoveredId != id && g.ActiveId != id)) + return; + if ((flags & ImGuiInputFlags_CondMask_) == 0) + flags |= ImGuiInputFlags_CondDefault_; + if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive))) + { + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function! + SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_); + } +} + +// This is the only public API until we expose owner_id versions of the API as replacements. +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord) +{ + return IsKeyChordPressed(key_chord, 0, ImGuiInputFlags_None); +} + +// This is equivalent to comparing KeyMods + doing a IsKeyPressed() +bool ImGui::IsKeyChordPressed(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + ImGuiContext& g = *GImGui; + key_chord = FixupKeyChord(&g, key_chord); + ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_); + if (g.IO.KeyMods != mods) + return false; + + // Special storage location for mods + ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_); + if (key == ImGuiKey_None) + key = ConvertSingleModFlagToKey(&g, mods); + if (!IsKeyPressed(key, owner_id, (flags & ImGuiInputFlags_RepeatMask_))) + return false; + return true; +} + +void ImGui::SetNextItemShortcut(ImGuiKeyChord key_chord) +{ + ImGuiContext& g = *GImGui; + g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasShortcut; + g.NextItemData.Shortcut = key_chord; +} + +bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags) +{ + //ImGuiContext& g = *GImGui; + //IMGUI_DEBUG_LOG("Shortcut(%s, owner_id=0x%08X, flags=%X)\n", GetKeyChordName(key_chord, g.TempBuffer.Data, g.TempBuffer.Size), owner_id, flags); + + // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any. + if ((flags & ImGuiInputFlags_RouteMask_) == 0) + flags |= ImGuiInputFlags_RouteFocused; + + // Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default) + // Effectively makes Shortcut() always input-owner aware. + if (owner_id == ImGuiKeyOwner_Any || owner_id == ImGuiKeyOwner_None) + owner_id = GetRoutingIdFromOwnerId(owner_id); + + // Submit route + if (!SetShortcutRouting(key_chord, owner_id, flags)) + return false; + + // Default repeat behavior for Shortcut() + // So e.g. pressing Ctrl+W and releasing Ctrl while holding W will not trigger the W shortcut. + if ((flags & ImGuiInputFlags_Repeat) != 0 && (flags & ImGuiInputFlags_RepeatUntilMask_) == 0) + flags |= ImGuiInputFlags_RepeatUntilKeyModsChange; + + if (!IsKeyChordPressed(key_chord, owner_id, flags)) + return false; + IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function! + return true; +} + + //----------------------------------------------------------------------------- // [SECTION] ERROR CHECKING //----------------------------------------------------------------------------- // Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui. // Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit -// If the user has inconsistent compilation settings, imgui configuration #define, packing pragma, etc. your user code -// may see different structures than what imgui.cpp sees, which is problematic. -// We usually require settings to be in imconfig.h to make sure that they are accessible to all compilation units involved with Dear ImGui. +// If this triggers you have an issue: +// - Most commonly: mismatched headers and compiled code version. +// - Or: mismatched configuration #define, compilation settings, packing pragma etc. +// The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui, +// which is way it is required you put them in your imconfig file (and not just before including imgui.h). +// Otherwise it is possible that different compilation units would see different structure layout bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx) { bool error = false; @@ -7476,6 +9517,38 @@ bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, si return !error; } +// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell) +// This is causing issues and ambiguity and we need to retire that. +// See https://github.com/ocornut/imgui/issues/5548 for more details. +// [Scenario 1] +// Previously this would make the window content size ~200x200: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End(); // NOT OK +// Instead, please submit an item: +// Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK +// Alternative: +// Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK +// [Scenario 2] +// For reference this is one of the issue what we aim to fix with this change: +// BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup() +// The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller! +// While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue. +void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(window->DC.IsSetPos); + window->DC.IsSetPos = false; +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y) + return; + if (window->SkipItems) + return; + IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent."); +#else + window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); +#endif +} + static void ImGui::ErrorCheckNewFrameSanityChecks() { ImGuiContext& g = *GImGui; @@ -7488,6 +9561,13 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() // #define IM_ASSERT(EXPR) do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0) // Correct! if (true) IM_ASSERT(1); else IM_ASSERT(0); + // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644) + // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it. +#ifdef __EMSCRIPTEN__ + if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0) + g.IO.DeltaTime = 0.00001f; +#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); @@ -7496,16 +9576,19 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); - IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); + IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting."); IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right); - for (int n = 0; n < ImGuiKey_COUNT; n++) - IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < IM_ARRAYSIZE(g.IO.KeysDown) && "io.KeyMap[] contains an out of bound value (need to be 0..512, or -1 for unmapped key)"); + IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right); +#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO + for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++) + IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)"); // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP) - if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) + if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1) IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation."); +#endif // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly. if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors)) @@ -7520,13 +9603,13 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame(). // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs. - // We silently accommodate for this case by ignoring/ the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), + // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0), // while still correctly asserting on mid-frame key press events. - const ImGuiKeyModFlags key_mod_flags = GetMergedKeyModFlags(); - IM_ASSERT((key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); - IM_UNUSED(key_mod_flags); + const ImGuiKeyChord key_mods = GetMergedModsFromKeys(); + IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); + IM_UNUSED(key_mods); - // Recover from errors + // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame(). //ErrorCheckEndFrameRecover(); // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you @@ -7535,7 +9618,9 @@ static void ImGui::ErrorCheckEndFrameSanityChecks() { if (g.CurrentWindowStack.Size > 1) { + ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended! IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?"); + IM_UNUSED(window); while (g.CurrentWindowStack.Size > 1) End(); } @@ -7566,7 +9651,6 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi IM_ASSERT(window->IsFallbackWindow); break; } - IM_ASSERT(window == g.CurrentWindow); if (window->Flags & ImGuiWindowFlags_ChildWindow) { if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name); @@ -7633,7 +9717,12 @@ void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, vo if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name); PopStyleVar(); } - while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack) //-V1044 + while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044 + { + if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name); + PopFont(); + } + while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044 { if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name); PopFocusScope(); @@ -7641,9 +9730,9 @@ void ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, vo } // Save current stack sizes for later compare -void ImGuiStackSizes::SetToCurrentState() +void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *ctx; ImGuiWindow* window = g.CurrentWindow; SizeOfIDStack = (short)window->IDStack.Size; SizeOfColorStack = (short)g.ColorStack.Size; @@ -7657,9 +9746,9 @@ void ImGuiStackSizes::SetToCurrentState() } // Compare to detect usage errors -void ImGuiStackSizes::CompareWithCurrentState() +void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *ctx; ImGuiWindow* window = g.CurrentWindow; IM_UNUSED(window); @@ -7679,12 +9768,135 @@ void ImGuiStackSizes::CompareWithCurrentState() IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size && "PushFocusScope/PopFocusScope Mismatch!"); } +//----------------------------------------------------------------------------- +// [SECTION] ITEM SUBMISSION +//----------------------------------------------------------------------------- +// - KeepAliveID() +// - ItemHandleShortcut() [Internal] +// - ItemAdd() +//----------------------------------------------------------------------------- + +// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID(). +void ImGui::KeepAliveID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + if (g.ActiveId == id) + g.ActiveIdIsAlive = id; + if (g.ActiveIdPreviousFrame == id) + g.ActiveIdPreviousFrameIsAlive = true; +} + +static void ItemHandleShortcut(ImGuiID id) +{ + // FIXME: Generalize Activation queue? + ImGuiContext& g = *GImGui; + if (ImGui::Shortcut(g.NextItemData.Shortcut, id, ImGuiInputFlags_None) && g.NavActivateId == 0) + { + g.NavActivateId = id; // Will effectively disable clipping. + g.NavActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_FromShortcut; + if (g.ActiveId == 0 || g.ActiveId == id) + g.NavActivateDownId = g.NavActivatePressedId = id; + ImGui::NavHighlightActivated(id); + } +} + +// Declare item bounding box for clipping and interaction. +// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface +// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. +// THIS IS IN THE PERFORMANCE CRITICAL PATH (UNTIL THE CLIPPING TEST AND EARLY-RETURN) +bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + // Set item data + // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) + g.LastItemData.ID = id; + g.LastItemData.Rect = bb; + g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; + g.LastItemData.InFlags = g.CurrentItemFlags | g.NextItemData.ItemFlags | extra_flags; + g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; + // Note: we don't copy 'g.NextItemData.SelectionUserData' to an hypothetical g.LastItemData.SelectionUserData: since the former is not cleared. + + if (id != 0) + { + KeepAliveID(id); + + // Directional navigation processing + // Runs prior to clipping early-out + // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget + // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests + // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of + // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. + // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able + // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). + // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. + // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. + if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav)) + { + // FIMXE-NAV: investigate changing the window tests into a simple 'if (g.NavFocusScopeId == g.CurrentFocusScopeId)' test. + window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); + if (g.NavId == id || g.NavAnyRequest) + if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) + if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) + NavProcessItem(); + } + + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasShortcut) + ItemHandleShortcut(id); + } + + // Lightweight clear of SetNextItemXXX data. + g.NextItemData.Flags = ImGuiNextItemDataFlags_None; + g.NextItemData.ItemFlags = ImGuiItemFlags_None; + +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (id != 0) + IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData); +#endif + + // Clipping test + // (this is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value) + //const bool is_clipped = IsClippedEx(bb, id); + //if (is_clipped) + // return false; + // g.NavActivateId is not necessarily == g.NavId, in the case of remote activation (e.g. shortcuts) + const bool is_rect_visible = bb.Overlaps(window->ClipRect); + if (!is_rect_visible) + if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId && id != g.NavActivateId)) + if (!g.LogEnabled) + return false; + + // [DEBUG] +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (id != 0) + { + if (id == g.DebugLocateId) + DebugLocateItemResolveWithLastItem(); + + // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". + // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". + // READ THE FAQ: https://dearimgui.com/faq + IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); + } + //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] + //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0) + // window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG] +#endif + + // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) + if (is_rect_visible) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible; + if (IsMouseHoveringRect(bb.Min, bb.Max)) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; + return true; +} + //----------------------------------------------------------------------------- // [SECTION] LAYOUT //----------------------------------------------------------------------------- // - ItemSize() -// - ItemAdd() // - SameLine() // - GetCursorScreenPos() // - SetCursorScreenPos() @@ -7709,12 +9921,13 @@ void ImGuiStackSizes::CompareWithCurrentState() // - GetWindowContentRegionMin(), GetWindowContentRegionMax() // - BeginGroup() // - EndGroup() -// Also see in imgui_widgets: tab bars, columns. +// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns. //----------------------------------------------------------------------------- // Advance cursor given item size for layout. // Register minimum needed size so it can extend the bounding box used for auto-fit calculation. // See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different. +// THIS IS IN THE PERFORMANCE CRITICAL PATH. void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) { ImGuiContext& g = *GImGui; @@ -7726,14 +9939,16 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor, // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect. const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f; - const float line_height = ImMax(window->DC.CurrLineSize.y, size.y + offset_to_match_baseline_y); + + const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y; + const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y); // Always align ourselves on pixel boundaries //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG] window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x; - window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line - window->DC.CursorPos.y = IM_FLOOR(window->DC.CursorPos.y + line_height + g.Style.ItemSpacing.y); // Next line + window->DC.CursorPosPrevLine.y = line_y1; + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); // Next line + window->DC.CursorPos.y = IM_TRUNC(line_y1 + line_height + g.Style.ItemSpacing.y); // Next line window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x); window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y); //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG] @@ -7742,110 +9957,42 @@ void ImGui::ItemSize(const ImVec2& size, float text_baseline_y) window->DC.CurrLineSize.y = 0.0f; window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y); window->DC.CurrLineTextBaseOffset = 0.0f; + window->DC.IsSameLine = window->DC.IsSetPos = false; // Horizontal layout mode if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) SameLine(); } -void ImGui::ItemSize(const ImRect& bb, float text_baseline_y) -{ - ItemSize(bb.GetSize(), text_baseline_y); -} - -// Declare item bounding box for clipping and interaction. -// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface -// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction. -bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags) -{ - ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; - - // Set item data - // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set) - g.LastItemData.ID = id; - g.LastItemData.Rect = bb; - g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb; - g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags; - g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None; - - // Directional navigation processing - if (id != 0) - { - // Runs prior to clipping early-out - // (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget - // (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests - // unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of - // thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame. - // We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able - // to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick). - // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null. - // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere. - window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent); - if (g.NavId == id || g.NavAnyRequest) - if (g.NavWindow->RootWindowForNav == window->RootWindowForNav) - if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened)) - NavProcessItem(); - - // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something". - // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something". - // READ THE FAQ: https://dearimgui.org/faq - IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!"); - - // [DEBUG] Item Picker tool, when enabling the "extended" version we perform the check in ItemAdd() -#ifdef IMGUI_DEBUG_TOOL_ITEM_PICKER_EX - if (id == g.DebugItemPickerBreakId) - { - IM_DEBUG_BREAK(); - g.DebugItemPickerBreakId = 0; - } -#endif - } - g.NextItemData.Flags = ImGuiNextItemDataFlags_None; - -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (id != 0) - IMGUI_TEST_ENGINE_ITEM_ADD(nav_bb_arg ? *nav_bb_arg : bb, id); -#endif - - // Clipping test - const bool is_clipped = IsClippedEx(bb, id); - if (is_clipped) - return false; - //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG] - - // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them) - if (IsMouseHoveringRect(bb.Min, bb.Max)) - g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; - return true; -} - // Gets back to previous line and continue with horizontal layout // offset_from_start_x == 0 : follow right after previous item // offset_from_start_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 : use default spacing if offset_from_start_x == 0, no spacing if offset_from_start_x != 0 // spacing_w >= 0 : enforce spacing amount void ImGui::SameLine(float offset_from_start_x, float spacing_w) { - ImGuiWindow* window = GetCurrentWindow(); + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return; - ImGuiContext& g = *GImGui; if (offset_from_start_x != 0.0f) { - if (spacing_w < 0.0f) spacing_w = 0.0f; + if (spacing_w < 0.0f) + spacing_w = 0.0f; window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } else { - if (spacing_w < 0.0f) spacing_w = g.Style.ItemSpacing.x; + if (spacing_w < 0.0f) + spacing_w = g.Style.ItemSpacing.x; window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w; window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y; } window->DC.CurrLineSize = window->DC.PrevLineSize; window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset; + window->DC.IsSameLine = true; } ImVec2 ImGui::GetCursorScreenPos() @@ -7858,7 +10005,8 @@ void ImGui::SetCursorScreenPos(const ImVec2& pos) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos = pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; } // User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient. @@ -7885,21 +10033,24 @@ void ImGui::SetCursorPos(const ImVec2& local_pos) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos = window->Pos - window->Scroll + local_pos; - window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos); + window->DC.IsSetPos = true; } void ImGui::SetCursorPosX(float x) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x; - window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x); + window->DC.IsSetPos = true; } void ImGui::SetCursorPosY(float y) { ImGuiWindow* window = GetCurrentWindow(); window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y; - window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y); + window->DC.IsSetPos = true; } ImVec2 ImGui::GetCursorStartPos() @@ -7946,14 +10097,18 @@ void ImGui::PushMultiItemsWidths(int components, float w_full) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; + IM_ASSERT(components > 0); const ImGuiStyle& style = g.Style; - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width - window->DC.ItemWidthStack.push_back(w_item_last); - for (int i = 0; i < components - 2; i++) - window->DC.ItemWidthStack.push_back(w_item_one); - window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one; + float w_items = w_full - style.ItemInnerSpacing.x * (components - 1); + float prev_split = w_items; + for (int i = components - 1; i > 0; i--) + { + float next_split = IM_TRUNC(w_items * i / components); + window->DC.ItemWidthStack.push_back(ImMax(prev_split - next_split, 1.0f)); + prev_split = next_split; + } + window->DC.ItemWidth = ImMax(prev_split, 1.0f); g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth; } @@ -7980,7 +10135,7 @@ float ImGui::CalcItemWidth() float region_max_x = GetContentRegionMaxAbs().x; w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w); } - w = IM_FLOOR(w); + w = IM_TRUNC(w); return w; } @@ -7990,7 +10145,8 @@ float ImGui::CalcItemWidth() // The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable) ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h) { - ImGuiWindow* window = GImGui->CurrentWindow; + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; ImVec2 region_max; if (size.x < 0.0f || size.y < 0.0f) @@ -8040,10 +10196,8 @@ ImVec2 ImGui::GetContentRegionMax() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentRegionRect.Max - window->Pos; - if (window->DC.CurrentColumns || g.CurrentTable) - mx.x = window->WorkRect.Max.x - window->Pos.x; - return mx; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; + return mx - window->Pos; } // [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features. @@ -8051,9 +10205,7 @@ ImVec2 ImGui::GetContentRegionMaxAbs() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImVec2 mx = window->ContentRegionRect.Max; - if (window->DC.CurrentColumns || g.CurrentTable) - mx.x = window->WorkRect.Max.x; + ImVec2 mx = (window->DC.CurrentColumns || g.CurrentTable) ? window->WorkRect.Max : window->ContentRegionRect.Max; return mx; } @@ -8088,6 +10240,7 @@ void ImGui::BeginGroup() ImGuiGroupData& group_data = g.GroupStack.back(); group_data.WindowID = window->ID; group_data.BackupCursorPos = window->DC.CursorPos; + group_data.BackupCursorPosPrevLine = window->DC.CursorPosPrevLine; group_data.BackupCursorMaxPos = window->DC.CursorMaxPos; group_data.BackupIndent = window->DC.Indent; group_data.BackupGroupOffset = window->DC.GroupOffset; @@ -8095,6 +10248,7 @@ void ImGui::BeginGroup() group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset; group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive; group_data.BackupHoveredIdIsAlive = g.HoveredId != 0; + group_data.BackupIsSameLine = window->DC.IsSameLine; group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive; group_data.EmitItem = true; @@ -8115,14 +10269,19 @@ void ImGui::EndGroup() ImGuiGroupData& group_data = g.GroupStack.back(); IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window? + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos)); window->DC.CursorPos = group_data.BackupCursorPos; + window->DC.CursorPosPrevLine = group_data.BackupCursorPosPrevLine; window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos); window->DC.Indent = group_data.BackupIndent; window->DC.GroupOffset = group_data.BackupGroupOffset; window->DC.CurrLineSize = group_data.BackupCurrLineSize; window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset; + window->DC.IsSameLine = group_data.BackupIsSameLine; if (g.LogEnabled) g.LogLinePosY = -FLT_MAX; // To enforce a carriage return @@ -8137,7 +10296,7 @@ void ImGui::EndGroup() ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop); // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group. - // It would be be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. + // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets. // Also if you grep for LastItemId you'll notice it is only used in that context. // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.) const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId; @@ -8163,7 +10322,8 @@ void ImGui::EndGroup() g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated; g.GroupStack.pop_back(); - //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] + if (g.DebugShowGroupRects) + window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255)); // [Debug] } @@ -8187,38 +10347,24 @@ static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, fl static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window) { ImVec2 scroll = window->Scroll; - if (window->ScrollTarget.x < FLT_MAX) + ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2); + for (int axis = 0; axis < 2; axis++) { - float decoration_total_width = window->ScrollbarSizes.x; - float center_x_ratio = window->ScrollTargetCenterRatio.x; - float scroll_target_x = window->ScrollTarget.x; - if (window->ScrollTargetEdgeSnapDist.x > 0.0f) + if (window->ScrollTarget[axis] < FLT_MAX) { - float snap_x_min = 0.0f; - float snap_x_max = window->ScrollMax.x + window->SizeFull.x - decoration_total_width; - scroll_target_x = CalcScrollEdgeSnap(scroll_target_x, snap_x_min, snap_x_max, window->ScrollTargetEdgeSnapDist.x, center_x_ratio); + float center_ratio = window->ScrollTargetCenterRatio[axis]; + float scroll_target = window->ScrollTarget[axis]; + if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f) + { + float snap_min = 0.0f; + float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis]; + scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio); + } + scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]); } - scroll.x = scroll_target_x - center_x_ratio * (window->SizeFull.x - decoration_total_width); - } - if (window->ScrollTarget.y < FLT_MAX) - { - float decoration_total_height = window->TitleBarHeight() + window->MenuBarHeight() + window->ScrollbarSizes.y; - float center_y_ratio = window->ScrollTargetCenterRatio.y; - float scroll_target_y = window->ScrollTarget.y; - if (window->ScrollTargetEdgeSnapDist.y > 0.0f) - { - float snap_y_min = 0.0f; - float snap_y_max = window->ScrollMax.y + window->SizeFull.y - decoration_total_height; - scroll_target_y = CalcScrollEdgeSnap(scroll_target_y, snap_y_min, snap_y_max, window->ScrollTargetEdgeSnapDist.y, center_y_ratio); - } - scroll.y = scroll_target_y - center_y_ratio * (window->SizeFull.y - decoration_total_height); - } - scroll.x = IM_FLOOR(ImMax(scroll.x, 0.0f)); - scroll.y = IM_FLOOR(ImMax(scroll.y, 0.0f)); - if (!window->Collapsed && !window->SkipItems) - { - scroll.x = ImMin(scroll.x, window->ScrollMax.x); - scroll.y = ImMin(scroll.y, window->ScrollMax.y); + scroll[axis] = IM_ROUND(ImMax(scroll[axis], 0.0f)); + if (!window->Collapsed && !window->SkipItems) + scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]); } return scroll; } @@ -8239,8 +10385,11 @@ void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScro ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags) { ImGuiContext& g = *GImGui; - ImRect window_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); - //GetForegroundDrawList(window)->AddRect(window_rect.Min, window_rect.Max, IM_COL32_WHITE); // [DEBUG] + ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)); + scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x); + scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y); + //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG] + //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG] // Check that only one behavior is selected per axis IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_)); @@ -8253,35 +10402,39 @@ ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGui if ((flags & ImGuiScrollFlags_MaskY_) == 0) flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY; - const bool fully_visible_x = item_rect.Min.x >= window_rect.Min.x && item_rect.Max.x <= window_rect.Max.x; - const bool fully_visible_y = item_rect.Min.y >= window_rect.Min.y && item_rect.Max.y <= window_rect.Max.y; - const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= window_rect.GetWidth(); - const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= window_rect.GetHeight(); + const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x; + const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y; + const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; + const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0; if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x) { - if (item_rect.Min.x < window_rect.Min.x || !can_be_fully_visible_x) + if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x) SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f); - else if (item_rect.Max.x >= window_rect.Max.x) + else if (item_rect.Max.x >= scroll_rect.Max.x) SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f); } else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX)) { - float target_x = can_be_fully_visible_x ? ImFloor((item_rect.Min.x + item_rect.Max.x - window->InnerRect.GetWidth()) * 0.5f) : item_rect.Min.x; - SetScrollFromPosX(window, target_x - window->Pos.x, 0.0f); + if (can_be_fully_visible_x) + SetScrollFromPosX(window, ImTrunc((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f); + else + SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f); } if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y) { - if (item_rect.Min.y < window_rect.Min.y || !can_be_fully_visible_y) + if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y) SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f); - else if (item_rect.Max.y >= window_rect.Max.y) + else if (item_rect.Max.y >= scroll_rect.Max.y) SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f); } else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY)) { - float target_y = can_be_fully_visible_y ? ImFloor((item_rect.Min.y + item_rect.Max.y - window->InnerRect.GetHeight()) * 0.5f) : item_rect.Min.y; - SetScrollFromPosY(window, target_y - window->Pos.y, 0.0f); + if (can_be_fully_visible_y) + SetScrollFromPosY(window, ImTrunc((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f); + else + SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f); } ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window); @@ -8356,7 +10509,7 @@ void ImGui::SetScrollY(float scroll_y) // - local_pos = (absolution_pos - window->Pos) // - So local_x/local_y are 0.0f for a position at the upper-left corner of a window, // and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area. -// - They mostly exists because of legacy API. +// - They mostly exist because of legacy API. // Following the rules above, when trying to work with scrolling code, consider that: // - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect! // - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense @@ -8364,7 +10517,7 @@ void ImGui::SetScrollY(float scroll_y) void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio) { IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f); - window->ScrollTarget.x = IM_FLOOR(local_x + window->Scroll.x); // Convert local position to scroll offset + window->ScrollTarget.x = IM_TRUNC(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset window->ScrollTargetCenterRatio.x = center_x_ratio; window->ScrollTargetEdgeSnapDist.x = 0.0f; } @@ -8372,9 +10525,7 @@ void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio) { IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f); - const float decoration_up_height = window->TitleBarHeight() + window->MenuBarHeight(); // FIXME: Would be nice to have a more standardized access to our scrollable/client rect; - local_y -= decoration_up_height; - window->ScrollTarget.y = IM_FLOOR(local_y + window->Scroll.y); // Convert local position to scroll offset + window->ScrollTarget.y = IM_TRUNC(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset window->ScrollTargetCenterRatio.y = center_y_ratio; window->ScrollTargetEdgeSnapDist.y = 0.0f; } @@ -8421,41 +10572,55 @@ void ImGui::SetScrollHereY(float center_y_ratio) // [SECTION] TOOLTIPS //----------------------------------------------------------------------------- -void ImGui::BeginTooltip() +bool ImGui::BeginTooltip() { - BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); } -void ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) +bool ImGui::BeginItemTooltip() +{ + if (!IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + return false; + return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None); +} + +bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags) { ImGuiContext& g = *GImGui; if (g.DragDropWithinSource || g.DragDropWithinTarget) { - // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor) - // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor. - // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do. + // Drag and Drop tooltips are positioning differently than other tooltips: + // - offset visibility to increase visibility around mouse. + // - never clamp within outer viewport boundary. + // We call SetNextWindowPos() to enforce position and disable clamping. + // See FindBestWindowPosForPopup() for positionning logic of other tooltips (not drag and drop ones). //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); + ImVec2 tooltip_pos = g.IO.MousePos + TOOLTIP_DEFAULT_OFFSET * 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 :( - tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip; + tooltip_flags |= ImGuiTooltipFlags_OverridePrevious; } char window_name[16]; ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount); - if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip) + if (tooltip_flags & ImGuiTooltipFlags_OverridePrevious) if (ImGuiWindow* window = FindWindowByName(window_name)) if (window->Active) { // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one. - window->Hidden = true; - window->HiddenFramesCanSkipItems = 1; // FIXME: This may not be necessary? + SetWindowHiddenAndSkipItemsForCurrentFrame(window); 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; Begin(window_name, NULL, flags | extra_window_flags); + // 2023-03-09: Added bool return value to the API, but currently always returning true. + // If this ever returns false we need to update BeginDragDropSource() accordingly. + //if (!ret) + // End(); + //return ret; + return true; } void ImGui::EndTooltip() @@ -8464,13 +10629,6 @@ void ImGui::EndTooltip() End(); } -void ImGui::SetTooltipV(const char* fmt, va_list args) -{ - BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); - TextV(fmt, args); - EndTooltip(); -} - void ImGui::SetTooltip(const char* fmt, ...) { va_list args; @@ -8479,6 +10637,32 @@ void ImGui::SetTooltip(const char* fmt, ...) va_end(args); } +void ImGui::SetTooltipV(const char* fmt, va_list args) +{ + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; + TextV(fmt, args); + EndTooltip(); +} + +// Shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav'. +// Defaults to == ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort when using the mouse. +void ImGui::SetItemTooltip(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); + va_end(args); +} + +void ImGui::SetItemTooltipV(const char* fmt, va_list args) +{ + if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) + SetTooltipV(fmt, args); +} + + //----------------------------------------------------------------------------- // [SECTION] POPUPS //----------------------------------------------------------------------------- @@ -8524,6 +10708,7 @@ bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags) return IsPopupOpen(id, popup_flags); } +// Also see FindBlockingModal(NULL) ImGuiWindow* ImGui::GetTopMostPopupModal() { ImGuiContext& g = *GImGui; @@ -8534,6 +10719,7 @@ ImGuiWindow* ImGui::GetTopMostPopupModal() return NULL; } +// See Demo->Stacked Modal to confirm what this is for. ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() { ImGuiContext& g = *GImGui; @@ -8547,7 +10733,9 @@ ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal() void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags) { ImGuiContext& g = *GImGui; - OpenPopupEx(g.CurrentWindow->GetID(str_id), popup_flags); + ImGuiID id = g.CurrentWindow->GetID(str_id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id); + OpenPopupEx(id, popup_flags); } void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags) @@ -8566,19 +10754,19 @@ void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags) const int current_stack_size = g.BeginPopupStack.Size; if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup) - if (IsPopupOpen(0u, ImGuiPopupFlags_AnyPopupId)) + if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId)) return; ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack. popup_ref.PopupId = id; popup_ref.Window = NULL; - popup_ref.SourceWindow = g.NavWindow; + popup_ref.BackupNavWindow = g.NavWindow; // When popup closes focus may be restored to NavWindow (depend on window type). popup_ref.OpenFrameCount = g.FrameCount; popup_ref.OpenParentId = parent_window->IDStack.back(); popup_ref.OpenPopupPos = NavCalcPreferredRefPos(); popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos; - IMGUI_DEBUG_LOG_POPUP("OpenPopupEx(0x%08X)\n", id); + IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id); if (g.OpenPopupStack.Size < current_stack_size + 1) { g.OpenPopupStack.push_back(popup_ref); @@ -8647,7 +10835,7 @@ void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below { - IMGUI_DEBUG_LOG_POPUP("ClosePopupsOverWindow(\"%s\") -> ClosePopupToLevel(%d)\n", ref_window->Name, popup_count_to_keep); + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : ""); ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup); } } @@ -8660,7 +10848,7 @@ void ImGui::ClosePopupsExceptModals() for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--) { ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window; - if (!window || window->Flags & ImGuiWindowFlags_Modal) + if (!window || (window->Flags & ImGuiWindowFlags_Modal)) break; } if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below @@ -8670,27 +10858,21 @@ void ImGui::ClosePopupsExceptModals() void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup) { ImGuiContext& g = *GImGui; - IMGUI_DEBUG_LOG_POPUP("ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); + IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup); IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size); // Trim open popup stack - ImGuiWindow* focus_window = g.OpenPopupStack[remaining].SourceWindow; ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window; + ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow; g.OpenPopupStack.resize(remaining); if (restore_focus_to_window_under_popup) { + ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window; if (focus_window && !focus_window->WasActive && popup_window) - { - // Fallback - FocusTopMostWindowUnderOne(popup_window, NULL); - } + FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback else - { - if (g.NavLayer == ImGuiNavLayer_Main && focus_window) - focus_window = NavRestoreLastChildNavWindow(focus_window); - FocusWindow(focus_window); - } + FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None); } } @@ -8715,7 +10897,7 @@ void ImGui::CloseCurrentPopup() break; popup_idx--; } - IMGUI_DEBUG_LOG_POPUP("CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); + IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx); ClosePopupToLevel(popup_idx, true); // A common pattern is to close a popup when selecting a menu item/selectable that will open another window. @@ -8746,6 +10928,8 @@ bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags) if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display) EndPopup(); + //g.CurrentWindow->FocusRouteParentWindow = g.CurrentWindow->ParentWindowInBeginStack; + return is_open; } @@ -8758,11 +10942,14 @@ bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags) return false; } flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings; - return BeginPopupEx(g.CurrentWindow->GetID(str_id), flags); + ImGuiID id = g.CurrentWindow->GetID(str_id); + return BeginPopupEx(id, flags); } // If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup. -// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here. +// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup). +// - *p_open set back to false in BeginPopupModal() when popup is not open. +// - if you set *p_open to false before calling BeginPopupModal(), it will close the popup. bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags) { ImGuiContext& g = *GImGui; @@ -8771,6 +10958,8 @@ bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags fla if (!IsPopupOpen(id, ImGuiPopupFlags_None)) { g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values + if (p_open && *p_open) + *p_open = false; return false; } @@ -8837,7 +11026,7 @@ void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags // - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters). // This is essentially the same as: // id = str_id ? GetID(str_id) : GetItemID(); -// OpenPopupOnItemClick(str_id); +// OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight); // return BeginPopup(id); // Which is essentially the same as: // id = str_id ? GetID(str_id) : GetItemID(); @@ -8933,7 +11122,7 @@ ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& s const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x); const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y); - // If there not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) + // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width) if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right)) continue; if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down)) @@ -8998,20 +11187,24 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) } if (window->Flags & ImGuiWindowFlags_Popup) { - ImRect r_avoid = ImRect(window->Pos.x - 1, window->Pos.y - 1, window->Pos.x + 1, window->Pos.y + 1); - return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default); + return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here } if (window->Flags & ImGuiWindowFlags_Tooltip) { - // Position tooltip (always follows mouse) - float sc = g.Style.MouseCursorScale; - ImVec2 ref_pos = NavCalcPreferredRefPos(); + // Position tooltip (always follows mouse + clamp within outer boundaries) + // Note that drag and drop tooltips are NOT using this path: BeginTooltipEx() manually sets their position. + // In theory we could handle both cases in same location, but requires a bit of shuffling as drag and drop tooltips are calling SetWindowPos() leading to 'window_pos_set_by_api' being set in Begin() + IM_ASSERT(g.CurrentWindow == window); + const float scale = g.Style.MouseCursorScale; + const ImVec2 ref_pos = NavCalcPreferredRefPos(); + const ImVec2 tooltip_pos = ref_pos + TOOLTIP_DEFAULT_OFFSET * scale; 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. - return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); + r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * scale, ref_pos.y + 24 * scale); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. + //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255, 0, 255, 255)); + return FindBestWindowPosForPopupEx(tooltip_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip); } IM_ASSERT(0); return window->Pos; @@ -9021,8 +11214,36 @@ ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window) // [SECTION] KEYBOARD/GAMEPAD NAVIGATION //----------------------------------------------------------------------------- -// FIXME-NAV: The existence of SetNavID vs SetFocusID properly needs to be clarified/reworked. -// In our terminology those should be interchangeable. Those two functions are merely a legacy artifact, so at minimum naming should be clarified. +// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked. +// In our terminology those should be interchangeable, yet right now this is super confusing. +// Those two functions are merely a legacy artifact, so at minimum naming should be clarified. + +void ImGui::SetNavWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (g.NavWindow != window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : ""); + g.NavWindow = window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } + g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false; + NavUpdateAnyRequestFlag(); +} + +void ImGui::NavHighlightActivated(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + g.NavHighlightActivatedId = id; + g.NavHighlightActivatedTimer = NAV_ACTIVATE_HIGHLIGHT_TIMER; +} + +void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis) +{ + ImGuiContext& g = *GImGui; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX; +} + void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel) { ImGuiContext& g = *GImGui; @@ -9030,9 +11251,13 @@ void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu); g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = focus_scope_id; + SetNavFocusScope(focus_scope_id); g.NavWindow->NavLastIds[nav_layer] = id; g.NavWindow->NavRectRel[nav_layer] = rect_rel; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); } void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) @@ -9040,55 +11265,45 @@ void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window) ImGuiContext& g = *GImGui; IM_ASSERT(id != 0); - // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and window->DC.NavFocusScopeIdCurrent are valid. + if (g.NavWindow != window) + SetNavWindow(window); + + // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid. // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text) const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent; - if (g.NavWindow != window) - g.NavInitRequest = false; - g.NavWindow = window; g.NavId = id; g.NavLayer = nav_layer; - g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); window->NavLastIds[nav_layer] = id; if (g.LastItemData.ID == id) window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect); - if (g.ActiveIdSource == ImGuiInputSource_Nav) + if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) g.NavDisableMouseHover = true; else g.NavDisableHighlight = true; + + // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it) + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); } -ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy) +static ImGuiDir ImGetDirQuadrantFromDelta(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) +static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max) { - if (a1 < b0) - return a1 - b0; - if (b1 < a0) - return a0 - b1; + if (cand_max < curr_min) + return cand_max - curr_min; + if (curr_max < cand_min) + return cand_min - curr_max; 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 // FIXME: PageUp/PageDown are leaving move_dir == None - { - r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x); - r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x); - } -} - // Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057 static bool ImGui::NavScoreItem(ImGuiNavItemData* result) { @@ -9111,10 +11326,6 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) 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); @@ -9153,32 +11364,41 @@ static bool ImGui::NavScoreItem(ImGuiNavItemData* result) quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right; } + const ImGuiDir move_dir = g.NavMoveDir; #if IMGUI_DEBUG_NAV_SCORING - char buf[128]; - if (IsMouseHoveringRect(cand.Min, cand.Max)) + char buf[200]; + if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate. { - ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]); - ImDrawList* draw_list = GetForegroundDrawList(window); - draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100)); - draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200)); - draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150)); - draw_list->AddText(cand.Max, ~0U, buf); - } - else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate. - { - if (quadrant == g.NavMoveDir) + if (quadrant == move_dir) { ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center); ImDrawList* draw_list = GetForegroundDrawList(window); - draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200)); + draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80)); + draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200)); draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf); } } + const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max); + const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space)); + if (debug_hovering || debug_tty) + { + ImFormatString(buf, IM_ARRAYSIZE(buf), + "d-box (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c", + dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]); + if (debug_hovering) + { + ImDrawList* draw_list = GetForegroundDrawList(window); + draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100)); + draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200)); + draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200)); + draw_list->AddText(cand.Max, ~0U, buf); + } + if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); } + } #endif - // Is it in the quadrant we're interesting in moving to? + // Is it in the quadrant we're interested in moving to? bool new_best = false; - const ImGuiDir move_dir = g.NavMoveDir; if (quadrant == move_dir) { // Does it beat the current best candidate? @@ -9229,30 +11449,50 @@ static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result) ImGuiWindow* window = g.CurrentWindow; result->Window = window; result->ID = g.LastItemData.ID; - result->FocusScopeId = window->DC.NavFocusScopeIdCurrent; + result->FocusScopeId = g.CurrentFocusScopeId; result->InFlags = g.LastItemData.InFlags; result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect); + if (result->InFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + result->SelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } +} + +// True when current work location may be scrolled horizontally when moving left / right. +// This is generally always true UNLESS within a column. We don't have a vertical equivalent. +void ImGui::NavUpdateCurrentWindowIsScrollPushableX() +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL); } // We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above) -// This is called after LastItemData is set. +// This is called after LastItemData is set, but NextItemData is also still valid. static void ImGui::NavProcessItem() { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; const ImGuiID id = g.LastItemData.ID; - const ImRect nav_bb = g.LastItemData.NavRect; const ImGuiItemFlags item_flags = g.LastItemData.InFlags; + // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221) + if (window->DC.NavIsScrollPushableX == false) + { + g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x); + } + const ImRect nav_bb = g.LastItemData.NavRect; + // Process Init Request - if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent) + if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0) { // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback - const bool candidate_for_nav_default_focus = (item_flags & (ImGuiItemFlags_NoNavDefaultFocus | ImGuiItemFlags_Disabled)) == 0; - if (candidate_for_nav_default_focus || g.NavInitResultId == 0) + const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0; + if (candidate_for_nav_default_focus || g.NavInitResult.ID == 0) { - g.NavInitResultId = id; - g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb); + NavApplyItemToResult(&g.NavInitResult); } if (candidate_for_nav_default_focus) { @@ -9263,41 +11503,43 @@ static void ImGui::NavProcessItem() // Process Move Request (scoring for navigation) // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy) - if (g.NavMoveScoringItems) + if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0) { - const bool is_tab_stop = (item_flags & ImGuiItemFlags_Inputable) && (item_flags & (ImGuiItemFlags_NoTabStop | ImGuiItemFlags_Disabled)) == 0; - const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0; + const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) != 0; if (is_tabbing) { - if (is_tab_stop || (g.NavMoveFlags & ImGuiNavMoveFlags_FocusApi)) - NavProcessItemForTabbingRequest(id); + NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags); } - else if ((g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) && !(item_flags & (ImGuiItemFlags_Disabled | ImGuiItemFlags_NoNav))) + else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId)) { ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther; - if (!is_tabbing) - { - if (NavScoreItem(result)) - NavApplyItemToResult(result); + if (NavScoreItem(result)) + NavApplyItemToResult(result); - // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. - const float VISIBLE_RATIO = 0.70f; - if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) - if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) - if (NavScoreItem(&g.NavMoveResultLocalVisible)) - NavApplyItemToResult(&g.NavMoveResultLocalVisible); - } + // Features like PageUp/PageDown need to maintain a separate score for the visible set of items. + const float VISIBLE_RATIO = 0.70f; + if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb)) + if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO) + if (NavScoreItem(&g.NavMoveResultLocalVisible)) + NavApplyItemToResult(&g.NavMoveResultLocalVisible); } } - // Update window-relative bounding box of navigated item + // Update information for currently focused/navigated item if (g.NavId == id) { - g.NavWindow = window; // Always refresh g.NavWindow, because some operations such as FocusItem() don't have a window. + if (g.NavWindow != window) + SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window. g.NavLayer = window->DC.NavLayerCurrent; - g.NavFocusScopeId = window->DC.NavFocusScopeIdCurrent; + SetNavFocusScope(g.CurrentFocusScopeId); // Will set g.NavFocusScopeId AND store g.NavFocusScopePath + g.NavFocusScopeId = g.CurrentFocusScopeId; g.NavIdIsAlive = true; - window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) + if (g.LastItemData.InFlags & ImGuiItemFlags_HasSelectionUserData) + { + IM_ASSERT(g.NextItemData.SelectionUserData != ImGuiSelectionUserData_Invalid); + g.NavLastValidSelectionUserData = g.NextItemData.SelectionUserData; // INTENTIONAL: At this point this field is not cleared in NextItemData. Avoid unnecessary copy to LastItemData. + } + window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position) } } @@ -9308,18 +11550,35 @@ static void ImGui::NavProcessItem() // - Case 3: tab forward wrap: set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request // - Case 4: tab backward: store all results, on ref id pick prev, stop storing // - Case 5: tab backward wrap: store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested -void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) +void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags) { ImGuiContext& g = *GImGui; + if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0) + { + if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent) + return; + if (g.NavFocusScopeId != g.CurrentFocusScopeId) + return; + } + + // - Can always land on an item when using API call. + // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item. + // - Tabbing without _NavEnableKeyboard: goes through inputable items only. + bool can_stop; + if (move_flags & ImGuiNavMoveFlags_FocusApi) + can_stop = true; + else + can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable)); + // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows) ImGuiNavItemData* result = &g.NavMoveResultLocal; if (g.NavTabbingDir == +1) { // Tab Forward or SetKeyboardFocusHere() with >= 0 - if (g.NavTabbingResultFirst.ID == 0) + if (can_stop && g.NavTabbingResultFirst.ID == 0) NavApplyItemToResult(&g.NavTabbingResultFirst); - if (--g.NavTabbingCounter == 0) + if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0) NavMoveRequestResolveWithLastItem(result); else if (g.NavId == id) g.NavTabbingCounter = 1; @@ -9335,16 +11594,18 @@ void ImGui::NavProcessItemForTabbingRequest(ImGuiID id) NavUpdateAnyRequestFlag(); } } - else + else if (can_stop) { + // Keep applying until reaching NavId NavApplyItemToResult(result); } } else if (g.NavTabbingDir == 0) { - // Tab Init - if (g.NavTabbingResultFirst.ID == 0) - NavMoveRequestResolveWithLastItem(&g.NavTabbingResultFirst); + if (can_stop && g.NavId == id) + NavMoveRequestResolveWithLastItem(result); + if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init + NavApplyItemToResult(&g.NavTabbingResultFirst); } } @@ -9360,7 +11621,7 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM ImGuiContext& g = *GImGui; IM_ASSERT(g.NavWindow != NULL); - if (move_flags & ImGuiNavMoveFlags_Tabbing) + if (move_flags & ImGuiNavMoveFlags_IsTabbing) move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId; g.NavMoveSubmitted = g.NavMoveScoringItems = true; @@ -9370,11 +11631,12 @@ void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavM g.NavMoveFlags = move_flags; g.NavMoveScrollFlags = scroll_flags; g.NavMoveForwardToNextFrame = false; - g.NavMoveKeyMods = g.IO.KeyMods; - g.NavTabbingCounter = 0; + g.NavMoveKeyMods = (move_flags & ImGuiNavMoveFlags_FocusApi) ? 0 : g.IO.KeyMods; g.NavMoveResultLocal.Clear(); g.NavMoveResultLocalVisible.Clear(); g.NavMoveResultOther.Clear(); + g.NavTabbingCounter = 0; + g.NavTabbingResultFirst.Clear(); NavUpdateAnyRequestFlag(); } @@ -9386,6 +11648,19 @@ void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result) NavUpdateAnyRequestFlag(); } +// Called by TreePop() to implement ImGuiTreeNodeFlags_NavLeftJumpsBackHere +void ImGui::NavMoveRequestResolveWithPastTreeNode(ImGuiNavItemData* result, ImGuiNavTreeNodeData* tree_node_data) +{ + ImGuiContext& g = *GImGui; + g.NavMoveScoringItems = false; + g.LastItemData.ID = tree_node_data->ID; + g.LastItemData.InFlags = tree_node_data->InFlags & ~ImGuiItemFlags_HasSelectionUserData; // Losing SelectionUserData, recovered next-frame (cheaper). + g.LastItemData.NavRect = tree_node_data->NavRect; + NavApplyItemToResult(result); // Result this instead of implementing a NavApplyPastTreeNodeToResult() + NavClearPreferredPosForAxis(ImGuiAxis_Y); + NavUpdateAnyRequestFlag(); +} + void ImGui::NavMoveRequestCancel() { ImGuiContext& g = *GImGui; @@ -9411,10 +11686,12 @@ void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNav void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags) { ImGuiContext& g = *GImGui; - IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY - // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test + IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY + + // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it: + // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest(). if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main) - g.NavMoveFlags |= wrap_flags; + g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags; } // FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0). @@ -9441,7 +11718,13 @@ void ImGui::NavRestoreLayer(ImGuiNavLayer layer) { ImGuiContext& g = *GImGui; if (layer == ImGuiNavLayer_Main) - g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); + { + ImGuiWindow* prev_nav_window = g.NavWindow; + g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow); // FIXME-NAV: Should clear ongoing nav requests? + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + if (prev_nav_window) + IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name); + } ImGuiWindow* window = g.NavWindow; if (window->NavLastIds[layer] != 0) { @@ -9477,7 +11760,8 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) if (window->Flags & ImGuiWindowFlags_NoNavInputs) { - g.NavId = g.NavFocusScopeId = 0; + g.NavId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); return; } @@ -9487,17 +11771,16 @@ void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit) IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer); if (init_for_nav) { - SetNavID(0, g.NavLayer, 0, ImRect()); + SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect()); g.NavInitRequest = true; g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavInitResultRectRel = ImRect(); + g.NavInitResult.ID = 0; NavUpdateAnyRequestFlag(); } else { g.NavId = window->NavLastIds[0]; - g.NavFocusScopeId = 0; + SetNavFocusScope(window->NavRootFocusScopeId); } } @@ -9508,9 +11791,10 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window) { // Mouse (we need a fallback in case the mouse becomes invalid after being used) - if (IsMousePosValid(&g.IO.MousePos)) - return g.IO.MousePos; - return g.MouseLastValidPos; + // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard. + // In theory we could move that +1.0f offset in OpenPopupEx() + ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos; + return ImVec2(p.x + 1.0f, p.y); } else { @@ -9524,48 +11808,31 @@ static ImVec2 ImGui::NavCalcPreferredRefPos() } ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight())); ImGuiViewport* viewport = GetMainViewport(); - return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. + return ImTrunc(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImTrunc() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta. } } -float ImGui::GetNavInputAmount(ImGuiNavInput n, ImGuiInputReadMode mode) +float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis) { ImGuiContext& g = *GImGui; - if (mode == ImGuiInputReadMode_Down) - return g.IO.NavInputs[n]; // Instant, read analog input (0.0f..1.0f, as provided by user) + float repeat_delay, repeat_rate; + GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate); - const float t = g.IO.NavInputsDownDuration[n]; - if (t < 0.0f && mode == ImGuiInputReadMode_Released) // Return 1.0f when just released, no repeat, ignore analog input. - return (g.IO.NavInputsDownDurationPrev[n] >= 0.0f ? 1.0f : 0.0f); - if (t < 0.0f) - return 0.0f; - if (mode == ImGuiInputReadMode_Pressed) // Return 1.0f when just pressed, no repeat, ignore analog input. - return (t == 0.0f) ? 1.0f : 0.0f; - if (mode == ImGuiInputReadMode_Repeat) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.80f); - if (mode == ImGuiInputReadMode_RepeatSlow) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 1.25f, g.IO.KeyRepeatRate * 2.00f); - if (mode == ImGuiInputReadMode_RepeatFast) - return (float)CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay * 0.72f, g.IO.KeyRepeatRate * 0.30f); - return 0.0f; -} - -ImVec2 ImGui::GetNavInputAmount2d(ImGuiNavDirSourceFlags dir_sources, ImGuiInputReadMode mode, float slow_factor, float fast_factor) -{ - ImVec2 delta(0.0f, 0.0f); - if (dir_sources & ImGuiNavDirSourceFlags_RawKeyboard) - delta += ImVec2((float)IsKeyDown(GetKeyIndex(ImGuiKey_RightArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_LeftArrow)), (float)IsKeyDown(GetKeyIndex(ImGuiKey_DownArrow)) - (float)IsKeyDown(GetKeyIndex(ImGuiKey_UpArrow))); - if (dir_sources & ImGuiNavDirSourceFlags_Keyboard) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_KeyRight_, mode) - GetNavInputAmount(ImGuiNavInput_KeyLeft_, mode), GetNavInputAmount(ImGuiNavInput_KeyDown_, mode) - GetNavInputAmount(ImGuiNavInput_KeyUp_, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadDPad) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_DpadRight, mode) - GetNavInputAmount(ImGuiNavInput_DpadLeft, mode), GetNavInputAmount(ImGuiNavInput_DpadDown, mode) - GetNavInputAmount(ImGuiNavInput_DpadUp, mode)); - if (dir_sources & ImGuiNavDirSourceFlags_PadLStick) - delta += ImVec2(GetNavInputAmount(ImGuiNavInput_LStickRight, mode) - GetNavInputAmount(ImGuiNavInput_LStickLeft, mode), GetNavInputAmount(ImGuiNavInput_LStickDown, mode) - GetNavInputAmount(ImGuiNavInput_LStickUp, mode)); - if (slow_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakSlow)) - delta *= slow_factor; - if (fast_factor != 0.0f && IsNavInputDown(ImGuiNavInput_TweakFast)) - delta *= fast_factor; - return delta; + ImGuiKey key_less, key_more; + if (g.NavInputSource == ImGuiInputSource_Gamepad) + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown; + } + else + { + key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow; + key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow; + } + float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate); + if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase + amount = 0.0f; + return amount; } static void ImGui::NavUpdate() @@ -9574,47 +11841,30 @@ static void ImGui::NavUpdate() ImGuiIO& io = g.IO; io.WantSetMousePos = false; - //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG("NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); + //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest); - // Set input source as Gamepad when buttons are pressed (as some features differs when used with Gamepad vs Keyboard) - // (do it before we map Keyboard input!) - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard) + // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource? const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; - if (nav_gamepad_active && g.NavInputSource != ImGuiInputSource_Gamepad) - { - if (io.NavInputs[ImGuiNavInput_Activate] > 0.0f || io.NavInputs[ImGuiNavInput_Input] > 0.0f || io.NavInputs[ImGuiNavInput_Cancel] > 0.0f || io.NavInputs[ImGuiNavInput_Menu] > 0.0f - || io.NavInputs[ImGuiNavInput_DpadLeft] > 0.0f || io.NavInputs[ImGuiNavInput_DpadRight] > 0.0f || io.NavInputs[ImGuiNavInput_DpadUp] > 0.0f || io.NavInputs[ImGuiNavInput_DpadDown] > 0.0f) - g.NavInputSource = ImGuiInputSource_Gamepad; - } - - // Update Keyboard->Nav inputs mapping + const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown }; + if (nav_gamepad_active) + for (ImGuiKey key : nav_gamepad_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Gamepad; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow }; if (nav_keyboard_active) - { - #define NAV_MAP_KEY(_KEY, _NAV_INPUT) do { if (IsKeyDown(io.KeyMap[_KEY])) { io.NavInputs[_NAV_INPUT] = 1.0f; g.NavInputSource = ImGuiInputSource_Keyboard; } } while (0) - NAV_MAP_KEY(ImGuiKey_Space, ImGuiNavInput_Activate ); - NAV_MAP_KEY(ImGuiKey_Enter, ImGuiNavInput_Input ); - NAV_MAP_KEY(ImGuiKey_Escape, ImGuiNavInput_Cancel ); - NAV_MAP_KEY(ImGuiKey_LeftArrow, ImGuiNavInput_KeyLeft_ ); - NAV_MAP_KEY(ImGuiKey_RightArrow,ImGuiNavInput_KeyRight_); - NAV_MAP_KEY(ImGuiKey_UpArrow, ImGuiNavInput_KeyUp_ ); - NAV_MAP_KEY(ImGuiKey_DownArrow, ImGuiNavInput_KeyDown_ ); - if (io.KeyCtrl) - io.NavInputs[ImGuiNavInput_TweakSlow] = 1.0f; - if (io.KeyShift) - io.NavInputs[ImGuiNavInput_TweakFast] = 1.0f; - #undef NAV_MAP_KEY - } - memcpy(io.NavInputsDownDurationPrev, io.NavInputsDownDuration, sizeof(io.NavInputsDownDuration)); - for (int i = 0; i < IM_ARRAYSIZE(io.NavInputs); i++) - io.NavInputsDownDuration[i] = (io.NavInputs[i] > 0.0f) ? (io.NavInputsDownDuration[i] < 0.0f ? 0.0f : io.NavInputsDownDuration[i] + io.DeltaTime) : -1.0f; + for (ImGuiKey key : nav_keyboard_keys_to_change_source) + if (IsKeyDown(key)) + g.NavInputSource = ImGuiInputSource_Keyboard; // Process navigation init request (select first/default focus) - if (g.NavInitResultId != 0) + g.NavJustMovedToId = 0; + if (g.NavInitResult.ID != 0) NavInitRequestApplyResult(); g.NavInitRequest = false; g.NavInitRequestFromMove = false; - g.NavInitResultId = 0; - g.NavJustMovedToId = 0; + g.NavInitResult.ID = 0; // Process navigation move request if (g.NavMoveSubmitted) @@ -9647,14 +11897,14 @@ static void ImGui::NavUpdate() NavUpdateCancelRequest(); // Process manual activation request - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavActivateInputId = 0; + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0; g.NavActivateFlags = ImGuiActivateFlags_None; if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) { - bool activate_down = IsNavInputDown(ImGuiNavInput_Activate); - bool input_down = IsNavInputDown(ImGuiNavInput_Input); - bool activate_pressed = activate_down && IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed); - bool input_pressed = input_down && IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); + const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None)); + const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, ImGuiKeyOwner_None)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, ImGuiKeyOwner_None))); + const bool input_down = (nav_keyboard_active && (IsKeyDown(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyDown(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None)); + const bool input_pressed = input_down && ((nav_keyboard_active && (IsKeyPressed(ImGuiKey_Enter, ImGuiKeyOwner_None) || IsKeyPressed(ImGuiKey_KeypadEnter, ImGuiKeyOwner_None))) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, ImGuiKeyOwner_None))); if (g.ActiveId == 0 && activate_pressed) { g.NavActivateId = g.NavId; @@ -9662,27 +11912,33 @@ static void ImGui::NavUpdate() } if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed) { - g.NavActivateInputId = g.NavId; + g.NavActivateId = g.NavId; g.NavActivateFlags = ImGuiActivateFlags_PreferInput; } - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_down) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down)) g.NavActivateDownId = g.NavId; - if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && activate_pressed) + if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed)) + { g.NavActivatePressedId = g.NavId; + NavHighlightActivated(g.NavId); + } } if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs)) g.NavDisableHighlight = true; if (g.NavActivateId != 0) IM_ASSERT(g.NavActivateDownId == g.NavActivateId); + // Highlight + if (g.NavHighlightActivatedTimer > 0.0f) + g.NavHighlightActivatedTimer = ImMax(0.0f, g.NavHighlightActivatedTimer - io.DeltaTime); + if (g.NavHighlightActivatedTimer == 0.0f) + g.NavHighlightActivatedId = 0; + // Process programmatic activation request // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others) if (g.NavNextActivateId != 0) { - if (g.NavNextActivateFlags & ImGuiActivateFlags_PreferInput) - g.NavActivateInputId = g.NavNextActivateId; - else - g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; + g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId; g.NavActivateFlags = g.NavNextActivateFlags; } g.NavNextActivateId = 0; @@ -9701,21 +11957,25 @@ static void ImGui::NavUpdate() ImGuiWindow* window = g.NavWindow; const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported. const ImGuiDir move_dir = g.NavMoveDir; - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None) + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None) { if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) - SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollX(window, ImTrunc(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed)); if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) - SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); + SetScrollY(window, ImTrunc(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed)); } - // *Normal* Manual scroll with NavScrollXXX keys + // *Normal* Manual scroll with LStick // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds. - ImVec2 scroll_dir = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down, 1.0f / 10.0f, 10.0f); - if (scroll_dir.x != 0.0f && window->ScrollbarX) - SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed)); - if (scroll_dir.y != 0.0f) - SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed)); + if (nav_gamepad_active) + { + const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f; + if (scroll_dir.x != 0.0f && window->ScrollbarX) + SetScrollX(window, ImTrunc(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor)); + if (scroll_dir.y != 0.0f) + SetScrollY(window, ImTrunc(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor)); + } } // Always prioritize mouse highlight if navigation is disabled @@ -9728,20 +11988,16 @@ static void ImGui::NavUpdate() // Update mouse position if requested // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied) if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos)) - { - io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos(); - io.WantSetMousePos = true; - //IMGUI_DEBUG_LOG("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y); - } + TeleportMousePos(NavCalcPreferredRefPos()); // [DEBUG] g.NavScoringDebugCount = 0; #if IMGUI_DEBUG_NAV_RECTS - if (g.NavWindow) + if (ImGuiWindow* debug_window = g.NavWindow) { - ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow); - if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG] - if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } + ImDrawList* draw_list = GetForegroundDrawList(debug_window); + int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); } + //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); } } #endif } @@ -9753,20 +12009,57 @@ void ImGui::NavInitRequestApplyResult() if (!g.NavWindow) return; + ImGuiNavItemData* result = &g.NavInitResult; + if (g.NavId != result->ID) + { + g.NavJustMovedToId = result->ID; + g.NavJustMovedToFocusScopeId = result->FocusScopeId; + g.NavJustMovedToKeyMods = 0; + } + // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called) // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently. - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name); - SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel); + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; if (g.NavInitRequestFromMove) NavRestoreHighlightAfterMove(); } +// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position +static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags) +{ + // Bias initial rect + ImGuiContext& g = *GImGui; + const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos; + + // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias. + // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column. + // - But each successful move sets new bias on one axis, only cleared when using mouse. + if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0) + { + if (preferred_pos_rel.x == FLT_MAX) + preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x; + if (preferred_pos_rel.y == FLT_MAX) + preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y; + } + + // Apply general bias on the other axis + if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX) + r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x; + else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX) + r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y; +} + void ImGui::NavUpdateCreateMoveRequest() { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; ImGuiWindow* window = g.NavWindow; + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; if (g.NavMoveForwardToNextFrame && window != NULL) { @@ -9784,11 +12077,11 @@ void ImGui::NavUpdateCreateMoveRequest() g.NavMoveScrollFlags = ImGuiScrollFlags_None; if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs)) { - const ImGuiInputReadMode read_mode = ImGuiInputReadMode_Repeat; - if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && (IsNavInputTest(ImGuiNavInput_DpadLeft, read_mode) || IsNavInputTest(ImGuiNavInput_KeyLeft_, read_mode))) { g.NavMoveDir = ImGuiDir_Left; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && (IsNavInputTest(ImGuiNavInput_DpadRight, read_mode) || IsNavInputTest(ImGuiNavInput_KeyRight_, read_mode))) { g.NavMoveDir = ImGuiDir_Right; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && (IsNavInputTest(ImGuiNavInput_DpadUp, read_mode) || IsNavInputTest(ImGuiNavInput_KeyUp_, read_mode))) { g.NavMoveDir = ImGuiDir_Up; } - if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && (IsNavInputTest(ImGuiNavInput_DpadDown, read_mode) || IsNavInputTest(ImGuiNavInput_KeyDown_, read_mode))) { g.NavMoveDir = ImGuiDir_Down; } + const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | ImGuiInputFlags_RepeatRateNavMove; + if (!IsActiveIdUsingNavDir(ImGuiDir_Left) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Up) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; } + if (!IsActiveIdUsingNavDir(ImGuiDir_Down) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; } } g.NavMoveClipDir = g.NavMoveDir; g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); @@ -9796,7 +12089,6 @@ void ImGui::NavUpdateCreateMoveRequest() // Update PageUp/PageDown/Home/End scroll // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag? - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; float scoring_rect_offset_y = 0.0f; if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active) scoring_rect_offset_y = NavUpdatePageUpPageDown(); @@ -9806,13 +12098,15 @@ void ImGui::NavUpdateCreateMoveRequest() g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y); } - // [DEBUG] Always send a request + // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction. #if IMGUI_DEBUG_NAV_SCORING - if (io.KeyCtrl && IsKeyPressedMap(ImGuiKey_C)) - g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); - if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None) + //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C)) + // g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3); + if (io.KeyCtrl) { - g.NavMoveDir = g.NavMoveDirForDebug; + if (g.NavMoveDir == ImGuiDir_None) + g.NavMoveDir = g.NavMoveDirForDebug; + g.NavMoveClipDir = g.NavMoveDir; g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult; } #endif @@ -9822,28 +12116,39 @@ void ImGui::NavUpdateCreateMoveRequest() if (g.NavMoveDir != ImGuiDir_None) NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags); - // Moving with no reference triggers a init request (will be used as a fallback if the direction fails to find a match) + // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match) if (g.NavMoveSubmitted && g.NavId == 0) { - IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", g.NavWindow->Name, g.NavLayer); + IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "", g.NavLayer); g.NavInitRequest = g.NavInitRequestFromMove = true; - g.NavInitResultId = 0; + g.NavInitResult.ID = 0; g.NavDisableHighlight = false; } // When using gamepad, we project the reference nav bounding box into window visible area. - // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, since with gamepad every movements are relative - // (can't focus a visible object like we can with the mouse). - if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL) + // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling, + // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse). + if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded)) { - ImRect window_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); - if (!window_rect_rel.Contains(window->NavRectRel[g.NavLayer])) + bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0; + bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0; + ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1))); + + // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171) + // Otherwise 'inner_rect_rel' would be off on the move result frame. + inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll); + + if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer])) { - IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel\n"); - float pad = window->CalcFontSize() * 0.5f; - window_rect_rel.Expand(ImVec2(-ImMin(window_rect_rel.GetWidth(), pad), -ImMin(window_rect_rel.GetHeight(), pad))); // Terrible approximation for the intent of starting navigation from first fully visible item - window->NavRectRel[g.NavLayer].ClipWithFull(window_rect_rel); - g.NavId = g.NavFocusScopeId = 0; + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n"); + float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f); + float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item + inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX; + inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX; + inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX; + inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX; + window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel); + g.NavId = 0; } } @@ -9854,9 +12159,9 @@ void ImGui::NavUpdateCreateMoveRequest() ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0); scoring_rect = WindowRectRelToAbs(window, nav_rect_rel); scoring_rect.TranslateY(scoring_rect_offset_y); - scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x); - scoring_rect.Max.x = scoring_rect.Min.x; - IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allows us to remove extraneous ImFabs() calls in NavScoreItem(). + if (g.NavMoveSubmitted) + NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags); + IM_ASSERT(!scoring_rect.IsInverted()); // Ensure we have a non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem(). //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG] //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG] } @@ -9872,20 +12177,22 @@ void ImGui::NavUpdateCreateTabbingRequest() if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs)) return; - const bool tab_pressed = IsKeyPressedMap(ImGuiKey_Tab, true) && !IsActiveIdUsingKey(ImGuiKey_Tab) && !g.IO.KeyCtrl && !g.IO.KeyAlt; + const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt; if (!tab_pressed) return; // Initiate tabbing request // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!) - // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests. // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping. - //// FIXME: We use (g.ActiveId == 0) but (g.NavDisableHighlight == false) might be righter once we can tab through anything - g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (nav_keyboard_active) + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1; + else + g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1; + ImGuiNavMoveFlags move_flags = ImGuiNavMoveFlags_IsTabbing | ImGuiNavMoveFlags_Activate; ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY; ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down; - NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. - g.NavTabbingResultFirst.Clear(); + NavMoveRequestSubmit(ImGuiDir_None, clip_dir, move_flags, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable. g.NavTabbingCounter = -1; } @@ -9902,17 +12209,20 @@ void ImGui::NavMoveRequestApplyResult() ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL; // Tabbing forward wrap - if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && result == NULL) if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID) result = &g.NavTabbingResultFirst; - // In a situation when there is no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result) + const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; if (result == NULL) { - if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) - g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; - if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavMoveFlags |= ImGuiNavMoveFlags_NoSetNavHighlight; + if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0) NavRestoreHighlightAfterMove(); + NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis. + IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n"); return; } @@ -9930,51 +12240,65 @@ void ImGui::NavMoveRequestApplyResult() // Scroll to keep newly navigated item fully into view. if (g.NavLayer == ImGuiNavLayer_Main) { + ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); + ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); + if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY) { - // FIXME: Should remove this + // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge? float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f; SetScrollY(result->Window, scroll_target); } - else - { - ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel); - ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags); - } } - g.NavWindow = result->Window; + if (g.NavWindow != result->Window) + { + IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name); + g.NavWindow = result->Window; + g.NavLastValidSelectionUserData = ImGuiSelectionUserData_Invalid; + } if (g.ActiveId != result->ID) ClearActiveID(); - if (g.NavId != result->ID) + + // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) + // PageUp/PageDown however sets always set NavJustMovedTo (vs Home/End which doesn't) mimicking Windows behavior. + if ((g.NavId != result->ID || (g.NavMoveFlags & ImGuiNavMoveFlags_IsPageMove)) && (g.NavMoveFlags & ImGuiNavMoveFlags_NoSelect) == 0) { - // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId) g.NavJustMovedToId = result->ID; g.NavJustMovedToFocusScopeId = result->FocusScopeId; g.NavJustMovedToKeyMods = g.NavMoveKeyMods; } - // Focus + // Apply new NavID/Focus IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name); + ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer]; SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel); + if (result->SelectionUserData != ImGuiSelectionUserData_Invalid) + g.NavLastValidSelectionUserData = result->SelectionUserData; - // Tabbing: Activates Inputable or Focus non-Inputable - if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable)) + // Restore last preferred position for current axis + // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) == 0) { - g.NavNextActivateId = result->ID; - g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState; - g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight; + preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis]; + g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel; } + // Tabbing: Activates Inputable, otherwise only Focus + if ((g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) && (result->InFlags & ImGuiItemFlags_Inputable) == 0) + g.NavMoveFlags &= ~ImGuiNavMoveFlags_Activate; + // Activate if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate) { g.NavNextActivateId = result->ID; g.NavNextActivateFlags = ImGuiActivateFlags_None; + if (g.NavMoveFlags & ImGuiNavMoveFlags_IsTabbing) + g.NavNextActivateFlags |= ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState | ImGuiActivateFlags_FromTabbing; } // Enable nav highlight - if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0) + if ((g.NavMoveFlags & ImGuiNavMoveFlags_NoSetNavHighlight) == 0) NavRestoreHighlightAfterMove(); } @@ -9985,14 +12309,15 @@ void ImGui::NavMoveRequestApplyResult() static void ImGui::NavUpdateCancelRequest() { ImGuiContext& g = *GImGui; - if (!IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed)) + const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None))) return; - IMGUI_DEBUG_LOG_NAV("[nav] ImGuiNavInput_Cancel\n"); + IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n"); if (g.ActiveId != 0) { - if (!IsActiveIdUsingNavInput(ImGuiNavInput_Cancel)) - ClearActiveID(); + ClearActiveID(); } else if (g.NavLayer != ImGuiNavLayer_Main) { @@ -10000,29 +12325,27 @@ static void ImGui::NavUpdateCancelRequest() NavRestoreLayer(ImGuiNavLayer_Main); NavRestoreHighlightAfterMove(); } - else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow) + else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow) { // Exit child window - ImGuiWindow* child_window = g.NavWindow; - ImGuiWindow* parent_window = g.NavWindow->ParentWindow; + ImGuiWindow* child_window = g.NavWindow->RootWindowForNav; + ImGuiWindow* parent_window = child_window->ParentWindow; IM_ASSERT(child_window->ChildId != 0); - ImRect child_rect = child_window->Rect(); FocusWindow(parent_window); - SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect)); + SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_window->Rect())); NavRestoreHighlightAfterMove(); } - else if (g.OpenPopupStack.Size > 0) + else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) { // Close open popup/menu - if (!(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal)) - ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); + ClosePopupToLevel(g.OpenPopupStack.Size - 1, true); } else { // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow))) g.NavWindow->NavLastIds[0] = 0; - g.NavId = g.NavFocusScopeId = 0; + g.NavId = 0; } } @@ -10033,28 +12356,26 @@ static void ImGui::NavUpdateCancelRequest() static float ImGui::NavUpdatePageUpPageDown() { ImGuiContext& g = *GImGui; - ImGuiIO& io = g.IO; - ImGuiWindow* window = g.NavWindow; if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL) return 0.0f; - const bool page_up_held = IsKeyDown(io.KeyMap[ImGuiKey_PageUp]) && !IsActiveIdUsingKey(ImGuiKey_PageUp); - const bool page_down_held = IsKeyDown(io.KeyMap[ImGuiKey_PageDown]) && !IsActiveIdUsingKey(ImGuiKey_PageDown); - const bool home_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_Home]) && !IsActiveIdUsingKey(ImGuiKey_Home); - const bool end_pressed = IsKeyPressed(io.KeyMap[ImGuiKey_End]) && !IsActiveIdUsingKey(ImGuiKey_End); + const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None); + const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None); + const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); + const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat); if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out return 0.0f; if (g.NavLayer != ImGuiNavLayer_Main) NavRestoreLayer(ImGuiNavLayer_Main); - if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll) + if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY) { // Fallback manual-scroll when window has no navigable item - if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) + if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight()); - else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) + else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat)) SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight()); else if (home_pressed) SetScrollY(window, 0.0f); @@ -10066,19 +12387,19 @@ static float ImGui::NavUpdatePageUpPageDown() ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer]; const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight()); float nav_scoring_rect_offset_y = 0.0f; - if (IsKeyPressed(io.KeyMap[ImGuiKey_PageUp], true)) + if (IsKeyPressed(ImGuiKey_PageUp, true)) { nav_scoring_rect_offset_y = -page_offset_y; g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Up; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; } - else if (IsKeyPressed(io.KeyMap[ImGuiKey_PageDown], true)) + else if (IsKeyPressed(ImGuiKey_PageDown, true)) { nav_scoring_rect_offset_y = +page_offset_y; g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item) g.NavMoveClipDir = ImGuiDir_Down; - g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet; + g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet | ImGuiNavMoveFlags_IsPageMove; } else if (home_pressed) { @@ -10117,8 +12438,7 @@ static void ImGui::NavEndFrame() // Perform wrap-around in menus // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly. // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame. - const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY; - if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) + if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0) NavUpdateCreateWrappingRequest(); } @@ -10130,7 +12450,9 @@ static void ImGui::NavUpdateCreateWrappingRequest() bool do_forward = false; ImRect bb_rel = window->NavRectRel[g.NavLayer]; ImGuiDir clip_dir = g.NavMoveDir; + const ImGuiNavMoveFlags move_flags = g.NavMoveFlags; + //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X; if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX))) { bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x; @@ -10174,6 +12496,8 @@ static void ImGui::NavUpdateCreateWrappingRequest() if (!do_forward) return; window->NavRectRel[g.NavLayer] = bb_rel; + NavClearPreferredPosForAxis(ImGuiAxis_X); + NavClearPreferredPosForAxis(ImGuiAxis_Y); NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags); } @@ -10208,7 +12532,10 @@ static void NavUpdateWindowingHighlightWindow(int focus_change_dir) if (!window_target) window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir); if (window_target) // Don't reset windowing target if there's a single window in the list + { g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); + } g.NavWindowingToggleLayer = false; } @@ -10224,7 +12551,7 @@ static void ImGui::NavUpdateWindowing() bool apply_toggle_layer = false; ImGuiWindow* modal_window = GetTopMostPopupModal(); - bool allow_windowing = (modal_window == NULL); + bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal. if (!allow_windowing) g.NavWindowingTarget = NULL; @@ -10237,15 +12564,26 @@ static void ImGui::NavUpdateWindowing() } // Start CTRL+Tab or Square+L/R window selection - const bool start_windowing_with_gamepad = allow_windowing && !g.NavWindowingTarget && IsNavInputTest(ImGuiNavInput_Menu, ImGuiInputReadMode_Pressed); - const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && io.KeyCtrl && IsKeyPressedMap(ImGuiKey_Tab); + // (g.ConfigNavWindowingKeyNext/g.ConfigNavWindowingKeyPrev defaults are ImGuiMod_Ctrl|ImGuiKey_Tab and ImGuiMod_Ctrl|ImGuiMod_Shift|ImGuiKey_Tab) + const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing"); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; + const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways); + const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None); + const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard! if (start_windowing_with_gamepad || start_windowing_with_keyboard) if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1)) { g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow; g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f; + g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f); g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad; + + // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects. + if (keyboard_next_window || keyboard_prev_window) + SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id); } // Gamepad update @@ -10256,7 +12594,7 @@ static void ImGui::NavUpdateWindowing() g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // Select window to focus - const int focus_change_dir = (int)IsNavInputTest(ImGuiNavInput_FocusPrev, ImGuiInputReadMode_RepeatSlow) - (int)IsNavInputTest(ImGuiNavInput_FocusNext, ImGuiInputReadMode_RepeatSlow); + const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1); if (focus_change_dir != 0) { NavUpdateWindowingHighlightWindow(focus_change_dir); @@ -10264,7 +12602,7 @@ static void ImGui::NavUpdateWindowing() } // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most) - if (!IsNavInputDown(ImGuiNavInput_Menu)) + if (!IsKeyDown(ImGuiKey_NavGamepadMenu)) { g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore. if (g.NavWindowingToggleLayer && g.NavWindow) @@ -10279,56 +12617,67 @@ static void ImGui::NavUpdateWindowing() if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard) { // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise + ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_; + IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows. g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f - if (IsKeyPressedMap(ImGuiKey_Tab, true)) - NavUpdateWindowingHighlightWindow(io.KeyShift ? +1 : -1); - if (!io.KeyCtrl) + if (keyboard_next_window || keyboard_prev_window) + NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1); + else if ((io.KeyMods & shared_mods) != shared_mods) apply_focus_window = g.NavWindowingTarget; } // Keyboard: Press and Release ALT to toggle menu layer - // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer. - // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway. - const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0; - if (nav_keyboard_active && io.KeyMods == ImGuiKeyModFlags_Alt && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) == 0) - { - g.NavWindowingToggleLayer = true; - g.NavInputSource = ImGuiInputSource_Keyboard; - } + const ImGuiKey windowing_toggle_keys[] = { ImGuiKey_LeftAlt, ImGuiKey_RightAlt }; + for (ImGuiKey windowing_toggle_key : windowing_toggle_keys) + if (nav_keyboard_active && IsKeyPressed(windowing_toggle_key, ImGuiKeyOwner_None)) + { + g.NavWindowingToggleLayer = true; + g.NavWindowingToggleKey = windowing_toggle_key; + g.NavInputSource = ImGuiInputSource_Keyboard; + break; + } if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard) { // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370) // We cancel toggling nav layer when other modifiers are pressed. (See #4439) + // - AltGR is Alt+Ctrl on some layout but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). + // We cancel toggling nav layer if an owner has claimed the key. if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper) g.NavWindowingToggleLayer = false; + if (TestKeyOwner(g.NavWindowingToggleKey, ImGuiKeyOwner_None) == false || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false) + g.NavWindowingToggleLayer = false; - // Apply layer toggle on release - // Important: we don't assume that Alt was previously held in order to handle loss of focus when backend calls io.AddFocusEvent(false) + // Apply layer toggle on Alt release // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss. - if (!(io.KeyMods & ImGuiKeyModFlags_Alt) && (io.KeyModsPrev & ImGuiKeyModFlags_Alt) && g.NavWindowingToggleLayer) + if (IsKeyReleased(g.NavWindowingToggleKey) && g.NavWindowingToggleLayer) if (g.ActiveId == 0 || g.ActiveIdAllowOverlap) if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev)) apply_toggle_layer = true; - if (!io.KeyAlt) + if (!IsKeyDown(g.NavWindowingToggleKey)) g.NavWindowingToggleLayer = false; } // Move window if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove)) { - ImVec2 move_delta; + ImVec2 nav_move_dir; if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_RawKeyboard, ImGuiInputReadMode_Down); + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow); if (g.NavInputSource == ImGuiInputSource_Gamepad) - move_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_PadLStick, ImGuiInputReadMode_Down); - if (move_delta.x != 0.0f || move_delta.y != 0.0f) + nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown); + if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f) { const float NAV_MOVE_SPEED = 800.0f; - const float move_speed = ImFloor(NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y)); // FIXME: Doesn't handle variable framerate very well - ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; - SetWindowPos(moving_window, moving_window->Pos + move_delta * move_speed, ImGuiCond_Always); - MarkIniSettingsDirty(moving_window); + const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); + g.NavWindowingAccumDeltaPos += nav_move_dir * move_step; g.NavDisableMouseHover = true; + ImVec2 accum_floored = ImTrunc(g.NavWindowingAccumDeltaPos); + if (accum_floored.x != 0.0f || accum_floored.y != 0.0f) + { + ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindow; + SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always); + g.NavWindowingAccumDeltaPos -= accum_floored; + } } } @@ -10337,9 +12686,9 @@ static void ImGui::NavUpdateWindowing() { ClearActiveID(); NavRestoreHighlightAfterMove(); - apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window); ClosePopupsOverWindow(apply_focus_window, false); - FocusWindow(apply_focus_window); + FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild); + apply_focus_window = g.NavWindow; if (apply_focus_window->NavLastIds[0] == 0) NavInitWindow(apply_focus_window, false); @@ -10392,10 +12741,10 @@ static void ImGui::NavUpdateWindowing() static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window) { if (window->Flags & ImGuiWindowFlags_Popup) - return "(Popup)"; + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup); if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0) - return "(Main menu bar)"; - return "(Untitled)"; + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar); + return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled); } // Overlay displayed when using CTRL+TAB. Called by EndFrame(). @@ -10434,6 +12783,12 @@ void ImGui::NavUpdateWindowingOverlay() // [SECTION] DRAG AND DROP //----------------------------------------------------------------------------- +bool ImGui::IsDragDropActive() +{ + ImGuiContext& g = *GImGui; + return g.DragDropActive; +} + void ImGui::ClearDragDrop() { ImGuiContext& g = *GImGui; @@ -10448,6 +12803,14 @@ void ImGui::ClearDragDrop() memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal)); } +bool ImGui::BeginTooltipHidden() +{ + ImGuiContext& g = *GImGui; + bool ret = Begin("##Tooltip_Hidden", NULL, ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize); + SetWindowHiddenAndSkipItemsForCurrentFrame(g.CurrentWindow); + return ret; +} + // When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource() // If the item has an identifier: // - This assume/require the item to be activated (typically via ButtonBehavior). @@ -10503,7 +12866,8 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive. // Rely on keeping other window->LastItemXXX fields intact. source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect); - bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id); + KeepAliveID(source_id); + bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id, g.LastItemData.InFlags); if (is_hovered && g.IO.MouseClicked[mouse_button]) { SetActiveID(source_id, window); @@ -10518,7 +12882,7 @@ bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags) source_drag_active = IsMouseDragging(mouse_button); // Disable navigation and key inputs while dragging + cancel existing request if any - SetActiveIdUsingNavAndKeys(); + SetActiveIdUsingAllKeyboardKeys(); } else { @@ -10549,13 +12913,13 @@ 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(); + bool ret; if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip)) - { - ImGuiWindow* tooltip_window = g.CurrentWindow; - tooltip_window->Hidden = tooltip_window->SkipItems = true; - tooltip_window->HiddenFramesCanSkipItems = 1; - } + ret = BeginTooltipHidden(); + else + ret = BeginTooltip(); + IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame(). + IM_UNUSED(ret); } if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern)) @@ -10622,6 +12986,7 @@ bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_s } payload.DataFrameCount = g.FrameCount; + // Return whether the payload has been accepted return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1); } @@ -10643,13 +13008,14 @@ bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id) IM_ASSERT(g.DragDropWithinTarget == false); g.DragDropTargetRect = bb; + g.DragDropTargetClipRect = window->ClipRect; // May want to be overriden by user depending on use case? g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; } // We don't use BeginDragDropTargetCustom() and duplicate its code because: -// 1) we use LastItemRectHoveredRect which handles items that pushes a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. +// 1) we use LastItemData's ImGuiItemStatusFlags_HoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them. // 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can. // Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case) bool ImGui::BeginDragDropTarget() @@ -10668,12 +13034,16 @@ bool ImGui::BeginDragDropTarget() const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect; ImGuiID id = g.LastItemData.ID; if (id == 0) + { id = window->GetIDFromRectangle(display_rect); + KeepAliveID(id); + } if (g.DragDropPayload.SourceId == id) return false; IM_ASSERT(g.DragDropWithinTarget == false); g.DragDropTargetRect = display_rect; + g.DragDropTargetClipRect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasClipRect) ? g.LastItemData.ClipRect : window->ClipRect; g.DragDropTargetId = id; g.DragDropWithinTarget = true; return true; @@ -10688,7 +13058,6 @@ bool ImGui::IsDragDropPayloadBeingAccepted() const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags) { ImGuiContext& g = *GImGui; - ImGuiWindow* window = g.CurrentWindow; ImGuiPayload& payload = g.DragDropPayload; IM_ASSERT(g.DragDropActive); // Not called between BeginDragDropTarget() and EndDragDropTarget() ? IM_ASSERT(payload.DataFrameCount != -1); // Forgot to call EndDragDropTarget() ? @@ -10700,41 +13069,61 @@ const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDrop const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId); ImRect r = g.DragDropTargetRect; float r_surface = r.GetWidth() * r.GetHeight(); - if (r_surface <= g.DragDropAcceptIdCurrRectSurface) - { - g.DragDropAcceptFlags = flags; - g.DragDropAcceptIdCurr = g.DragDropTargetId; - g.DragDropAcceptIdCurrRectSurface = r_surface; - } + if (r_surface > g.DragDropAcceptIdCurrRectSurface) + return NULL; + + g.DragDropAcceptFlags = flags; + g.DragDropAcceptIdCurr = g.DragDropTargetId; + g.DragDropAcceptIdCurrRectSurface = r_surface; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId); // Render default drop visuals - // FIXME-DRAGDROP: Settle on a proper default visuals for drop target. payload.Preview = was_accepted_previously; - flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that lives for 1 frame) + flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame) if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview) - window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + RenderDragDropTargetRect(r, g.DragDropTargetClipRect); g.DragDropAcceptFrameCount = g.FrameCount; - payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting os window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() + payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased() if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery)) return NULL; + //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId); return &payload; } +// FIXME-STYLE FIXME-DRAGDROP: Settle on a proper default visuals for drop target. +void ImGui::RenderDragDropTargetRect(const ImRect& bb, const ImRect& item_clip_rect) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImRect bb_display = bb; + bb_display.ClipWith(item_clip_rect); // Clip THEN expand so we have a way to visualize that target is not entirely visible. + bb_display.Expand(3.5f); + bool push_clip_rect = !window->ClipRect.Contains(bb_display); + if (push_clip_rect) + window->DrawList->PushClipRectFullScreen(); + window->DrawList->AddRect(bb_display.Min, bb_display.Max, GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f); + if (push_clip_rect) + window->DrawList->PopClipRect(); +} + const ImGuiPayload* ImGui::GetDragDropPayload() { ImGuiContext& g = *GImGui; - return g.DragDropActive ? &g.DragDropPayload : NULL; + return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL; } -// We don't really use/need this now, but added it for the sake of consistency and because we might need it later. void ImGui::EndDragDropTarget() { ImGuiContext& g = *GImGui; IM_ASSERT(g.DragDropActive); IM_ASSERT(g.DragDropWithinTarget); g.DragDropWithinTarget = false; + + // Clear drag and drop state payload right after delivery + if (g.DragDropPayload.Delivery) + ClearDragDrop(); } //----------------------------------------------------------------------------- @@ -10968,10 +13357,10 @@ void ImGui::LogButtons() #endif const bool log_to_file = Button("Log To File"); SameLine(); const bool log_to_clipboard = Button("Log To Clipboard"); SameLine(); - PushAllowKeyboardFocus(false); + PushTabStop(false); SetNextItemWidth(80.0f); SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL); - PopAllowKeyboardFocus(); + PopTabStop(); PopID(); // Start logging at the end of the function so that the buttons don't appear in the log @@ -10989,15 +13378,17 @@ void ImGui::LogButtons() //----------------------------------------------------------------------------- // - UpdateSettings() [Internal] // - MarkIniSettingsDirty() [Internal] -// - CreateNewWindowSettings() [Internal] -// - FindWindowSettings() [Internal] -// - FindOrCreateWindowSettings() [Internal] // - FindSettingsHandler() [Internal] // - ClearIniSettings() [Internal] // - LoadIniSettingsFromDisk() // - LoadIniSettingsFromMemory() // - SaveIniSettingsToDisk() // - SaveIniSettingsToMemory() +//----------------------------------------------------------------------------- +// - CreateNewWindowSettings() [Internal] +// - FindWindowSettingsByID() [Internal] +// - FindWindowSettingsByWindow() [Internal] +// - ClearWindowSettings() [Internal] // - WindowSettingsHandler_***() [Internal] //----------------------------------------------------------------------------- @@ -11044,61 +13435,38 @@ void ImGui::MarkIniSettingsDirty(ImGuiWindow* window) g.SettingsDirtyTimer = g.IO.IniSavingRate; } -ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler) { ImGuiContext& g = *GImGui; - -#if !IMGUI_DEBUG_INI_SETTINGS - // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() - // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier. - if (const char* p = strstr(name, "###")) - name = p; -#endif - const size_t name_len = strlen(name); - - // Allocate chunk - const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; - ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); - IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); - settings->ID = ImHashStr(name, name_len); - memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator - - return settings; + IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL); + g.SettingsHandlers.push_back(*handler); } -ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id) +void ImGui::RemoveSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; - for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) - if (settings->ID == id) - return settings; - return NULL; -} - -ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name) -{ - if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name))) - return settings; - return CreateNewWindowSettings(name); + if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name)) + g.SettingsHandlers.erase(handler); } ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name) { ImGuiContext& g = *GImGui; const ImGuiID type_hash = ImHashStr(type_name); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].TypeHash == type_hash) - return &g.SettingsHandlers[handler_n]; + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.TypeHash == type_hash) + return &handler; return NULL; } +// Clear all settings (windows, tables, docking etc.) void ImGui::ClearIniSettings() { ImGuiContext& g = *GImGui; g.SettingsIniData.clear(); - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].ClearAllFn) - g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ClearAllFn != NULL) + handler.ClearAllFn(&g, &handler); } void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) @@ -11107,11 +13475,13 @@ void ImGui::LoadIniSettingsFromDisk(const char* ini_filename) char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size); if (!file_data) return; - LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); + if (file_data_size > 0) + LoadIniSettingsFromMemory(file_data, (size_t)file_data_size); IM_FREE(file_data); } // Zero-tolerance, no error reporting, cheap .ini parsing +// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty! void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) { ImGuiContext& g = *GImGui; @@ -11131,9 +13501,9 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) // Call pre-read handlers // Some types will clear their data (e.g. dock information) some types will allow merge/override (window) - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].ReadInitFn) - g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ReadInitFn != NULL) + handler.ReadInitFn(&g, &handler); void* entry_data = NULL; ImGuiSettingsHandler* entry_handler = NULL; @@ -11177,9 +13547,9 @@ void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size) memcpy(buf, ini_data, ini_size); // Call post-read handlers - for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++) - if (g.SettingsHandlers[handler_n].ApplyAllFn) - g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + if (handler.ApplyAllFn != NULL) + handler.ApplyAllFn(&g, &handler); } void ImGui::SaveIniSettingsToDisk(const char* ini_filename) @@ -11205,29 +13575,86 @@ const char* ImGui::SaveIniSettingsToMemory(size_t* out_size) 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); - } + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + handler.WriteAllFn(&g, &handler, &g.SettingsIniData); if (out_size) *out_size = (size_t)g.SettingsIniData.size(); return g.SettingsIniData.c_str(); } +ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name) +{ + ImGuiContext& g = *GImGui; + + if (g.IO.ConfigDebugIniSettings == false) + { + // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID() + // Preserve the full string when ConfigDebugVerboseIniSettings is set to make .ini inspection easier. + if (const char* p = strstr(name, "###")) + name = p; + } + const size_t name_len = strlen(name); + + // Allocate chunk + const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1; + ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size); + IM_PLACEMENT_NEW(settings) ImGuiWindowSettings(); + settings->ID = ImHashStr(name, name_len); + memcpy(settings->GetName(), name, name_len + 1); // Store with zero terminator + + return settings; +} + +// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names. +// This is called once per window .ini entry + once per newly instantiated window. +ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) + if (settings->ID == id && !settings->WantDelete) + return settings; + return NULL; +} + +// This is faster if you are holding on a Window already as we don't need to perform a search. +ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window) +{ + ImGuiContext& g = *GImGui; + if (window->SettingsOffset != -1) + return g.SettingsWindows.ptr_from_offset(window->SettingsOffset); + return FindWindowSettingsByID(window->ID); +} + +// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more. +void ImGui::ClearWindowSettings(const char* name) +{ + //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name); + ImGuiWindow* window = FindWindowByName(name); + if (window != NULL) + { + window->Flags |= ImGuiWindowFlags_NoSavedSettings; + InitOrLoadWindowSettings(window, NULL); + } + if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name))) + settings->WantDelete = true; +} + static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*) { ImGuiContext& g = *ctx; - for (int i = 0; i != g.Windows.Size; i++) - g.Windows[i]->SettingsOffset = -1; + for (ImGuiWindow* window : g.Windows) + window->SettingsOffset = -1; g.SettingsWindows.clear(); } static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name) { - ImGuiWindowSettings* settings = ImGui::FindOrCreateWindowSettings(name); - ImGuiID id = settings->ID; - *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + ImGuiID id = ImHashStr(name); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id); + if (settings) + *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry + else + settings = ImGui::CreateNewWindowSettings(name); settings->ID = id; settings->WantApply = true; return (void*)settings; @@ -11241,6 +13668,7 @@ static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, if (sscanf(line, "Pos=%i,%i", &x, &y) == 2) { settings->Pos = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "Size=%i,%i", &x, &y) == 2) { settings->Size = ImVec2ih((short)x, (short)y); } else if (sscanf(line, "Collapsed=%d", &i) == 1) { settings->Collapsed = (i != 0); } + else if (sscanf(line, "IsChild=%d", &i) == 1) { settings->IsChild = (i != 0); } } // Apply to existing windows (if any) @@ -11261,13 +13689,12 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl // 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 = *ctx; - for (int i = 0; i != g.Windows.Size; i++) + for (ImGuiWindow* window : g.Windows) { - ImGuiWindow* window = g.Windows[i]; if (window->Flags & ImGuiWindowFlags_NoSavedSettings) continue; - ImGuiWindowSettings* settings = (window->SettingsOffset != -1) ? g.SettingsWindows.ptr_from_offset(window->SettingsOffset) : ImGui::FindWindowSettings(window->ID); + ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window); if (!settings) { settings = ImGui::CreateNewWindowSettings(window->Name); @@ -11276,28 +13703,53 @@ static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandl IM_ASSERT(settings->ID == window->ID); settings->Pos = ImVec2ih(window->Pos); settings->Size = ImVec2ih(window->SizeFull); - + settings->IsChild = (window->Flags & ImGuiWindowFlags_ChildWindow) != 0; settings->Collapsed = window->Collapsed; + settings->WantDelete = false; } // Write to text buffer buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings)) { + if (settings->WantDelete) + continue; const char* settings_name = settings->GetName(); buf->appendf("[%s][%s]\n", handler->TypeName, settings_name); - buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); - buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); - buf->appendf("Collapsed=%d\n", settings->Collapsed); + if (settings->IsChild) + { + buf->appendf("IsChild=1\n"); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + } + else + { + buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y); + buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y); + if (settings->Collapsed) + buf->appendf("Collapsed=1\n"); + } buf->append("\n"); } } +//----------------------------------------------------------------------------- +// [SECTION] LOCALIZATION +//----------------------------------------------------------------------------- + +void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count) +{ + ImGuiContext& g = *GImGui; + for (int n = 0; n < count; n++) + g.LocalizationTable[entries[n].Key] = entries[n].Text; +} + + //----------------------------------------------------------------------------- // [SECTION] VIEWPORTS, PLATFORM WINDOWS //----------------------------------------------------------------------------- // - GetMainViewport() +// - SetWindowViewport() [Internal] // - UpdateViewportsNewFrame() [Internal] // (this section is more complete in the 'docking' branch) //----------------------------------------------------------------------------- @@ -11308,6 +13760,11 @@ ImGuiViewport* ImGui::GetMainViewport() return g.Viewports[0]; } +void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport) +{ + window->Viewport = viewport; +} + // Update viewports and monitor infos static void ImGui::UpdateViewportsNewFrame() { @@ -11321,10 +13778,8 @@ static void ImGui::UpdateViewportsNewFrame() main_viewport->Pos = ImVec2(0.0f, 0.0f); main_viewport->Size = g.IO.DisplaySize; - for (int n = 0; n < g.Viewports.Size; n++) + for (ImGuiViewportP* viewport : g.Viewports) { - ImGuiViewportP* viewport = g.Viewports[n]; - // Lock down space taken by menu bars and status bars, reset the offset for fucntions like BeginMainMenuBar() to alter them again. viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin; viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax; @@ -11353,9 +13808,9 @@ static void ImGui::UpdateViewportsNewFrame() // Win32 clipboard implementation // We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown() -static const char* GetClipboardTextFn_DefaultImpl(void*) +static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *(ImGuiContext*)user_data_ctx; g.ClipboardHandlerData.clear(); if (!::OpenClipboard(NULL)) return NULL; @@ -11416,8 +13871,9 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) } } -static const char* GetClipboardTextFn_DefaultImpl(void*) +static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) { + ImGuiContext& g = *(ImGuiContext*)user_data_ctx; if (!main_clipboard) PasteboardCreate(kPasteboardClipboard, &main_clipboard); PasteboardSynchronize(main_clipboard); @@ -11435,7 +13891,6 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) CFDataRef cf_data; if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr) { - ImGuiContext& g = *GImGui; g.ClipboardHandlerData.clear(); int length = (int)CFDataGetLength(cf_data); g.ClipboardHandlerData.resize(length + 1); @@ -11452,15 +13907,15 @@ static const char* GetClipboardTextFn_DefaultImpl(void*) #else // Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers. -static const char* GetClipboardTextFn_DefaultImpl(void*) +static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *(ImGuiContext*)user_data_ctx; return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin(); } -static void SetClipboardTextFn_DefaultImpl(void*, const char* text) +static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *(ImGuiContext*)user_data_ctx; g.ClipboardHandlerData.clear(); const char* text_end = text + strlen(text); g.ClipboardHandlerData.resize((int)(text_end - text) + 1); @@ -11478,25 +13933,33 @@ static void SetClipboardTextFn_DefaultImpl(void*, const char* text) #pragma comment(lib, "imm32") #endif -static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y) +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data) { // Notify OS Input Method Editor of text input position - ImGuiIO& io = ImGui::GetIO(); - if (HWND hwnd = (HWND)io.ImeWindowHandle) - if (HIMC himc = ::ImmGetContext(hwnd)) - { - COMPOSITIONFORM cf; - cf.ptCurrentPos.x = x; - cf.ptCurrentPos.y = y; - cf.dwStyle = CFS_FORCE_POSITION; - ::ImmSetCompositionWindow(himc, &cf); - ::ImmReleaseContext(hwnd, himc); - } + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (hwnd == 0) + return; + + //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0); + if (HIMC himc = ::ImmGetContext(hwnd)) + { + COMPOSITIONFORM composition_form = {}; + composition_form.ptCurrentPos.x = (LONG)data->InputPos.x; + composition_form.ptCurrentPos.y = (LONG)data->InputPos.y; + composition_form.dwStyle = CFS_FORCE_POSITION; + ::ImmSetCompositionWindow(himc, &composition_form); + CANDIDATEFORM candidate_form = {}; + candidate_form.dwStyle = CFS_CANDIDATEPOS; + candidate_form.ptCurrentPos.x = (LONG)data->InputPos.x; + candidate_form.ptCurrentPos.y = (LONG)data->InputPos.y; + ::ImmSetCandidateWindow(himc, &candidate_form); + ::ImmReleaseContext(hwnd, himc); + } } #else -static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} +static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {} #endif @@ -11505,11 +13968,15 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} //----------------------------------------------------------------------------- // - RenderViewportThumbnail() [Internal] // - RenderViewportsThumbnails() [Internal] +// - DebugTextEncoding() // - MetricsHelpMarker() [Internal] +// - ShowFontAtlas() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDrawList() [Internal] // - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal] +// - DebugNodeFont() [Internal] +// - DebugNodeFontGlyph() [Internal] // - DebugNodeStorage() [Internal] // - DebugNodeTabBar() [Internal] // - DebugNodeViewport() [Internal] @@ -11519,7 +13986,7 @@ static void ImeSetInputScreenPosFn_DefaultImpl(int, int) {} // - DebugNodeWindowsListByBeginStackParent() [Internal] //----------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb) { @@ -11530,16 +13997,15 @@ void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* ImVec2 off = bb.Min - viewport->Pos * scale; float alpha_mul = 1.0f; window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f)); - for (int i = 0; i != g.Windows.Size; i++) + for (ImGuiWindow* thumb_window : g.Windows) { - ImGuiWindow* thumb_window = g.Windows[i]; if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow)) continue; ImRect thumb_r = thumb_window->Rect(); ImRect title_r = thumb_window->TitleBarRect(); - thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off + thumb_r.Max * scale)); - title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height + thumb_r = ImRect(ImTrunc(off + thumb_r.Min * scale), ImTrunc(off + thumb_r.Max * scale)); + title_r = ImRect(ImTrunc(off + title_r.Min * scale), ImTrunc(off + ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height thumb_r.ClipWithFull(bb); title_r.ClipWithFull(bb); const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight); @@ -11559,26 +14025,139 @@ static void RenderViewportsThumbnails() // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports. float SCALE = 1.0f / 8.0f; ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX); - for (int n = 0; n < g.Viewports.Size; n++) - bb_full.Add(g.Viewports[n]->GetMainRect()); + for (ImGuiViewportP* viewport : g.Viewports) + bb_full.Add(viewport->GetMainRect()); ImVec2 p = window->DC.CursorPos; ImVec2 off = p - bb_full.Min * SCALE; - for (int n = 0; n < g.Viewports.Size; n++) + for (ImGuiViewportP* viewport : g.Viewports) { - ImGuiViewportP* viewport = g.Viewports[n]; ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE); ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb); } ImGui::Dummy(bb_full.GetSize() * SCALE); } +// Draw an arbitrary US keyboard layout to visualize translated keys +void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list) +{ + const float scale = ImGui::GetFontSize() / 13.0f; + const ImVec2 key_size = ImVec2(35.0f, 35.0f) * scale; + const float key_rounding = 3.0f * scale; + const ImVec2 key_face_size = ImVec2(25.0f, 25.0f) * scale; + const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f) * scale; + const float key_face_rounding = 2.0f * scale; + const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f) * scale; + const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f); + const float key_row_offset = 9.0f * scale; + + ImVec2 board_min = GetCursorScreenPos(); + ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f); + ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y); + + struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; }; + const KeyLayoutData keys_to_display[] = + { + { 0, 0, "", ImGuiKey_Tab }, { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R }, + { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F }, + { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V } + }; + + // Elements rendered manually via ImDrawList API are not clipped automatically. + // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view. + Dummy(board_max - board_min); + if (!IsItemVisible()) + return; + draw_list->PushClipRect(board_min, board_max, true); + for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++) + { + const KeyLayoutData* key_data = &keys_to_display[n]; + ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y); + ImVec2 key_max = key_min + key_size; + draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding); + draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding); + ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y); + ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y); + draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f); + draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding); + ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y); + draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label); + if (IsKeyDown(key_data->Key)) + draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding); + } + draw_list->PopClipRect(); +} + +// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct. +void ImGui::DebugTextEncoding(const char* str) +{ + Text("Text: \"%s\"", str); + if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable)) + return; + TableSetupColumn("Offset"); + TableSetupColumn("UTF-8"); + TableSetupColumn("Glyph"); + TableSetupColumn("Codepoint"); + TableHeadersRow(); + for (const char* p = str; *p != 0; ) + { + unsigned int c; + const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL); + TableNextColumn(); + Text("%d", (int)(p - str)); + TableNextColumn(); + for (int byte_index = 0; byte_index < c_utf8_len; byte_index++) + { + if (byte_index > 0) + SameLine(); + Text("0x%02X", (int)(unsigned char)p[byte_index]); + } + TableNextColumn(); + if (GetFont()->FindGlyphNoFallback((ImWchar)c)) + TextUnformatted(p, p + c_utf8_len); + else + TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TableNextColumn(); + Text("U+%04X", (int)c); + p += c_utf8_len; + } + EndTable(); +} + +static void DebugFlashStyleColorStop() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorIdx != ImGuiCol_COUNT) + g.Style.Colors[g.DebugFlashStyleColorIdx] = g.DebugFlashStyleColorBackup; + g.DebugFlashStyleColorIdx = ImGuiCol_COUNT; +} + +// Flash a given style color for some + inhibit modifications of this color via PushStyleColor() calls. +void ImGui::DebugFlashStyleColor(ImGuiCol idx) +{ + ImGuiContext& g = *GImGui; + DebugFlashStyleColorStop(); + g.DebugFlashStyleColorTime = 0.5f; + g.DebugFlashStyleColorIdx = idx; + g.DebugFlashStyleColorBackup = g.Style.Colors[idx]; +} + +void ImGui::UpdateDebugToolFlashStyleColor() +{ + ImGuiContext& g = *GImGui; + if (g.DebugFlashStyleColorTime <= 0.0f) + return; + ColorConvertHSVtoRGB(cosf(g.DebugFlashStyleColorTime * 6.0f) * 0.5f + 0.5f, 0.5f, 0.5f, g.Style.Colors[g.DebugFlashStyleColorIdx].x, g.Style.Colors[g.DebugFlashStyleColorIdx].y, g.Style.Colors[g.DebugFlashStyleColorIdx].z); + g.Style.Colors[g.DebugFlashStyleColorIdx].w = 1.0f; + if ((g.DebugFlashStyleColorTime -= g.IO.DeltaTime) <= 0.0f) + DebugFlashStyleColorStop(); +} + // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { ImGui::TextDisabled("(?)"); - if (ImGui::IsItemHovered()) + if (ImGui::BeginItemTooltip()) { - ImGui::BeginTooltip(); ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f); ImGui::TextUnformatted(desc); ImGui::PopTextWrapPos(); @@ -11586,17 +14165,36 @@ static void MetricsHelpMarker(const char* desc) } } -#ifndef IMGUI_DISABLE_DEMO_WINDOWS -namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); } -#endif +// [DEBUG] List fonts in a font atlas and display its texture +void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +{ + for (ImFont* font : atlas->Fonts) + { + PushID(font); + DebugNodeFont(font); + PopID(); + } + if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + { + ImGuiContext& g = *GImGui; + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons + ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f); + ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border); + Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); + TreePop(); + } +} void ImGui::ShowMetricsWindow(bool* p_open) { ImGuiContext& g = *GImGui; ImGuiIO& io = g.IO; ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - if (cfg->ShowStackTool) - ShowStackToolWindow(&cfg->ShowStackTool); + if (cfg->ShowDebugLog) + ShowDebugLogWindow(&cfg->ShowDebugLog); + if (cfg->ShowIDStackTool) + ShowIDStackToolWindow(&cfg->ShowIDStackTool); if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1) { @@ -11604,11 +14202,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) return; } + // [DEBUG] Clear debug breaks hooks after exactly one cycle. + DebugBreakClearData(); + // Basic info Text("Dear ImGui %s", GetVersion()); Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3); - Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations); + Text("%d visible windows, %d current allocations", io.MetricsRenderWindows, g.DebugAllocInfo.TotalAllocCount - g.DebugAllocInfo.TotalFreeCount); //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; } Separator(); @@ -11627,19 +14228,20 @@ void ImGui::ShowMetricsWindow(bool* p_open) { static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n) { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance if (rect_type == TRT_OuterRect) { return table->OuterRect; } else if (rect_type == TRT_InnerRect) { return table->InnerRect; } else if (rect_type == TRT_WorkRect) { return table->WorkRect; } else if (rect_type == TRT_HostClipRect) { return table->HostClipRect; } else if (rect_type == TRT_InnerClipRect) { return table->InnerClipRect; } else if (rect_type == TRT_BackgroundClipRect) { return table->BgClipRect; } - else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table->LastOuterHeight); } + else if (rect_type == TRT_ColumnsRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); } else if (rect_type == TRT_ColumnsWorkRect) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); } else if (rect_type == TRT_ColumnsClipRect) { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; } - else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } // Note: y1/y2 not always accurate - else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } - else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table->LastFirstRowHeight); } - else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table->LastFirstRowHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } + else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } // Note: y1/y2 not always accurate + else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastTopHeadersRowHeight); } + else if (rect_type == TRT_ColumnsContentFrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); } + else if (rect_type == TRT_ColumnsContentUnfrozen) { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); } IM_ASSERT(0); return ImRect(); } @@ -11651,7 +14253,7 @@ void ImGui::ShowMetricsWindow(bool* p_open) else if (rect_type == WRT_InnerRect) { return window->InnerRect; } else if (rect_type == WRT_InnerClipRect) { return window->InnerClipRect; } else if (rect_type == WRT_WorkRect) { return window->WorkRect; } - else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } + else if (rect_type == WRT_Content) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); } else if (rect_type == WRT_ContentIdeal) { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); } else if (rect_type == WRT_ContentRegionRect) { return window->ContentRegionRect; } IM_ASSERT(0); @@ -11662,10 +14264,24 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Tools if (TreeNode("Tools")) { - // Stack Tool is your best friend! - Checkbox("Show stack tool", &cfg->ShowStackTool); + // Debug Break features + // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. + SeparatorTextEx(0, "Debug breaks", NULL, CalcTextSize("(?)").x + g.Style.SeparatorTextPadding.x); SameLine(); - MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code."); + MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive) + DebugStartItemPicker(); + Checkbox("Show \"Debug Break\" buttons in other sections", &g.IO.ConfigDebugIsDebuggerPresent); + + SeparatorText("Visualize"); + + Checkbox("Show Debug Log", &cfg->ShowDebugLog); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code."); + + Checkbox("Show ID Stack Tool", &cfg->ShowIDStackTool); + SameLine(); + MetricsHelpMarker("You can also call ImGui::ShowIDStackToolWindow() from your code."); Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder); Checkbox("Show windows rectangles", &cfg->ShowWindowsRects); @@ -11728,12 +14344,25 @@ void ImGui::ShowMetricsWindow(bool* p_open) Unindent(); } } + Checkbox("Show groups rectangles", &g.DebugShowGroupRects); // Storing in context as this is used by group code and prefers to be in hot-data - // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted. - if (Button("Item Picker..")) - DebugStartItemPicker(); + SeparatorText("Validate"); + + Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop); SameLine(); - MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash."); + MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running."); + + Checkbox("UTF-8 Encoding viewer", &cfg->ShowTextEncodingViewer); + SameLine(); + MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct."); + if (cfg->ShowTextEncodingViewer) + { + static char buf[64] = ""; + SetNextItemWidth(-FLT_MIN); + InputText("##DebugTextEncodingBuf", buf, IM_ARRAYSIZE(buf)); + if (buf[0] != 0) + DebugTextEncoding(buf); + } TreePop(); } @@ -11749,9 +14378,9 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship! ImVector& temp_buffer = g.WindowsTempSortBuffer; temp_buffer.resize(0); - for (int i = 0; i < g.Windows.Size; i++) - if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount) - temp_buffer.push_back(g.Windows[i]); + for (ImGuiWindow* window : g.Windows) + if (window->LastFrameActive + 1 >= g.FrameCount) + temp_buffer.push_back(window); struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } }; ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder); DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL); @@ -11763,19 +14392,15 @@ void ImGui::ShowMetricsWindow(bool* p_open) // DrawLists int drawlist_count = 0; - for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) - drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount(); + for (ImGuiViewportP* viewport : g.Viewports) + drawlist_count += viewport->DrawDataP.CmdLists.Size; if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count)) { Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh); Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes); - for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++) - { - ImGuiViewportP* viewport = g.Viewports[viewport_i]; - for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) - for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) - DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); - } + for (ImGuiViewportP* viewport : g.Viewports) + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); TreePop(); } @@ -11785,18 +14410,21 @@ void ImGui::ShowMetricsWindow(bool* p_open) Indent(GetTreeNodeToLabelSpacing()); RenderViewportsThumbnails(); Unindent(GetTreeNodeToLabelSpacing()); - for (int i = 0; i < g.Viewports.Size; i++) - DebugNodeViewport(g.Viewports[i]); + for (ImGuiViewportP* viewport : g.Viewports) + DebugNodeViewport(viewport); TreePop(); } // Details for Popups if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { - for (int i = 0; i < g.OpenPopupStack.Size; i++) + for (const ImGuiPopupData& popup_data : g.OpenPopupStack) { - ImGuiWindow* window = g.OpenPopupStack[i].Window; - BulletText("PopupID: %08x, Window: '%s'%s%s", g.OpenPopupStack[i].PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? " ChildWindow" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? " ChildMenu" : ""); + // As it's difficult to interact with tree nodes while popups are open, we display everything inline. + ImGuiWindow* window = popup_data.Window; + BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'", + popup_data.PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "", + popup_data.BackupNavWindow ? popup_data.BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL"); } TreePop(); } @@ -11824,14 +14452,26 @@ void ImGui::ShowMetricsWindow(bool* p_open) } // Details for Fonts -#ifndef IMGUI_DISABLE_DEMO_WINDOWS ImFontAtlas* atlas = g.IO.Fonts; if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) { ShowFontAtlas(atlas); TreePop(); } -#endif + + // Details for InputText + if (TreeNode("InputText")) + { + DebugNodeInputTextState(&g.InputTextState); + TreePop(); + } + + // Details for TypingSelect + if (TreeNode("TypingSelect", "TypingSelect (%d)", g.TypingSelectState.SearchBuffer[0] != 0 ? 1 : 0)) + { + DebugNodeTypingSelectState(&g.TypingSelectState); + TreePop(); + } // Details for Docking #ifdef IMGUI_HAS_DOCK @@ -11857,11 +14497,12 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("\"%s\"", g.IO.IniFilename); else TextUnformatted(""); + Checkbox("io.ConfigDebugIniSettings", &io.ConfigDebugIniSettings); Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer); if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size)) { - for (int n = 0; n < g.SettingsHandlers.Size; n++) - BulletText("%s", g.SettingsHandlers[n].TypeName); + for (ImGuiSettingsHandler& handler : g.SettingsHandlers) + BulletText("\"%s\"", handler.TypeName); TreePop(); } if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size())) @@ -11889,11 +14530,121 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - // Misc Details + // Settings + if (TreeNode("Memory allocations")) + { + ImGuiDebugAllocInfo* info = &g.DebugAllocInfo; + Text("%d current allocations", info->TotalAllocCount - info->TotalFreeCount); + if (SmallButton("GC now")) { g.GcCompactAll = true; } + Text("Recent frames with allocations:"); + int buf_size = IM_ARRAYSIZE(info->LastEntriesBuf); + for (int n = buf_size - 1; n >= 0; n--) + { + ImGuiDebugAllocEntry* entry = &info->LastEntriesBuf[(info->LastEntriesIdx - n + buf_size) % buf_size]; + BulletText("Frame %06d: %+3d ( %2d malloc, %2d free )%s", entry->FrameCount, entry->AllocCount - entry->FreeCount, entry->AllocCount, entry->FreeCount, (n == 0) ? " (most recent)" : ""); + } + TreePop(); + } + + if (TreeNode("Inputs")) + { + Text("KEYBOARD/GAMEPAD/MOUSE KEYS"); + { + // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends. + // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END. + Indent(); +#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } }; +#else + struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key >= 0 && key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array + //Text("Legacy raw:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } } +#endif + Text("Keys down:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); } + Text("Keys pressed:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys released:"); for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); } + Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : ""); + Text("Chars queue:"); for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public. + DebugRenderKeyboardPreview(GetWindowDrawList()); + Unindent(); + } + + Text("MOUSE STATE"); + { + Indent(); + if (IsMousePosValid()) + Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y); + else + Text("Mouse pos: "); + Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y); + int count = IM_ARRAYSIZE(io.MouseDown); + Text("Mouse down:"); for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); } + Text("Mouse clicked:"); for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); } + Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); } + Text("Mouse wheel: %.1f", io.MouseWheel); + Text("MouseStationaryTimer: %.2f", g.MouseStationaryTimer); + Text("Mouse source: %s", GetMouseSourceName(io.MouseSource)); + Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused + Unindent(); + } + + Text("MOUSE WHEELING"); + { + Indent(); + Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL"); + Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer); + Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : ""); + Unindent(); + } + + Text("KEY OWNERS"); + { + Indent(); + if (BeginChild("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key); + if (owner_data->OwnerCurr == ImGuiKeyOwner_None) + continue; + Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr, + owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : ""); + DebugLocateItemOnHover(owner_data->OwnerCurr); + } + EndChild(); + Unindent(); + } + Text("SHORTCUT ROUTING"); + SameLine(); + MetricsHelpMarker("Declared shortcut routes automatically set key owner when mods matches."); + { + Indent(); + if (BeginChild("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 8), ImGuiChildFlags_FrameStyle | ImGuiChildFlags_ResizeY, ImGuiWindowFlags_NoSavedSettings)) + for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1)) + { + ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable; + for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; ) + { + ImGuiKeyRoutingData* routing_data = &rt->Entries[idx]; + ImGuiKeyChord key_chord = key | routing_data->Mods; + Text("%s: 0x%08X (scored %d)", GetKeyChordName(key_chord), routing_data->RoutingCurr, routing_data->RoutingCurrScore); + DebugLocateItemOnHover(routing_data->RoutingCurr); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + SameLine(); + if (DebugBreakButton("**DebugBreak**", "in SetShortcutRouting() for this KeyChord")) + g.DebugBreakInShortcutRouting = key_chord; + } + idx = routing_data->NextEntryIndex; + } + } + EndChild(); + Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); + Unindent(); + } + TreePop(); + } + if (TreeNode("Internal state")) { - const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" }; IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT); - Text("WINDOWING"); Indent(); Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL"); @@ -11904,23 +14655,36 @@ void ImGui::ShowMetricsWindow(bool* p_open) Text("ITEMS"); Indent(); - Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, input_source_names[g.ActiveIdSource]); + Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource)); + DebugLocateItemOnHover(g.ActiveId); Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL"); - Text("ActiveIdUsing: Wheel: %d, NavDirMask: %X, NavInputMask: %X, KeyInputMask: %llX", g.ActiveIdUsingMouseWheel, g.ActiveIdUsingNavDirMask, g.ActiveIdUsingNavInputMask, g.ActiveIdUsingKeyInputMask); + Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask); Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame + Text("HoverItemDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverItemDelayId, g.HoverItemDelayTimer, g.HoverItemDelayClearTimer); Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize); + DebugLocateItemOnHover(g.DragDropPayload.SourceId); Unindent(); Text("NAV,FOCUS"); Indent(); Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL"); Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer); - Text("NavInputSource: %s", input_source_names[g.NavInputSource]); + DebugLocateItemOnHover(g.NavId); + Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource)); + Text("NavLastValidSelectionUserData = %" IM_PRId64 " (0x%" IM_PRIX64 ")", g.NavLastValidSelectionUserData, g.NavLastValidSelectionUserData); Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible); - Text("NavActivateId/DownId/PressedId/InputId: %08X/%08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId, g.NavActivateInputId); + Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId); Text("NavActivateFlags: %04X", g.NavActivateFlags); Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover); Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId); + Text("NavFocusRoute[] = "); + for (int path_n = g.NavFocusRoute.Size - 1; path_n >= 0; path_n--) + { + const ImGuiFocusScopeData& focus_scope = g.NavFocusRoute[path_n]; + SameLine(0.0f, 0.0f); + Text("0x%08X/", focus_scope.ID); + SetItemTooltip("In window \"%s\"", FindWindowByID(focus_scope.WindowID)->Name); + } Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL"); Unindent(); @@ -11930,9 +14694,8 @@ void ImGui::ShowMetricsWindow(bool* p_open) // Overlay: Display windows Rectangles and Begin Order if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder) { - for (int n = 0; n < g.Windows.Size; n++) + for (ImGuiWindow* window : g.Windows) { - ImGuiWindow* window = g.Windows[n]; if (!window->WasActive) continue; ImDrawList* draw_list = GetForegroundDrawList(window); @@ -11989,23 +14752,62 @@ void ImGui::ShowMetricsWindow(bool* p_open) End(); } -// [DEBUG] List fonts in a font atlas and display its texture -void ImGui::ShowFontAtlas(ImFontAtlas* atlas) +void ImGui::DebugBreakClearData() { - for (int i = 0; i < atlas->Fonts.Size; i++) - { - ImFont* font = atlas->Fonts[i]; - PushID(font); - DebugNodeFont(font); - PopID(); - } - if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) - { - ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); - ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f); - Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col); - TreePop(); - } + // Those fields are scattered in their respective subsystem to stay in hot-data locations + ImGuiContext& g = *GImGui; + g.DebugBreakInWindow = 0; + g.DebugBreakInTable = 0; + g.DebugBreakInShortcutRouting = ImGuiKey_None; +} + +void ImGui::DebugBreakButtonTooltip(bool keyboard_only, const char* description_of_location) +{ + if (!BeginItemTooltip()) + return; + Text("To call IM_DEBUG_BREAK() %s:", description_of_location); + Separator(); + TextUnformatted(keyboard_only ? "- Press 'Pause/Break' on keyboard." : "- Press 'Pause/Break' on keyboard.\n- or Click (may alter focus/active id).\n- or navigate using keyboard and press space."); + Separator(); + TextUnformatted("Choose one way that doesn't interfere with what you are trying to debug!\nYou need a debugger attached or this will crash!"); + EndTooltip(); +} + +// Special button that doesn't take focus, doesn't take input owner, and can be activated without a click etc. +// In order to reduce interferences with the contents we are trying to debug into. +bool ImGui::DebugBreakButton(const char* label, const char* description_of_location) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return false; + + ImGuiContext& g = *GImGui; + const ImGuiID id = window->GetID(label); + const ImVec2 label_size = CalcTextSize(label, NULL, true); + ImVec2 pos = window->DC.CursorPos + ImVec2(0.0f, window->DC.CurrLineTextBaseOffset); + ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x * 2.0f, label_size.y); + + const ImRect bb(pos, pos + size); + ItemSize(size, 0.0f); + if (!ItemAdd(bb, id)) + return false; + + // WE DO NOT USE ButtonEx() or ButtonBehavior() in order to reduce our side-effects. + bool hovered = ItemHoverable(bb, id, g.CurrentItemFlags); + bool pressed = hovered && (IsKeyChordPressed(g.DebugBreakKeyChord) || IsMouseClicked(0) || g.NavActivateId == id); + DebugBreakButtonTooltip(false, description_of_location); + + ImVec4 col4f = GetStyleColorVec4(hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); + ImVec4 hsv; + ColorConvertRGBtoHSV(col4f.x, col4f.y, col4f.z, hsv.x, hsv.y, hsv.z); + ColorConvertHSVtoRGB(hsv.x + 0.20f, hsv.y, hsv.z, col4f.x, col4f.y, col4f.z); + + RenderNavHighlight(bb, id); + RenderFrame(bb.Min, bb.Max, GetColorU32(col4f), true, g.Style.FrameRounding); + RenderTextClipped(bb.Min, bb.Max, label, NULL, &label_size, g.Style.ButtonTextAlign, &bb); + + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + return pressed; } // [DEBUG] Display contents of Columns @@ -12014,15 +14816,26 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns* columns) if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags)) return; BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX); - for (int column_n = 0; column_n < columns->Columns.Size; column_n++) - BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm)); + for (ImGuiOldColumnData& column : columns->Columns) + BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", (int)columns->Columns.index_from_ptr(&column), column.OffsetNorm, GetColumnOffsetFromNorm(columns, column.OffsetNorm)); TreePop(); } +static void FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTextureID tex_id) +{ + union { void* ptr; int integer; } tex_id_opaque; + memcpy(&tex_id_opaque, &tex_id, ImMin(sizeof(void*), sizeof(tex_id))); + if (sizeof(tex_id) >= sizeof(void*)) + ImFormatString(buf, buf_size, "0x%p", tex_id_opaque.ptr); + else + ImFormatString(buf, buf_size, "0x%04X", tex_id_opaque.integer); +} + // [DEBUG] Display contents of ImDrawList -void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label) +void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label) { ImGuiContext& g = *GImGui; + IM_UNUSED(viewport); // Used in docking branch ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; int cmd_count = draw_list->CmdBuffer.Size; if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL) @@ -12054,10 +14867,11 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, continue; } + char texid_desc[20]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); char buf[300]; - ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", - pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId, - pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); + ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", + pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf); if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list) DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes); @@ -12137,8 +14951,8 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co // Draw bounding boxes if (show_aabb) { - out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU - out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles + out_draw_list->AddRect(ImTrunc(clip_rect.Min), ImTrunc(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU + out_draw_list->AddRect(ImTrunc(vtxs_rect.Min), ImTrunc(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles } out_draw_list->Flags = backup_flags; } @@ -12217,17 +15031,12 @@ void ImGui::DebugNodeFont(ImFont* font) ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); - if (glyph) - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (glyph && IsMouseHoveringRect(cell_p1, cell_p2)) + if (!glyph) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) { - BeginTooltip(); - Text("Codepoint: U+%04X", base + n); - Separator(); - Text("Visible: %d", glyph->Visible); - Text("AdvanceX: %.1f", glyph->AdvanceX); - Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); - Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + DebugNodeFontGlyph(font, glyph); EndTooltip(); } } @@ -12239,16 +15048,23 @@ void ImGui::DebugNodeFont(ImFont* font) TreePop(); } +void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +{ + Text("Codepoint: U+%04X", glyph->Codepoint); + Separator(); + Text("Visible: %d", glyph->Visible); + Text("AdvanceX: %.1f", glyph->AdvanceX); + Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); + Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); +} + // [DEBUG] Display contents of ImGuiStorage void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label) { if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes())) return; - for (int n = 0; n < storage->Data.Size; n++) - { - const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n]; + for (const ImGuiStorage::ImGuiStoragePair& p : storage->Data) BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer. - } TreePop(); } @@ -12260,13 +15076,11 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) char* p = buf; const char* buf_end = buf + IM_ARRAYSIZE(buf); const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2); - p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); - p += ImFormatString(p, buf_end - p, " { "); + p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s {", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*"); for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; - p += ImFormatString(p, buf_end - p, "%s'%s'", - tab_n > 0 ? ", " : "", (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???"); + p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab)); } p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } "); if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } @@ -12283,12 +15097,12 @@ void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label) { for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++) { - const ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; + ImGuiTabItem* tab = &tab_bar->Tabs[tab_n]; PushID(tab); if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2); if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine(); - Text("%02d%c Tab 0x%08X '%s' Offset: %.1f, Width: %.1f/%.1f", - tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, (tab->NameOffset != -1) ? tab_bar->GetTabName(tab) : "???", tab->Offset, tab->Width, tab->ContentWidth); + Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f", + tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth); PopID(); } TreePop(); @@ -12308,9 +15122,8 @@ void ImGui::DebugNodeViewport(ImGuiViewportP* viewport) (flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "", (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : ""); - for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++) - for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++) - DebugNodeDrawList(NULL, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList"); + for (ImDrawList* draw_list : viewport->DrawDataP.CmdLists) + DebugNodeDrawList(NULL, viewport, draw_list, "DrawList"); TreePop(); } } @@ -12337,8 +15150,11 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) if (window->MemoryCompacted) TextDisabled("Note: some memory buffers have been compacted/freed."); + if (g.IO.ConfigDebugIsDebuggerPresent && DebugBreakButton("**DebugBreak**", "in Begin()")) + g.DebugBreakInWindow = window->ID; + ImGuiWindowFlags flags = window->Flags; - DebugNodeDrawList(window, window->DrawList, "DrawList"); + DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList"); BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y); BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags, (flags & ImGuiWindowFlags_ChildWindow) ? "Child " : "", (flags & ImGuiWindowFlags_Tooltip) ? "Tooltip " : "", (flags & ImGuiWindowFlags_Popup) ? "Popup " : "", @@ -12351,22 +15167,23 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) { ImRect r = window->NavRectRel[layer]; if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y) - { BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]); - continue; - } - BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); - if (IsItemHovered()) - GetForegroundDrawList(window)->AddRect(r.Min + window->Pos, r.Max + window->Pos, IM_COL32(255, 255, 0, 255)); + else + BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y); + DebugLocateItemOnHover(window->NavLastIds[layer]); } + const ImVec2* pr = window->NavPreferredScoringPosRel; + for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++) + BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater. BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL"); - if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } - if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } - if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } + if (window->RootWindow != window) { DebugNodeWindow(window->RootWindow, "RootWindow"); } + if (window->ParentWindow != NULL) { DebugNodeWindow(window->ParentWindow, "ParentWindow"); } + if (window->ParentWindowForFocusRoute != NULL) { DebugNodeWindow(window->ParentWindowForFocusRoute, "ParentWindowForFocusRoute"); } + if (window->DC.ChildWindows.Size > 0) { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); } if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size)) { - for (int n = 0; n < window->ColumnsStorage.Size; n++) - DebugNodeColumns(&window->ColumnsStorage[n]); + for (ImGuiOldColumns& columns : window->ColumnsStorage) + DebugNodeColumns(&columns); TreePop(); } DebugNodeStorage(&window->StateStorage, "Storage"); @@ -12375,8 +15192,12 @@ void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label) void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings) { + if (settings->WantDelete) + BeginDisabled(); Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d", settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed); + if (settings->WantDelete) + EndDisabled(); } void ImGui::DebugNodeWindowsList(ImVector* windows, const char* label) @@ -12411,9 +15232,206 @@ void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int wi } //----------------------------------------------------------------------------- -// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL) +// [SECTION] DEBUG LOG WINDOW //----------------------------------------------------------------------------- +void ImGui::DebugLog(const char* fmt, ...) +{ + va_list args; + va_start(args, fmt); + DebugLogV(fmt, args); + va_end(args); +} + +void ImGui::DebugLogV(const char* fmt, va_list args) +{ + ImGuiContext& g = *GImGui; + const int old_size = g.DebugLogBuf.size(); + g.DebugLogBuf.appendf("[%05d] ", g.FrameCount); + g.DebugLogBuf.appendfv(fmt, args); + g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size()); + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY) + IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTestEngine) + IMGUI_TEST_ENGINE_LOG("%s", g.DebugLogBuf.begin() + old_size); +#endif +} + +// FIXME-LAYOUT: To be done automatically via layout mode once we rework ItemSize/ItemAdd into ItemLayout. +static void SameLineOrWrap(const ImVec2& size) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos(window->DC.CursorPosPrevLine.x + g.Style.ItemSpacing.x, window->DC.CursorPosPrevLine.y); + if (window->ClipRect.Contains(ImRect(pos, pos + size))) + ImGui::SameLine(); +} + +static void ShowDebugLogFlag(const char* name, ImGuiDebugLogFlags flags) +{ + ImGuiContext& g = *GImGui; + ImVec2 size(ImGui::GetFrameHeight() + g.Style.ItemInnerSpacing.x + ImGui::CalcTextSize(name).x, ImGui::GetFrameHeight()); + SameLineOrWrap(size); // FIXME-LAYOUT: To be done automatically once we rework ItemSize/ItemAdd into ItemLayout. + if (ImGui::CheckboxFlags(name, &g.DebugLogFlags, flags) && g.IO.KeyShift && (g.DebugLogFlags & flags) != 0) + { + g.DebugLogAutoDisableFrames = 2; + g.DebugLogAutoDisableFlags |= flags; + } + ImGui::SetItemTooltip("Hold SHIFT when clicking to enable for 2 frames only (useful for spammy log entries)"); +} + +void ImGui::ShowDebugLogWindow(bool* p_open) +{ + ImGuiContext& g = *GImGui; + if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) + SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver); + if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1) + { + End(); + return; + } + + ImGuiDebugLogFlags all_enable_flags = ImGuiDebugLogFlags_EventMask_ & ~ImGuiDebugLogFlags_EventInputRouting; + CheckboxFlags("All", &g.DebugLogFlags, all_enable_flags); + SetItemTooltip("(except InputRouting which is spammy)"); + + ShowDebugLogFlag("ActiveId", ImGuiDebugLogFlags_EventActiveId); + ShowDebugLogFlag("Clipper", ImGuiDebugLogFlags_EventClipper); + ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); + ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); + ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); + ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); + //ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); + ShowDebugLogFlag("InputRouting", ImGuiDebugLogFlags_EventInputRouting); + + if (SmallButton("Clear")) + { + g.DebugLogBuf.clear(); + g.DebugLogIndex.clear(); + } + SameLine(); + if (SmallButton("Copy")) + SetClipboardText(g.DebugLogBuf.c_str()); + BeginChild("##log", ImVec2(0.0f, 0.0f), ImGuiChildFlags_Border, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar); + + const ImGuiDebugLogFlags backup_log_flags = g.DebugLogFlags; + g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper; + + ImGuiListClipper clipper; + clipper.Begin(g.DebugLogIndex.size()); + while (clipper.Step()) + for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++) + { + const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no); + const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no); + TextUnformatted(line_begin, line_end); // Display line + ImRect text_rect = g.LastItemData.Rect; + if (IsItemHovered()) + for (const char* p = line_begin; p <= line_end - 10; p++) // Search for 0x???????? identifiers + { + ImGuiID id = 0; + if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1) + continue; + ImVec2 p0 = CalcTextSize(line_begin, p); + ImVec2 p1 = CalcTextSize(p, p + 10); + g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y)); + if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true)) + DebugLocateItemOnHover(id); + p += 10; + } + } + g.DebugLogFlags = backup_log_flags; + if (GetScrollY() >= GetScrollMaxY()) + SetScrollHereY(1.0f); + EndChild(); + + End(); +} + +//----------------------------------------------------------------------------- +// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, ID STACK TOOL) +//----------------------------------------------------------------------------- + +// Draw a small cross at current CursorPos in current window's DrawList +void ImGui::DebugDrawCursorPos(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImVec2 pos = window->DC.CursorPos; + window->DrawList->AddLine(ImVec2(pos.x, pos.y - 3.0f), ImVec2(pos.x, pos.y + 4.0f), col, 1.0f); + window->DrawList->AddLine(ImVec2(pos.x - 3.0f, pos.y), ImVec2(pos.x + 4.0f, pos.y), col, 1.0f); +} + +// Draw a 10px wide rectangle around CurposPos.x using Line Y1/Y2 in current window's DrawList +void ImGui::DebugDrawLineExtents(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + float curr_x = window->DC.CursorPos.x; + float line_y1 = (window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y); + float line_y2 = line_y1 + (window->DC.IsSameLine ? window->DC.PrevLineSize.y : window->DC.CurrLineSize.y); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y1), ImVec2(curr_x + 5.0f, line_y1), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 0.5f, line_y1), ImVec2(curr_x - 0.5f, line_y2), col, 1.0f); + window->DrawList->AddLine(ImVec2(curr_x - 5.0f, line_y2), ImVec2(curr_x + 5.0f, line_y2), col, 1.0f); +} + +// Draw last item rect in ForegroundDrawList (so it is always visible) +void ImGui::DebugDrawItemRect(ImU32 col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + GetForegroundDrawList(window)->AddRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, col); +} + +// [DEBUG] Locate item position/rectangle given an ID. +static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255); // Green + +void ImGui::DebugLocateItem(ImGuiID target_id) +{ + ImGuiContext& g = *GImGui; + g.DebugLocateId = target_id; + g.DebugLocateFrames = 2; + g.DebugBreakInLocateId = false; +} + +// FIXME: Doesn't work over through a modal window, because they clear HoveredWindow. +void ImGui::DebugLocateItemOnHover(ImGuiID target_id) +{ + if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup)) + return; + ImGuiContext& g = *GImGui; + DebugLocateItem(target_id); + GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR); + + // Can't easily use a context menu here because it will mess with focus, active id etc. + if (g.IO.ConfigDebugIsDebuggerPresent && g.MouseStationaryTimer > 1.0f) + { + DebugBreakButtonTooltip(false, "in ItemAdd()"); + if (IsKeyChordPressed(g.DebugBreakKeyChord)) + g.DebugBreakInLocateId = true; + } +} + +void ImGui::DebugLocateItemResolveWithLastItem() +{ + ImGuiContext& g = *GImGui; + + // [DEBUG] Debug break requested by user + if (g.DebugBreakInLocateId) + IM_DEBUG_BREAK(); + + ImGuiLastItemData item_data = g.LastItemData; + g.DebugLocateId = 0; + ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow); + ImRect r = item_data.Rect; + r.Expand(3.0f); + ImVec2 p1 = g.IO.MousePos; + ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y); + draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR); + draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR); +} + // [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack. void ImGui::UpdateDebugToolItemPicker() { @@ -12424,28 +15442,37 @@ void ImGui::UpdateDebugToolItemPicker() const ImGuiID hovered_id = g.HoveredIdPreviousFrame; SetMouseCursor(ImGuiMouseCursor_Hand); - if (IsKeyPressedMap(ImGuiKey_Escape)) + if (IsKeyPressed(ImGuiKey_Escape)) g.DebugItemPickerActive = false; - if (IsMouseClicked(0) && hovered_id) + const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift); + if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id) { g.DebugItemPickerBreakId = hovered_id; g.DebugItemPickerActive = false; } - SetNextWindowBgAlpha(0.60f); - BeginTooltip(); + for (int mouse_button = 0; mouse_button < 3; mouse_button++) + if (change_mapping && IsMouseClicked(mouse_button)) + g.DebugItemPickerMouseButton = (ImU8)mouse_button; + SetNextWindowBgAlpha(0.70f); + if (!BeginTooltip()) + return; Text("HoveredId: 0x%08X", hovered_id); Text("Press ESC to abort picking."); - TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click to break in debugger!"); + const char* mouse_button_names[] = { "Left", "Right", "Middle" }; + if (change_mapping) + Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button."); + else + TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]); EndTooltip(); } -// [DEBUG] Stack Tool: update queries. Called by NewFrame() +// [DEBUG] ID Stack Tool: update queries. Called by NewFrame() void ImGui::UpdateDebugToolStackQueries() { ImGuiContext& g = *GImGui; - ImGuiStackTool* tool = &g.DebugStackTool; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; - // Clear hook when stack tool is not visible + // Clear hook when id stack tool is not visible g.DebugHookIdInfo = 0; if (g.FrameCount != tool->LastActiveFrame + 1) return; @@ -12479,15 +15506,15 @@ void ImGui::UpdateDebugToolStackQueries() } } -// [DEBUG] Stack tool: hooks called by GetID() family functions +// [DEBUG] ID Stack tool: hooks called by GetID() family functions void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImGuiStackTool* tool = &g.DebugStackTool; + ImGuiIDStackTool* tool = &g.DebugIDStackTool; // Step 0: stack query - // This assume that the ID was computed with the current ID stack, which tends to be the case for our widget. + // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget. if (tool->StackLevel == -1) { tool->StackLevel++; @@ -12504,42 +15531,60 @@ void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* dat ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel]; IM_ASSERT(info->ID == id && info->QueryFrameCount > 0); - int data_len; switch (data_type) { case ImGuiDataType_S32: ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id); break; case ImGuiDataType_String: - data_len = data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id); - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "\"%.*s\"", data_len, (const char*)data_id); + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id); break; case ImGuiDataType_Pointer: ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id); break; case ImGuiDataType_ID: - if (info->Desc[0] == 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. - ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); + if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one. + return; + ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id); break; default: IM_ASSERT(0); } info->QuerySuccess = true; + info->DataType = data_type; } -// Stack Tool: Display UI -void ImGui::ShowStackToolWindow(bool* p_open) +static int StackToolFormatLevelInfo(ImGuiIDStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size) +{ + ImGuiStackLevelInfo* info = &tool->Results[n]; + ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL; + if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) + return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name); + if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) + return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc); + if (tool->StackLevel < tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. + return (*buf = 0); +#ifdef IMGUI_ENABLE_TEST_ENGINE + if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID)) // Source: ImGuiTestEngine's ItemInfo() + return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label); +#endif + return ImFormatString(buf, buf_size, "???"); +} + +// ID Stack Tool: Display UI +void ImGui::ShowIDStackToolWindow(bool* p_open) { ImGuiContext& g = *GImGui; if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)) SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver); - if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) + if (!Begin("Dear ImGui ID Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1) { End(); return; } // Display hovered/active status + ImGuiIDStackTool* tool = &g.DebugIDStackTool; const ImGuiID hovered_id = g.HoveredIdPreviousFrame; const ImGuiID active_id = g.ActiveId; #ifdef IMGUI_ENABLE_TEST_ENGINE @@ -12550,8 +15595,33 @@ void ImGui::ShowStackToolWindow(bool* p_open) SameLine(); MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details."); + // CTRL+C to copy path + const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime; + Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC); + SameLine(); + TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*"); + if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C)) + { + tool->CopyToClipboardLastTime = (float)g.Time; + char* p = g.TempBuffer.Data; + char* p_end = p + g.TempBuffer.Size; + for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++) + { + *p++ = '/'; + char level_desc[256]; + StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc)); + for (int n = 0; level_desc[n] && p + 2 < p_end; n++) + { + if (level_desc[n] == '/') + *p++ = '\\'; + *p++ = level_desc[n]; + } + } + *p = '\0'; + SetClipboardText(g.TempBuffer.Data); + } + // Display decorated stack - ImGuiStackTool* tool = &g.DebugStackTool; tool->LastActiveFrame = g.FrameCount; if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders)) { @@ -12565,23 +15635,9 @@ void ImGui::ShowStackToolWindow(bool* p_open) ImGuiStackLevelInfo* info = &tool->Results[n]; TableNextColumn(); Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0); - TableNextColumn(); - ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? FindWindowByID(info->ID) : NULL; - if (window) // Source: window name (because the root ID don't call GetID() and so doesn't get hooked) - Text("\"%s\" [window]", window->Name); - else if (info->QuerySuccess) // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id) - TextUnformatted(info->Desc); - else if (tool->StackLevel >= tool->Results.Size) // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers. - { -#ifdef IMGUI_ENABLE_TEST_ENGINE - if (const char* label = ImGuiTestEngine_FindItemDebugLabel(&g, info->ID)) // Source: ImGuiTestEngine's ItemInfo() - Text("??? \"%s\"", label); - else -#endif - TextUnformatted("???"); - } - + StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size); + TextUnformatted(g.TempBuffer.Data); TableNextColumn(); Text("0x%08X", info->ID); if (n == tool->Results.Size - 1) @@ -12597,7 +15653,7 @@ void ImGui::ShowStackToolWindow(bool* p_open) void ImGui::ShowMetricsWindow(bool*) {} void ImGui::ShowFontAtlas(ImFontAtlas*) {} void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} -void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {} +void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} void ImGui::DebugNodeFont(ImFont*) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} @@ -12607,12 +15663,13 @@ void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {} void ImGui::DebugNodeWindowsList(ImVector*, const char*) {} void ImGui::DebugNodeViewport(ImGuiViewportP*) {} -void ImGui::ShowStackToolWindow(bool*) {} +void ImGui::DebugLog(const char*, ...) {} +void ImGui::DebugLogV(const char*, va_list) {} +void ImGui::ShowDebugLogWindow(bool*) {} +void ImGui::ShowIDStackToolWindow(bool*) {} void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {} -void ImGui::UpdateDebugToolItemPicker() {} -void ImGui::UpdateDebugToolStackQueries() {} -#endif // #ifndef IMGUI_DISABLE_METRICS_WINDOW +#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS //----------------------------------------------------------------------------- diff --git a/src/imgui/imgui_draw.cpp b/src/imgui/imgui_draw.cpp index bf1da15..9008eb7 100644 --- a/src/imgui/imgui_draw.cpp +++ b/src/imgui/imgui_draw.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.86 +// dear imgui, v1.90.2 WIP // (drawing and font code) /* @@ -26,38 +26,24 @@ Index of this file: #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" -#ifndef IMGUI_DISABLE - #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_internal.h" #ifdef IMGUI_ENABLE_FREETYPE #include "misc/freetype/imgui_freetype.h" #endif #include // vsnprintf, sscanf, printf -#if !defined(alloca) -#if defined(__GLIBC__) || defined(__sun) || defined(__APPLE__) || defined(__NEWLIB__) -#include // alloca (glibc uses . Note that Cygwin may have _WIN32 defined, so the order matters here) -#elif defined(_WIN32) -#include // alloca -#if !defined(alloca) -#define alloca _alloca // for clang with MS Codegen -#endif -#else -#include // alloca -#endif -#endif // Visual Studio warnings #ifdef _MSC_VER #pragma warning (disable: 4127) // condition expression is constant #pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) #pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen -#pragma warning (disable: 6255) // [Static Analyzer] _alloca indicates failure by raising a stack overflow exception. Consider using _malloca instead. #pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2). #pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer) #endif @@ -67,9 +53,6 @@ Index of this file: #if __has_warning("-Wunknown-warning-option") #pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great! #endif -#if __has_warning("-Walloca") -#pragma clang diagnostic ignored "-Walloca" // warning: use of function '__builtin_alloca' is discouraged -#endif #pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx' #pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. #pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok. @@ -80,6 +63,7 @@ Index of this file: #pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier #pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double. #pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter #elif defined(__GNUC__) #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used @@ -90,7 +74,7 @@ Index of this file: #endif //------------------------------------------------------------------------- -// [SECTION] STB libraries implementation +// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack) //------------------------------------------------------------------------- // Compile time options: @@ -151,7 +135,7 @@ namespace IMGUI_STB_NAMESPACE #define STBTT_sqrt(x) ImSqrt(x) #define STBTT_pow(x,y) ImPow(x,y) #define STBTT_fabs(x) ImFabs(x) -#define STBTT_ifloor(x) ((int)ImFloorSigned(x)) +#define STBTT_ifloor(x) ((int)ImFloor(x)) #define STBTT_iceil(x) ((int)ImCeil(x)) #define STBTT_STATIC #define STB_TRUETYPE_IMPLEMENTATION @@ -393,7 +377,7 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++) { const float radius = (float)i; - CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : 0); + CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX); } ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } @@ -402,10 +386,11 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. - // (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC) - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0); - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + if (_Splitter._Count > 1) + _Splitter.Merge(this); CmdBuffer.resize(0); IdxBuffer.resize(0); @@ -464,11 +449,13 @@ void ImDrawList::AddDrawCmd() // Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL void ImDrawList::_PopUnusedDrawCmd() { - if (CmdBuffer.Size == 0) - return; - ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount == 0 && curr_cmd->UserCallback == NULL) + while (CmdBuffer.Size > 0) + { + ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; + if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL) + return;// break; CmdBuffer.pop_back(); + } } void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) @@ -488,9 +475,10 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data) } // Compare ClipRect, TextureId and VtxOffset with a single memcmp() -#define ImDrawCmd_HeaderSize (IM_OFFSETOF(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) -#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset -#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) // Try to merge two last draw commands void ImDrawList::_TryMergeDrawCmds() @@ -498,7 +486,7 @@ void ImDrawList::_TryMergeDrawCmds() IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; ImDrawCmd* prev_cmd = curr_cmd - 1; - if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) + if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL) { prev_cmd->ElemCount += curr_cmd->ElemCount; CmdBuffer.pop_back(); @@ -521,7 +509,7 @@ void ImDrawList::_OnChangedClipRect() // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; - if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) { CmdBuffer.pop_back(); return; @@ -544,7 +532,7 @@ void ImDrawList::_OnChangedTextureID() // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; - if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && prev_cmd->UserCallback == NULL) + if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL) { CmdBuffer.pop_back(); return; @@ -573,14 +561,14 @@ int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const { // Automatic segment count const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy - if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) + if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts)) return _Data->CircleSegmentCounts[radius_idx]; // Use cached value else return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError); } // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) -void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) +void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect) { ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y); if (intersect_with_current_clip_rect) @@ -720,7 +708,7 @@ void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, c // We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds. void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness) { - if (points_count < 2) + if (points_count < 2 || (col & IM_COL32_A_MASK) == 0) return; const bool closed = (flags & ImDrawFlags_Closed) != 0; @@ -753,7 +741,8 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 // Temporary buffer // The first items are normals at each line point, then after that there are either 2 or 4 temp points for each line point - ImVec2* temp_normals = (ImVec2*)alloca(points_count * ((use_texture || !thick_line) ? 3 : 5) * sizeof(ImVec2)); //-V630 + _Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5)); + ImVec2* temp_normals = _Data->TempBuffer.Data; ImVec2* temp_points = temp_normals + points_count; // Calculate normals (tangents) for each line segment @@ -973,10 +962,11 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 } } -// We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds. +// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col) { - if (points_count < 3) + if (points_count < 3 || (col & IM_COL32_A_MASK) == 0) return; const ImVec2 uv = _Data->TexUvWhitePixel; @@ -1000,7 +990,8 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun } // Compute normals - ImVec2* temp_normals = (ImVec2*)alloca(points_count * sizeof(ImVec2)); //-V630 + _Data->TempBuffer.reserve_discard(points_count); + ImVec2* temp_normals = _Data->TempBuffer.Data; for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++) { const ImVec2& p0 = points[i0]; @@ -1057,7 +1048,7 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1149,7 +1140,7 @@ void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1168,7 +1159,7 @@ void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, fl // 0: East, 3: South, 6: West, 9: North, 12: East void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1178,7 +1169,7 @@ void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments) { - if (radius <= 0.0f) + if (radius < 0.5f) { _Path.push_back(center); return; @@ -1200,14 +1191,14 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f); const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f); - const int a_min_sample = a_is_reverse ? (int)ImFloorSigned(a_min_sample_f) : (int)ImCeil(a_min_sample_f); - const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloorSigned(a_max_sample_f); + const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f); + const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f); const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0); const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX; - const bool a_emit_start = (a_min_segment_angle - a_min) != 0.0f; - const bool a_emit_end = (a_max - a_max_segment_angle) != 0.0f; + const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f; + const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f; _Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0))); if (a_emit_start) @@ -1226,6 +1217,27 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa } } +void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments) +{ + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + + _Path.reserve(_Path.Size + (num_segments + 1)); + + const float cos_rot = ImCos(rot); + const float sin_rot = ImSin(rot); + for (int i = 0; i <= num_segments; i++) + { + const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min); + ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y); + const float rel_x = (point.x * cos_rot) - (point.y * sin_rot); + const float rel_y = (point.x * sin_rot) + (point.y * cos_rot); + point.x = rel_x + center.x; + point.y = rel_y + center.y; + _Path.push_back(point); + } +} + ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t) { float u = 1.0f - t; @@ -1294,6 +1306,7 @@ void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, cons ImVec2 p1 = _Path.back(); if (num_segments == 0) { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated } else @@ -1309,6 +1322,7 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, ImVec2 p1 = _Path.back(); if (num_segments == 0) { + IM_ASSERT(_Data->CurveTessellationTol > 0.0f); PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated } else @@ -1319,32 +1333,22 @@ void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, } } -IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) { + /* + IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4)); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - // Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) - // ~0 --> ImDrawFlags_RoundCornersAll or 0 - if (flags == ~0) - return ImDrawFlags_RoundCornersAll; - - // Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations) - // 0x01 --> ImDrawFlags_RoundCornersTopLeft (VALUE 0x01 OVERLAPS ImDrawFlags_Closed but ImDrawFlags_Closed is never valid in this path!) - // 0x02 --> ImDrawFlags_RoundCornersTopRight - // 0x03 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersTopRight - // 0x04 --> ImDrawFlags_RoundCornersBotLeft - // 0x05 --> ImDrawFlags_RoundCornersTopLeft | ImDrawFlags_RoundCornersBotLeft - // ... - // 0x0F --> ImDrawFlags_RoundCornersAll or 0 - // (See all values in ImDrawCornerFlags_) - if (flags >= 0x01 && flags <= 0x0F) - return (flags << 4); - + // Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023) + // - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All) + if (flags == ~0) { return ImDrawFlags_RoundCornersAll; } + // - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code. + if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); } // We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f' #endif - - // If this triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. - // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc... + */ + // If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values. + // Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway. + // See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section. IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!"); if ((flags & ImDrawFlags_RoundCornersMask_) == 0) @@ -1355,11 +1359,13 @@ static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags) void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags) { - flags = FixRectCornerFlags(flags); - rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f ) - 1.0f); - rounding = ImMin(rounding, ImFabs(b.y - a.y) * ( ((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f ) - 1.0f); - - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding >= 0.5f) + { + flags = FixRectCornerFlags(flags); + rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f); + rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f); + } + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PathLineTo(a); PathLineTo(ImVec2(b.x, a.y)); @@ -1405,7 +1411,7 @@ void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 c { if ((col & IM_COL32_A_MASK) == 0) return; - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { PrimReserve(6, 4); PrimRect(p_min, p_max, col); @@ -1481,7 +1487,7 @@ void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImV void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) return; if (num_segments <= 0) @@ -1505,7 +1511,7 @@ void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int nu void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments) { - if ((col & IM_COL32_A_MASK) == 0 || radius <= 0.0f) + if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f) return; if (num_segments <= 0) @@ -1551,6 +1557,35 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in PathFillConvex(col); } +// Ellipse +void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathStroke(col, true, thickness); +} + +void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments) +{ + if ((col & IM_COL32_A_MASK) == 0) + return; + + if (num_segments <= 0) + num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here. + + // Because we are filling a closed shape we remove 1 from the count of segments/points + const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments; + PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1); + PathFillConvex(col); +} + // Cubic Bezier takes 4 controls points void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments) { @@ -1645,7 +1680,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi return; flags = FixRectCornerFlags(flags); - if (rounding <= 0.0f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) + if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); return; @@ -1733,13 +1768,13 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) for (int i = 1; i < _Count; i++) { ImDrawChannel& ch = _Channels[i]; - - // Equivalent of PopUnusedDrawCmd() for this channel's cmdbuffer and except we don't need to test for UserCallback. - if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0) + if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() ch._CmdBuffer.pop_back(); if (ch._CmdBuffer.Size > 0 && last_cmd != NULL) { + // Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves. + // Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter. ImDrawCmd* next_cmd = &ch._CmdBuffer[0]; if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL) { @@ -1815,6 +1850,63 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) // [SECTION] ImDrawData //----------------------------------------------------------------------------- +void ImDrawData::Clear() +{ + Valid = false; + CmdListsCount = TotalIdxCount = TotalVtxCount = 0; + CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. + DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); + OwnerViewport = NULL; +} + +// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list +// as long at it is expected that the result will be later merged into draw_data->CmdLists[]. +void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list) +{ + if (draw_list->CmdBuffer.Size == 0) + return; + if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL) + return; + + // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc. + // May trigger for you if you are using PrimXXX functions incorrectly. + IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size); + IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size); + if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset)) + IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size); + + // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window) + // If this assert triggers because you are drawing lots of stuff manually: + // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds. + // Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents. + // - If you want large meshes with more than 64K vertices, you can either: + // (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'. + // Most example backends already support this from 1.71. Pre-1.71 backends won't. + // Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them. + // (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h. + // Most example backends already support this. For example, the OpenGL example code detect index size at compile-time: + // glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); + // Your own engine or render API may use different parameters or function calls to specify index sizes. + // 2 and 4 bytes indices are generally supported by most graphics API. + // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching + // the 64K limit to split your draw commands in multiple draw lists. + if (sizeof(ImDrawIdx) == 2) + IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above"); + + // Add to output list + records state in ImDrawData + out_list->push_back(draw_list); + draw_data->CmdListsCount++; + draw_data->TotalVtxCount += draw_list->VtxBuffer.Size; + draw_data->TotalIdxCount += draw_list->IdxBuffer.Size; +} + +void ImDrawData::AddDrawList(ImDrawList* draw_list) +{ + IM_ASSERT(CmdLists.Size == CmdListsCount); + draw_list->_PopUnusedDrawCmd(); + ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list); +} + // For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering! void ImDrawData::DeIndexAllBuffers() { @@ -1839,15 +1931,9 @@ void ImDrawData::DeIndexAllBuffers() // or if there is a difference between your window resolution and framebuffer resolution. void ImDrawData::ScaleClipRects(const ImVec2& fb_scale) { - for (int i = 0; i < CmdListsCount; i++) - { - ImDrawList* cmd_list = CmdLists[i]; - for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) - { - ImDrawCmd* cmd = &cmd_list->CmdBuffer[cmd_i]; - cmd->ClipRect = ImVec4(cmd->ClipRect.x * fb_scale.x, cmd->ClipRect.y * fb_scale.y, cmd->ClipRect.z * fb_scale.x, cmd->ClipRect.w * fb_scale.y); - } - } + for (ImDrawList* draw_list : CmdLists) + for (ImDrawCmd& cmd : draw_list->CmdBuffer) + cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y); } //----------------------------------------------------------------------------- @@ -1903,6 +1989,14 @@ void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int ve } } +void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out) +{ + ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx; + ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx; + for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex) + vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out; +} + //----------------------------------------------------------------------------- // [SECTION] ImFontConfig //----------------------------------------------------------------------------- @@ -1911,10 +2005,11 @@ ImFontConfig::ImFontConfig() { memset(this, 0, sizeof(*this)); FontDataOwnedByAtlas = true; - OversampleH = 3; // FIXME: 2 may be a better default? + OversampleH = 2; OversampleV = 1; GlyphMaxAdvanceX = FLT_MAX; RasterizerMultiply = 1.0f; + RasterizerDensity = 1.0f; EllipsisChar = (ImWchar)-1; } @@ -1988,19 +2083,19 @@ ImFontAtlas::~ImFontAtlas() void ImFontAtlas::ClearInputData() { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (int i = 0; i < ConfigData.Size; i++) - if (ConfigData[i].FontData && ConfigData[i].FontDataOwnedByAtlas) + for (ImFontConfig& font_cfg : ConfigData) + if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) { - IM_FREE(ConfigData[i].FontData); - ConfigData[i].FontData = NULL; + IM_FREE(font_cfg.FontData); + font_cfg.FontData = NULL; } // When clearing this we lose access to the font name and other information used to build the font. - for (int i = 0; i < Fonts.Size; i++) - if (Fonts[i]->ConfigData >= ConfigData.Data && Fonts[i]->ConfigData < ConfigData.Data + ConfigData.Size) + for (ImFont* font : Fonts) + if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size) { - Fonts[i]->ConfigData = NULL; - Fonts[i]->ConfigDataCount = 0; + font->ConfigData = NULL; + font->ConfigDataCount = 0; } ConfigData.clear(); CustomRects.clear(); @@ -2097,6 +2192,8 @@ ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1) new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar; + ImFontAtlasUpdateConfigDataPointers(this); + // Invalidate texture TexReady = false; ClearTexData(); @@ -2133,7 +2230,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) if (font_cfg.Name[0] == '\0') ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); font_cfg.EllipsisChar = (ImWchar)0x0085; - font_cfg.GlyphOffset.y = 1.0f * IM_FLOOR(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units + font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85(); const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault(); @@ -2163,13 +2260,14 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, } // NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). -ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* ttf_data, int ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) +ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); - font_cfg.FontData = ttf_data; - font_cfg.FontDataSize = ttf_size; + IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. + font_cfg.FontData = font_data; + font_cfg.FontDataSize = font_data_size; font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels; if (glyph_ranges) font_cfg.GlyphRanges = glyph_ranges; @@ -2297,10 +2395,11 @@ void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], fl void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) { + IM_ASSERT_PARANOID(w <= stride); unsigned char* data = pixels + x + y * stride; - for (int j = h; j > 0; j--, data += stride) - for (int i = 0; i < w; i++) - data[i] = table[data[i]]; + for (int j = h; j > 0; j--, data += stride - w) + for (int i = w; i > 0; i--, data++) + *data = table[*data]; } #ifdef IMGUI_ENABLE_STB_TRUETYPE @@ -2317,7 +2416,7 @@ struct ImFontBuildSrcData int GlyphsHighest; // Highest requested codepoint int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsMap) + ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) }; // Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) @@ -2383,13 +2482,21 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo); IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset)) + { + IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); return false; + } // Measure highest codepoints ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault(); for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) + { + // Check for valid range. This may also help detect *some* dangling pointers, because a common + // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent. + IM_ASSERT(src_range[0] <= src_range[1]); src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); + } dst_tmp.SrcCount++; dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); } @@ -2460,7 +2567,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // Convert our ranges in the format stb_truetype wants ImFontConfig& cfg = atlas->ConfigData[src_i]; - src_tmp.PackRange.font_size = cfg.SizePixels; + src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity; src_tmp.PackRange.first_unicode_codepoint_in_range = 0; src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; @@ -2469,7 +2576,7 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV; // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) - const float scale = (cfg.SizePixels > 0) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels); + const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity); const int padding = atlas->TexGlyphPadding; for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) { @@ -2554,13 +2661,10 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) // 9. Setup ImFont and glyphs for runtime for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - // When merging fonts with MergeMode=true: // - We can have multiple input fonts writing into a same destination font. // - dst_font->ConfigData is != from cfg which is our source configuration. + ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; ImFontConfig& cfg = atlas->ConfigData[src_i]; ImFont* dst_font = cfg.DstFont; @@ -2568,12 +2672,14 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) int unscaled_ascent, unscaled_descent, unscaled_line_gap; stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - const float ascent = ImFloor(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); - const float descent = ImFloor(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); + const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1)); + const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1)); ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent); const float font_off_x = cfg.GlyphOffset.x; const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent); + const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity; + for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) { // Register glyph @@ -2582,7 +2688,11 @@ static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) stbtt_aligned_quad q; float unused_x = 0.0f, unused_y = 0.0f; stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); - dst_font->AddGlyph(&cfg, (ImWchar)codepoint, q.x0 + font_off_x, q.y0 + font_off_y, q.x1 + font_off_x, q.y1 + font_off_y, q.s0, q.t0, q.s1, q.t1, pc.xadvance); + float x0 = q.x0 * inv_rasterization_scale + font_off_x; + float y0 = q.y0 * inv_rasterization_scale + font_off_y; + float x1 = q.x1 * inv_rasterization_scale + font_off_x; + float y1 = q.y1 * inv_rasterization_scale + font_off_y; + dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); } } @@ -2602,19 +2712,31 @@ const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() #endif // IMGUI_ENABLE_STB_TRUETYPE +void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas) +{ + for (ImFontConfig& font_cfg : atlas->ConfigData) + { + ImFont* font = font_cfg.DstFont; + if (!font_cfg.MergeMode) + { + font->ConfigData = &font_cfg; + font->ConfigDataCount = 0; + } + font->ConfigDataCount++; + } +} + void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) { if (!font_config->MergeMode) { font->ClearOutputData(); font->FontSize = font_config->SizePixels; - font->ConfigData = font_config; - font->ConfigDataCount = 0; + IM_ASSERT(font->ConfigData == font_config); font->ContainerAtlas = atlas; font->Ascent = ascent; font->Descent = descent; } - font->ConfigDataCount++; } void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) @@ -2624,6 +2746,9 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa ImVector& user_rects = atlas->CustomRects; IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. +#ifdef __GNUC__ + if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) +#endif ImVector pack_rects; pack_rects.resize(user_rects.Size); @@ -2637,8 +2762,8 @@ void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opa for (int i = 0; i < pack_rects.Size; i++) if (pack_rects[i].was_packed) { - user_rects[i].X = pack_rects[i].x; - user_rects[i].Y = pack_rects[i].y; + user_rects[i].X = (unsigned short)pack_rects[i].x; + user_rects[i].Y = (unsigned short)pack_rects[i].y; IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height); atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); } @@ -2738,13 +2863,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) { unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; for (unsigned int i = 0; i < pad_left; i++) - *(write_ptr + i) = IM_COL32_BLACK_TRANS; + *(write_ptr + i) = IM_COL32(255, 255, 255, 0); for (unsigned int i = 0; i < line_width; i++) *(write_ptr + pad_left + i) = IM_COL32_WHITE; for (unsigned int i = 0; i < pad_right; i++) - *(write_ptr + pad_left + line_width + i) = IM_COL32_BLACK_TRANS; + *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); } // Calculate UVs for this line @@ -2758,6 +2883,13 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) // Note: this is called / shared by both the stb_truetype and the FreeType builder void ImFontAtlasBuildInit(ImFontAtlas* atlas) { + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. + // - We may support it better later and remove this rounding. + for (ImFontConfig& cfg : atlas->ConfigData) + cfg.SizePixels = ImTrunc(cfg.SizePixels); + // Register texture region for mouse cursors or standard white pixels if (atlas->PackIdMouseCursors < 0) { @@ -2799,9 +2931,9 @@ void ImFontAtlasBuildFinish(ImFontAtlas* atlas) } // Build all fonts lookup tables - for (int i = 0; i < atlas->Fonts.Size; i++) - if (atlas->Fonts[i]->DirtyLookupTables) - atlas->Fonts[i]->BuildLookupTable(); + for (ImFont* font : atlas->Fonts) + if (font->DirtyLookupTables) + font->BuildLookupTable(); atlas->TexReady = true; } @@ -2817,6 +2949,17 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault() return &ranges[0]; } +const ImWchar* ImFontAtlas::GetGlyphRangesGreek() +{ + static const ImWchar ranges[] = + { + 0x0020, 0x00FF, // Basic Latin + Latin Supplement + 0x0370, 0x03FF, // Greek and Coptic + 0, + }; + return &ranges[0]; +} + const ImWchar* ImFontAtlas::GetGlyphRangesKorean() { static const ImWchar ranges[] = @@ -2933,19 +3076,19 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() // 2999 ideograms code points for Japanese // - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points // - 863 Jinmeiyo (meaning "for personal name") Kanji code points - // - Sourced from the character information database of the Information-technology Promotion Agency, Japan - // - https://mojikiban.ipa.go.jp/mji/ - // - Available under the terms of the Creative Commons Attribution-ShareAlike 2.1 Japan (CC BY-SA 2.1 JP). - // - https://creativecommons.org/licenses/by-sa/2.1/jp/deed.en - // - https://creativecommons.org/licenses/by-sa/2.1/jp/legalcode - // - You can generate this code by the script at: - // - https://github.com/vaiorabbit/everyday_use_kanji + // - Sourced from official information provided by the government agencies of Japan: + // - List of Joyo Kanji by the Agency for Cultural Affairs + // - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/ + // - List of Jinmeiyo Kanji by the Ministry of Justice + // - http://www.moj.go.jp/MINJI/minji86.html + // - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0). + // - https://creativecommons.org/licenses/by/4.0/legalcode + // - You can generate this code by the script at: + // - https://github.com/vaiorabbit/everyday_use_kanji // - References: // - List of Joyo Kanji - // - (Official list by the Agency for Cultural Affairs) https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kakuki/14/tosin02/index.html // - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji // - List of Jinmeiyo Kanji - // - (Official list by the Ministry of Justice) http://www.moj.go.jp/MINJI/minji86.html // - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji // - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details. // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. @@ -3108,7 +3251,8 @@ ImFont::ImFont() FallbackAdvanceX = 0.0f; FallbackChar = (ImWchar)-1; EllipsisChar = (ImWchar)-1; - DotChar = (ImWchar)-1; + EllipsisWidth = EllipsisCharStep = 0.0f; + EllipsisCharCount = 0; FallbackGlyph = NULL; ContainerAtlas = NULL; ConfigData = NULL; @@ -3154,6 +3298,7 @@ void ImFont::BuildLookupTable() max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); // Build lookup table + IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved IndexAdvanceX.clear(); IndexLookup.clear(); @@ -3189,17 +3334,7 @@ void ImFont::BuildLookupTable() SetGlyphVisible((ImWchar)' ', false); SetGlyphVisible((ImWchar)'\t', false); - // Ellipsis character is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. - const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; - const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; - if (EllipsisChar == (ImWchar)-1) - EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); - if (DotChar == (ImWchar)-1) - DotChar = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); - - // Setup fallback character + // Setup Fallback character const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; FallbackGlyph = FindGlyphNoFallback(FallbackChar); if (FallbackGlyph == NULL) @@ -3212,11 +3347,32 @@ void ImFont::BuildLookupTable() FallbackChar = (ImWchar)FallbackGlyph->Codepoint; } } - FallbackAdvanceX = FallbackGlyph->AdvanceX; for (int i = 0; i < max_codepoint + 1; i++) if (IndexAdvanceX[i] < 0.0f) IndexAdvanceX[i] = FallbackAdvanceX; + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 }; + const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; + if (EllipsisChar == (ImWchar)-1) + EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); + const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); + if (EllipsisChar != (ImWchar)-1) + { + EllipsisCharCount = 1; + EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; + } + else if (dot_char != (ImWchar)-1) + { + const ImFontGlyph* glyph = FindGlyph(dot_char); + EllipsisChar = dot_char; + EllipsisCharCount = 3; + EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f; + EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f; + } } // API is designed this way to avoid exposing the 4K page size @@ -3259,7 +3415,7 @@ void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, floa advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX); if (advance_x != advance_x_original) { - float char_off_x = cfg->PixelSnapH ? ImFloor((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; + float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; x0 += char_off_x; x1 += char_off_x; } @@ -3329,11 +3485,21 @@ const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const return &Glyphs.Data[i]; } +// Wrapping skips upcoming blanks +static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end) +{ + while (text < text_end && ImCharIsBlankA(*text)) + text++; + if (*text == '\n') + text++; + return text; +} + +// Simple word-wrapping for English, not full-featured. Please submit failing cases! +// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. +// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const { - // Simple word-wrapping for English, not full-featured. Please submit failing cases! - // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) - // For references, possible wrap point marked with ^ // "aaa bbb, ccc,ddd. eee fff. ggg!" // ^ ^ ^ ^ ^__ ^ ^ @@ -3345,7 +3511,6 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c // Cut words that cannot possibly fit within one line. // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" - float line_width = 0.0f; float word_width = 0.0f; float blank_width = 0.0f; @@ -3356,6 +3521,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c bool inside_word = true; const char* s = text; + IM_ASSERT(text_end != NULL); while (s < text_end) { unsigned int c = (unsigned int)*s; @@ -3364,8 +3530,6 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c next_s = s + 1; else next_s = s + ImTextCharFromUtf8(&c, s, text_end); - if (c == 0) - break; if (c < 32) { @@ -3425,6 +3589,10 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c s = next_s; } + // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. + // +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol). + if (s == text && text < text_end) + return s + 1; return s; } @@ -3449,11 +3617,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) - { word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width); - if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. - word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below - } if (s >= word_wrap_eol) { @@ -3462,13 +3626,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons text_size.y += line_height; line_width = 0.0f; word_wrap_eol = NULL; - - // Wrapping skips upcoming blanks - while (s < text_end) - { - const char c = *s; - if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } - } + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks continue; } } @@ -3477,15 +3635,9 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons const char* prev_s = s; unsigned int c = (unsigned int)*s; if (c < 0x80) - { s += 1; - } else - { s += ImTextCharFromUtf8(&c, s, text_end); - if (c == 0) // Malformed UTF-8? - break; - } if (c < 32) { @@ -3523,7 +3675,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, ImWchar c) const +void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const { const ImFontGlyph* glyph = FindGlyph(c); if (!glyph || !glyph->Visible) @@ -3531,38 +3683,47 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col if (glyph->Colored) col |= ~IM_COL32_A_MASK; float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); draw_list->PrimReserve(6, 4); - draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); + draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col); } // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. -void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const +void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const { if (!text_end) text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. // Align to be pixel perfect - pos.x = IM_FLOOR(pos.x); - pos.y = IM_FLOOR(pos.y); - float x = pos.x; - float y = pos.y; + float x = IM_TRUNC(pos.x); + float y = IM_TRUNC(pos.y); if (y > clip_rect.w) return; + const float start_x = x; const float scale = size / FontSize; const float line_height = FontSize * scale; const bool word_wrap_enabled = (wrap_width > 0.0f); - const char* word_wrap_eol = NULL; // Fast-forward to first visible line const char* s = text_begin; - if (y + line_height < clip_rect.y && !word_wrap_enabled) + if (y + line_height < clip_rect.y) while (y + line_height < clip_rect.y && s < text_end) { - s = (const char*)memchr(s, '\n', text_end - s); - s = s ? s + 1 : text_end; + const char* line_end = (const char*)memchr(s, '\n', text_end - s); + if (word_wrap_enabled) + { + // FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA(). + // If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both. + // However it is still better than nothing performing the fast-forward! + s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width); + s = CalcWordWrapNextLineStartA(s, text_end); + } + else + { + s = line_end ? line_end + 1 : text_end; + } y += line_height; } @@ -3588,12 +3749,12 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col const int idx_count_max = (int)(text_end - s) * 6; const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; draw_list->PrimReserve(idx_count_max, vtx_count_max); - - ImDrawVert* vtx_write = draw_list->_VtxWritePtr; - ImDrawIdx* idx_write = draw_list->_IdxWritePtr; - unsigned int vtx_current_idx = draw_list->_VtxCurrentIdx; + ImDrawVert* vtx_write = draw_list->_VtxWritePtr; + ImDrawIdx* idx_write = draw_list->_IdxWritePtr; + unsigned int vtx_index = draw_list->_VtxCurrentIdx; const ImU32 col_untinted = col | ~IM_COL32_A_MASK; + const char* word_wrap_eol = NULL; while (s < text_end) { @@ -3601,24 +3762,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col { // Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature. if (!word_wrap_eol) - { - word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - pos.x)); - if (word_wrap_eol == s) // Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity. - word_wrap_eol++; // +1 may not be a character start point in UTF-8 but it's ok because we use s >= word_wrap_eol below - } + word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x)); if (s >= word_wrap_eol) { - x = pos.x; + x = start_x; y += line_height; word_wrap_eol = NULL; - - // Wrapping skips upcoming blanks - while (s < text_end) - { - const char c = *s; - if (ImCharIsBlankA(c)) { s++; } else if (c == '\n') { s++; break; } else { break; } - } + s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks continue; } } @@ -3626,21 +3777,15 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // Decode and advance source unsigned int c = (unsigned int)*s; if (c < 0x80) - { s += 1; - } else - { s += ImTextCharFromUtf8(&c, s, text_end); - if (c == 0) // Malformed UTF-8? - break; - } if (c < 32) { if (c == '\n') { - x = pos.x; + x = start_x; y += line_height; if (y > clip_rect.w) break; // break out of main loop @@ -3705,14 +3850,14 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here: { - idx_write[0] = (ImDrawIdx)(vtx_current_idx); idx_write[1] = (ImDrawIdx)(vtx_current_idx+1); idx_write[2] = (ImDrawIdx)(vtx_current_idx+2); - idx_write[3] = (ImDrawIdx)(vtx_current_idx); idx_write[4] = (ImDrawIdx)(vtx_current_idx+2); idx_write[5] = (ImDrawIdx)(vtx_current_idx+3); vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1; vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1; vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2; vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2; + idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2); + idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3); vtx_write += 4; - vtx_current_idx += 4; + vtx_index += 4; idx_write += 6; } } @@ -3726,7 +3871,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size); draw_list->_VtxWritePtr = vtx_write; draw_list->_IdxWritePtr = idx_write; - draw_list->_VtxCurrentIdx = vtx_current_idx; + draw_list->_VtxCurrentIdx = vtx_index; } //----------------------------------------------------------------------------- @@ -3736,7 +3881,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col // - RenderArrow() // - RenderBullet() // - RenderCheckMark() -// - RenderMouseCursor() // - RenderArrowPointingAt() // - RenderRectFilledRangeH() // - RenderRectFilledWithHole() @@ -3779,6 +3923,7 @@ void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir d void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col) { + // FIXME-OPT: This should be baked in font. draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8); } @@ -3797,27 +3942,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float draw_list->PathStroke(col, 0, thickness); } -void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) -{ - if (mouse_cursor == ImGuiMouseCursor_None) - return; - IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); - - ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; - ImVec2 offset, size, uv[4]; - if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) - { - pos -= offset; - ImTextureID tex_id = font_atlas->TexID; - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); - draw_list->PopTextureID(); - } -} - // 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) { @@ -3900,7 +4024,7 @@ void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, Im draw_list->PathFillConvex(col); } -void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, ImRect outer, ImRect inner, ImU32 col, float rounding) +void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding) { const bool fill_L = (inner.Min.x > outer.Min.x); const bool fill_R = (inner.Max.x < outer.Max.x); @@ -4081,8 +4205,8 @@ static unsigned int stb_decompress(unsigned char *output, const unsigned char *i //----------------------------------------------------------------------------- // ProggyClean.ttf // Copyright (c) 2004, 2005 Tristan Grimmer -// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip) -// Download and more information at http://upperbounds.net +// MIT license (see License.txt in http://www.proggyfonts.net/index.php?menu=download) +// Download and more information at http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php //----------------------------------------------------------------------------- // File: 'ProggyClean.ttf' (41208 bytes) // Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding). diff --git a/src/imgui/imgui_impl_glfw.cpp b/src/imgui/imgui_impl_glfw.cpp index 1be2c52..a968fe3 100644 --- a/src/imgui/imgui_impl_glfw.cpp +++ b/src/imgui/imgui_impl_glfw.cpp @@ -1,21 +1,49 @@ // dear imgui: Platform Backend for GLFW // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) -// (Requires: GLFW 3.1+) +// (Requires: GLFW 3.1+. Prefer GLFW 3.3+ or GLFW 3.4+ for full feature support.) // Implemented features: // [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values will also be supported unless IMGUI_DISABLE_OBSOLETE_KEYIO is set] // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. // [X] Platform: Mouse cursor shape and visibility. Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange' (note: the resizing cursors requires GLFW 3.4+). -// [X] Platform: Keyboard arrays indexed using GLFW_KEY_* codes, e.g. ImGui::IsKeyPressed(GLFW_KEY_SPACE). // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. +// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) +// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) +// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) +// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) +// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) +// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. +// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) +// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. +// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. +// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. // 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). // 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). // 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). @@ -42,32 +70,51 @@ // 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_glfw.h" +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + // GLFW #include + #ifdef _WIN32 #undef APIENTRY #define GLFW_EXPOSE_NATIVE_WIN32 -#include // for glfwGetWin32Window +#include // for glfwGetWin32Window() #endif -#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ GLFW_FLOATING -#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ GLFW_HOVERED -#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwSetWindowOpacity -#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3300) // 3.3+ glfwGetMonitorContentScale -#define GLFW_HAS_VULKAN (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3200) // 3.2+ glfwCreateWindowSurface -#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? -#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#ifdef __APPLE__ +#define GLFW_EXPOSE_NATIVE_COCOA +#include // for glfwGetCocoaWindow() +#endif + +#ifdef __EMSCRIPTEN__ +#include +#include +#endif + +// We gather version tests as define in order to easily see which features are version-dependent. +#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR #else -#define GLFW_HAS_NEW_CURSORS (0) +#define GLFW_HAS_NEW_CURSORS (0) #endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() +#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() // GLFW data enum GlfwClientApi { GlfwClientApi_Unknown, GlfwClientApi_OpenGL, - GlfwClientApi_Vulkan + GlfwClientApi_Vulkan, }; struct ImGui_ImplGlfw_Data @@ -76,20 +123,28 @@ struct ImGui_ImplGlfw_Data GlfwClientApi ClientApi; double Time; GLFWwindow* MouseWindow; - bool MouseJustPressed[ImGuiMouseButton_COUNT]; GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + ImVec2 LastValidMousePos; bool InstalledCallbacks; + bool CallbacksChainForAllWindows; +#ifdef __EMSCRIPTEN__ + const char* CanvasSelector; +#endif // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; GLFWcursorenterfun PrevUserCallbackCursorEnter; GLFWmousebuttonfun PrevUserCallbackMousebutton; GLFWscrollfun PrevUserCallbackScroll; GLFWkeyfun PrevUserCallbackKey; GLFWcharfun PrevUserCallbackChar; GLFWmonitorfun PrevUserCallbackMonitor; +#ifdef _WIN32 + WNDPROC GlfwWndProc; +#endif - ImGui_ImplGlfw_Data() { memset(this, 0, sizeof(*this)); } + ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts @@ -101,7 +156,7 @@ struct ImGui_ImplGlfw_Data // FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } // Functions @@ -115,79 +170,275 @@ static void ImGui_ImplGlfw_SetClipboardText(void* user_data, const char* text) glfwSetClipboardString((GLFWwindow*)user_data, text); } +static ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int key) +{ + switch (key) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + case GLFW_KEY_F13: return ImGuiKey_F13; + case GLFW_KEY_F14: return ImGuiKey_F14; + case GLFW_KEY_F15: return ImGuiKey_F15; + case GLFW_KEY_F16: return ImGuiKey_F16; + case GLFW_KEY_F17: return ImGuiKey_F17; + case GLFW_KEY_F18: return ImGuiKey_F18; + case GLFW_KEY_F19: return ImGuiKey_F19; + case GLFW_KEY_F20: return ImGuiKey_F20; + case GLFW_KEY_F21: return ImGuiKey_F21; + case GLFW_KEY_F22: return ImGuiKey_F22; + case GLFW_KEY_F23: return ImGuiKey_F23; + case GLFW_KEY_F24: return ImGuiKey_F24; + default: return ImGuiKey_None; + } +} + +// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW +// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 +static void ImGui_ImplGlfw_UpdateKeyModifiers(GLFWwindow* window) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); +} + +static bool ImGui_ImplGlfw_ShouldChainCallback(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); +} + void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackMousebutton != NULL && window == bd->Window) + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackMousebutton(window, button, action, mods); - if (action == GLFW_PRESS && button >= 0 && button < IM_ARRAYSIZE(bd->MouseJustPressed)) - bd->MouseJustPressed[button] = true; + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + ImGuiIO& io = ImGui::GetIO(); + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); } void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackScroll != NULL && window == bd->Window) + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackScroll(window, xoffset, yoffset); +#ifdef __EMSCRIPTEN__ + // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). + return; +#endif + ImGuiIO& io = ImGui::GetIO(); - io.MouseWheelH += (float)xoffset; - io.MouseWheel += (float)yoffset; + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); } -void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods) +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GETKEYNAME && !defined(__EMSCRIPTEN__) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + const char* key_name = glfwGetKeyName(key, scancode); + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_ARRAYSIZE(char_names) == IM_ARRAYSIZE(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); +#else + IM_UNUSED(scancode); +#endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackKey != NULL && window == bd->Window) - bd->PrevUserCallbackKey(window, key, scancode, action, mods); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + ImGui_ImplGlfw_UpdateKeyModifiers(window); + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); ImGuiIO& io = ImGui::GetIO(); - if (key >= 0 && key < IM_ARRAYSIZE(io.KeysDown)) - { - if (action == GLFW_PRESS) - io.KeysDown[key] = true; - if (action == GLFW_RELEASE) - io.KeysDown[key] = false; - } - - // Modifiers are not reliable across systems - io.KeyCtrl = io.KeysDown[GLFW_KEY_LEFT_CONTROL] || io.KeysDown[GLFW_KEY_RIGHT_CONTROL]; - io.KeyShift = io.KeysDown[GLFW_KEY_LEFT_SHIFT] || io.KeysDown[GLFW_KEY_RIGHT_SHIFT]; - io.KeyAlt = io.KeysDown[GLFW_KEY_LEFT_ALT] || io.KeysDown[GLFW_KEY_RIGHT_ALT]; -#ifdef _WIN32 - io.KeySuper = false; -#else - io.KeySuper = io.KeysDown[GLFW_KEY_LEFT_SUPER] || io.KeysDown[GLFW_KEY_RIGHT_SUPER]; -#endif + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) } void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackWindowFocus != NULL && window == bd->Window) + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackWindowFocus(window, focused); ImGuiIO& io = ImGui::GetIO(); io.AddFocusEvent(focused != 0); } +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) + bd->PrevUserCallbackCursorPos(window, x, y); + + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + bd->LastValidMousePos = ImVec2((float)x, (float)y); +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackCursorEnter != NULL && window == bd->Window) + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackCursorEnter(window, entered); + ImGuiIO& io = ImGui::GetIO(); if (entered) + { bd->MouseWindow = window; - if (!entered && bd->MouseWindow == window) - bd->MouseWindow = NULL; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = nullptr; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } } void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - if (bd->PrevUserCallbackChar != NULL && window == bd->Window) + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(window)) bd->PrevUserCallbackChar(window, c); ImGuiIO& io = ImGui::GetIO(); @@ -199,10 +450,110 @@ void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) // Unused in 'master' branch but 'docking' branch will use this, so we declare it ahead of it so if you have to install callbacks you can install this one too. } +#ifdef __EMSCRIPTEN__ +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void*) +{ + // Mimic Emscripten_HandleWheel() in SDL. + // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + float multiplier = 0.0f; + if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. + else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. + else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. + float wheel_x = ev->deltaX * -multiplier; + float wheel_y = ev->deltaY * -multiplier; + ImGuiIO& io = ImGui::GetIO(); + io.AddMouseWheelEvent(wheel_x, wheel_y); + //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); + return EM_TRUE; +} +#endif + +#ifdef _WIN32 +// GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. +// Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + switch (msg) + { + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + ImGui::GetIO().AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + } + return ::CallWindowProcW(bd->GlfwWndProc, hWnd, msg, wParam, lParam); +} +#endif + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = nullptr; + bd->PrevUserCallbackCursorEnter = nullptr; + bd->PrevUserCallbackCursorPos = nullptr; + bd->PrevUserCallbackMousebutton = nullptr; + bd->PrevUserCallbackScroll = nullptr; + bd->PrevUserCallbackKey = nullptr; + bd->PrevUserCallbackChar = nullptr; + bd->PrevUserCallbackMonitor = nullptr; +} + +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user. +// This is 'false' by default meaning we only chain callbacks for the main viewport. +// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. +// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. +void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->CallbacksChainForAllWindows = chain_for_all_windows; +} + static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendPlatformUserData == NULL && "Already initialized a platform backend!"); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); // Setup backend capabilities flags ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); @@ -214,42 +565,15 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw bd->Window = window; bd->Time = 0.0; - // Keyboard mapping. Dear ImGui will use those indices to peek into the io.KeysDown[] array. - io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; - io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; - io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; - io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP; - io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN; - io.KeyMap[ImGuiKey_PageUp] = GLFW_KEY_PAGE_UP; - io.KeyMap[ImGuiKey_PageDown] = GLFW_KEY_PAGE_DOWN; - io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME; - io.KeyMap[ImGuiKey_End] = GLFW_KEY_END; - io.KeyMap[ImGuiKey_Insert] = GLFW_KEY_INSERT; - io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE; - io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE; - io.KeyMap[ImGuiKey_Space] = GLFW_KEY_SPACE; - io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER; - io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE; - io.KeyMap[ImGuiKey_KeyPadEnter] = GLFW_KEY_KP_ENTER; - io.KeyMap[ImGuiKey_A] = GLFW_KEY_A; - io.KeyMap[ImGuiKey_C] = GLFW_KEY_C; - io.KeyMap[ImGuiKey_V] = GLFW_KEY_V; - io.KeyMap[ImGuiKey_X] = GLFW_KEY_X; - io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y; - io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z; - io.SetClipboardTextFn = ImGui_ImplGlfw_SetClipboardText; io.GetClipboardTextFn = ImGui_ImplGlfw_GetClipboardText; io.ClipboardUserData = bd->Window; -#if defined(_WIN32) - io.ImeWindowHandle = (void*)glfwGetWin32Window(bd->Window); -#endif // Create mouse cursors // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. - // Missing cursors will return NULL and our _UpdateMouseCursor() function will use the Arrow cursor instead.) - GLFWerrorfun prev_error_callback = glfwSetErrorCallback(NULL); + // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); @@ -267,26 +591,36 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); #endif glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. - bd->PrevUserCallbackWindowFocus = NULL; - bd->PrevUserCallbackCursorEnter = NULL; - bd->PrevUserCallbackMousebutton = NULL; - bd->PrevUserCallbackScroll = NULL; - bd->PrevUserCallbackKey = NULL; - bd->PrevUserCallbackChar = NULL; - bd->PrevUserCallbackMonitor = NULL; if (install_callbacks) - { - bd->InstalledCallbacks = true; - bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); - bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); - bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); - bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); - bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); - bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); - bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); - } + ImGui_ImplGlfw_InstallCallbacks(window); + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, ImGui_ImplEmscripten_WheelCallback); +#endif + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); +#else + IM_UNUSED(main_viewport); +#endif + + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + bd->GlfwWndProc = (WNDPROC)::GetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC); + IM_ASSERT(bd->GlfwWndProc != nullptr); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif bd->ClientApi = client_api; return true; @@ -310,61 +644,59 @@ bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) void ImGui_ImplGlfw_Shutdown() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != NULL && "No platform backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); if (bd->InstalledCallbacks) - { - glfwSetWindowFocusCallback(bd->Window, bd->PrevUserCallbackWindowFocus); - glfwSetCursorEnterCallback(bd->Window, bd->PrevUserCallbackCursorEnter); - glfwSetMouseButtonCallback(bd->Window, bd->PrevUserCallbackMousebutton); - glfwSetScrollCallback(bd->Window, bd->PrevUserCallbackScroll); - glfwSetKeyCallback(bd->Window, bd->PrevUserCallbackKey); - glfwSetCharCallback(bd->Window, bd->PrevUserCallbackChar); - glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); - } + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); +#ifdef __EMSCRIPTEN__ + emscripten_set_wheel_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, nullptr, false, nullptr); +#endif for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) glfwDestroyCursor(bd->MouseCursors[cursor_n]); - io.BackendPlatformName = NULL; - io.BackendPlatformUserData = NULL; + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->GlfwWndProc); + bd->GlfwWndProc = nullptr; +#endif + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad); IM_DELETE(bd); } -static void ImGui_ImplGlfw_UpdateMousePosAndButtons() +static void ImGui_ImplGlfw_UpdateMouseData() { ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); ImGuiIO& io = ImGui::GetIO(); - const ImVec2 mouse_pos_prev = io.MousePos; - io.MousePos = ImVec2(-FLT_MAX, -FLT_MAX); - - // Update mouse buttons - // (if a mouse press event came, always pass it as "mouse held this frame", so we don't miss click-release events that are shorter than 1 frame) - for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++) + // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) { - io.MouseDown[i] = bd->MouseJustPressed[i] || glfwGetMouseButton(bd->Window, i) != 0; - bd->MouseJustPressed[i] = false; - } - + GLFWwindow* window = bd->Window; #ifdef __EMSCRIPTEN__ - const bool focused = true; + const bool is_window_focused = true; #else - const bool focused = glfwGetWindowAttrib(bd->Window, GLFW_FOCUSED) != 0; + const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; #endif - GLFWwindow* mouse_window = (bd->MouseWindow == bd->Window || focused) ? bd->Window : NULL; + if (is_window_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) + if (io.WantSetMousePos) + glfwSetCursorPos(window, (double)io.MousePos.x, (double)io.MousePos.y); - // Set OS mouse position from Dear ImGui if requested (rarely used, only when ImGuiConfigFlags_NavEnableSetMousePos is enabled by user) - if (io.WantSetMousePos && focused) - glfwSetCursorPos(bd->Window, (double)mouse_pos_prev.x, (double)mouse_pos_prev.y); - - // Set Dear ImGui mouse position from OS position - if (mouse_window != NULL) - { - double mouse_x, mouse_y; - glfwGetCursorPos(mouse_window, &mouse_x, &mouse_y); - io.MousePos = ImVec2((float)mouse_x, (float)mouse_y); + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (bd->MouseWindow == nullptr) + { + double mouse_x, mouse_y; + glfwGetCursorPos(window, &mouse_x, &mouse_y); + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } } } @@ -376,62 +708,82 @@ static void ImGui_ImplGlfw_UpdateMouseCursor() return; ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); - if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + // (those braces are here to reduce diff with multi-viewports support in 'docking' branch) { - // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor - glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); - } - else - { - // Show OS mouse cursor - // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. - glfwSetCursor(bd->Window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); - glfwSetInputMode(bd->Window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + GLFWwindow* window = bd->Window; + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. + glfwSetCursor(window, bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]); + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } } } +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } static void ImGui_ImplGlfw_UpdateGamepads() { ImGuiIO& io = ImGui::GetIO(); - memset(io.NavInputs, 0, sizeof(io.NavInputs)); - if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs. return; - // Update gamepad inputs - #define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; } - #define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; } + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API && !defined(__EMSCRIPTEN__) + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else int axes_count = 0, buttons_count = 0; const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); - MAP_BUTTON(ImGuiNavInput_Activate, 0); // Cross / A - MAP_BUTTON(ImGuiNavInput_Cancel, 1); // Circle / B - MAP_BUTTON(ImGuiNavInput_Menu, 2); // Square / X - MAP_BUTTON(ImGuiNavInput_Input, 3); // Triangle / Y - MAP_BUTTON(ImGuiNavInput_DpadLeft, 13); // D-Pad Left - MAP_BUTTON(ImGuiNavInput_DpadRight, 11); // D-Pad Right - MAP_BUTTON(ImGuiNavInput_DpadUp, 10); // D-Pad Up - MAP_BUTTON(ImGuiNavInput_DpadDown, 12); // D-Pad Down - MAP_BUTTON(ImGuiNavInput_FocusPrev, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_FocusNext, 5); // R1 / RB - MAP_BUTTON(ImGuiNavInput_TweakSlow, 4); // L1 / LB - MAP_BUTTON(ImGuiNavInput_TweakFast, 5); // R1 / RB - MAP_ANALOG(ImGuiNavInput_LStickLeft, 0, -0.3f, -0.9f); - MAP_ANALOG(ImGuiNavInput_LStickRight,0, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickUp, 1, +0.3f, +0.9f); - MAP_ANALOG(ImGuiNavInput_LStickDown, 1, -0.3f, -0.9f); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); #undef MAP_BUTTON #undef MAP_ANALOG - if (axes_count > 0 && buttons_count > 0) - io.BackendFlags |= ImGuiBackendFlags_HasGamepad; - else - io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; } void ImGui_ImplGlfw_NewFrame() { ImGuiIO& io = ImGui::GetIO(); ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); // Setup display size (every frame to accommodate for window resizing) int w, h; @@ -440,16 +792,63 @@ void ImGui_ImplGlfw_NewFrame() glfwGetFramebufferSize(bd->Window, &display_w, &display_h); io.DisplaySize = ImVec2((float)w, (float)h); if (w > 0 && h > 0) - io.DisplayFramebufferScale = ImVec2((float)display_w / w, (float)display_h / h); + io.DisplayFramebufferScale = ImVec2((float)display_w / (float)w, (float)display_h / (float)h); // Setup time step + // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) double current_time = glfwGetTime(); + if (current_time <= bd->Time) + current_time = bd->Time + 0.00001f; io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); bd->Time = current_time; - ImGui_ImplGlfw_UpdateMousePosAndButtons(); + ImGui_ImplGlfw_UpdateMouseData(); ImGui_ImplGlfw_UpdateMouseCursor(); // Update game controllers (if enabled and available) ImGui_ImplGlfw_UpdateGamepads(); } + +#ifdef __EMSCRIPTEN__ +static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. +// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. +void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) +{ + IM_ASSERT(canvas_selector != nullptr); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplGlfw_InitForXXX()?"); + + bd->CanvasSelector = canvas_selector; + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); + + // Change the size of the GLFW window according to the size of the canvas + ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); +} +#endif + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/imgui/imgui_impl_opengl3.cpp b/src/imgui/imgui_impl_opengl3.cpp index 0ed8348..b3a510b 100644 --- a/src/imgui/imgui_impl_opengl3.cpp +++ b/src/imgui/imgui_impl_opengl3.cpp @@ -5,15 +5,37 @@ // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! -// [x] Renderer: Desktop GL only: Support for large meshes (64k+ vertices) with 16-bit indices. +// [x] Renderer: Large meshes support (64k+ vertices) with 16-bit indices (Desktop OpenGL only). + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. -// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp. -// Read online: https://github.com/ocornut/imgui/tree/master/docs +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. +// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) +// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) +// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) +// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) +// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) +// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) +// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns NULL. (#6154, #4445, #3530) +// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) +// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. +// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). +// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. // 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. // 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. // 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. @@ -54,7 +76,7 @@ // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. -// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. @@ -88,17 +110,37 @@ #endif #include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_impl_opengl3.h" #include -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t +#if defined(__APPLE__) +#include +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) #endif // GL includes #if defined(IMGUI_IMPL_OPENGL_ES2) -#include +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 2 +#else +#include // Use GL ES 2 +#endif #if defined(__EMSCRIPTEN__) #ifndef GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES @@ -106,9 +148,6 @@ #include #endif #elif defined(IMGUI_IMPL_OPENGL_ES3) -#if defined(__APPLE__) -#include -#endif #if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) #include // Use GL ES 3 #else @@ -137,19 +176,15 @@ #define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES #endif -// Desktop GL 2.0+ has glPolygonMode() which GL ES and WebGL don't have. -#ifdef GL_POLYGON_MODE -#define IMGUI_IMPL_HAS_POLYGON_MODE +// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) +#define IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE // has glPolygonMode() #endif -// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET -#endif - -// Desktop GL 3.3+ has glBindSampler() -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_3) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. +#if !defined(IMGUI_IMPL_OPENGL_ES2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK #endif // Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state @@ -157,9 +192,23 @@ #define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART #endif -// Desktop GL use extension detection -#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) -#define IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#endif + +// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3)) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check #endif // OpenGL Data @@ -167,6 +216,10 @@ struct ImGui_ImplOpenGL3_Data { GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + bool GlProfileIsES2; + bool GlProfileIsES3; + bool GlProfileIsCompat; + GLint GlProfileMask; GLuint FontTexture; GLuint ShaderHandle; GLint AttribLocationTex; // Uniforms location @@ -178,22 +231,47 @@ struct ImGui_ImplOpenGL3_Data GLsizeiptr VertexBufferSize; GLsizeiptr IndexBufferSize; bool HasClipOrigin; + bool UseBufferSubData; - ImGui_ImplOpenGL3_Data() { memset(this, 0, sizeof(*this)); } + ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } }; // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() { - return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : NULL; + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +struct ImGui_ImplOpenGL3_VtxAttribState +{ + GLint Enabled, Size, Type, Normalized, Stride; + GLvoid* Ptr; + + void GetState(GLint index) + { + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); + } + void SetState(GLint index) + { + glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); + if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); + } +}; +#endif + // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { ImGuiIO& io = ImGui::GetIO(); - IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!"); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); // Initialize our loader #if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) @@ -210,7 +288,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) io.BackendRendererName = "imgui_impl_opengl3"; // Query for GL version (e.g. 320 for GL 3.2) -#if !defined(IMGUI_IMPL_OPENGL_ES2) +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GLES 2 + bd->GlVersion = 200; + bd->GlProfileIsES2 = true; +#else + // Desktop or GLES 3 GLint major = 0; GLint minor = 0; glGetIntegerv(GL_MAJOR_VERSION, &major); @@ -222,8 +305,29 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) sscanf(gl_version, "%d.%d", &major, &minor); } bd->GlVersion = (GLuint)(major * 100 + minor * 10); -#else - bd->GlVersion = 200; // GLES 2 +#if defined(GL_CONTEXT_PROFILE_MASK) + if (bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + +#if defined(IMGUI_IMPL_OPENGL_ES3) + bd->GlProfileIsES3 = true; +#endif + + bd->UseBufferSubData = false; + /* + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + */ +#endif + +#ifdef IMGUI_IMPL_OPENGL_DEBUG + printf("GlVersion = %d\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2 = %d, GlProfileIsES3 = %d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET @@ -232,8 +336,8 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) #endif // Store GLSL version string so we can refer to it later in case we recreate shaders. - // Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. - if (glsl_version == NULL) + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) { #if defined(IMGUI_IMPL_OPENGL_ES2) glsl_version = "#version 100"; @@ -256,13 +360,13 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) // Detect extensions we support bd->HasClipOrigin = (bd->GlVersion >= 450); -#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_EXTENSIONS +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS GLint num_extensions = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); for (GLint i = 0; i < num_extensions; i++) { const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); - if (extension != NULL && strcmp(extension, "GL_ARB_clip_control") == 0) + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) bd->HasClipOrigin = true; } #endif @@ -273,19 +377,20 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?"); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); ImGuiIO& io = ImGui::GetIO(); ImGui_ImplOpenGL3_DestroyDeviceObjects(); - io.BackendRendererName = NULL; - io.BackendRendererUserData = NULL; + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; IM_DELETE(bd); } void ImGui_ImplOpenGL3_NewFrame() { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - IM_ASSERT(bd != NULL && "Did you call ImGui_ImplOpenGL3_Init()?"); + IM_ASSERT(bd != nullptr && "Did you call ImGui_ImplOpenGL3_Init()?"); if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); @@ -307,7 +412,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid if (bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif @@ -324,7 +429,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. - glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; @@ -344,8 +449,8 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (bd->GlVersion >= 330) - glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) + glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. #endif (void)vertex_array_object; @@ -354,14 +459,14 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid #endif // Bind vertex/index buffers and setup attributes for ImDrawVert - glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle); - glEnableVertexAttribArray(bd->AttribLocationVtxPos); - glEnableVertexAttribArray(bd->AttribLocationVtxUV); - glEnableVertexAttribArray(bd->AttribLocationVtxColor); - glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); - glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); - glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); } // OpenGL3 Render function. @@ -383,13 +488,20 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - GLuint last_sampler; if (bd->GlVersion >= 330) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } + GLuint last_sampler; if (bd->GlVersion >= 330 || bd->GlProfileIsES3) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } #endif GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); +#endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); @@ -414,7 +526,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. GLuint vertex_array_object = 0; #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glGenVertexArrays(1, &vertex_array_object); + GL_CALL(glGenVertexArrays(1, &vertex_array_object)); #endif ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); @@ -428,25 +540,40 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) const ImDrawList* cmd_list = draw_data->CmdLists[n]; // Upload vertex/index buffers - GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); - GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); - if (bd->VertexBufferSize < vtx_buffer_size) + // - OpenGL drivers are in a very sorry state nowadays.... + // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports + // of leaks on Intel GPU when using multi-viewports on Windows. + // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel. + // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. + // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. + // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)cmd_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)cmd_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + if (bd->UseBufferSubData) { - bd->VertexBufferSize = vtx_buffer_size; - glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, NULL, GL_STREAM_DRAW); + if (bd->VertexBufferSize < vtx_buffer_size) + { + bd->VertexBufferSize = vtx_buffer_size; + GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); + } + if (bd->IndexBufferSize < idx_buffer_size) + { + bd->IndexBufferSize = idx_buffer_size; + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); + } + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data)); } - if (bd->IndexBufferSize < idx_buffer_size) + else { - bd->IndexBufferSize = idx_buffer_size; - glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, NULL, GL_STREAM_DRAW); + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW)); } - glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)cmd_list->VtxBuffer.Data); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)cmd_list->IdxBuffer.Data); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; - if (pcmd->UserCallback != NULL) + if (pcmd->UserCallback != nullptr) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) @@ -464,30 +591,31 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) continue; // Apply scissor/clipping rectangle (Y is inverted in OpenGL) - glScissor((int)clip_min.x, (int)(fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); // Bind texture, Draw - glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID()); + GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET if (bd->GlVersion >= 320) - glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset); + GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset)); else #endif - glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); + GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); } } } // Destroy the temporary VAO #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY - glDeleteVertexArrays(1, &vertex_array_object); + GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); #endif // Restore modified GL state - glUseProgram(last_program); + // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220. + if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER - if (bd->GlVersion >= 330) + if (bd->GlVersion >= 330 || bd->GlProfileIsES3) glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); @@ -495,6 +623,12 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) glBindVertexArray(last_vertex_array_object); #endif glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); +#endif glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); @@ -506,9 +640,19 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif -#ifdef IMGUI_IMPL_HAS_POLYGON_MODE - glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); -#endif +#ifdef IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE + // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons + if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) + { + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); + glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); + } + else + { + glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); + } +#endif // IMGUI_IMPL_OPENGL_HAS_POLYGON_MODE + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); (void)bd; // Not all compilation paths use this @@ -525,22 +669,23 @@ bool ImGui_ImplOpenGL3_CreateFontsTexture() io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &bd->FontTexture); - glBindTexture(GL_TEXTURE_2D, bd->FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &bd->FontTexture)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); #ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); #endif - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); // Store our identifier io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); return true; } @@ -570,7 +715,7 @@ static bool CheckShader(GLuint handle, const char* desc) { ImVector buf; buf.resize((int)(log_length + 1)); - glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; @@ -589,7 +734,7 @@ static bool CheckProgram(GLuint handle, const char* desc) { ImVector buf; buf.resize((int)(log_length + 1)); - glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); + glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; @@ -603,6 +748,10 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() GLint last_texture, last_array_buffer; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + GLint last_pixel_unpack_buffer; + if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } +#endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); @@ -713,8 +862,8 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() "}\n"; // Select shaders matching our GLSL versions - const GLchar* vertex_shader = NULL; - const GLchar* fragment_shader = NULL; + const GLchar* vertex_shader = nullptr; + const GLchar* fragment_shader = nullptr; if (glsl_version < 130) { vertex_shader = vertex_shader_glsl_120; @@ -739,13 +888,13 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Create shaders const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; GLuint vert_handle = glCreateShader(GL_VERTEX_SHADER); - glShaderSource(vert_handle, 2, vertex_shader_with_version, NULL); + glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); glCompileShader(vert_handle); CheckShader(vert_handle, "vertex shader"); const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; GLuint frag_handle = glCreateShader(GL_FRAGMENT_SHADER); - glShaderSource(frag_handle, 2, fragment_shader_with_version, NULL); + glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); glCompileShader(frag_handle); CheckShader(frag_handle, "fragment shader"); @@ -776,6 +925,9 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); } +#endif #ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY glBindVertexArray(last_vertex_array); #endif @@ -791,3 +943,14 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects() if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } ImGui_ImplOpenGL3_DestroyFontsTexture(); } + +//----------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/imgui/imgui_stdlib.cpp b/src/imgui/imgui_stdlib.cpp index cb1fe17..cf69aa8 100644 --- a/src/imgui/imgui_stdlib.cpp +++ b/src/imgui/imgui_stdlib.cpp @@ -1,16 +1,21 @@ // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) // This is also an example of how you may wrap your own similar types. -// Compatibility: -// - std::string support is only guaranteed to work from C++11. -// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture) - // Changelog: // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string +// See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: +// https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness + #include "imgui.h" #include "imgui_stdlib.h" +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + struct InputTextCallback_UserData { std::string* Str; @@ -74,3 +79,7 @@ bool ImGui::InputTextWithHint(const char* label, const char* hint, std::string* cb_user_data.ChainCallbackUserData = user_data; return InputTextWithHint(label, hint, (char*)str->c_str(), str->capacity() + 1, flags, InputTextCallback, &cb_user_data); } + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif diff --git a/src/imgui/imgui_tables.cpp b/src/imgui/imgui_tables.cpp index 8a3fe93..272842e 100644 --- a/src/imgui/imgui_tables.cpp +++ b/src/imgui/imgui_tables.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.86 +// dear imgui, v1.90.2 WIP // (tables and columns code) /* @@ -24,7 +24,7 @@ Index of this file: */ // Navigating this file: -// - In Visual Studio IDE: CTRL+comma ("Edit.NavigateTo") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio IDE: CTRL+comma ("Edit.GoToAll") can follow symbols in comments, whereas CTRL+F12 ("Edit.GoToImplementation") cannot. // - With Visual Assist installed: ALT+G ("VAssistX.GoToImplementation") can also follow symbols in comments. //----------------------------------------------------------------------------- @@ -48,7 +48,8 @@ Index of this file: // - TableUpdateLayout() [Internal] followup to BeginTable(): setup everything: widths, columns positions, clipping rectangles. Automatically called by the FIRST call to TableNextRow() or TableHeadersRow(). // | TableSetupDrawChannels() - setup ImDrawList channels // | TableUpdateBorders() - detect hovering columns for resize, ahead of contents submission -// | TableDrawContextMenu() - draw right-click context menu +// | TableBeginContextMenuPopup() +// | - TableDrawDefaultContextMenu() - draw right-click context menu contents //----------------------------------------------------------------------------- // - TableHeadersRow() or TableHeader() user submit a headers row (optional) // | TableSortSpecsClickColumn() - when left-clicked: alter sort order and sort direction @@ -80,20 +81,20 @@ Index of this file: // - outer_size.x <= 0.0f -> Right-align from window/work-rect right-most edge. With -FLT_MIN or 0.0f will align exactly on right-most edge. // - outer_size.x > 0.0f -> Set Fixed width. // Y with ScrollX/ScrollY disabled: we output table directly in current window -// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful is parent window can vertically scroll. +// - outer_size.y < 0.0f -> Bottom-align (but will auto extend, unless _NoHostExtendY is set). Not meaningful if parent window can vertically scroll. // - outer_size.y = 0.0f -> No minimum height (but will auto extend, unless _NoHostExtendY is set) -// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtenY is set) +// - outer_size.y > 0.0f -> Set Minimum height (but will auto extend, unless _NoHostExtendY is set) // Y with ScrollX/ScrollY enabled: using a child window for scrolling -// - outer_size.y < 0.0f -> Bottom-align. Not meaningful is parent window can vertically scroll. +// - outer_size.y < 0.0f -> Bottom-align. Not meaningful if parent window can vertically scroll. // - outer_size.y = 0.0f -> Bottom-align, consistent with BeginChild(). Not recommended unless table is last item in parent window. // - outer_size.y > 0.0f -> Set Exact height. Recommended when using Scrolling on any axis. //----------------------------------------------------------------------------- // Outer size is also affected by the NoHostExtendX/NoHostExtendY flags. -// Important to that note how the two flags have slightly different behaviors! +// Important to note how the two flags have slightly different behaviors! // - ImGuiTableFlags_NoHostExtendX -> Make outer width auto-fit to columns (overriding outer_size.x value). Only available when ScrollX/ScrollY are disabled and Stretch columns are not used. // - ImGuiTableFlags_NoHostExtendY -> Make outer height stop exactly at outer_size.y (prevent auto-extending table past the limit). Only available when ScrollX/ScrollY is disabled. Data below the limit will be clipped and not visible. // In theory ImGuiTableFlags_NoHostExtendY could be the default and any non-scrolling tables with outer_size.y != 0.0f would use exact height. -// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not easily noticeable) +// This would be consistent but perhaps less useful and more confusing (as vertically clipped items are not useful and not easily noticeable). //----------------------------------------------------------------------------- // About 'inner_width': // With ScrollX disabled: @@ -112,15 +113,16 @@ Index of this file: //----------------------------------------------------------------------------- // COLUMNS SIZING POLICIES +// (Reference: ImGuiTableFlags_SizingXXX flags and ImGuiTableColumnFlags_WidthXXX flags) //----------------------------------------------------------------------------- // About overriding column sizing policy and width/weight with TableSetupColumn(): -// We use a default parameter of 'init_width_or_weight == -1'. +// We use a default parameter of -1 for 'init_width'/'init_weight'. // - with ImGuiTableColumnFlags_WidthFixed, init_width <= 0 (default) --> width is automatic // - with ImGuiTableColumnFlags_WidthFixed, init_width > 0 (explicit) --> width is custom // - with ImGuiTableColumnFlags_WidthStretch, init_weight <= 0 (default) --> weight is 1.0f // - with ImGuiTableColumnFlags_WidthStretch, init_weight > 0 (explicit) --> weight is custom // Widths are specified _without_ CellPadding. If you specify a width of 100.0f, the column will be cover (100.0f + Padding * 2.0f) -// and you can fit a 100.0f wide item in it without clipping and with full padding. +// and you can fit a 100.0f wide item in it without clipping and with padding honored. //----------------------------------------------------------------------------- // About default sizing policy (if you don't specify a ImGuiTableColumnFlags_WidthXXXX flag) // - with Table policy ImGuiTableFlags_SizingFixedFit --> default Column policy is ImGuiTableColumnFlags_WidthFixed, default Width is equal to contents width @@ -134,10 +136,10 @@ Index of this file: // - using mixed policies with ScrollX does not make much sense, as using Stretch columns with ScrollX does not make much sense in the first place! // that is, unless 'inner_width' is passed to BeginTable() to explicitly provide a total width to layout columns in. // - when using ImGuiTableFlags_SizingFixedSame with mixed columns, only the Fixed/Auto columns will match their widths to the width of the maximum contents. -// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weight/widths. +// - when using ImGuiTableFlags_SizingStretchSame with mixed columns, only the Stretch columns will match their weights/widths. //----------------------------------------------------------------------------- // About using column width: -// If a column is manual resizable or has a width specified with TableSetupColumn(): +// If a column is manually resizable or has a width specified with TableSetupColumn(): // - you may use GetContentRegionAvail().x to query the width available in a given column. // - right-side alignment features such as SetNextItemWidth(-x) or PushItemWidth(-x) will rely on this width. // If the column is not resizable and has no width specified with TableSetupColumn(): @@ -151,7 +153,7 @@ Index of this file: // TABLES CLIPPING/CULLING //----------------------------------------------------------------------------- // About clipping/culling of Rows in Tables: -// - For large numbers of rows, it is recommended you use ImGuiListClipper to only submit visible rows. +// - For large numbers of rows, it is recommended you use ImGuiListClipper to submit only visible rows. // ImGuiListClipper is reliant on the fact that rows are of equal height. // See 'Demo->Tables->Vertical Scrolling' or 'Demo->Tables->Advanced' for a demo of using the clipper. // - Note that auto-resizing columns don't play well with using the clipper. @@ -168,7 +170,7 @@ Index of this file: // - Case C: column is hidden explicitly by the user (e.g. via the context menu, or _DefaultHide column flag, etc.). // // [A] [B] [C] -// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() return false, user can skip submitting items but only if the column doesn't contribute to row height. +// TableNextColumn(): true false false -> [userland] when TableNextColumn() / TableSetColumnIndex() returns false, user can skip submitting items but only if the column doesn't contribute to row height. // SkipItems: false false true -> [internal] when SkipItems is true, most widgets will early out if submitted, resulting is no layout output. // ClipRect: normal zero-width zero-width -> [internal] when ClipRect is zero, ItemAdd() will return false and most widgets will early out mid-way. // ImDrawList output: normal dummy dummy -> [internal] when using the dummy channel, ImDrawList submissions (if any) will be wasted (because cliprect is zero-width anyway). @@ -188,20 +190,16 @@ Index of this file: #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" -#ifndef IMGUI_DISABLE - #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_internal.h" // System includes -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t -#endif // Visual Studio warnings #ifdef _MSC_VER @@ -315,28 +313,29 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG return false; // Sanity checks - IM_ASSERT(columns_count > 0 && columns_count <= IMGUI_TABLE_MAX_COLUMNS && "Only 1..64 columns allowed!"); + IM_ASSERT(columns_count > 0 && columns_count < IMGUI_TABLE_MAX_COLUMNS); if (flags & ImGuiTableFlags_ScrollX) IM_ASSERT(inner_width >= 0.0f); - // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping rules may evolve. + // If an outer size is specified ahead we will be able to early out when not visible. Exact clipping criteria may evolve. const bool use_child_window = (flags & (ImGuiTableFlags_ScrollX | ImGuiTableFlags_ScrollY)) != 0; const ImVec2 avail_size = GetContentRegionAvail(); - ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); - ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); - if (use_child_window && IsClippedEx(outer_rect, 0)) + const ImVec2 actual_outer_size = CalcItemSize(outer_size, ImMax(avail_size.x, 1.0f), use_child_window ? ImMax(avail_size.y, 1.0f) : 0.0f); + const ImRect outer_rect(outer_window->DC.CursorPos, outer_window->DC.CursorPos + actual_outer_size); + const bool outer_window_is_measuring_size = (outer_window->AutoFitFramesX > 0) || (outer_window->AutoFitFramesY > 0); // Doesn't apply to AlwaysAutoResize windows! + if (use_child_window && IsClippedEx(outer_rect, 0) && !outer_window_is_measuring_size) { ItemSize(outer_rect); return false; } + // [DEBUG] Debug break requested by user + if (g.DebugBreakInTable == id) + IM_DEBUG_BREAK(); + // Acquire storage for the table ImGuiTable* table = g.Tables.GetOrAddByKey(id); - const int instance_no = (table->LastFrameActive != g.FrameCount) ? 0 : table->InstanceCurrent + 1; - const ImGuiID instance_id = id + instance_no; const ImGuiTableFlags table_last_flags = table->Flags; - if (instance_no > 0) - IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); // Acquire temporary buffers const int table_idx = g.Tables.GetIndex(table); @@ -352,9 +351,10 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG flags = TableFixFlags(flags, outer_window); // Initialize + const int previous_frame_active = table->LastFrameActive; + const int instance_no = (previous_frame_active != g.FrameCount) ? 0 : table->InstanceCurrent + 1; table->ID = id; table->Flags = flags; - table->InstanceCurrent = (ImS16)instance_no; table->LastFrameActive = g.FrameCount; table->OuterWindow = table->InnerWindow = outer_window; table->ColumnsCount = columns_count; @@ -362,6 +362,23 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->InnerWidth = inner_width; temp_data->UserOuterSize = outer_size; + // Instance data (for instance 0, TableID == TableInstanceID) + ImGuiID instance_id; + table->InstanceCurrent = (ImS16)instance_no; + if (instance_no > 0) + { + IM_ASSERT(table->ColumnsCount == columns_count && "BeginTable(): Cannot change columns count mid-frame while preserving same ID"); + if (table->InstanceDataExtra.Size < instance_no) + table->InstanceDataExtra.push_back(ImGuiTableInstanceData()); + instance_id = GetIDWithSeed(instance_no, GetIDWithSeed("##Instances", NULL, id)); // Push "##Instances" followed by (int)instance_no in ID stack. + } + else + { + instance_id = id; + } + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->TableInstanceID = instance_id; + // When not using a child window, WorkRect.Max will grow as we append contents. if (use_child_window) { @@ -393,6 +410,18 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->OuterRect = table->InnerWindow->Rect(); table->InnerRect = table->InnerWindow->InnerRect; IM_ASSERT(table->InnerWindow->WindowPadding.x == 0.0f && table->InnerWindow->WindowPadding.y == 0.0f && table->InnerWindow->WindowBorderSize == 0.0f); + + // Allow submitting when host is measuring + if (table->InnerWindow->SkipItems && outer_window_is_measuring_size) + table->InnerWindow->SkipItems = false; + + // When using multiple instances, ensure they have the same amount of horizontal decorations (aka vertical scrollbar) so stretched columns can be aligned) + if (instance_no == 0) + { + table->HasScrollbarYPrev = table->HasScrollbarYCurr; + table->HasScrollbarYCurr = false; + } + table->HasScrollbarYCurr |= table->InnerWindow->ScrollbarY; } else { @@ -402,7 +431,9 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG } // Push a standardized ID for both child-using and not-child-using tables - PushOverrideID(instance_id); + PushOverrideID(id); + if (instance_no > 0) + PushOverrideID(instance_id); // FIXME: Somehow this is not resolved by stack-tool, even tho GetIDWithSeed() submitted the symbol. // Backup a copy of host window members we will modify ImGuiWindow* inner_window = table->InnerWindow; @@ -419,6 +450,18 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG temp_data->HostBackupItemWidthStackSize = outer_window->DC.ItemWidthStack.Size; inner_window->DC.PrevLineSize = inner_window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); + // Make left and top borders not overlap our contents by offsetting HostClipRect (#6765) + // (we normally shouldn't alter HostClipRect as we rely on TableMergeDrawChannels() expanding non-clipped column toward the + // limits of that rectangle, in order for ImDrawListSplitter::Merge() to merge the draw commands. However since the overlap + // problem only affect scrolling tables in this case we can get away with doing it without extra cost). + if (inner_window != outer_window) + { + if (flags & ImGuiTableFlags_BordersOuterV) + table->HostClipRect.Min.x = ImMin(table->HostClipRect.Min.x + TABLE_BORDER_SIZE, table->HostClipRect.Max.x); + if (flags & ImGuiTableFlags_BordersOuterH) + table->HostClipRect.Min.y = ImMin(table->HostClipRect.Min.y + TABLE_BORDER_SIZE, table->HostClipRect.Max.y); + } + // Padding and Spacing // - None ........Content..... Pad .....Content........ // - PadOuter | Pad ..Content..... Pad .....Content.. Pad | @@ -432,7 +475,6 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->CellSpacingX1 = inner_spacing_explicit + inner_spacing_for_border; table->CellSpacingX2 = inner_spacing_explicit; table->CellPaddingX = inner_padding_explicit; - table->CellPaddingY = g.Style.CellPadding.y; const float outer_padding_for_border = (flags & ImGuiTableFlags_BordersOuterV) ? TABLE_BORDER_SIZE : 0.0f; const float outer_padding_explicit = pad_outer_x ? g.Style.CellPadding.x : 0.0f; @@ -449,17 +491,22 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG table->RowPosY1 = table->RowPosY2 = table->WorkRect.Min.y; // This is needed somehow table->RowTextBaseline = 0.0f; // This will be cleared again by TableBeginRow() + table->RowCellPaddingY = 0.0f; table->FreezeRowsRequest = table->FreezeRowsCount = 0; // This will be setup by TableSetupScrollFreeze(), if any table->FreezeColumnsRequest = table->FreezeColumnsCount = 0; table->IsUnfrozenRows = true; - table->DeclColumnsCount = 0; + table->DeclColumnsCount = table->AngledHeadersCount = 0; + if (previous_frame_active + 1 < g.FrameCount) + table->IsActiveIdInTable = false; + temp_data->AngledheadersExtraWidth = 0.0f; - // Using opaque colors facilitate overlapping elements of the grid + // Using opaque colors facilitate overlapping lines of the grid, otherwise we'd need to improve TableDrawBorders() table->BorderColorStrong = GetColorU32(ImGuiCol_TableBorderStrong); table->BorderColorLight = GetColorU32(ImGuiCol_TableBorderLight); // Make table current g.CurrentTable = table; + outer_window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); outer_window->DC.CurrentTableIdx = table_idx; if (inner_window != outer_window) // So EndChild() within the inner window can restore the table properly. inner_window->DC.CurrentTableIdx = table_idx; @@ -467,7 +514,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if ((table_last_flags & ImGuiTableFlags_Reorderable) && (flags & ImGuiTableFlags_Reorderable) == 0) table->IsResetDisplayOrderRequest = true; - // Mark as used + // Mark as used to avoid GC if (table_idx >= g.TablesLastTimeActive.Size) g.TablesLastTimeActive.resize(table_idx + 1, -1.0f); g.TablesLastTimeActive[table_idx] = (float)g.Time; @@ -537,7 +584,7 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG if (table->RefScale != 0.0f && table->RefScale != new_ref_scale_unit) { const float scale_factor = new_ref_scale_unit / table->RefScale; - //IMGUI_DEBUG_LOG("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); + //IMGUI_DEBUG_PRINT("[table] %08X RefScaleUnit %.3f -> %.3f, scaling width by %.3f\n", table->ID, table->RefScaleUnit, new_ref_scale_unit, scale_factor); for (int n = 0; n < columns_count; n++) table->Columns[n].WidthRequest = table->Columns[n].WidthRequest * scale_factor; } @@ -560,34 +607,40 @@ bool ImGui::BeginTableEx(const char* name, ImGuiID id, int columns_count, ImG } // For reference, the average total _allocation count_ for a table is: -// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables) +// + 0 (for ImGuiTable instance, we are pooling allocations in g.Tables[]) // + 1 (for table->RawData allocated below) // + 1 (for table->ColumnsNames, if names are used) -// Shared allocations per number of nested tables +// Shared allocations for the maximum number of simultaneously nested tables (generally a very small number) // + 1 (for table->Splitter._Channels) // + 2 * active_channels_count (for ImDrawCmd and ImDrawIdx buffers inside channels) -// Where active_channels_count is variable but often == columns_count or columns_count + 1, see TableSetupDrawChannels() for details. +// Where active_channels_count is variable but often == columns_count or == columns_count + 1, see TableSetupDrawChannels() for details. // Unused channels don't perform their +2 allocations. void ImGui::TableBeginInitMemory(ImGuiTable* table, int columns_count) { // Allocate single buffer for our arrays - ImSpanAllocator<3> span_allocator; + const int columns_bit_array_size = (int)ImBitArrayGetStorageSizeInBytes(columns_count); + ImSpanAllocator<6> span_allocator; span_allocator.Reserve(0, columns_count * sizeof(ImGuiTableColumn)); span_allocator.Reserve(1, columns_count * sizeof(ImGuiTableColumnIdx)); span_allocator.Reserve(2, columns_count * sizeof(ImGuiTableCellData), 4); + for (int n = 3; n < 6; n++) + span_allocator.Reserve(n, columns_bit_array_size); table->RawData = IM_ALLOC(span_allocator.GetArenaSizeInBytes()); memset(table->RawData, 0, span_allocator.GetArenaSizeInBytes()); span_allocator.SetArenaBasePtr(table->RawData); span_allocator.GetSpan(0, &table->Columns); span_allocator.GetSpan(1, &table->DisplayOrderToIndex); span_allocator.GetSpan(2, &table->RowCellData); + table->EnabledMaskByDisplayOrder = (ImU32*)span_allocator.GetSpanPtrBegin(3); + table->EnabledMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(4); + table->VisibleMaskByIndex = (ImU32*)span_allocator.GetSpanPtrBegin(5); } // Apply queued resizing/reordering/hiding requests void ImGui::TableBeginApplyRequests(ImGuiTable* table) { // Handle resizing request - // (We process this at the first TableBegin of the frame) + // (We process this in the TableBegin() of the first instance of each table) // FIXME-TABLE: Contains columns if our work area doesn't allow for scrolling? if (table->InstanceCurrent == 0) { @@ -632,8 +685,7 @@ void ImGui::TableBeginApplyRequests(ImGuiTable* table) table->Columns[table->DisplayOrderToIndex[order_n]].DisplayOrder -= (ImGuiTableColumnIdx)reorder_dir; IM_ASSERT(dst_column->DisplayOrder == dst_order - reorder_dir); - // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[], - // rebuild the later from the former. + // Display order is stored in both columns->IndexDisplayOrder and table->DisplayOrder[]. Rebuild later from the former. for (int column_n = 0; column_n < table->ColumnsCount; column_n++) table->DisplayOrderToIndex[table->Columns[column_n].DisplayOrder] = (ImGuiTableColumnIdx)column_n; table->ReorderColumnDir = 0; @@ -707,8 +759,8 @@ static void TableSetupColumnFlags(ImGuiTable* table, ImGuiTableColumn* column, I } } -// Layout columns for the frame. This is in essence the followup to BeginTable(). -// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() to be called first. +// Layout columns for the frame. This is in essence the followup to BeginTable() and this is our largest function. +// Runs on the first call to TableNextRow(), to give a chance for TableSetupColumn() and other TableSetupXXXXX() functions to be called first. // FIXME-TABLE: Our width (and therefore our WorkRect) will be minimal in the first frame for _WidthAuto columns. // Increase feedback side-effect with widgets relying on WorkRect.Max.x... Maybe provide a default distribution for _WidthAuto columns? void ImGui::TableUpdateLayout(ImGuiTable* table) @@ -719,8 +771,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) const ImGuiTableFlags table_sizing_policy = (table->Flags & ImGuiTableFlags_SizingMask_); table->IsDefaultDisplayOrder = true; table->ColumnsEnabledCount = 0; - table->EnabledMaskByIndex = 0x00; - table->EnabledMaskByDisplayOrder = 0x00; + ImBitArrayClearAllBits(table->EnabledMaskByIndex, table->ColumnsCount); + ImBitArrayClearAllBits(table->EnabledMaskByDisplayOrder, table->ColumnsCount); table->LeftMostEnabledColumn = -1; table->MinColumnWidth = ImMax(1.0f, g.Style.FramePadding.x * 1.0f); // g.Style.ColumnsMinSpacing; // FIXME-TABLE @@ -785,8 +837,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) else table->LeftMostEnabledColumn = (ImGuiTableColumnIdx)column_n; column->IndexWithinEnabledSet = table->ColumnsEnabledCount++; - table->EnabledMaskByIndex |= (ImU64)1 << column_n; - table->EnabledMaskByDisplayOrder |= (ImU64)1 << column->DisplayOrder; + ImBitArraySetBit(table->EnabledMaskByIndex, column_n); + ImBitArraySetBit(table->EnabledMaskByDisplayOrder, column->DisplayOrder); prev_visible_column_idx = column_n; IM_ASSERT(column->IndexWithinEnabledSet <= column->DisplayOrder); @@ -820,8 +872,8 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->RightMostEnabledColumn = (ImGuiTableColumnIdx)prev_visible_column_idx; IM_ASSERT(table->LeftMostEnabledColumn >= 0 && table->RightMostEnabledColumn >= 0); - // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible - // to avoid the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). + // [Part 2] Disable child window clipping while fitting columns. This is not strictly necessary but makes it possible to avoid + // the column fitting having to wait until the first visible frame of the child container (may or not be a good thing). Also see #6510. // FIXME-TABLE: for always auto-resizing columns may not want to do that all the time. if (has_auto_fit_request && table->OuterWindow != table->InnerWindow) table->InnerWindow->SkipItems = false; @@ -829,12 +881,12 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->IsSettingsDirty = true; // [Part 3] Fix column flags and record a few extra information. - float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. - float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. + float sum_width_requests = 0.0f; // Sum of all width for fixed and auto-resize columns, excluding width contributed by Stretch columns but including spacing/padding. + float stretch_sum_weights = 0.0f; // Sum of all weights for stretch columns. table->LeftMostStretchedColumn = table->RightMostStretchedColumn = -1; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { - if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) continue; ImGuiTableColumn* column = &table->Columns[column_n]; @@ -850,7 +902,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // Latch initial size for fixed columns and update it constantly for auto-resizing column (unless clipped!) if (column->AutoFitQueue != 0x00) column->WidthRequest = width_auto; - else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n))) + else if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !column_is_resizable && column->IsRequestOutput) column->WidthRequest = width_auto; // FIXME-TABLE: Increase minimum size during init frame to avoid biasing auto-fitting widgets @@ -886,17 +938,19 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) sum_width_requests += table->CellPaddingX * 2.0f; } table->ColumnsEnabledFixedCount = (ImGuiTableColumnIdx)count_fixed; + table->ColumnsStretchSumWeights = stretch_sum_weights; // [Part 4] Apply final widths based on requested widths const ImRect work_rect = table->WorkRect; const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - const float width_avail = ((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth(); + const float width_removed = (table->HasScrollbarYPrev && !table->InnerWindow->ScrollbarY) ? g.Style.ScrollbarSize : 0.0f; // To synchronize decoration width of synched tables with mismatching scrollbar state (#5920) + const float width_avail = ImMax(1.0f, (((table->Flags & ImGuiTableFlags_ScrollX) && table->InnerWidth == 0.0f) ? table->InnerClipRect.GetWidth() : work_rect.GetWidth()) - width_removed); const float width_avail_for_stretched_columns = width_avail - width_spacings - sum_width_requests; float width_remaining_for_stretched_columns = width_avail_for_stretched_columns; table->ColumnsGivenWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { - if (!(table->EnabledMaskByIndex & ((ImU64)1 << column_n))) + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) continue; ImGuiTableColumn* column = &table->Columns[column_n]; @@ -904,7 +958,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (column->Flags & ImGuiTableColumnFlags_WidthStretch) { float weight_ratio = column->StretchWeight / stretch_sum_weights; - column->WidthRequest = IM_FLOOR(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); + column->WidthRequest = IM_TRUNC(ImMax(width_avail_for_stretched_columns * weight_ratio, table->MinColumnWidth) + 0.01f); width_remaining_for_stretched_columns -= column->WidthRequest; } @@ -914,7 +968,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->Flags |= ImGuiTableColumnFlags_NoDirectResize_; // Assign final width, record width in case we will need to shrink - column->WidthGiven = ImFloor(ImMax(column->WidthRequest, table->MinColumnWidth)); + column->WidthGiven = ImTrunc(ImMax(column->WidthRequest, table->MinColumnWidth)); table->ColumnsGivenWidth += column->WidthGiven; } @@ -923,7 +977,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) if (width_remaining_for_stretched_columns >= 1.0f && !(table->Flags & ImGuiTableFlags_PreciseWidths)) for (int order_n = table->ColumnsCount - 1; stretch_sum_weights > 0.0f && width_remaining_for_stretched_columns >= 1.0f && order_n >= 0; order_n--) { - if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) continue; ImGuiTableColumn* column = &table->Columns[table->DisplayOrderToIndex[order_n]]; if (!(column->Flags & ImGuiTableColumnFlags_WidthStretch)) @@ -933,26 +987,42 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) width_remaining_for_stretched_columns -= 1.0f; } - table->HoveredColumnBody = -1; - table->HoveredColumnBorder = -1; - const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table->LastOuterHeight)); - const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0); + // Determine if table is hovered which will be used to flag columns as hovered. + // - In principle we'd like to use the equivalent of IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem), + // but because our item is partially submitted at this point we use ItemHoverable() and a workaround (temporarily + // clear ActiveId, which is equivalent to the change provided by _AllowWhenBLockedByActiveItem). + // - This allows columns to be marked as hovered when e.g. clicking a button inside the column, or using drag and drop. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + table_instance->HoveredRowLast = table_instance->HoveredRowNext; + table_instance->HoveredRowNext = -1; + table->HoveredColumnBody = table->HoveredColumnBorder = -1; + const ImRect mouse_hit_rect(table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.Max.x, ImMax(table->OuterRect.Max.y, table->OuterRect.Min.y + table_instance->LastOuterHeight)); + const ImGuiID backup_active_id = g.ActiveId; + g.ActiveId = 0; + const bool is_hovering_table = ItemHoverable(mouse_hit_rect, 0, ImGuiItemFlags_None); + g.ActiveId = backup_active_id; + + // Determine skewed MousePos.x to support angled headers. + float mouse_skewed_x = g.IO.MousePos.x; + if (table->AngledHeadersHeight > 0.0f) + if (g.IO.MousePos.y >= table->OuterRect.Min.y && g.IO.MousePos.y <= table->OuterRect.Min.y + table->AngledHeadersHeight) + mouse_skewed_x += ImTrunc((table->OuterRect.Min.y + table->AngledHeadersHeight - g.IO.MousePos.y) * table->AngledHeadersSlope); // [Part 6] Setup final position, offset, skip/clip states and clipping rectangles, detect hovered column // Process columns in their visible orders as we are comparing the visible order and adjusting host_clip_rect while looping. int visible_n = 0; + bool has_at_least_one_column_requesting_output = false; bool offset_x_frozen = (table->FreezeColumnsCount > 0); float offset_x = ((table->FreezeColumnsCount > 0) ? table->OuterRect.Min.x : work_rect.Min.x) + table->OuterPaddingX - table->CellSpacingX1; ImRect host_clip_rect = table->InnerClipRect; //host_clip_rect.Max.x += table->CellPaddingX + table->CellSpacingX2; - table->VisibleMaskByIndex = 0x00; - table->RequestOutputMaskByIndex = 0x00; + ImBitArrayClearAllBits(table->VisibleMaskByIndex, table->ColumnsCount); for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { const int column_n = table->DisplayOrderToIndex[order_n]; ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = (ImS8)((table->FreezeRowsCount > 0 || column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); + column->NavLayerCurrent = (ImS8)(table->FreezeRowsCount > 0 ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); // Use Count NOT request so Header line changes layer when frozen if (offset_x_frozen && table->FreezeColumnsCount == visible_n) { @@ -963,7 +1033,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // Clear status flags column->Flags &= ~ImGuiTableColumnFlags_StatusMask_; - if ((table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n)) == 0) + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) { // Hidden column: clear a few fields and we are done with it for the remainder of the function. // We set a zero-width clip rect but set Min.y/Max.y properly to not interfere with the clipper. @@ -979,7 +1049,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } // Detect hovered column - if (is_hovering_table && g.IO.MousePos.x >= column->ClipRect.Min.x && g.IO.MousePos.x < column->ClipRect.Max.x) + if (is_hovering_table && mouse_skewed_x >= column->ClipRect.Min.x && mouse_skewed_x < column->ClipRect.Max.x) table->HoveredColumnBody = (ImGuiTableColumnIdx)column_n; // Lock start position @@ -998,7 +1068,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // - FIXME-TABLE: We want equal width columns to have equal (ClipRect.Max.x - WorkMinX) width, which means ClipRect.max.x cannot stray off host_clip_rect.Max.x else right-most column may appear shorter. column->WorkMinX = column->MinX + table->CellPaddingX + table->CellSpacingX1; column->WorkMaxX = column->MaxX - table->CellPaddingX - table->CellSpacingX2; // Expected max - column->ItemWidth = ImFloor(column->WidthGiven * 0.65f); + column->ItemWidth = ImTrunc(column->WidthGiven * 0.65f); column->ClipRect.Min.x = column->MinX; column->ClipRect.Min.y = work_rect.Min.y; column->ClipRect.Max.x = column->MaxX; //column->WorkMaxX; @@ -1016,17 +1086,18 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) column->IsVisibleY = true; // (column->ClipRect.Max.y > column->ClipRect.Min.y); const bool is_visible = column->IsVisibleX; //&& column->IsVisibleY; if (is_visible) - table->VisibleMaskByIndex |= ((ImU64)1 << column_n); + ImBitArraySetBit(table->VisibleMaskByIndex, column_n); // Mark column as requesting output from user. Note that fixed + non-resizable sets are auto-fitting at all times and therefore always request output. column->IsRequestOutput = is_visible || column->AutoFitQueue != 0 || column->CannotSkipItemsQueue != 0; - if (column->IsRequestOutput) - table->RequestOutputMaskByIndex |= ((ImU64)1 << column_n); // Mark column as SkipItems (ignoring all items/layout) + // (table->HostSkipItems is a copy of inner_window->SkipItems before we cleared it above in Part 2) column->IsSkipItems = !column->IsEnabled || table->HostSkipItems; if (column->IsSkipItems) IM_ASSERT(!is_visible); + if (column->IsRequestOutput && !column->IsSkipItems) + has_at_least_one_column_requesting_output = true; // Update status flags column->Flags |= ImGuiTableColumnFlags_IsEnabled; @@ -1064,18 +1135,26 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) visible_n++; } + // In case the table is visible (e.g. decorations) but all columns clipped, we keep a column visible. + // Else if give no chance to a clipper-savy user to submit rows and therefore total contents height used by scrollbar. + if (has_at_least_one_column_requesting_output == false) + { + table->Columns[table->LeftMostEnabledColumn].IsRequestOutput = true; + table->Columns[table->LeftMostEnabledColumn].IsSkipItems = false; + } + // [Part 7] Detect/store when we are hovering the unused space after the right-most column (so e.g. context menus can react on it) // Clear Resizable flag if none of our column are actually resizable (either via an explicit _NoResize flag, either // because of using _WidthAuto/_WidthStretch). This will hide the resizing option from the context menu. const float unused_x1 = ImMax(table->WorkRect.Min.x, table->Columns[table->RightMostEnabledColumn].ClipRect.Max.x); if (is_hovering_table && table->HoveredColumnBody == -1) - { - if (g.IO.MousePos.x >= unused_x1) + if (mouse_skewed_x >= unused_x1) table->HoveredColumnBody = (ImGuiTableColumnIdx)table->ColumnsCount; - } if (has_resizable == false && (table->Flags & ImGuiTableFlags_Resizable)) table->Flags &= ~ImGuiTableFlags_Resizable; + table->IsActiveIdAliveBeforeTable = (g.ActiveIdIsAlive != 0); + // [Part 8] Lock actual OuterRect/WorkRect right-most position. // This is done late to handle the case of fixed-columns tables not claiming more widths that they need. // Because of this we are careful with uses of WorkRect and InnerClipRect before this point. @@ -1087,8 +1166,16 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) table->InnerClipRect.Max.x = ImMin(table->InnerClipRect.Max.x, unused_x1); } table->InnerWindow->ParentWorkRect = table->WorkRect; - table->BorderX1 = table->InnerClipRect.Min.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : -1.0f); - table->BorderX2 = table->InnerClipRect.Max.x;// +((table->Flags & ImGuiTableFlags_BordersOuter) ? 0.0f : +1.0f); + table->BorderX1 = table->InnerClipRect.Min.x; + table->BorderX2 = table->InnerClipRect.Max.x; + + // Setup window's WorkRect.Max.y for GetContentRegionAvail(). Other values will be updated in each TableBeginCell() call. + float window_content_max_y; + if (table->Flags & ImGuiTableFlags_NoHostExtendY) + window_content_max_y = table->OuterRect.Max.y; + else + window_content_max_y = ImMax(table->InnerWindow->ContentRegionRect.Max.y, (table->Flags & ImGuiTableFlags_ScrollY) ? 0.0f : table->OuterRect.Max.y); + table->InnerWindow->WorkRect.Max.y = ImClamp(window_content_max_y - g.Style.CellPadding.y, table->InnerWindow->WorkRect.Min.y, table->InnerWindow->WorkRect.Max.y); // [Part 9] Allocate draw channels and setup background cliprect TableSetupDrawChannels(table); @@ -1096,30 +1183,41 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) // [Part 10] Hit testing on borders if (table->Flags & ImGuiTableFlags_Resizable) TableUpdateBorders(table); - table->LastFirstRowHeight = 0.0f; + table_instance->LastTopHeadersRowHeight = 0.0f; table->IsLayoutLocked = true; table->IsUsingHeaders = false; - // [Part 11] Context menu - if (table->IsContextPopupOpen && table->InstanceCurrent == table->InstanceInteracted) + // Highlight header + table->HighlightColumnHeader = -1; + if (table->IsContextPopupOpen && table->ContextPopupColumn != -1 && table->InstanceInteracted == table->InstanceCurrent) + table->HighlightColumnHeader = table->ContextPopupColumn; + else if ((table->Flags & ImGuiTableFlags_HighlightHoveredColumn) && table->HoveredColumnBody != -1 && table->HoveredColumnBody != table->ColumnsCount && table->HoveredColumnBorder == -1) + if (g.ActiveId == 0 || (table->IsActiveIdInTable || g.DragDropActive)) + table->HighlightColumnHeader = table->HoveredColumnBody; + + // [Part 11] Default context menu + // - To append to this menu: you can call TableBeginContextMenuPopup()/.../EndPopup(). + // - To modify or replace this: set table->IsContextPopupNoDefaultContents = true, then call TableBeginContextMenuPopup()/.../EndPopup(). + // - You may call TableDrawDefaultContextMenu() with selected flags to display specific sections of the default menu, + // e.g. TableDrawDefaultContextMenu(table, table->Flags & ~ImGuiTableFlags_Hideable) will display everything EXCEPT columns visibility options. + if (table->DisableDefaultContextMenu == false && TableBeginContextMenuPopup(table)) { - const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); - if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) - { - TableDrawContextMenu(table); - EndPopup(); - } - else - { - table->IsContextPopupOpen = false; - } + TableDrawDefaultContextMenu(table, table->Flags); + EndPopup(); } - // [Part 13] Sanitize and build sort specs before we have a change to use them for display. + // [Part 12] Sanitize and build sort specs before we have a chance to use them for display. // This path will only be exercised when sort specs are modified before header rows (e.g. init or visibility change) if (table->IsSortSpecsDirty && (table->Flags & ImGuiTableFlags_Sortable)) TableSortSpecsBuild(table); + // [Part 13] Setup inner window decoration size (for scrolling / nav tracking to properly take account of frozen rows/columns) + if (table->FreezeColumnsRequest > 0) + table->InnerWindow->DecoInnerSizeX1 = table->Columns[table->DisplayOrderToIndex[table->FreezeColumnsRequest - 1]].MaxX - table->OuterRect.Min.x; + if (table->FreezeRowsRequest > 0) + table->InnerWindow->DecoInnerSizeY1 = table_instance->LastFrozenHeight; + table_instance->LastFrozenHeight = 0.0f; + // Initial state ImGuiWindow* inner_window = table->InnerWindow; if (table->Flags & ImGuiTableFlags_NoClip) @@ -1129,9 +1227,7 @@ void ImGui::TableUpdateLayout(ImGuiTable* table) } // Process hit-testing on resizing borders. Actual size change will be applied in EndTable() -// - Set table->HoveredColumnBorder with a short delay/timer to reduce feedback noise -// - Submit ahead of table contents and header, use ImGuiButtonFlags_AllowItemOverlap to prioritize widgets -// overlapping the same area. +// - Set table->HoveredColumnBorder with a short delay/timer to reduce visual feedback noise. void ImGui::TableUpdateBorders(ImGuiTable* table) { ImGuiContext& g = *GImGui; @@ -1141,14 +1237,15 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) // use the final height from last frame. Because this is only affecting _interaction_ with columns, it is not // really problematic (whereas the actual visual will be displayed in EndTable() and using the current frame height). // Actual columns highlight/render will be performed in EndTable() and not be affected. + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float hit_half_width = TABLE_RESIZE_SEPARATOR_HALF_THICKNESS; - const float hit_y1 = table->OuterRect.Min.y; - const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table->LastOuterHeight); - const float hit_y2_head = hit_y1 + table->LastFirstRowHeight; + const float hit_y1 = (table->FreezeRowsCount >= 1 ? table->OuterRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight; + const float hit_y2_body = ImMax(table->OuterRect.Max.y, hit_y1 + table_instance->LastOuterHeight); + const float hit_y2_head = hit_y1 + table_instance->LastTopHeadersRowHeight; for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { - if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) continue; const int column_n = table->DisplayOrderToIndex[order_n]; @@ -1166,16 +1263,16 @@ void ImGui::TableUpdateBorders(ImGuiTable* table) ImGuiID column_id = TableGetColumnResizeID(table, column_n, table->InstanceCurrent); ImRect hit_rect(column->MaxX - hit_half_width, hit_y1, column->MaxX + hit_half_width, border_y2_hit); + ItemAdd(hit_rect, column_id, NULL, ImGuiItemFlags_NoNav); //GetForegroundDrawList()->AddRect(hit_rect.Min, hit_rect.Max, IM_COL32(255, 0, 0, 100)); - KeepAliveID(column_id); bool hovered = false, held = false; - bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); + bool pressed = ButtonBehavior(hit_rect, column_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_PressedOnClick | ImGuiButtonFlags_PressedOnDoubleClick | ImGuiButtonFlags_NoNavFocus); if (pressed && IsMouseDoubleClicked(0)) { TableSetColumnWidthAutoSingle(table, column_n); ClearActiveID(); - held = hovered = false; + held = false; } if (held) { @@ -1223,6 +1320,7 @@ void ImGui::EndTable() TableOpenContextMenu((int)table->HoveredColumnBody); // Finalize table height + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); inner_window->DC.PrevLineSize = temp_data->HostBackupPrevLineSize; inner_window->DC.CurrLineSize = temp_data->HostBackupCurrLineSize; inner_window->DC.CursorMaxPos = temp_data->HostBackupCursorMaxPos; @@ -1233,7 +1331,7 @@ void ImGui::EndTable() else if (!(flags & ImGuiTableFlags_NoHostExtendY)) table->OuterRect.Max.y = table->InnerRect.Max.y = ImMax(table->OuterRect.Max.y, inner_content_max_y); // Patch OuterRect/InnerRect height table->WorkRect.Max.y = ImMax(table->WorkRect.Max.y, table->OuterRect.Max.y); - table->LastOuterHeight = table->OuterRect.GetHeight(); + table_instance->LastOuterHeight = table->OuterRect.GetHeight(); // Setup inner scrolling range // FIXME: This ideally should be done earlier, in BeginTable() SetNextWindowContentSize call, just like writing to inner_window->DC.CursorMaxPos.y, @@ -1246,7 +1344,7 @@ void ImGui::EndTable() max_pos_x = ImMax(max_pos_x, table->Columns[table->RightMostEnabledColumn].WorkMaxX + table->CellPaddingX + table->OuterPaddingX - outer_padding_for_border); if (table->ResizedColumn != -1) max_pos_x = ImMax(max_pos_x, table->ResizeLockMinContentsX2); - table->InnerWindow->DC.CursorMaxPos.x = max_pos_x; + table->InnerWindow->DC.CursorMaxPos.x = max_pos_x + table->TempData->AngledheadersExtraWidth; } // Pop clipping rect @@ -1279,17 +1377,23 @@ void ImGui::EndTable() splitter->Merge(inner_window->DrawList); // Update ColumnsAutoFitWidth to get us ahead for host using our size to auto-resize without waiting for next BeginTable() - const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); - table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount; + float auto_fit_width_for_fixed = 0.0f; + float auto_fit_width_for_stretched = 0.0f; + float auto_fit_width_for_stretched_min = 0.0f; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - if (table->EnabledMaskByIndex & ((ImU64)1 << column_n)) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) { ImGuiTableColumn* column = &table->Columns[column_n]; - if ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) - table->ColumnsAutoFitWidth += column->WidthRequest; + float column_width_request = ((column->Flags & ImGuiTableColumnFlags_WidthFixed) && !(column->Flags & ImGuiTableColumnFlags_NoResize)) ? column->WidthRequest : TableGetColumnWidthAuto(table, column); + if (column->Flags & ImGuiTableColumnFlags_WidthFixed) + auto_fit_width_for_fixed += column_width_request; else - table->ColumnsAutoFitWidth += TableGetColumnWidthAuto(table, column); + auto_fit_width_for_stretched += column_width_request; + if ((column->Flags & ImGuiTableColumnFlags_WidthStretch) && (column->Flags & ImGuiTableColumnFlags_NoResize) != 0) + auto_fit_width_for_stretched_min = ImMax(auto_fit_width_for_stretched_min, column_width_request / (column->StretchWeight / table->ColumnsStretchSumWeights)); } + const float width_spacings = (table->OuterPaddingX * 2.0f) + (table->CellSpacingX1 + table->CellSpacingX2) * (table->ColumnsEnabledCount - 1); + table->ColumnsAutoFitWidth = width_spacings + (table->CellPaddingX * 2.0f) * table->ColumnsEnabledCount + auto_fit_width_for_fixed + ImMax(auto_fit_width_for_stretched, auto_fit_width_for_stretched_min); // Update scroll if ((table->Flags & ImGuiTableFlags_ScrollX) == 0 && inner_window != outer_window) @@ -1312,13 +1416,17 @@ void ImGui::EndTable() { ImGuiTableColumn* column = &table->Columns[table->ResizedColumn]; const float new_x2 = (g.IO.MousePos.x - g.ActiveIdClickOffset.x + TABLE_RESIZE_SEPARATOR_HALF_THICKNESS); - const float new_width = ImFloor(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); + const float new_width = ImTrunc(new_x2 - column->MinX - table->CellSpacingX1 - table->CellPaddingX * 2.0f); table->ResizedColumnNextWidth = new_width; } + table->IsActiveIdInTable = (g.ActiveIdIsAlive != 0 && table->IsActiveIdAliveBeforeTable == false); + // Pop from id stack - IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table->ID + table->InstanceCurrent, "Mismatching PushID/PopID!"); + IM_ASSERT_USER_ERROR(inner_window->IDStack.back() == table_instance->TableInstanceID, "Mismatching PushID/PopID!"); IM_ASSERT_USER_ERROR(outer_window->DC.ItemWidthStack.Size >= temp_data->HostBackupItemWidthStackSize, "Too many PopItemWidth!"); + if (table->InstanceCurrent > 0) + PopID(); PopID(); // Restore window data that we modified @@ -1354,7 +1462,7 @@ void ImGui::EndTable() } else if (temp_data->UserOuterSize.x <= 0.0f) { - const float decoration_size = (table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f; + const float decoration_size = table->TempData->AngledheadersExtraWidth + ((table->Flags & ImGuiTableFlags_ScrollX) ? inner_window->ScrollbarSizes.x : 0.0f); outer_window->DC.IdealMaxPos.x = ImMax(outer_window->DC.IdealMaxPos.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth + decoration_size - temp_data->UserOuterSize.x); outer_window->DC.CursorMaxPos.x = ImMax(backup_outer_max_pos.x, ImMin(table->OuterRect.Max.x, table->OuterRect.Min.x + table->ColumnsAutoFitWidth)); } @@ -1390,9 +1498,10 @@ void ImGui::EndTable() g.CurrentTable->DrawSplitter = &temp_data->DrawSplitter; } outer_window->DC.CurrentTableIdx = g.CurrentTable ? g.Tables.GetIndex(g.CurrentTable) : -1; + NavUpdateCurrentWindowIsScrollPushableX(); } -// See "COLUMN SIZING POLICIES" comments at the top of this file +// See "COLUMNS SIZING POLICIES" comments at the top of this file // If (init_width_or_weight <= 0.0f) it is ignored void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, float init_width_or_weight, ImGuiID user_id) { @@ -1420,6 +1529,11 @@ void ImGui::TableSetupColumn(const char* label, ImGuiTableColumnFlags flags, flo if ((flags & ImGuiTableColumnFlags_WidthMask_) == 0 && init_width_or_weight > 0.0f) if ((table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedFit || (table->Flags & ImGuiTableFlags_SizingMask_) == ImGuiTableFlags_SizingFixedSame) flags |= ImGuiTableColumnFlags_WidthFixed; + if (flags & ImGuiTableColumnFlags_AngledHeader) + { + flags |= ImGuiTableColumnFlags_NoHeaderLabel; + table->AngledHeadersCount++; + } TableSetupColumnFlags(table, column, flags); column->UserID = user_id; @@ -1501,6 +1615,7 @@ void ImGui::TableSetupScrollFreeze(int columns, int rows) // - TableGetCellBgRect() [Internal] // - TableGetColumnResizeID() [Internal] // - TableGetHoveredColumn() [Internal] +// - TableGetHoveredRow() [Internal] // - TableSetBgColor() //----------------------------------------------------------------------------- @@ -1569,30 +1684,33 @@ ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) // Return the cell rectangle based on currently known height. // - Important: we generally don't know our row height until the end of the row, so Max.y will be incorrect in many situations. -// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it. +// The only case where this is correct is if we provided a min_row_height to TableNextRow() and don't go below it, or in TableEndRow() when we locked that height. // - Important: if ImGuiTableFlags_PadOuterX is set but ImGuiTableFlags_PadInnerX is not set, the outer-most left and right // columns report a small offset so their CellBgRect can extend up to the outer border. +// FIXME: But the rendering code in TableEndRow() nullifies that with clamping required for scrolling. ImRect ImGui::TableGetCellBgRect(const ImGuiTable* table, int column_n) { const ImGuiTableColumn* column = &table->Columns[column_n]; float x1 = column->MinX; float x2 = column->MaxX; - if (column->PrevEnabledColumn == -1) - x1 -= table->CellSpacingX1; - if (column->NextEnabledColumn == -1) - x2 += table->CellSpacingX2; + //if (column->PrevEnabledColumn == -1) + // x1 -= table->OuterPaddingX; + //if (column->NextEnabledColumn == -1) + // x2 += table->OuterPaddingX; + x1 = ImMax(x1, table->WorkRect.Min.x); + x2 = ImMin(x2, table->WorkRect.Max.x); return ImRect(x1, table->RowPosY1, x2, table->RowPosY2); } // Return the resizing ID for the right-side of the given column. -ImGuiID ImGui::TableGetColumnResizeID(const ImGuiTable* table, int column_n, int instance_no) +ImGuiID ImGui::TableGetColumnResizeID(ImGuiTable* table, int column_n, int instance_no) { IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); - ImGuiID id = table->ID + 1 + (instance_no * table->ColumnsCount) + column_n; - return id; + ImGuiID instance_id = TableGetInstanceID(table, instance_no); + return instance_id + 1 + column_n; // FIXME: #6140: still not ideal } -// Return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. +// Return -1 when table is not hovered. return columns_count if hovering the unused space at the right of the right-most visible column. int ImGui::TableGetHoveredColumn() { ImGuiContext& g = *GImGui; @@ -1602,6 +1720,19 @@ int ImGui::TableGetHoveredColumn() return (int)table->HoveredColumnBody; } +// Return -1 when table is not hovered. Return maxrow+1 if in table but below last submitted row. +// *IMPORTANT* Unlike TableGetHoveredColumn(), this has a one frame latency in updating the value. +// This difference with is the reason why this is not public yet. +int ImGui::TableGetHoveredRow() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + if (!table) + return -1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + return (int)table_instance->HoveredRowLast; +} + void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n) { ImGuiContext& g = *GImGui; @@ -1620,7 +1751,7 @@ void ImGui::TableSetBgColor(ImGuiTableBgTarget target, ImU32 color, int column_n return; if (column_n == -1) column_n = table->CurrentColumn; - if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) return; if (table->RowCellDataCurrent < 0 || table->RowCellData[table->RowCellDataCurrent].Column != column_n) table->RowCellDataCurrent++; @@ -1676,19 +1807,20 @@ void ImGui::TableNextRow(ImGuiTableRowFlags row_flags, float row_min_height) table->LastRowFlags = table->RowFlags; table->RowFlags = row_flags; + table->RowCellPaddingY = g.Style.CellPadding.y; table->RowMinHeight = row_min_height; TableBeginRow(table); // We honor min_row_height requested by user, but cannot guarantee per-row maximum height, // because that would essentially require a unique clipping rectangle per-cell. - table->RowPosY2 += table->CellPaddingY * 2.0f; + table->RowPosY2 += table->RowCellPaddingY * 2.0f; table->RowPosY2 = ImMax(table->RowPosY2, table->RowPosY1 + row_min_height); // Disable output until user calls TableNextColumn() table->InnerWindow->SkipItems = true; } -// [Internal] Called by TableNextRow() +// [Internal] Only called by TableNextRow() void ImGui::TableBeginRow(ImGuiTable* table) { ImGuiWindow* window = table->InnerWindow; @@ -1709,7 +1841,11 @@ void ImGui::TableBeginRow(ImGuiTable* table) table->RowPosY1 = table->RowPosY2 = next_y1; table->RowTextBaseline = 0.0f; table->RowIndentOffsetX = window->DC.Indent.x - table->HostIndentX; // Lock indent + window->DC.PrevLineTextBaseOffset = 0.0f; + window->DC.CursorPosPrevLine = ImVec2(window->DC.CursorPos.x, window->DC.CursorPos.y + table->RowCellPaddingY); // This allows users to call SameLine() to share LineSize between columns. + window->DC.PrevLineSize = window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); // This allows users to call SameLine() to share LineSize between columns, and to call it from first column too. + window->DC.IsSameLine = window->DC.IsSetPos = false; window->DC.CursorMaxPos.y = next_y1; // Making the header BG color non-transparent will allow us to overlay it multiple times when handling smooth dragging. @@ -1745,12 +1881,17 @@ void ImGui::TableEndRow(ImGuiTable* table) const float bg_y2 = table->RowPosY2; const bool unfreeze_rows_actual = (table->CurrentRow + 1 == table->FreezeRowsCount); const bool unfreeze_rows_request = (table->CurrentRow + 1 == table->FreezeRowsRequest); - if (table->CurrentRow == 0) - table->LastFirstRowHeight = bg_y2 - bg_y1; + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + if ((table->RowFlags & ImGuiTableRowFlags_Headers) && (table->CurrentRow == 0 || (table->LastRowFlags & ImGuiTableRowFlags_Headers))) + table_instance->LastTopHeadersRowHeight += bg_y2 - bg_y1; const bool is_visible = (bg_y2 >= table->InnerClipRect.Min.y && bg_y1 <= table->InnerClipRect.Max.y); if (is_visible) { + // Update data for TableGetHoveredRow() + if (table->HoveredColumnBody != -1 && g.IO.MousePos.y >= bg_y1 && g.IO.MousePos.y < bg_y2) + table_instance->HoveredRowNext = table->CurrentRow; + // Decide of background color for the row ImU32 bg_col0 = 0; ImU32 bg_col1 = 0; @@ -1762,15 +1903,14 @@ void ImGui::TableEndRow(ImGuiTable* table) bg_col1 = table->RowBgColor[1]; // Decide of top border color - ImU32 border_col = 0; + ImU32 top_border_col = 0; const float border_size = TABLE_BORDER_SIZE; - if (table->CurrentRow > 0 || table->InnerWindow == table->OuterWindow) - if (table->Flags & ImGuiTableFlags_BordersInnerH) - border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; + if (table->CurrentRow > 0 && (table->Flags & ImGuiTableFlags_BordersInnerH)) + top_border_col = (table->LastRowFlags & ImGuiTableRowFlags_Headers) ? table->BorderColorStrong : table->BorderColorLight; const bool draw_cell_bg_color = table->RowCellDataCurrent >= 0; const bool draw_strong_bottom_border = unfreeze_rows_actual; - if ((bg_col0 | bg_col1 | border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) + if ((bg_col0 | bg_col1 | top_border_col) != 0 || draw_strong_bottom_border || draw_cell_bg_color) { // In theory we could call SetWindowClipRectBeforeSetChannel() but since we know TableEndRow() is // always followed by a change of clipping rectangle we perform the smallest overwrite possible here. @@ -1797,18 +1937,20 @@ void ImGui::TableEndRow(ImGuiTable* table) ImGuiTableCellData* cell_data_end = &table->RowCellData[table->RowCellDataCurrent]; for (ImGuiTableCellData* cell_data = &table->RowCellData[0]; cell_data <= cell_data_end; cell_data++) { + // As we render the BG here we need to clip things (for layout we would not) + // FIXME: This cancels the OuterPadding addition done by TableGetCellBgRect(), need to keep it while rendering correctly while scrolling. const ImGuiTableColumn* column = &table->Columns[cell_data->Column]; ImRect cell_bg_rect = TableGetCellBgRect(table, cell_data->Column); cell_bg_rect.ClipWith(table->BgClipRect); - cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped + cell_bg_rect.Min.x = ImMax(cell_bg_rect.Min.x, column->ClipRect.Min.x); // So that first column after frozen one gets clipped when scrolling cell_bg_rect.Max.x = ImMin(cell_bg_rect.Max.x, column->MaxX); window->DrawList->AddRectFilled(cell_bg_rect.Min, cell_bg_rect.Max, cell_data->BgColor); } } // Draw top border - if (border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) - window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), border_col, border_size); + if (top_border_col && bg_y1 >= table->BgClipRect.Min.y && bg_y1 < table->BgClipRect.Max.y) + window->DrawList->AddLine(ImVec2(table->BorderX1, bg_y1), ImVec2(table->BorderX2, bg_y1), top_border_col, border_size); // Draw bottom border at the row unfreezing mark (always strong) if (draw_strong_bottom_border && bg_y2 >= table->BgClipRect.Min.y && bg_y2 < table->BgClipRect.Max.y) @@ -1820,17 +1962,15 @@ void ImGui::TableEndRow(ImGuiTable* table) // get the new cursor position. if (unfreeze_rows_request) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) - { - ImGuiTableColumn* column = &table->Columns[column_n]; - column->NavLayerCurrent = (ImS8)((column_n < table->FreezeColumnsCount) ? ImGuiNavLayer_Menu : ImGuiNavLayer_Main); - } + table->Columns[column_n].NavLayerCurrent = ImGuiNavLayer_Main; if (unfreeze_rows_actual) { IM_ASSERT(table->IsUnfrozenRows == false); + const float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->IsUnfrozenRows = true; + table_instance->LastFrozenHeight = y0 - table->OuterRect.Min.y; // BgClipRect starts as table->InnerClipRect, reduce it now and make BgClipRectForDrawCmd == BgClipRect - float y0 = ImMax(table->RowPosY2 + 1, window->InnerClipRect.Min.y); table->BgClipRect.Min.y = table->Bg2ClipRectForDrawCmd.Min.y = ImMin(y0, window->InnerClipRect.Max.y); table->BgClipRect.Max.y = table->Bg2ClipRectForDrawCmd.Max.y = window->InnerClipRect.Max.y; table->Bg2DrawChannelCurrent = table->Bg2DrawChannelUnfrozen; @@ -1893,7 +2033,7 @@ bool ImGui::TableSetColumnIndex(int column_n) // Return whether the column is visible. User may choose to skip submitting items based on this return value, // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. - return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; + return table->Columns[column_n].IsRequestOutput; } // [Public] Append into the next column, wrap and create a new row when already on last column @@ -1918,8 +2058,7 @@ bool ImGui::TableNextColumn() // Return whether the column is visible. User may choose to skip submitting items based on this return value, // however they shouldn't skip submitting for columns that may have the tallest contribution to row height. - int column_n = table->CurrentColumn; - return (table->RequestOutputMaskByIndex & ((ImU64)1 << column_n)) != 0; + return table->Columns[table->CurrentColumn].IsRequestOutput; } @@ -1928,6 +2067,7 @@ bool ImGui::TableNextColumn() // FIXME-TABLE FIXME-OPT: Could probably shortcut some things for non-active or clipped columns. void ImGui::TableBeginCell(ImGuiTable* table, int column_n) { + ImGuiContext& g = *GImGui; ImGuiTableColumn* column = &table->Columns[column_n]; ImGuiWindow* window = table->InnerWindow; table->CurrentColumn = column_n; @@ -1938,25 +2078,22 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) start_x += table->RowIndentOffsetX; // ~~ += window.DC.Indent.x - table->HostIndentX, except we locked it for the row. window->DC.CursorPos.x = start_x; - window->DC.CursorPos.y = table->RowPosY1 + table->CellPaddingY; + window->DC.CursorPos.y = table->RowPosY1 + table->RowCellPaddingY; window->DC.CursorMaxPos.x = window->DC.CursorPos.x; window->DC.ColumnsOffset.x = start_x - window->Pos.x - window->DC.Indent.x; // FIXME-WORKRECT + window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x; // PrevLine.y is preserved. This allows users to call SameLine() to share LineSize between columns. window->DC.CurrLineTextBaseOffset = table->RowTextBaseline; window->DC.NavLayerCurrent = (ImGuiNavLayer)column->NavLayerCurrent; + // Note how WorkRect.Max.y is only set once during layout window->WorkRect.Min.y = window->DC.CursorPos.y; window->WorkRect.Min.x = column->WorkMinX; window->WorkRect.Max.x = column->WorkMaxX; window->DC.ItemWidth = column->ItemWidth; - // To allow ImGuiListClipper to function we propagate our row height - if (!column->IsEnabled) - window->DC.CursorPos.y = ImMax(window->DC.CursorPos.y, table->RowPosY2); - window->SkipItems = column->IsSkipItems; if (column->IsSkipItems) { - ImGuiContext& g = *GImGui; g.LastItemData.ID = 0; g.LastItemData.StatusFlags = 0; } @@ -1975,7 +2112,6 @@ void ImGui::TableBeginCell(ImGuiTable* table, int column_n) } // Logging - ImGuiContext& g = *GImGui; if (g.LogEnabled && !column->IsSkipItems) { LogRenderedText(&window->DC.CursorPos, "|"); @@ -1989,6 +2125,9 @@ void ImGui::TableEndCell(ImGuiTable* table) ImGuiTableColumn* column = &table->Columns[table->CurrentColumn]; ImGuiWindow* window = table->InnerWindow; + if (window->DC.IsSetPos) + ErrorCheckUsingSetCursorPosToExtendParentBoundaries(); + // Report maximum position so we can infer content size per column. float* p_max_pos_x; if (table->RowFlags & ImGuiTableRowFlags_Headers) @@ -1996,7 +2135,8 @@ void ImGui::TableEndCell(ImGuiTable* table) else p_max_pos_x = table->IsUnfrozenRows ? &column->ContentMaxXUnfrozen : &column->ContentMaxXFrozen; *p_max_pos_x = ImMax(*p_max_pos_x, window->DC.CursorMaxPos.x); - table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->CellPaddingY); + if (column->IsEnabled) + table->RowPosY2 = ImMax(table->RowPosY2, window->DC.CursorMaxPos.y + table->RowCellPaddingY); column->ItemWidth = window->DC.ItemWidth; // Propagate text baseline for the entire row @@ -2083,7 +2223,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width) if (column_0->WidthGiven == column_0_width || column_0->WidthRequest == column_0_width) return; - //IMGUI_DEBUG_LOG("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); + //IMGUI_DEBUG_PRINT("TableSetColumnWidth(%d, %.1f->%.1f)\n", column_0_idx, column_0->WidthGiven, column_0_width); ImGuiTableColumn* column_1 = (column_0->NextEnabledColumn != -1) ? &table->Columns[column_0->NextEnabledColumn] : NULL; // In this surprisingly not simple because of how we support mixing Fixed and multiple Stretch columns. @@ -2091,7 +2231,7 @@ void ImGui::TableSetColumnWidth(int column_n, float width) // - All stretch: easy. // - One or more fixed + one stretch: easy. // - One or more fixed + more than one stretch: tricky. - // Qt when manual resize is enabled only support a single _trailing_ stretch column. + // Qt when manual resize is enabled only supports a single _trailing_ stretch column, we support more cases here. // When forwarding resize from Wn| to Fn+1| we need to be considerate of the _NoResize flag on Fn+1. // FIXME-TABLE: Find a way to rewrite all of this so interactions feel more consistent for the user. @@ -2174,7 +2314,7 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) { IM_ASSERT(table->LeftMostStretchedColumn != -1 && table->RightMostStretchedColumn != -1); - // Measure existing quantity + // Measure existing quantities float visible_weight = 0.0f; float visible_width = 0.0f; for (int column_n = 0; column_n < table->ColumnsCount; column_n++) @@ -2206,6 +2346,7 @@ void ImGui::TableUpdateColumnsWeightFromWidth(ImGuiTable* table) // - TablePopBackgroundChannel() [Internal] // - TableSetupDrawChannels() [Internal] // - TableMergeDrawChannels() [Internal] +// - TableGetColumnBorderCol() [Internal] // - TableDrawBorders() [Internal] //------------------------------------------------------------------------- @@ -2256,7 +2397,7 @@ void ImGui::TableSetupDrawChannels(ImGuiTable* table) const int freeze_row_multiplier = (table->FreezeRowsCount > 0) ? 2 : 1; const int channels_for_row = (table->Flags & ImGuiTableFlags_NoClip) ? 1 : table->ColumnsEnabledCount; const int channels_for_bg = 1 + 1 * freeze_row_multiplier; - const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || table->VisibleMaskByIndex != table->EnabledMaskByIndex) ? +1 : 0; + const int channels_for_dummy = (table->ColumnsEnabledCount < table->ColumnsCount || (memcmp(table->VisibleMaskByIndex, table->EnabledMaskByIndex, ImBitArrayGetStorageSizeInBytes(table->ColumnsCount)) != 0)) ? +1 : 0; const int channels_total = channels_for_bg + (channels_for_row * freeze_row_multiplier) + channels_for_dummy; table->DrawSplitter->Split(table->InnerWindow->DrawList, channels_total); table->DummyDrawChannel = (ImGuiTableDrawChannelIdx)((channels_for_dummy > 0) ? channels_total - 1 : -1); @@ -2330,19 +2471,26 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) // Track which groups we are going to attempt to merge, and which channels goes into each group. struct MergeGroup { - ImRect ClipRect; - int ChannelsCount; - ImBitArray ChannelsMask; - - MergeGroup() { ChannelsCount = 0; } + ImRect ClipRect; + int ChannelsCount = 0; + ImBitArrayPtr ChannelsMask = NULL; }; int merge_group_mask = 0x00; MergeGroup merge_groups[4]; + // Use a reusable temp buffer for the merge masks as they are dynamically sized. + const int max_draw_channels = (4 + table->ColumnsCount * 2); + const int size_for_masks_bitarrays_one = (int)ImBitArrayGetStorageSizeInBytes(max_draw_channels); + g.TempBuffer.reserve(size_for_masks_bitarrays_one * 5); + memset(g.TempBuffer.Data, 0, size_for_masks_bitarrays_one * 5); + for (int n = 0; n < IM_ARRAYSIZE(merge_groups); n++) + merge_groups[n].ChannelsMask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * n)); + ImBitArrayPtr remaining_mask = (ImBitArrayPtr)(void*)(g.TempBuffer.Data + (size_for_masks_bitarrays_one * 4)); + // 1. Scan channels and take note of those which can be merged for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { - if ((table->VisibleMaskByIndex & ((ImU64)1 << column_n)) == 0) + if (!IM_BITARRAY_TESTBIT(table->VisibleMaskByIndex, column_n)) continue; ImGuiTableColumn* column = &table->Columns[column_n]; @@ -2353,7 +2501,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) // Don't attempt to merge if there are multiple draw calls within the column ImDrawChannel* src_channel = &splitter->_Channels[channel_no]; - if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0) + if (src_channel->_CmdBuffer.Size > 0 && src_channel->_CmdBuffer.back().ElemCount == 0 && src_channel->_CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd() src_channel->_CmdBuffer.pop_back(); if (src_channel->_CmdBuffer.Size != 1) continue; @@ -2374,11 +2522,11 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) } const int merge_group_n = (has_freeze_h && column_n < table->FreezeColumnsCount ? 0 : 1) + (has_freeze_v && merge_group_sub_n == 0 ? 0 : 2); - IM_ASSERT(channel_no < IMGUI_TABLE_MAX_DRAW_CHANNELS); + IM_ASSERT(channel_no < max_draw_channels); MergeGroup* merge_group = &merge_groups[merge_group_n]; if (merge_group->ChannelsCount == 0) merge_group->ClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); - merge_group->ChannelsMask.SetBit(channel_no); + ImBitArraySetBit(merge_group->ChannelsMask, channel_no); merge_group->ChannelsCount++; merge_group->ClipRect.Add(src_channel->_CmdBuffer[0].ClipRect); merge_group_mask |= (1 << merge_group_n); @@ -2414,9 +2562,8 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) const int LEADING_DRAW_CHANNELS = 2; g.DrawChannelsTempMergeBuffer.resize(splitter->_Count - LEADING_DRAW_CHANNELS); // Use shared temporary storage so the allocation gets amortized ImDrawChannel* dst_tmp = g.DrawChannelsTempMergeBuffer.Data; - ImBitArray remaining_mask; // We need 132-bit of storage - remaining_mask.SetBitRange(LEADING_DRAW_CHANNELS, splitter->_Count); - remaining_mask.ClearBit(table->Bg2DrawChannelUnfrozen); + ImBitArraySetBitRange(remaining_mask, LEADING_DRAW_CHANNELS, splitter->_Count); + ImBitArrayClearBit(remaining_mask, table->Bg2DrawChannelUnfrozen); IM_ASSERT(has_freeze_v == false || table->Bg2DrawChannelUnfrozen != TABLE_DRAW_CHANNEL_BG2_FROZEN); int remaining_count = splitter->_Count - (has_freeze_v ? LEADING_DRAW_CHANNELS + 1 : LEADING_DRAW_CHANNELS); //ImRect host_rect = (table->InnerWindow == table->OuterWindow) ? table->InnerClipRect : table->HostClipRect; @@ -2443,20 +2590,18 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) merge_clip_rect.Max.x = ImMax(merge_clip_rect.Max.x, host_rect.Max.x); if ((merge_group_n & 2) != 0 && (table->Flags & ImGuiTableFlags_NoHostExtendY) == 0) merge_clip_rect.Max.y = ImMax(merge_clip_rect.Max.y, host_rect.Max.y); -#if 0 - GetOverlayDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); - GetOverlayDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); - GetOverlayDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); -#endif + //GetForegroundDrawList()->AddRect(merge_group->ClipRect.Min, merge_group->ClipRect.Max, IM_COL32(255, 0, 0, 200), 0.0f, 0, 1.0f); // [DEBUG] + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Min, merge_clip_rect.Min, IM_COL32(255, 100, 0, 200)); + //GetForegroundDrawList()->AddLine(merge_group->ClipRect.Max, merge_clip_rect.Max, IM_COL32(255, 100, 0, 200)); remaining_count -= merge_group->ChannelsCount; - for (int n = 0; n < IM_ARRAYSIZE(remaining_mask.Storage); n++) - remaining_mask.Storage[n] &= ~merge_group->ChannelsMask.Storage[n]; + for (int n = 0; n < (size_for_masks_bitarrays_one >> 2); n++) + remaining_mask[n] &= ~merge_group->ChannelsMask[n]; for (int n = 0; n < splitter->_Count && merge_channels_count != 0; n++) { // Copy + overwrite new clip rect - if (!merge_group->ChannelsMask.TestBit(n)) + if (!IM_BITARRAY_TESTBIT(merge_group->ChannelsMask, n)) continue; - merge_group->ChannelsMask.ClearBit(n); + IM_BITARRAY_CLEARBIT(merge_group->ChannelsMask, n); merge_channels_count--; ImDrawChannel* channel = &splitter->_Channels[n]; @@ -2474,7 +2619,7 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) // Append unmergeable channels that we didn't reorder at the end of the list for (int n = 0; n < splitter->_Count && remaining_count != 0; n++) { - if (!remaining_mask.TestBit(n)) + if (!IM_BITARRAY_TESTBIT(remaining_mask, n)) continue; ImDrawChannel* channel = &splitter->_Channels[n]; memcpy(dst_tmp++, channel, sizeof(ImDrawChannel)); @@ -2485,6 +2630,18 @@ void ImGui::TableMergeDrawChannels(ImGuiTable* table) } } +static ImU32 TableGetColumnBorderCol(ImGuiTable* table, int order_n, int column_n) +{ + const bool is_hovered = (table->HoveredColumnBorder == column_n); + const bool is_resized = (table->ResizedColumn == column_n) && (table->InstanceInteracted == table->InstanceCurrent); + const bool is_frozen_separator = (table->FreezeColumnsCount == order_n + 1); + if (is_resized || is_hovered) + return ImGui::GetColorU32(is_resized ? ImGuiCol_SeparatorActive : ImGuiCol_SeparatorHovered); + if (is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize))) + return table->BorderColorStrong; + return table->BorderColorLight; +} + // FIXME-TABLE: This is a mess, need to redesign how we render borders (as some are also done in TableEndRow) void ImGui::TableDrawBorders(ImGuiTable* table) { @@ -2497,15 +2654,16 @@ void ImGui::TableDrawBorders(ImGuiTable* table) inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); // Draw inner border and resizing feedback + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); const float border_size = TABLE_BORDER_SIZE; - const float draw_y1 = table->InnerRect.Min.y; + const float draw_y1 = ImMax(table->InnerRect.Min.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->AngledHeadersHeight) + ((table->Flags & ImGuiTableFlags_BordersOuterH) ? 1.0f : 0.0f); const float draw_y2_body = table->InnerRect.Max.y; - const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table->LastFirstRowHeight) : draw_y1; + const float draw_y2_head = table->IsUsingHeaders ? ImMin(table->InnerRect.Max.y, (table->FreezeRowsCount >= 1 ? table->InnerRect.Min.y : table->WorkRect.Min.y) + table_instance->LastTopHeadersRowHeight) : draw_y1; if (table->Flags & ImGuiTableFlags_BordersInnerV) { for (int order_n = 0; order_n < table->ColumnsCount; order_n++) { - if (!(table->EnabledMaskByDisplayOrder & ((ImU64)1 << order_n))) + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) continue; const int column_n = table->DisplayOrderToIndex[order_n]; @@ -2526,21 +2684,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table) // Draw in outer window so right-most column won't be clipped // Always draw full height border when being resized/hovered, or on the delimitation of frozen column scrolling. - ImU32 col; - float draw_y2; - if (is_hovered || is_resized || is_frozen_separator) - { - draw_y2 = draw_y2_body; - col = is_resized ? GetColorU32(ImGuiCol_SeparatorActive) : is_hovered ? GetColorU32(ImGuiCol_SeparatorHovered) : table->BorderColorStrong; - } - else - { - draw_y2 = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? draw_y2_head : draw_y2_body; - col = (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) ? table->BorderColorStrong : table->BorderColorLight; - } - + float draw_y2 = (is_hovered || is_resized || is_frozen_separator || (table->Flags & (ImGuiTableFlags_NoBordersInBody | ImGuiTableFlags_NoBordersInBodyUntilResize)) == 0) ? draw_y2_body : draw_y2_head; if (draw_y2 > draw_y1) - inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), col, border_size); + inner_drawlist->AddLine(ImVec2(column->MaxX, draw_y1), ImVec2(column->MaxX, draw_y2), TableGetColumnBorderCol(table, order_n, column_n), border_size); } } @@ -2557,7 +2703,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) const ImU32 outer_col = table->BorderColorStrong; if ((table->Flags & ImGuiTableFlags_BordersOuter) == ImGuiTableFlags_BordersOuter) { - inner_drawlist->AddRect(outer_border.Min, outer_border.Max, outer_col, 0.0f, 0, border_size); + inner_drawlist->AddRect(outer_border.Min, outer_border.Max + ImVec2(1, 1), outer_col, 0.0f, 0, border_size); } else if (table->Flags & ImGuiTableFlags_BordersOuterV) { @@ -2572,7 +2718,7 @@ void ImGui::TableDrawBorders(ImGuiTable* table) } if ((table->Flags & ImGuiTableFlags_BordersInnerH) && table->RowPosY2 < table->OuterRect.Max.y) { - // Draw bottom-most row border + // Draw bottom-most row border between it is above outer border. const float border_y = table->RowPosY2; if (border_y >= table->BgClipRect.Min.y && border_y < table->BgClipRect.Max.y) inner_drawlist->AddLine(ImVec2(table->BorderX1, border_y), ImVec2(table->BorderX2, border_y), table->BorderColorLight, border_size); @@ -2593,8 +2739,9 @@ void ImGui::TableDrawBorders(ImGuiTable* table) //------------------------------------------------------------------------- // Return NULL if no sort specs (most often when ImGuiTableFlags_Sortable is not set) -// You can sort your data again when 'SpecsChanged == true'. It will be true with sorting specs have changed since -// last call, or the first time. +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! // Lifetime: don't hold on this pointer over multiple frames or past any subsequent call to BeginTable()! ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() { @@ -2610,7 +2757,6 @@ ImGuiTableSortSpecs* ImGui::TableGetSortSpecs() TableUpdateLayout(table); TableSortSpecsBuild(table); - return &table->SortSpecs; } @@ -2729,7 +2875,7 @@ void ImGui::TableSortSpecsSanitize(ImGuiTable* table) } } - // Fallback default sort order (if no column had the ImGuiTableColumnFlags_DefaultSort flag) + // Fallback default sort order (if no column with the ImGuiTableColumnFlags_DefaultSort flag) if (sort_order_count == 0 && !(table->Flags & ImGuiTableFlags_SortTristate)) for (int column_n = 0; column_n < table->ColumnsCount; column_n++) { @@ -2783,6 +2929,8 @@ void ImGui::TableSortSpecsBuild(ImGuiTable* table) // - TableGetHeaderRowHeight() [Internal] // - TableHeadersRow() // - TableHeader() +// - TableAngledHeadersRow() +// - TableAngledHeadersRowEx() [Internal] //------------------------------------------------------------------------- float ImGui::TableGetHeaderRowHeight() @@ -2791,16 +2939,26 @@ float ImGui::TableGetHeaderRowHeight() // Calculate row height, for the unlikely case that some labels may be taller than others. // If we didn't do that, uneven header height would highlight but smaller one before the tallest wouldn't catch input for all height. // In your custom header row you may omit this all together and just call TableNextRow() without a height... - float row_height = GetTextLineHeight(); - int columns_count = TableGetColumnCount(); - for (int column_n = 0; column_n < columns_count; column_n++) - { - ImGuiTableColumnFlags flags = TableGetColumnFlags(column_n); - if ((flags & ImGuiTableColumnFlags_IsEnabled) && !(flags & ImGuiTableColumnFlags_NoHeaderLabel)) - row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(column_n)).y); - } - row_height += GetStyle().CellPadding.y * 2.0f; - return row_height; + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float row_height = g.FontSize; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if ((table->Columns[column_n].Flags & ImGuiTableColumnFlags_NoHeaderLabel) == 0) + row_height = ImMax(row_height, CalcTextSize(TableGetColumnName(table, column_n)).y); + return row_height + g.Style.CellPadding.y * 2.0f; +} + +float ImGui::TableGetHeaderAngledMaxLabelWidth() +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + float width = 0.0f; + for (int column_n = 0; column_n < table->ColumnsCount; column_n++) + if (IM_BITARRAY_TESTBIT(table->EnabledMaskByIndex, column_n)) + if (table->Columns[column_n].Flags & ImGuiTableColumnFlags_AngledHeader) + width = ImMax(width, CalcTextSize(TableGetColumnName(table, column_n), NULL, true).x); + return width + g.Style.CellPadding.x * 2.0f; } // [Public] This is a helper to output TableHeader() calls based on the column names declared in TableSetupColumn(). @@ -2820,9 +2978,9 @@ void ImGui::TableHeadersRow() TableUpdateLayout(table); // Open row - const float row_y1 = GetCursorScreenPos().y; const float row_height = TableGetHeaderRowHeight(); TableNextRow(ImGuiTableRowFlags_Headers, row_height); + const float row_y1 = GetCursorScreenPos().y; if (table->HostSkipItems) // Merely an optimization, you may skip in your own code. return; @@ -2833,10 +2991,9 @@ void ImGui::TableHeadersRow() continue; // Push an id to allow unnamed labels (generally accidental, but let's behave nicely with them) - // - in your own code you may omit the PushID/PopID all-together, provided you know they won't collide - // - table->InstanceCurrent is only >0 when we use multiple BeginTable/EndTable calls with same identifier. + // In your own code you may omit the PushID/PopID all-together, provided you know they won't collide. const char* name = (TableGetColumnFlags(column_n) & ImGuiTableColumnFlags_NoHeaderLabel) ? "" : TableGetColumnName(column_n); - PushID(table->InstanceCurrent * table->ColumnsCount + column_n); + PushID(column_n); TableHeader(name); PopID(); } @@ -2845,7 +3002,7 @@ void ImGui::TableHeadersRow() ImVec2 mouse_pos = ImGui::GetMousePos(); if (IsMouseReleased(1) && TableGetHoveredColumn() == columns_count) if (mouse_pos.y >= row_y1 && mouse_pos.y < row_y1 + row_height) - TableOpenContextMenu(-1); // Will open a non-column-specific popup. + TableOpenContextMenu(columns_count); // Will open a non-column-specific popup. } // Emit a column header (text + optional sort order) @@ -2874,16 +3031,19 @@ void ImGui::TableHeader(const char* label) // If we already got a row height, there's use that. // FIXME-TABLE: Padding problem if the correct outer-padding CellBgRect strays off our ClipRect? ImRect cell_r = TableGetCellBgRect(table, column_n); - float label_height = ImMax(label_size.y, table->RowMinHeight - table->CellPaddingY * 2.0f); + float label_height = ImMax(label_size.y, table->RowMinHeight - table->RowCellPaddingY * 2.0f); // Calculate ideal size for sort order arrow float w_arrow = 0.0f; float w_sort_text = 0.0f; + bool sort_arrow = false; char sort_order_suf[4] = ""; const float ARROW_SCALE = 0.65f; if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { - w_arrow = ImFloor(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + w_arrow = ImTrunc(g.FontSize * ARROW_SCALE + g.Style.FramePadding.x); + if (column->SortOrder != -1) + sort_arrow = true; if (column->SortOrder > 0) { ImFormatString(sort_order_suf, IM_ARRAYSIZE(sort_order_suf), "%d", column->SortOrder + 1); @@ -2891,13 +3051,12 @@ void ImGui::TableHeader(const char* label) } } - // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considering for merging. + // We feed our unclipped width to the column without writing on CursorMaxPos, so that column is still considered for merging. float max_pos_x = label_pos.x + label_size.x + w_sort_text + w_arrow; - column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, column->WorkMaxX); + column->ContentMaxXHeadersUsed = ImMax(column->ContentMaxXHeadersUsed, sort_arrow ? cell_r.Max.x : ImMin(max_pos_x, cell_r.Max.x)); column->ContentMaxXHeadersIdeal = ImMax(column->ContentMaxXHeadersIdeal, max_pos_x); // Keep header highlighted when context menu is open. - const bool selected = (table->IsContextPopupOpen && table->ContextPopupColumn == column_n && table->InstanceInteracted == table->InstanceCurrent); ImGuiID id = window->GetID(label); ImRect bb(cell_r.Min.x, cell_r.Min.y, cell_r.Max.x, ImMax(cell_r.Max.y, cell_r.Min.y + label_height + g.Style.CellPadding.y * 2.0f)); ItemSize(ImVec2(0.0f, label_height)); // Don't declare unclipped width, it'll be fed ContentMaxPosHeadersIdeal @@ -2907,12 +3066,11 @@ void ImGui::TableHeader(const char* label) //GetForegroundDrawList()->AddRect(cell_r.Min, cell_r.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] //GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 0, 0, 255)); // [DEBUG] - // Using AllowItemOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + // Using AllowOverlap mode because we cover the whole cell, and we want user to be able to submit subsequent items. + const bool highlight = (table->HighlightColumnHeader == column_n); bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowItemOverlap); - if (g.ActiveId != id) - SetItemAllowOverlap(); - if (held || hovered || selected) + bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_AllowOverlap); + if (held || hovered || highlight) { const ImU32 col = GetColorU32(held ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); //RenderFrame(bb.Min, bb.Max, col, false, 0.0f); @@ -2951,7 +3109,7 @@ void ImGui::TableHeader(const char* label) } // Sort order arrow - const float ellipsis_max = cell_r.Max.x - w_arrow - w_sort_text; + const float ellipsis_max = ImMax(cell_r.Max.x - w_arrow - w_sort_text, label_pos.x); if ((table->Flags & ImGuiTableFlags_Sortable) && !(column->Flags & ImGuiTableColumnFlags_NoSort)) { if (column->SortOrder != -1) @@ -2982,19 +3140,134 @@ void ImGui::TableHeader(const char* label) RenderTextEllipsis(window->DrawList, label_pos, ImVec2(ellipsis_max, label_pos.y + label_height + g.Style.FramePadding.y), ellipsis_max, ellipsis_max, label, label_end, &label_size); const bool text_clipped = label_size.x > (ellipsis_max - label_pos.x); - if (text_clipped && hovered && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay) - SetTooltip("%.*s", (int)(label_end - label), label); + if (text_clipped && hovered && g.ActiveId == 0) + SetItemTooltip("%.*s", (int)(label_end - label), label); // We don't use BeginPopupContextItem() because we want the popup to stay up even after the column is hidden if (IsMouseReleased(1) && IsItemHovered()) TableOpenContextMenu(column_n); } +// Unlike TableHeadersRow() it is not expected that you can reimplement or customize this with custom widgets. +// FIXME: highlight without ImGuiTableFlags_HighlightHoveredColumn +// FIXME: No hit-testing/button on the angled header. +void ImGui::TableAngledHeadersRow() +{ + ImGuiContext& g = *GImGui; + TableAngledHeadersRowEx(g.Style.TableAngledHeadersAngle, 0.0f); +} + +void ImGui::TableAngledHeadersRowEx(float angle, float max_label_width) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + ImGuiWindow* window = g.CurrentWindow; + ImDrawList* draw_list = window->DrawList; + IM_ASSERT(table != NULL && "Need to call TableHeadersRow() after BeginTable()!"); + IM_ASSERT(table->CurrentRow == -1 && "Must be first row"); + + if (max_label_width == 0.0f) + max_label_width = TableGetHeaderAngledMaxLabelWidth(); + + // Angle argument expressed in (-IM_PI/2 .. +IM_PI/2) as it is easier to think about for user. + const bool flip_label = (angle < 0.0f); + angle -= IM_PI * 0.5f; + const float cos_a = ImCos(angle); + const float sin_a = ImSin(angle); + const float label_cos_a = flip_label ? ImCos(angle + IM_PI) : cos_a; + const float label_sin_a = flip_label ? ImSin(angle + IM_PI) : sin_a; + const ImVec2 unit_right = ImVec2(cos_a, sin_a); + + // Calculate our base metrics and set angled headers data _before_ the first call to TableNextRow() + // FIXME-STYLE: Would it be better for user to submit 'max_label_width' or 'row_height' ? One can be derived from the other. + const float header_height = table->RowCellPaddingY * 2.0f + g.FontSize; + const float row_height = ImFabs(ImRotate(ImVec2(max_label_width, flip_label ? +header_height : -header_height), cos_a, sin_a).y); + const ImVec2 header_angled_vector = unit_right * (row_height / -sin_a); + table->AngledHeadersHeight = row_height; + table->AngledHeadersSlope = (sin_a != 0.0f) ? (cos_a / sin_a) : 0.0f; + + // Declare row, override and draw our own background + TableNextRow(ImGuiTableRowFlags_Headers, row_height); + TableNextColumn(); + table->DrawSplitter->SetCurrentChannel(draw_list, TABLE_DRAW_CHANNEL_BG0); + float clip_rect_min_x = table->BgClipRect.Min.x; + if (table->FreezeColumnsCount > 0) + clip_rect_min_x = ImMax(clip_rect_min_x, table->Columns[table->FreezeColumnsCount - 1].MaxX); + TableSetBgColor(ImGuiTableBgTarget_RowBg0, 0); // Cancel + PushClipRect(table->BgClipRect.Min, table->BgClipRect.Max, false); // Span all columns + draw_list->AddRectFilled(table->BgClipRect.Min, table->BgClipRect.Max, GetColorU32(ImGuiCol_TableHeaderBg, 0.25f)); // FIXME-STYLE: Change row background with an arbitrary color. + PushClipRect(ImVec2(clip_rect_min_x, table->BgClipRect.Min.y), table->BgClipRect.Max, true); // Span all columns + + const ImRect row_r(table->WorkRect.Min.x, table->BgClipRect.Min.y, table->WorkRect.Max.x, window->DC.CursorPos.y + row_height); + const ImGuiID row_id = GetID("##AngledHeaders"); + ButtonBehavior(row_r, row_id, NULL, NULL); + KeepAliveID(row_id); + + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); + int highlight_column_n = table->HighlightColumnHeader; + if (highlight_column_n == -1 && table->HoveredColumnBody != -1) + if (table_instance->HoveredRowLast == 0 && table->HoveredColumnBorder == -1 && (g.ActiveId == 0 || g.ActiveId == row_id || (table->IsActiveIdInTable || g.DragDropActive))) + highlight_column_n = table->HoveredColumnBody; + + float max_x = 0.0f; + for (int pass = 0; pass < 2; pass++) + for (int order_n = 0; order_n < table->ColumnsCount; order_n++) + { + if (!IM_BITARRAY_TESTBIT(table->EnabledMaskByDisplayOrder, order_n)) + continue; + const int column_n = table->DisplayOrderToIndex[order_n]; + ImGuiTableColumn* column = &table->Columns[column_n]; + if ((column->Flags & ImGuiTableColumnFlags_AngledHeader) == 0) // Note: can't rely on ImGuiTableColumnFlags_IsVisible test here. + continue; + + ImVec2 bg_shape[4]; + bg_shape[0] = ImVec2(column->MaxX, row_r.Max.y); + bg_shape[1] = ImVec2(column->MinX, row_r.Max.y); + bg_shape[2] = bg_shape[1] + header_angled_vector; + bg_shape[3] = bg_shape[0] + header_angled_vector; + if (pass == 0) + { + // Draw shape + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableHeaderBg)); + if (column_n == highlight_column_n) + draw_list->AddQuadFilled(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_Header)); // Highlight on hover + //draw_list->AddQuad(bg_shape[0], bg_shape[1], bg_shape[2], bg_shape[3], GetColorU32(ImGuiCol_TableBorderLight), 1.0f); + max_x = ImMax(max_x, bg_shape[3].x); + + // Draw label (first draw at an offset where RenderTextXXX() function won't meddle with applying current ClipRect, then transform to final offset) + // FIXME: May be worth tidying up all those operations to make them easier to understand. + const char* label_name = TableGetColumnName(table, column_n); + const float clip_width = max_label_width - (sin_a * table->RowCellPaddingY); + ImRect label_r(window->ClipRect.Min, window->ClipRect.Min + ImVec2(clip_width + (flip_label ? 0.0f : table->CellPaddingX), header_height + table->RowCellPaddingY)); + ImVec2 label_size = CalcTextSize(label_name, NULL, true); + ImVec2 label_off = ImVec2(flip_label ? ImMax(0.0f, max_label_width - label_size.x - table->CellPaddingX) : table->CellPaddingX, table->RowCellPaddingY); + int vtx_idx_begin = draw_list->_VtxCurrentIdx; + RenderTextEllipsis(draw_list, label_r.Min + label_off, label_r.Max, label_r.Max.x, label_r.Max.x, label_name, NULL, &label_size); + //if (g.IO.KeyShift) { draw_list->AddRect(label_r.Min, label_r.Max, IM_COL32(0, 255, 0, 255), 0.0f, 0, 2.0f); } + int vtx_idx_end = draw_list->_VtxCurrentIdx; + + // Rotate and offset label + ImVec2 pivot_in = label_r.GetBL(); + ImVec2 pivot_out = ImVec2(column->WorkMinX, row_r.Max.y) + (flip_label ? (unit_right * clip_width) : ImVec2(header_height, 0.0f)); + ShadeVertsTransformPos(draw_list, vtx_idx_begin, vtx_idx_end, pivot_in, label_cos_a, label_sin_a, pivot_out); // Rotate and offset + } + if (pass == 1) + { + // Draw border + draw_list->AddLine(bg_shape[0], bg_shape[3], TableGetColumnBorderCol(table, order_n, column_n)); + } + } + PopClipRect(); + PopClipRect(); + table->TempData->AngledheadersExtraWidth = ImMax(0.0f, max_x - table->Columns[table->RightMostEnabledColumn].MaxX); +} + //------------------------------------------------------------------------- // [SECTION] Tables: Context Menu //------------------------------------------------------------------------- // - TableOpenContextMenu() [Internal] -// - TableDrawContextMenu() [Internal] +// - TableBeginContextMenuPopup() [Internal] +// - TableDrawDefaultContextMenu() [Internal] //------------------------------------------------------------------------- // Use -1 to open menu not specific to a given column. @@ -3017,9 +3290,26 @@ void ImGui::TableOpenContextMenu(int column_n) } } +bool ImGui::TableBeginContextMenuPopup(ImGuiTable* table) +{ + if (!table->IsContextPopupOpen || table->InstanceCurrent != table->InstanceInteracted) + return false; + const ImGuiID context_menu_id = ImHashStr("##ContextMenu", 0, table->ID); + if (BeginPopupEx(context_menu_id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings)) + return true; + table->IsContextPopupOpen = false; + return false; +} + // Output context menu into current window (generally a popup) // FIXME-TABLE: Ideally this should be writable by the user. Full programmatic access to that data? -void ImGui::TableDrawContextMenu(ImGuiTable* table) +// Sections to display are pulled from 'flags_for_section_to_display', which is typically == table->Flags. +// - ImGuiTableFlags_Resizable -> display Sizing menu items +// - ImGuiTableFlags_Reorderable -> display "Reset Order" +////- ImGuiTableFlags_Sortable -> display sorting options (disabled) +// - ImGuiTableFlags_Hideable -> display columns visibility menu items +// It means if you have a custom context menus you can call this section and omit some sections, and add your own. +void ImGui::TableDrawDefaultContextMenu(ImGuiTable* table, ImGuiTableFlags flags_for_section_to_display) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; @@ -3031,29 +3321,29 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) ImGuiTableColumn* column = (column_n != -1) ? &table->Columns[column_n] : NULL; // Sizing - if (table->Flags & ImGuiTableFlags_Resizable) + if (flags_for_section_to_display & ImGuiTableFlags_Resizable) { if (column != NULL) { const bool can_resize = !(column->Flags & ImGuiTableColumnFlags_NoResize) && column->IsEnabled; - if (MenuItem("Size column to fit###SizeOne", NULL, false, can_resize)) + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableSizeOne), NULL, false, can_resize)) // "###SizeOne" TableSetColumnWidthAutoSingle(table, column_n); } const char* size_all_desc; if (table->ColumnsEnabledFixedCount == table->ColumnsEnabledCount && (table->Flags & ImGuiTableFlags_SizingMask_) != ImGuiTableFlags_SizingFixedSame) - size_all_desc = "Size all columns to fit###SizeAll"; // All fixed + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllFit); // "###SizeAll" All fixed else - size_all_desc = "Size all columns to default###SizeAll"; // All stretch or mixed + size_all_desc = LocalizeGetMsg(ImGuiLocKey_TableSizeAllDefault); // "###SizeAll" All stretch or mixed if (MenuItem(size_all_desc, NULL)) TableSetColumnWidthAutoAll(table); want_separator = true; } // Ordering - if (table->Flags & ImGuiTableFlags_Reorderable) + if (flags_for_section_to_display & ImGuiTableFlags_Reorderable) { - if (MenuItem("Reset order", NULL, false, !table->IsDefaultDisplayOrder)) + if (MenuItem(LocalizeGetMsg(ImGuiLocKey_TableResetOrder), NULL, false, !table->IsDefaultDisplayOrder)) table->IsResetDisplayOrderRequest = true; want_separator = true; } @@ -3065,7 +3355,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) // Sorting // (modify TableOpenContextMenu() to add _Sortable flag if enabling this) #if 0 - if ((table->Flags & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) + if ((flags_for_section_to_display & ImGuiTableFlags_Sortable) && column != NULL && (column->Flags & ImGuiTableColumnFlags_NoSort) == 0) { if (want_separator) Separator(); @@ -3080,7 +3370,7 @@ void ImGui::TableDrawContextMenu(ImGuiTable* table) #endif // Hiding / Visibility - if (table->Flags & ImGuiTableFlags_Hideable) + if (flags_for_section_to_display & ImGuiTableFlags_Hideable) { if (want_separator) Separator(); @@ -3410,21 +3700,20 @@ static void TableSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandle if (!save_column) continue; buf->appendf("Column %-2d", column_n); - if (column->UserID != 0) buf->appendf(" UserID=%08X", column->UserID); - if (save_size && column->IsStretch) buf->appendf(" Weight=%.4f", column->WidthOrWeight); - if (save_size && !column->IsStretch) buf->appendf(" Width=%d", (int)column->WidthOrWeight); - if (save_visible) buf->appendf(" Visible=%d", column->IsEnabled); - if (save_order) buf->appendf(" Order=%d", column->DisplayOrder); - if (save_sort && column->SortOrder != -1) buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); + if (column->UserID != 0) { buf->appendf(" UserID=%08X", column->UserID); } + if (save_size && column->IsStretch) { buf->appendf(" Weight=%.4f", column->WidthOrWeight); } + if (save_size && !column->IsStretch) { buf->appendf(" Width=%d", (int)column->WidthOrWeight); } + if (save_visible) { buf->appendf(" Visible=%d", column->IsEnabled); } + if (save_order) { buf->appendf(" Order=%d", column->DisplayOrder); } + if (save_sort && column->SortOrder != -1) { buf->appendf(" Sort=%d%c", column->SortOrder, (column->SortDirection == ImGuiSortDirection_Ascending) ? 'v' : '^'); } buf->append("\n"); } buf->append("\n"); } } -void ImGui::TableSettingsInstallHandler(ImGuiContext* context) +void ImGui::TableSettingsAddSettingsHandler() { - ImGuiContext& g = *context; ImGuiSettingsHandler ini_handler; ini_handler.TypeName = "Table"; ini_handler.TypeHash = ImHashStr("Table"); @@ -3433,7 +3722,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) ini_handler.ReadLineFn = TableSettingsHandler_ReadLine; ini_handler.ApplyAllFn = TableSettingsHandler_ApplyAll; ini_handler.WriteAllFn = TableSettingsHandler_WriteAll; - g.SettingsHandlers.push_back(ini_handler); + AddSettingsHandler(&ini_handler); } //------------------------------------------------------------------------- @@ -3447,7 +3736,7 @@ void ImGui::TableSettingsInstallHandler(ImGuiContext* context) // Remove Table (currently only used by TestEngine) void ImGui::TableRemove(ImGuiTable* table) { - //IMGUI_DEBUG_LOG("TableRemove() id=0x%08X\n", table->ID); + //IMGUI_DEBUG_PRINT("TableRemove() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; int table_idx = g.Tables.GetIndex(table); //memset(table->RawData.Data, 0, table->RawData.size_in_bytes()); @@ -3459,12 +3748,12 @@ void ImGui::TableRemove(ImGuiTable* table) // Free up/compact internal Table buffers for when it gets unused void ImGui::TableGcCompactTransientBuffers(ImGuiTable* table) { - //IMGUI_DEBUG_LOG("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); + //IMGUI_DEBUG_PRINT("TableGcCompactTransientBuffers() id=0x%08X\n", table->ID); ImGuiContext& g = *GImGui; IM_ASSERT(table->MemoryCompacted == false); table->SortSpecs.Specs = NULL; table->SortSpecsMulti.clear(); - table->IsSortSpecsDirty = true; // FIXME: shouldn't have to leak into user performing a sort + table->IsSortSpecsDirty = true; // FIXME: In theory shouldn't have to leak into user performing a sort on resume. table->ColumnsNames.clear(); table->MemoryCompacted = true; for (int n = 0; n < table->ColumnsCount; n++) @@ -3503,7 +3792,7 @@ void ImGui::TableGcCompactSettings() // - DebugNodeTable() [Internal] //------------------------------------------------------------------------- -#ifndef IMGUI_DISABLE_METRICS_WINDOW +#ifndef IMGUI_DISABLE_DEBUG_TOOLS static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_policy) { @@ -3517,13 +3806,10 @@ static const char* DebugNodeTableGetSizingPolicyDesc(ImGuiTableFlags sizing_poli void ImGui::DebugNodeTable(ImGuiTable* table) { - char buf[512]; - char* p = buf; - const char* buf_end = buf + IM_ARRAYSIZE(buf); - const bool is_active = (table->LastFrameActive >= ImGui::GetFrameCount() - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. - ImFormatString(p, buf_end - p, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); + ImGuiContext& g = *GImGui; + const bool is_active = (table->LastFrameActive >= g.FrameCount - 2); // Note that fully clipped early out scrolling tables will appear as inactive here. if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); } - bool open = TreeNode(table, "%s", buf); + bool open = TreeNode(table, "Table 0x%08X (%d columns, in '%s')%s", table->ID, table->ColumnsCount, table->OuterWindow->Name, is_active ? "" : " *Inactive*"); if (!is_active) { PopStyleColor(); } if (IsItemHovered()) GetForegroundDrawList()->AddRect(table->OuterRect.Min, table->OuterRect.Max, IM_COL32(255, 255, 0, 255)); @@ -3531,12 +3817,26 @@ void ImGui::DebugNodeTable(ImGuiTable* table) GetForegroundDrawList()->AddRect(GetItemRectMin(), GetItemRectMax(), IM_COL32(255, 255, 0, 255)); if (!open) return; + if (table->InstanceCurrent > 0) + Text("** %d instances of same table! Some data below will refer to last instance.", table->InstanceCurrent + 1); + if (g.IO.ConfigDebugIsDebuggerPresent) + { + if (DebugBreakButton("**DebugBreak**", "in BeginTable()")) + g.DebugBreakInTable = table->ID; + SameLine(); + } + bool clear_settings = SmallButton("Clear settings"); BulletText("OuterRect: Pos: (%.1f,%.1f) Size: (%.1f,%.1f) Sizing: '%s'", table->OuterRect.Min.x, table->OuterRect.Min.y, table->OuterRect.GetWidth(), table->OuterRect.GetHeight(), DebugNodeTableGetSizingPolicyDesc(table->Flags)); BulletText("ColumnsGivenWidth: %.1f, ColumnsAutoFitWidth: %.1f, InnerWidth: %.1f%s", table->ColumnsGivenWidth, table->ColumnsAutoFitWidth, table->InnerWidth, table->InnerWidth == 0.0f ? " (auto)" : ""); BulletText("CellPaddingX: %.1f, CellSpacingX: %.1f/%.1f, OuterPaddingX: %.1f", table->CellPaddingX, table->CellSpacingX1, table->CellSpacingX2, table->OuterPaddingX); BulletText("HoveredColumnBody: %d, HoveredColumnBorder: %d", table->HoveredColumnBody, table->HoveredColumnBorder); BulletText("ResizedColumn: %d, ReorderColumn: %d, HeldHeaderColumn: %d", table->ResizedColumn, table->ReorderColumn, table->HeldHeaderColumn); + for (int n = 0; n < table->InstanceCurrent + 1; n++) + { + ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, n); + BulletText("Instance %d: HoveredRow: %d, LastOuterHeight: %.2f", n, table_instance->HoveredRowLast, table_instance->LastOuterHeight); + } //BulletText("BgDrawChannels: %d/%d", 0, table->BgDrawChannelUnfrozen); float sum_weights = 0.0f; for (int n = 0; n < table->ColumnsCount; n++) @@ -3546,6 +3846,7 @@ void ImGui::DebugNodeTable(ImGuiTable* table) { ImGuiTableColumn* column = &table->Columns[n]; const char* name = TableGetColumnName(table, n); + char buf[512]; ImFormatString(buf, IM_ARRAYSIZE(buf), "Column %d order %d '%s': offset %+.2f to %+.2f%s\n" "Enabled: %d, VisibleX/Y: %d/%d, RequestOutput: %d, SkipItems: %d, DrawChannels: %d,%d\n" @@ -3595,7 +3896,7 @@ void ImGui::DebugNodeTableSettings(ImGuiTableSettings* settings) TreePop(); } -#else // #ifndef IMGUI_DISABLE_METRICS_WINDOW +#else // #ifndef IMGUI_DISABLE_DEBUG_TOOLS void ImGui::DebugNodeTable(ImGuiTable*) {} void ImGui::DebugNodeTableSettings(ImGuiTableSettings*) {} @@ -3834,6 +4135,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl columns->Count = columns_count; columns->Flags = flags; window->DC.CurrentColumns = columns; + window->DC.NavIsScrollPushableX = false; // Shortcut for NavUpdateCurrentWindowIsScrollPushableX(); columns->HostCursorPosY = window->DC.CursorPos.y; columns->HostCursorMaxPosX = window->DC.CursorMaxPos.x; @@ -3844,7 +4146,7 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl // Set state for first column // We aim so that the right-most column will have the same clipping width as other after being clipped by parent ClipRect const float column_padding = g.Style.ItemSpacing.x; - const float half_clip_extend_x = ImFloor(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); + const float half_clip_extend_x = ImTrunc(ImMax(window->WindowPadding.x * 0.5f, window->WindowBorderSize)); const float max_1 = window->WorkRect.Max.x + column_padding - ImMax(column_padding - window->WindowPadding.x, 0.0f); const float max_2 = window->WorkRect.Max.x + half_clip_extend_x; columns->OffMinX = window->DC.Indent.x - column_padding + ImMax(column_padding - window->WindowPadding.x, 0.0f); @@ -3891,8 +4193,9 @@ void ImGui::BeginColumns(const char* str_id, int columns_count, ImGuiOldColumnFl float width = offset_1 - offset_0; PushItemWidth(width * 0.65f); window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->WorkRect.Max.x = window->Pos.x + offset_1 - column_padding; + window->WorkRect.Max.y = window->ContentRegionRect.Max.y; } void ImGui::NextColumn() @@ -3906,7 +4209,7 @@ void ImGui::NextColumn() if (columns->Count == 1) { - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); IM_ASSERT(columns->Current == 0); return; } @@ -3935,9 +4238,10 @@ void ImGui::NextColumn() { // New row/line: column 0 honor IndentX. window->DC.ColumnsOffset.x = ImMax(column_padding - window->WindowPadding.x, 0.0f); + window->DC.IsSameLine = false; columns->LineMinY = columns->LineMaxY; } - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); window->DC.CursorPos.y = columns->LineMinY; window->DC.CurrLineSize = ImVec2(0.0f, 0.0f); window->DC.CurrLineTextBaseOffset = 0.0f; @@ -3986,8 +4290,7 @@ void ImGui::EndColumns() const ImGuiID column_id = columns->ID + ImGuiID(n); const float column_hit_hw = COLUMNS_HIT_RECT_HALF_WIDTH; const ImRect column_hit_rect(ImVec2(x - column_hit_hw, y1), ImVec2(x + column_hit_hw, y2)); - KeepAliveID(column_id); - if (IsClippedEx(column_hit_rect, column_id)) // FIXME: Can be removed or replaced with a lower-level test + if (!ItemAdd(column_hit_rect, column_id, NULL, ImGuiItemFlags_NoNav)) continue; bool hovered = false, held = false; @@ -4002,7 +4305,7 @@ void ImGui::EndColumns() // Draw column const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); - const float xi = IM_FLOOR(x); + const float xi = IM_TRUNC(x); window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col); } @@ -4023,7 +4326,8 @@ void ImGui::EndColumns() window->ParentWorkRect = columns->HostBackupParentWorkRect; window->DC.CurrentColumns = NULL; window->DC.ColumnsOffset.x = 0.0f; - window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + window->DC.CursorPos.x = IM_TRUNC(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x); + NavUpdateCurrentWindowIsScrollPushableX(); } void ImGui::Columns(int columns_count, const char* id, bool border) diff --git a/src/imgui/imgui_widgets.cpp b/src/imgui/imgui_widgets.cpp index f199ad4..93cfa38 100644 --- a/src/imgui/imgui_widgets.cpp +++ b/src/imgui/imgui_widgets.cpp @@ -1,4 +1,4 @@ -// dear imgui, v1.86 +// dear imgui, v1.90.2 WIP // (widgets code) /* @@ -18,6 +18,8 @@ Index of this file: // [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. // [SECTION] Widgets: TreeNode, CollapsingHeader, etc. // [SECTION] Widgets: Selectable +// [SECTION] Widgets: Typing-Select support +// [SECTION] Widgets: Multi-Select support // [SECTION] Widgets: ListBox // [SECTION] Widgets: PlotLines, PlotHistogram // [SECTION] Widgets: Value helpers @@ -32,21 +34,16 @@ Index of this file: #define _CRT_SECURE_NO_WARNINGS #endif -#include "imgui.h" -#ifndef IMGUI_DISABLE - #ifndef IMGUI_DEFINE_MATH_OPERATORS #define IMGUI_DEFINE_MATH_OPERATORS #endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE #include "imgui_internal.h" // System includes -#include // toupper -#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier -#include // intptr_t -#else #include // intptr_t -#endif //------------------------------------------------------------------------- // Warnings @@ -82,6 +79,7 @@ Index of this file: #pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind #pragma GCC diagnostic ignored "-Wformat-nonliteral" // warning: format not a string literal, format string not checked #pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead +#pragma GCC diagnostic ignored "-Wdeprecated-enum-enum-conversion" // warning: bitwise operation between different enumeration types ('XXXFlags_' and 'XXXFlagsPrivate_') is deprecated #endif //------------------------------------------------------------------------- @@ -124,9 +122,9 @@ static const ImU64 IM_U64_MAX = (2ULL * 9223372036854775807LL + 1); //------------------------------------------------------------------------- // For InputTextEx() -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source); static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** out_text_end); -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); +static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL, ImVec2* out_offset = NULL, bool stop_on_new_line = false); //------------------------------------------------------------------------- // [SECTION] Widgets: Text, etc. @@ -166,7 +164,21 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) const ImVec2 text_pos(window->DC.CursorPos.x, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); const float wrap_pos_x = window->DC.TextWrapPos; const bool wrap_enabled = (wrap_pos_x >= 0.0f); - if (text_end - text > 2000 && !wrap_enabled) + if (text_end - text <= 2000 || wrap_enabled) + { + // Common case + const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; + const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); + + ImRect bb(text_pos, text_pos + text_size); + ItemSize(text_size, 0.0f); + if (!ItemAdd(bb, 0)) + return; + + // Render (we don't hide text after ## in this end-user function) + RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); + } + else { // Long text! // Perform manual coarse clipping to optimize for long multi-line text @@ -239,19 +251,6 @@ void ImGui::TextEx(const char* text, const char* text_end, ImGuiTextFlags flags) ItemSize(text_size, 0.0f); ItemAdd(bb, 0); } - else - { - const float wrap_width = wrap_enabled ? CalcWrapWidthForPos(window->DC.CursorPos, wrap_pos_x) : 0.0f; - const ImVec2 text_size = CalcTextSize(text_begin, text_end, false, wrap_width); - - ImRect bb(text_pos, text_pos + text_size); - ItemSize(text_size, 0.0f); - if (!ItemAdd(bb, 0)) - return; - - // Render (we don't hide text after ## in this end-user function) - RenderTextWrapped(bb.Min, text_begin, text_end, wrap_width); - } } void ImGui::TextUnformatted(const char* text, const char* text_end) @@ -273,10 +272,9 @@ void ImGui::TextV(const char* fmt, va_list args) if (window->SkipItems) return; - // FIXME-OPT: Handle the %s shortcut? - ImGuiContext& g = *GImGui; - const char* text_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - TextEx(g.TempBuffer, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); + const char* text, *text_end; + ImFormatStringToTempBufferV(&text, &text_end, fmt, args); + TextEx(text, text_end, ImGuiTextFlags_NoWidthForLargeClippedText); } void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) @@ -290,10 +288,7 @@ void ImGui::TextColored(const ImVec4& col, const char* fmt, ...) void ImGui::TextColoredV(const ImVec4& col, const char* fmt, va_list args) { PushStyleColor(ImGuiCol_Text, col); - if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting - else - TextV(fmt, args); + TextV(fmt, args); PopStyleColor(); } @@ -309,10 +304,7 @@ void ImGui::TextDisabledV(const char* fmt, va_list args) { ImGuiContext& g = *GImGui; PushStyleColor(ImGuiCol_Text, g.Style.Colors[ImGuiCol_TextDisabled]); - if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting - else - TextV(fmt, args); + TextV(fmt, args); PopStyleColor(); } @@ -327,13 +319,10 @@ void ImGui::TextWrapped(const char* fmt, ...) void ImGui::TextWrappedV(const char* fmt, va_list args) { ImGuiContext& g = *GImGui; - bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set + const bool need_backup = (g.CurrentWindow->DC.TextWrapPos < 0.0f); // Keep existing wrap position if one is already set if (need_backup) PushTextWrapPos(0.0f); - if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0) - TextEx(va_arg(args, const char*), NULL, ImGuiTextFlags_NoWidthForLargeClippedText); // Skip formatting - else - TextV(fmt, args); + TextV(fmt, args); if (need_backup) PopTextWrapPos(); } @@ -357,8 +346,8 @@ void ImGui::LabelTextV(const char* label, const char* fmt, va_list args) const ImGuiStyle& style = g.Style; const float w = CalcItemWidth(); - const char* value_text_begin = &g.TempBuffer[0]; - const char* value_text_end = value_text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const char* value_text_begin, *value_text_end; + ImFormatStringToTempBufferV(&value_text_begin, &value_text_end, fmt, args); const ImVec2 value_size = CalcTextSize(value_text_begin, value_text_end, false); const ImVec2 label_size = CalcTextSize(label, NULL, true); @@ -393,8 +382,8 @@ void ImGui::BulletTextV(const char* fmt, va_list args) ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const char* text_begin = g.TempBuffer; - const char* text_end = text_begin + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); + const char* text_begin, *text_end; + ImFormatStringToTempBufferV(&text_begin, &text_end, fmt, args); const ImVec2 label_size = CalcTextSize(text_begin, text_end, false); const ImVec2 total_size = ImVec2(g.FontSize + (label_size.x > 0.0f ? (label_size.x + style.FramePadding.x * 2) : 0.0f), label_size.y); // Empty text doesn't add padding ImVec2 pos = window->DC.CursorPos; @@ -488,6 +477,9 @@ void ImGui::BulletTextV(const char* fmt, va_list args) // Frame N + RepeatDelay + RepeatRate*N true true - true //------------------------------------------------------------------------------------------------------------------------------------------------- +// FIXME: For refactor we could output flags, incl mouse hovered vs nav keyboard vs nav triggered etc. +// And better standardize how widgets use 'GetColor32((held && hovered) ? ... : hovered ? ...)' vs 'GetColor32(held ? ... : hovered ? ...);' +// For mouse feedback we typically prefer the 'held && hovered' test, but for nav feedback not always. Outputting hovered=true on Activation may be misleading. bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool* out_held, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; @@ -501,22 +493,27 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if ((flags & ImGuiButtonFlags_PressedOnMask_) == 0) flags |= ImGuiButtonFlags_PressedOnDefault_; + // Default behavior inherited from item flags + // Note that _both_ ButtonFlags and ItemFlags are valid sources, so copy one into the item_flags and only check that. + ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags); + if (flags & ImGuiButtonFlags_AllowOverlap) + item_flags |= ImGuiItemFlags_AllowOverlap; + if (flags & ImGuiButtonFlags_Repeat) + item_flags |= ImGuiItemFlags_ButtonRepeat; + ImGuiWindow* backup_hovered_window = g.HoveredWindow; const bool flatten_hovered_children = (flags & ImGuiButtonFlags_FlattenChildren) && g.HoveredWindow && g.HoveredWindow->RootWindow == window; if (flatten_hovered_children) g.HoveredWindow = window; #ifdef IMGUI_ENABLE_TEST_ENGINE + // Alternate registration spot, for when caller didn't use ItemAdd() if (id != 0 && g.LastItemData.ID != id) - IMGUI_TEST_ENGINE_ITEM_ADD(bb, id); + IMGUI_TEST_ENGINE_ITEM_ADD(id, bb, NULL); #endif bool pressed = false; - bool hovered = ItemHoverable(bb, id); - - // Drag source doesn't report as hovered - if (hovered && g.DragDropActive && g.DragDropPayload.SourceId == id && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoDisableHover)) - hovered = false; + bool hovered = ItemHoverable(bb, id, item_flags); // 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)) @@ -535,27 +532,29 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (flatten_hovered_children) g.HoveredWindow = backup_hovered_window; - // AllowOverlap mode (rarely used) requires previous frame HoveredId to be null or to match. This allows using patterns where a later submitted widget overlaps a previous one. - if (hovered && (flags & ImGuiButtonFlags_AllowItemOverlap) && (g.HoveredIdPreviousFrame != id && g.HoveredIdPreviousFrame != 0)) - hovered = false; - // Mouse handling + const ImGuiID test_owner_id = (flags & ImGuiButtonFlags_NoTestKeyOwner) ? ImGuiKeyOwner_Any : id; if (hovered) { + // Poll mouse buttons + // - 'mouse_button_clicked' is generally carried into ActiveIdMouseButton when setting ActiveId. + // - Technically we only need some values in one code path, but since this is gated by hovered test this is fine. + int mouse_button_clicked = -1; + int mouse_button_released = -1; + for (int button = 0; button < 3; button++) + if (flags & (ImGuiButtonFlags_MouseButtonLeft << button)) // Handle ImGuiButtonFlags_MouseButtonRight and ImGuiButtonFlags_MouseButtonMiddle here. + { + if (IsMouseClicked(button, test_owner_id) && mouse_button_clicked == -1) { mouse_button_clicked = button; } + if (IsMouseReleased(button, test_owner_id) && mouse_button_released == -1) { mouse_button_released = button; } + } + + // Process initial action if (!(flags & ImGuiButtonFlags_NoKeyModifiers) || (!g.IO.KeyCtrl && !g.IO.KeyShift && !g.IO.KeyAlt)) { - // Poll buttons - int mouse_button_clicked = -1; - int mouse_button_released = -1; - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseClicked[0]) { mouse_button_clicked = 0; } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseClicked[1]) { mouse_button_clicked = 1; } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseClicked[2]) { mouse_button_clicked = 2; } - if ((flags & ImGuiButtonFlags_MouseButtonLeft) && g.IO.MouseReleased[0]) { mouse_button_released = 0; } - else if ((flags & ImGuiButtonFlags_MouseButtonRight) && g.IO.MouseReleased[1]) { mouse_button_released = 1; } - else if ((flags & ImGuiButtonFlags_MouseButtonMiddle) && g.IO.MouseReleased[2]) { mouse_button_released = 2; } - if (mouse_button_clicked != -1 && g.ActiveId != id) { + if (!(flags & ImGuiButtonFlags_NoSetKeyOwner)) + SetKeyOwner(MouseButtonToKey(mouse_button_clicked), id); if (flags & (ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnClickReleaseAnywhere)) { SetActiveID(id, window); @@ -577,21 +576,23 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool FocusWindow(window); } } - if ((flags & ImGuiButtonFlags_PressedOnRelease) && mouse_button_released != -1) + if (flags & ImGuiButtonFlags_PressedOnRelease) { - // Repeat mode trumps on release behavior - const bool has_repeated_at_least_once = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; - if (!has_repeated_at_least_once) - pressed = true; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) - SetFocusID(id, window); - ClearActiveID(); + if (mouse_button_released != -1) + { + const bool has_repeated_at_least_once = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button_released] >= g.IO.KeyRepeatDelay; // Repeat mode trumps on release behavior + if (!has_repeated_at_least_once) + pressed = true; + if (!(flags & ImGuiButtonFlags_NoNavFocus)) + SetFocusID(id, window); + ClearActiveID(); + } } // 'Repeat' mode acts when held regardless of _PressedOn flags (see table above). // Relies on repeat logic of IsMouseClicked() but we may as well do it ourselves if we end up exposing finer RepeatDelay/RepeatRate settings. - if (g.ActiveId == id && (flags & ImGuiButtonFlags_Repeat)) - if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, true)) + if (g.ActiveId == id && (item_flags & ImGuiItemFlags_ButtonRepeat)) + if (g.IO.MouseDownDuration[g.ActiveIdMouseButton] > 0.0f && IsMouseClicked(g.ActiveIdMouseButton, test_owner_id, ImGuiInputFlags_Repeat)) pressed = true; } @@ -599,23 +600,34 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.NavDisableHighlight = true; } - // 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)) + // Gamepad/Keyboard handling + // We report navigated and navigation-activated items as hovered but we don't set g.HoveredId to not interfere with mouse. + if (g.NavId == id && !g.NavDisableHighlight && g.NavDisableMouseHover) if (!(flags & ImGuiButtonFlags_NoHoveredOnFocus)) hovered = true; if (g.NavActivateDownId == id) { bool nav_activated_by_code = (g.NavActivateId == id); - bool nav_activated_by_inputs = IsNavInputTest(ImGuiNavInput_Activate, (flags & ImGuiButtonFlags_Repeat) ? ImGuiInputReadMode_Repeat : ImGuiInputReadMode_Pressed); + bool nav_activated_by_inputs = (g.NavActivatePressedId == id); + if (!nav_activated_by_inputs && (item_flags & ImGuiItemFlags_ButtonRepeat)) + { + // Avoid pressing multiple keys from triggering excessive amount of repeat events + const ImGuiKeyData* key1 = GetKeyData(ImGuiKey_Space); + const ImGuiKeyData* key2 = GetKeyData(ImGuiKey_Enter); + const ImGuiKeyData* key3 = GetKeyData(ImGuiKey_NavGamepadActivate); + const float t1 = ImMax(ImMax(key1->DownDuration, key2->DownDuration), key3->DownDuration); + nav_activated_by_inputs = CalcTypematicRepeatAmount(t1 - g.IO.DeltaTime, t1, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0; + } if (nav_activated_by_code || nav_activated_by_inputs) { // Set active id so it can be queried by user via IsItemActive(), equivalent of holding the mouse button. pressed = true; SetActiveID(id, window); - g.ActiveIdSource = ImGuiInputSource_Nav; - if (!(flags & ImGuiButtonFlags_NoNavFocus)) + g.ActiveIdSource = g.NavInputSource; + if (!(flags & ImGuiButtonFlags_NoNavFocus) && !(g.NavActivateFlags & ImGuiActivateFlags_FromShortcut)) SetFocusID(id, window); + if (g.NavActivateFlags & ImGuiActivateFlags_FromShortcut) + g.ActiveIdFromShortcut = true; } } @@ -629,8 +641,12 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool g.ActiveIdClickOffset = g.IO.MousePos - bb.Min; const int mouse_button = g.ActiveIdMouseButton; - IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT); - if (g.IO.MouseDown[mouse_button]) + if (mouse_button == -1) + { + // Fallback for the rare situation were g.ActiveId was set programmatically or from another widget (e.g. #6304). + ClearActiveID(); + } + else if (IsMouseDown(mouse_button, test_owner_id)) { held = true; } @@ -642,8 +658,9 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool { // Report as pressed when releasing the mouse (this is the most common path) bool is_double_click_release = (flags & ImGuiButtonFlags_PressedOnDoubleClick) && g.IO.MouseReleased[mouse_button] && g.IO.MouseClickedLastCount[mouse_button] == 2; - bool is_repeating_already = (flags & ImGuiButtonFlags_Repeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps - if (!is_double_click_release && !is_repeating_already) + bool is_repeating_already = (item_flags & ImGuiItemFlags_ButtonRepeat) && g.IO.MouseDownDurationPrev[mouse_button] >= g.IO.KeyRepeatDelay; // Repeat mode trumps + bool is_button_avail_or_owned = TestKeyOwner(MouseButtonToKey(mouse_button), test_owner_id); + if (!is_double_click_release && !is_repeating_already && is_button_avail_or_owned) pressed = true; } ClearActiveID(); @@ -651,16 +668,22 @@ bool ImGui::ButtonBehavior(const ImRect& bb, ImGuiID id, bool* out_hovered, bool if (!(flags & ImGuiButtonFlags_NoNavFocus)) g.NavDisableHighlight = true; } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { // When activated using Nav, we hold on the ActiveID until activation button is released - if (g.NavActivateDownId != id) + if (g.NavActivateDownId == id) + held = true; // hovered == true not true as we are already likely hovered on direct activation. + else ClearActiveID(); } if (pressed) g.ActiveIdHasBeenPressedBefore = true; } + // Activation highlight (this may be a remote activation) + if (g.NavHighlightActivatedId == id) + hovered = true; + if (out_hovered) *out_hovered = hovered; if (out_held) *out_held = held; @@ -688,9 +711,6 @@ bool ImGui::ButtonEx(const char* label, const ImVec2& size_arg, ImGuiButtonFlags if (!ItemAdd(bb, id)) return false; - if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) - flags |= ImGuiButtonFlags_Repeat; - bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); @@ -731,6 +751,7 @@ bool ImGui::SmallButton(const char* label) // Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id) bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; @@ -748,16 +769,17 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiBut bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags) { + ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(str_id); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); const float default_size = GetFrameHeight(); @@ -765,9 +787,6 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu if (!ItemAdd(bb, id)) return false; - if (g.LastItemData.InFlags & ImGuiItemFlags_ButtonRepeat) - flags |= ImGuiButtonFlags_Repeat; - bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); @@ -778,6 +797,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding); RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir); + IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags); return pressed; } @@ -795,14 +815,14 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) // Tweak 1: Shrink hit-testing area if button covers an abnormally large proportion of the visible region. That's in order to facilitate moving the window away. (#3825) // This may better be applied as a general hit-rect reduction mechanism for all widgets to ensure the area to move window is always accessible? - const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); + const ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); ImRect bb_interact = bb; const float area_to_visible_ratio = window->OuterRectClipped.GetArea() / bb.GetArea(); if (area_to_visible_ratio < 1.5f) - bb_interact.Expand(ImFloor(bb_interact.GetSize() * -0.25f)); + bb_interact.Expand(ImTrunc(bb_interact.GetSize() * -0.25f)); // Tweak 2: We intentionally allow interaction when clipped so that a mechanical Alt,Right,Activate sequence can always close a window. - // (this isn't the regular behavior of buttons, but it doesn't affect the user much because navigation tends to keep items visible). + // (this isn't the common behavior of buttons, but it doesn't affect the user because navigation tends to keep items visible in scrolling layer). bool is_clipped = !ItemAdd(bb_interact, id); bool hovered, held; @@ -815,7 +835,7 @@ bool ImGui::CloseButton(ImGuiID id, const ImVec2& pos) ImU32 col = GetColorU32(held ? ImGuiCol_ButtonActive : ImGuiCol_ButtonHovered); ImVec2 center = bb.GetCenter(); if (hovered) - window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col, 12); + window->DrawList->AddCircleFilled(center, ImMax(2.0f, g.FontSize * 0.5f + 1.0f), col); float cross_extent = g.FontSize * 0.5f * 0.7071f - 1.0f; ImU32 cross_col = GetColorU32(ImGuiCol_Text); @@ -831,18 +851,19 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize) + g.Style.FramePadding * 2.0f); - ItemAdd(bb, id); + ImRect bb(pos, pos + ImVec2(g.FontSize, g.FontSize)); + bool is_clipped = !ItemAdd(bb, id); bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_None); + if (is_clipped) + return pressed; // Render ImU32 bg_col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); ImU32 text_col = GetColorU32(ImGuiCol_Text); - ImVec2 center = bb.GetCenter(); if (hovered || held) - window->DrawList->AddCircleFilled(center/*+ ImVec2(0.0f, -0.5f)*/, g.FontSize * 0.5f + 1.0f, bg_col, 12); - RenderArrow(window->DrawList, bb.Min + g.Style.FramePadding, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); + window->DrawList->AddCircleFilled(bb.GetCenter() + ImVec2(0.0f, -0.5f), g.FontSize * 0.5f + 1.0f, bg_col); + RenderArrow(window->DrawList, bb.Min, text_col, window->Collapsed ? ImGuiDir_Right : ImGuiDir_Down, 1.0f); // Switch to moving the window after mouse is moved beyond the initial drag threshold if (IsItemActive() && IsMouseDragging(0)) @@ -853,7 +874,7 @@ bool ImGui::CollapseButton(ImGuiID id, const ImVec2& pos) ImGuiID ImGui::GetWindowScrollbarID(ImGuiWindow* window, ImGuiAxis axis) { - return window->GetIDNoKeepAlive(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); + return window->GetID(axis == ImGuiAxis_X ? "#SCROLLX" : "#SCROLLY"); } // Return scrollbar rectangle, must only be called for corresponding axis if window->ScrollbarX/Y is set. @@ -865,18 +886,16 @@ ImRect ImGui::GetWindowScrollbarRect(ImGuiWindow* window, ImGuiAxis axis) const float scrollbar_size = window->ScrollbarSizes[axis ^ 1]; // (ScrollbarSizes.x = width of Y scrollbar; ScrollbarSizes.y = height of X scrollbar) IM_ASSERT(scrollbar_size > 0.0f); if (axis == ImGuiAxis_X) - return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x, outer_rect.Max.y); + return ImRect(inner_rect.Min.x, ImMax(outer_rect.Min.y, outer_rect.Max.y - border_size - scrollbar_size), inner_rect.Max.x - border_size, outer_rect.Max.y - border_size); else - return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x, inner_rect.Max.y); + return ImRect(ImMax(outer_rect.Min.x, outer_rect.Max.x - border_size - scrollbar_size), inner_rect.Min.y, outer_rect.Max.x - border_size, inner_rect.Max.y - border_size); } void ImGui::Scrollbar(ImGuiAxis axis) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiID id = GetWindowScrollbarID(window, axis); - KeepAliveID(id); // Calculate scrollbar bounding box ImRect bb = GetWindowScrollbarRect(window, axis); @@ -930,7 +949,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 const bool allow_interaction = (alpha >= 1.0f); ImRect bb = bb_frame; - bb.Expand(ImVec2(-ImClamp(IM_FLOOR((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_FLOOR((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); + bb.Expand(ImVec2(-ImClamp(IM_TRUNC((bb_frame_width - 2.0f) * 0.5f), 0.0f, 3.0f), -ImClamp(IM_TRUNC((bb_frame_height - 2.0f) * 0.5f), 0.0f, 3.0f))); // V denote the main, longer axis of the scrollbar (= height for a vertical scrollbar) const float scrollbar_size_v = (axis == ImGuiAxis_X) ? bb.GetWidth() : bb.GetHeight(); @@ -945,6 +964,7 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // Handle input right away. None of the code of Begin() is relying on scrolling position before calling Scrollbar(). bool held = false; bool hovered = false; + ItemAdd(bb_frame, id, NULL, ImGuiItemFlags_NoNav); ButtonBehavior(bb, id, &hovered, &held, ImGuiButtonFlags_NoNavFocus); const ImS64 scroll_max = ImMax((ImS64)1, size_contents_v - size_avail_v); @@ -957,7 +977,6 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 // 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 (g.ActiveIdIsJustActivated) @@ -998,46 +1017,44 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 return held; } -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) { 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); + const float border_size = (border_col.w > 0.0f) ? 1.0f : 0.0f; + const ImVec2 padding(border_size, border_size); + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, 0)) return; - if (border_col.w > 0.0f) - { - window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f); - window->DrawList->AddImage(user_texture_id, bb.Min + ImVec2(1, 1), bb.Max - ImVec2(1, 1), uv0, uv1, GetColorU32(tint_col)); - } - else - { - window->DrawList->AddImage(user_texture_id, bb.Min, bb.Max, uv0, uv1, GetColorU32(tint_col)); - } + // Render + if (border_size > 0.0f) + window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(border_col), 0.0f, ImDrawFlags_None, border_size); + window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); } // ImageButton() is flawed as 'id' is always derived from 'texture_id' (see #2464 #1390) // We provide this internal helper to write your own variant while we figure out how to redesign the public ImageButton() API. -bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, const ImVec2& padding, const ImVec4& bg_col, const ImVec4& tint_col) +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) return false; - const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size + padding * 2); + const ImVec2 padding = g.Style.FramePadding; + const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + image_size + padding * 2.0f); ItemSize(bb); if (!ItemAdd(bb, id)) return false; bool hovered, held; - bool pressed = ButtonBehavior(bb, id, &hovered, &held); + bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags); // Render const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button); @@ -1050,9 +1067,22 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID texture_id, const ImVec2& size return pressed; } -// frame_padding < 0: uses FramePadding from style (default) -// frame_padding = 0: no framing -// frame_padding > 0: set framing size +// Note that ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. +bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + if (window->SkipItems) + return false; + + return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy API obsoleted in 1.89. Two differences with new ImageButton() +// - new ImageButton() requires an explicit 'const char* str_id' Old ImageButton() used opaque imTextureId (created issue with: multiple buttons with same image, transient texture id values, opaque computation of ID) +// - new ImageButton() always use style.FramePadding Old ImageButton() had an override argument. +// If you need to change padding with new ImageButton() you can use PushStyleVar(ImGuiStyleVar_FramePadding, value), consistent with other Button functions. bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0, const ImVec2& uv1, int frame_padding, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; @@ -1065,9 +1095,14 @@ bool ImGui::ImageButton(ImTextureID user_texture_id, const ImVec2& size, const I const ImGuiID id = window->GetID("#image"); PopID(); - const ImVec2 padding = (frame_padding >= 0) ? ImVec2((float)frame_padding, (float)frame_padding) : g.Style.FramePadding; - return ImageButtonEx(id, user_texture_id, size, uv0, uv1, padding, bg_col, tint_col); + if (frame_padding >= 0) + PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2((float)frame_padding, (float)frame_padding)); + bool ret = ImageButtonEx(id, user_texture_id, size, uv0, uv1, bg_col, tint_col); + if (frame_padding >= 0) + PopStyleVar(); + return ret; } +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS bool ImGui::Checkbox(const char* label, bool* v) { @@ -1107,12 +1142,12 @@ bool ImGui::Checkbox(const char* label, bool* v) { // Undocumented tristate/mixed/indeterminate checkbox (#2644) // This may seem awkwardly designed because the aim is to make ImGuiItemFlags_MixedValue supported by all widgets (not just checkbox) - ImVec2 pad(ImMax(1.0f, IM_FLOOR(square_sz / 3.6f)), ImMax(1.0f, IM_FLOOR(square_sz / 3.6f))); + ImVec2 pad(ImMax(1.0f, IM_TRUNC(square_sz / 3.6f)), ImMax(1.0f, IM_TRUNC(square_sz / 3.6f))); window->DrawList->AddRectFilled(check_bb.Min + pad, check_bb.Max - pad, check_col, style.FrameRounding); } else if (*v) { - const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); RenderCheckMark(window->DrawList, check_bb.Min + ImVec2(pad, pad), check_col, square_sz - pad * 2.0f); } @@ -1135,10 +1170,8 @@ bool ImGui::CheckboxFlagsT(const char* label, T* flags, T flags_value) if (!all_on && any_on) { ImGuiContext& g = *GImGui; - ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_MixedValue; + g.NextItemData.ItemFlags |= ImGuiItemFlags_MixedValue; pressed = Checkbox(label, &all_on); - g.CurrentItemFlags = backup_item_flags; } else { @@ -1205,17 +1238,18 @@ bool ImGui::RadioButton(const char* label, bool active) MarkItemEdited(id); RenderNavHighlight(total_bb, id); - window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), 16); + const int num_segment = window->DrawList->_CalcCircleAutoSegmentCount(radius); + window->DrawList->AddCircleFilled(center, radius, GetColorU32((held && hovered) ? ImGuiCol_FrameBgActive : hovered ? ImGuiCol_FrameBgHovered : ImGuiCol_FrameBg), num_segment); if (active) { - const float pad = ImMax(1.0f, IM_FLOOR(square_sz / 6.0f)); - window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark), 16); + const float pad = ImMax(1.0f, IM_TRUNC(square_sz / 6.0f)); + window->DrawList->AddCircleFilled(center, radius - pad, GetColorU32(ImGuiCol_CheckMark)); } 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); + window->DrawList->AddCircle(center + ImVec2(1, 1), radius, GetColorU32(ImGuiCol_BorderShadow), num_segment, style.FrameBorderSize); + window->DrawList->AddCircle(center, radius, GetColorU32(ImGuiCol_Border), num_segment, style.FrameBorderSize); } ImVec2 label_pos = ImVec2(check_bb.Max.x + style.ItemInnerSpacing.x, check_bb.Min.y + style.FramePadding.y); @@ -1282,7 +1316,7 @@ void ImGui::Bullet() ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; - const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + g.Style.FramePadding.y * 2), g.FontSize); + const float line_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), g.FontSize); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(g.FontSize, line_height)); ItemSize(bb); if (!ItemAdd(bb, 0)) @@ -1338,6 +1372,7 @@ void ImGui::NewLine() ImGuiContext& g = *GImGui; const ImGuiLayoutType backup_layout_type = window->DC.LayoutType; window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; if (window->DC.CurrLineSize.y > 0.0f) // In the event that we are on a line with items that is smaller that FontSize high, we will preserve its height. ItemSize(ImVec2(0, 0)); else @@ -1357,7 +1392,9 @@ void ImGui::AlignTextToFramePadding() } // Horizontal/vertical separating line -void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) +// FIXME: Surprisingly, this seemingly trivial widget is a victim of many different legacy/tricky layout issues. +// Note how thickness == 1.0f is handled specifically as not moving CursorPos by 'thickness', but other values are. +void ImGui::SeparatorEx(ImGuiSeparatorFlags flags, float thickness) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -1365,55 +1402,50 @@ void ImGui::SeparatorEx(ImGuiSeparatorFlags flags) ImGuiContext& g = *GImGui; IM_ASSERT(ImIsPowerOfTwo(flags & (ImGuiSeparatorFlags_Horizontal | ImGuiSeparatorFlags_Vertical))); // Check that only 1 option is selected + IM_ASSERT(thickness > 0.0f); - float thickness_draw = 1.0f; - float thickness_layout = 0.0f; if (flags & ImGuiSeparatorFlags_Vertical) { - // Vertical separator, for menu bars (use current line height). Not exposed because it is misleading and it doesn't have an effect on regular layout. + // Vertical separator, for menu bars (use current line height). float y1 = window->DC.CursorPos.y; float y2 = window->DC.CursorPos.y + window->DC.CurrLineSize.y; - const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness_draw, y2)); - ItemSize(ImVec2(thickness_layout, 0.0f)); + const ImRect bb(ImVec2(window->DC.CursorPos.x, y1), ImVec2(window->DC.CursorPos.x + thickness, y2)); + ItemSize(ImVec2(thickness, 0.0f)); if (!ItemAdd(bb, 0)) return; // Draw - window->DrawList->AddLine(ImVec2(bb.Min.x, bb.Min.y), ImVec2(bb.Min.x, bb.Max.y), GetColorU32(ImGuiCol_Separator)); + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) LogText(" |"); } else if (flags & ImGuiSeparatorFlags_Horizontal) { // Horizontal Separator - float x1 = window->Pos.x; - float x2 = window->Pos.x + window->Size.x; - - // FIXME-WORKRECT: old hack (#205) until we decide of consistent behavior with WorkRect/Indent and Separator - if (g.GroupStack.Size > 0 && g.GroupStack.back().WindowID == window->ID) - x1 += window->DC.Indent.x; - - // FIXME-WORKRECT: In theory we should simply be using WorkRect.Min.x/Max.x everywhere but it isn't aesthetically what we want, - // need to introduce a variant of WorkRect for that purpose. (#4787) - if (ImGuiTable* table = g.CurrentTable) - { - x1 = table->Columns[table->CurrentColumn].MinX; - x2 = table->Columns[table->CurrentColumn].MaxX; - } + float x1 = window->DC.CursorPos.x; + float x2 = window->WorkRect.Max.x; + // Preserve legacy behavior inside Columns() + // Before Tables API happened, we relied on Separator() to span all columns of a Columns() set. + // We currently don't need to provide the same feature for tables because tables naturally have border features. ImGuiOldColumns* columns = (flags & ImGuiSeparatorFlags_SpanAllColumns) ? window->DC.CurrentColumns : NULL; if (columns) + { + x1 = window->Pos.x + window->DC.Indent.x; // Used to be Pos.x before 2023/10/03 + x2 = window->Pos.x + window->Size.x; PushColumnsBackground(); + } // We don't provide our width to the layout so that it doesn't get feed back into AutoFit // FIXME: This prevents ->CursorMaxPos based bounding box evaluation from working (e.g. TableEndCell) - const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness_draw)); - ItemSize(ImVec2(0.0f, thickness_layout)); - const bool item_visible = ItemAdd(bb, 0); - if (item_visible) + const float thickness_for_layout = (thickness == 1.0f) ? 0.0f : thickness; // FIXME: See 1.70/1.71 Separator() change: makes legacy 1-px separator not affect layout yet. Should change. + const ImRect bb(ImVec2(x1, window->DC.CursorPos.y), ImVec2(x2, window->DC.CursorPos.y + thickness)); + ItemSize(ImVec2(0.0f, thickness_for_layout)); + + if (ItemAdd(bb, 0)) { // Draw - window->DrawList->AddLine(bb.Min, ImVec2(bb.Max.x, bb.Min.y), GetColorU32(ImGuiCol_Separator)); + window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator)); if (g.LogEnabled) LogRenderedText(&bb.Min, "--------------------------------\n"); @@ -1433,33 +1465,105 @@ void ImGui::Separator() if (window->SkipItems) return; - // Those flags should eventually be overridable by the user + // Those flags should eventually be configurable by the user + // FIXME: We cannot g.Style.SeparatorTextBorderSize for thickness as it relates to SeparatorText() which is a decorated separator, not defaulting to 1.0f. ImGuiSeparatorFlags flags = (window->DC.LayoutType == ImGuiLayoutType_Horizontal) ? ImGuiSeparatorFlags_Vertical : ImGuiSeparatorFlags_Horizontal; - flags |= ImGuiSeparatorFlags_SpanAllColumns; // NB: this only applies to legacy Columns() api as they relied on Separator() a lot. - SeparatorEx(flags); + + // Only applies to legacy Columns() api as they relied on Separator() a lot. + if (window->DC.CurrentColumns) + flags |= ImGuiSeparatorFlags_SpanAllColumns; + + SeparatorEx(flags, 1.0f); +} + +void ImGui::SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_w) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + ImGuiStyle& style = g.Style; + + const ImVec2 label_size = CalcTextSize(label, label_end, false); + const ImVec2 pos = window->DC.CursorPos; + const ImVec2 padding = style.SeparatorTextPadding; + + const float separator_thickness = style.SeparatorTextBorderSize; + const ImVec2 min_size(label_size.x + extra_w + padding.x * 2.0f, ImMax(label_size.y + padding.y * 2.0f, separator_thickness)); + const ImRect bb(pos, ImVec2(window->WorkRect.Max.x, pos.y + min_size.y)); + const float text_baseline_y = ImTrunc((bb.GetHeight() - label_size.y) * style.SeparatorTextAlign.y + 0.99999f); //ImMax(padding.y, ImFloor((style.SeparatorTextSize - label_size.y) * 0.5f)); + ItemSize(min_size, text_baseline_y); + if (!ItemAdd(bb, id)) + return; + + const float sep1_x1 = pos.x; + const float sep2_x2 = bb.Max.x; + const float seps_y = ImTrunc((bb.Min.y + bb.Max.y) * 0.5f + 0.99999f); + + const float label_avail_w = ImMax(0.0f, sep2_x2 - sep1_x1 - padding.x * 2.0f); + const ImVec2 label_pos(pos.x + padding.x + ImMax(0.0f, (label_avail_w - label_size.x - extra_w) * style.SeparatorTextAlign.x), pos.y + text_baseline_y); // FIXME-ALIGN + + // This allows using SameLine() to position something in the 'extra_w' + window->DC.CursorPosPrevLine.x = label_pos.x + label_size.x; + + const ImU32 separator_col = GetColorU32(ImGuiCol_Separator); + if (label_size.x > 0.0f) + { + const float sep1_x2 = label_pos.x - style.ItemSpacing.x; + const float sep2_x1 = label_pos.x + label_size.x + extra_w + style.ItemSpacing.x; + if (sep1_x2 > sep1_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep1_x2, seps_y), separator_col, separator_thickness); + if (sep2_x2 > sep2_x1 && separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep2_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + if (g.LogEnabled) + LogSetNextTextDecoration("---", NULL); + RenderTextEllipsis(window->DrawList, label_pos, ImVec2(bb.Max.x, bb.Max.y + style.ItemSpacing.y), bb.Max.x, bb.Max.x, label, label_end, &label_size); + } + else + { + if (g.LogEnabled) + LogText("---"); + if (separator_thickness > 0.0f) + window->DrawList->AddLine(ImVec2(sep1_x1, seps_y), ImVec2(sep2_x2, seps_y), separator_col, separator_thickness); + } +} + +void ImGui::SeparatorText(const char* label) +{ + ImGuiWindow* window = GetCurrentWindow(); + if (window->SkipItems) + return; + + // The SeparatorText() vs SeparatorTextEx() distinction is designed to be considerate that we may want: + // - allow separator-text to be draggable items (would require a stable ID + a noticeable highlight) + // - this high-level entry point to allow formatting? (which in turns may require ID separate from formatted string) + // - because of this we probably can't turn 'const char* label' into 'const char* fmt, ...' + // Otherwise, we can decide that users wanting to drag this would layout a dedicated drag-item, + // and then we can turn this into a format function. + SeparatorTextEx(0, label, FindRenderedTextEnd(label), 0.0f); } // Using 'hover_visibility_delay' allows us to hide the highlight and mouse cursor for a short time, which can be convenient to reduce visual noise. -bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay) +bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float* size1, float* size2, float min_size1, float min_size2, float hover_extend, float hover_visibility_delay, ImU32 bg_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus; - bool item_add = ItemAdd(bb, id); - g.CurrentItemFlags = item_flags_backup; - if (!item_add) + if (!ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav)) return false; + // FIXME: AFAIK the only leftover reason for passing ImGuiButtonFlags_AllowOverlap here is + // to allow caller of SplitterBehavior() to call SetItemAllowOverlap() after the item. + // Nowadays we would instead want to use SetNextItemAllowOverlap() before the item. + ImGuiButtonFlags button_flags = ImGuiButtonFlags_FlattenChildren; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + button_flags |= ImGuiButtonFlags_AllowOverlap; +#endif + bool hovered, held; ImRect bb_interact = bb; bb_interact.Expand(axis == ImGuiAxis_Y ? ImVec2(0.0f, hover_extend) : ImVec2(hover_extend, 0.0f)); - ButtonBehavior(bb_interact, id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_AllowItemOverlap); + ButtonBehavior(bb_interact, id, &hovered, &held, button_flags); if (hovered) g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect; // for IsItemHovered(), because bb_interact is larger than bb - if (g.ActiveId != id) - SetItemAllowOverlap(); if (held || (hovered && g.HoveredIdPreviousFrame == id && g.HoveredIdTimer >= hover_visibility_delay)) SetMouseCursor(axis == ImGuiAxis_Y ? ImGuiMouseCursor_ResizeNS : ImGuiMouseCursor_ResizeEW); @@ -1467,8 +1571,7 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float ImRect bb_render = bb; if (held) { - ImVec2 mouse_delta_2d = g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min; - float mouse_delta = (axis == ImGuiAxis_Y) ? mouse_delta_2d.y : mouse_delta_2d.x; + float mouse_delta = (g.IO.MousePos - g.ActiveIdClickOffset - bb_interact.Min)[axis]; // Minimum pane size float size_1_maximum_delta = ImMax(0.0f, *size1 - min_size1); @@ -1481,18 +1584,16 @@ bool ImGui::SplitterBehavior(const ImRect& bb, ImGuiID id, ImGuiAxis axis, float // Apply resize if (mouse_delta != 0.0f) { - if (mouse_delta < 0.0f) - IM_ASSERT(*size1 + mouse_delta >= min_size1); - if (mouse_delta > 0.0f) - IM_ASSERT(*size2 - mouse_delta >= min_size2); - *size1 += mouse_delta; - *size2 -= mouse_delta; + *size1 = ImMax(*size1 + mouse_delta, min_size1); + *size2 = ImMax(*size2 - mouse_delta, min_size2); bb_render.Translate((axis == ImGuiAxis_X) ? ImVec2(mouse_delta, 0.0f) : ImVec2(0.0f, mouse_delta)); MarkItemEdited(id); } } - // Render + // Render at new position + if (bg_col & IM_COL32_A_MASK) + window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, bg_col, 0.0f); const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : (hovered && g.HoveredIdTimer >= hover_visibility_delay) ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator); window->DrawList->AddRectFilled(bb_render.Min, bb_render.Max, col, 0.0f); @@ -1533,19 +1634,22 @@ void ImGui::ShrinkWidths(ImGuiShrinkWidthItem* items, int count, float width_exc width_excess -= width_to_remove_per_item * count_same_width; } - // Round width and redistribute remainder left-to-right (could make it an option of the function?) + // Round width and redistribute remainder // Ensure that e.g. the right-most tab of a shrunk tab-bar always reaches exactly at the same distance from the right-most edge of the tab bar separator. width_excess = 0.0f; for (int n = 0; n < count; n++) { - float width_rounded = ImFloor(items[n].Width); + float width_rounded = ImTrunc(items[n].Width); width_excess += items[n].Width - width_rounded; items[n].Width = width_rounded; } - if (width_excess > 0.0f) - for (int n = 0; n < count; n++) - if (items[n].Index < (int)(width_excess + 0.01f)) - items[n].Width += 1.0f; + while (width_excess > 0.0f) + for (int n = 0; n < count && width_excess > 0.0f; n++) + { + float width_to_add = ImMin(items[n].InitialWidth - items[n].Width, 1.0f); + items[n].Width += width_to_add; + width_excess -= width_to_add; + } } //------------------------------------------------------------------------- @@ -1581,10 +1685,13 @@ bool ImGui::BeginCombo(const char* label, const char* preview_value, ImGuiComboF const ImGuiStyle& style = g.Style; const ImGuiID id = window->GetID(label); IM_ASSERT((flags & (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)) != (ImGuiComboFlags_NoArrowButton | ImGuiComboFlags_NoPreview)); // Can't use both flags together + if (flags & ImGuiComboFlags_WidthFitPreview) + IM_ASSERT((flags & (ImGuiComboFlags_NoPreview | (ImGuiComboFlags)ImGuiComboFlags_CustomPreview)) == 0); const float arrow_size = (flags & ImGuiComboFlags_NoArrowButton) ? 0.0f : GetFrameHeight(); const ImVec2 label_size = CalcTextSize(label, NULL, true); - const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : CalcItemWidth(); + const float preview_width = ((flags & ImGuiComboFlags_WidthFitPreview) && (preview_value != NULL)) ? CalcTextSize(preview_value, NULL, true).x : 0.0f; + const float w = (flags & ImGuiComboFlags_NoPreview) ? arrow_size : ((flags & ImGuiComboFlags_WidthFitPreview) ? (arrow_size + preview_width + style.FramePadding.x * 2.0f) : CalcItemWidth()); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + ImVec2(w, label_size.y + style.FramePadding.y * 2.0f)); const ImRect total_bb(bb.Min, bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); ItemSize(total_bb, style.FramePadding.y); @@ -1667,7 +1774,12 @@ bool ImGui::BeginComboPopup(ImGuiID popup_id, const ImRect& bb, ImGuiComboFlags 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))); + ImVec2 constraint_min(0.0f, 0.0f), constraint_max(FLT_MAX, FLT_MAX); + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.x <= 0.0f) // Don't apply constraints if user specified a size + constraint_min.x = w; + if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize) == 0 || g.NextWindowData.SizeVal.y <= 0.0f) + constraint_max.y = CalcMaxPopupHeightFromItemCount(popup_max_height_in_items); + SetNextWindowSizeConstraints(constraint_min, constraint_max); } // This is essentially a specialized version of BeginPopupEx() @@ -1715,10 +1827,10 @@ bool ImGui::BeginComboPreview() ImGuiWindow* window = g.CurrentWindow; ImGuiComboPreviewData* preview_data = &g.ComboPreviewData; - if (window->SkipItems || !window->ClipRect.Overlaps(g.LastItemData.Rect)) // FIXME: Because we don't have a ImGuiItemStatusFlags_Visible flag to test last ItemAdd() result + if (window->SkipItems || !(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible)) return false; IM_ASSERT(g.LastItemData.Rect.Min.x == preview_data->PreviewRect.Min.x && g.LastItemData.Rect.Min.y == preview_data->PreviewRect.Min.y); // Didn't call after BeginCombo/EndCombo block or forgot to pass ImGuiComboFlags_CustomPreview flag? - if (!window->ClipRect.Contains(preview_data->PreviewRect)) // Narrower test (optional) + if (!window->ClipRect.Overlaps(preview_data->PreviewRect)) // Narrower test (optional) return false; // FIXME: This could be contained in a PushWorkRect() api @@ -1730,6 +1842,7 @@ bool ImGui::BeginComboPreview() window->DC.CursorPos = preview_data->PreviewRect.Min + g.Style.FramePadding; window->DC.CursorMaxPos = window->DC.CursorPos; window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); return true; @@ -1755,22 +1868,20 @@ void ImGui::EndComboPreview() window->DC.CursorPosPrevLine = preview_data->BackupCursorPosPrevLine; window->DC.PrevLineTextBaseOffset = preview_data->BackupPrevLineTextBaseOffset; window->DC.LayoutType = preview_data->BackupLayout; + window->DC.IsSameLine = false; preview_data->PreviewRect = ImRect(); } // Getter for the old Combo() API: const char*[] -static bool Items_ArrayGetter(void* data, int idx, const char** out_text) +static const char* Items_ArrayGetter(void* data, int idx) { const char* const* items = (const char* const*)data; - if (out_text) - *out_text = items[idx]; - return true; + return items[idx]; } // Getter for the old Combo() API: "item1\0item2\0item3\0" -static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) +static const char* Items_SingleStringGetter(void* data, int idx) { - // 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; @@ -1781,22 +1892,18 @@ static bool Items_SingleStringGetter(void* data, int idx, const char** out_text) p += strlen(p) + 1; items_count++; } - if (!*p) - return false; - if (out_text) - *out_text = p; - return true; + return *p ? p : NULL; } // Old API, prefer using BeginCombo() nowadays if you can. -bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int popup_max_height_in_items) +bool ImGui::Combo(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int popup_max_height_in_items) { 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); + preview_value = getter(user_data, *current_item); // The old Combo() API exposed "popup_max_height_in_items". The new more general BeginCombo() API doesn't have/need it, but we emulate it here. if (popup_max_height_in_items != -1 && !(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)) @@ -1810,12 +1917,13 @@ bool ImGui::Combo(const char* label, int* current_item, bool (*items_getter)(voi bool value_changed = false; for (int i = 0; i < items_count; i++) { + const char* item_text = getter(user_data, i); + if (item_text == NULL) + item_text = "*Unknown item*"; + PushID(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)) + if (Selectable(item_text, item_selected) && *current_item != i) { value_changed = true; *current_item = i; @@ -1854,14 +1962,38 @@ bool ImGui::Combo(const char* label, int* current_item, const char* items_separa return value_changed; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +struct ImGuiGetNameFromIndexOldToNewCallbackData { void* UserData; bool (*OldCallback)(void*, int, const char**); }; +static const char* ImGuiGetNameFromIndexOldToNewCallback(void* user_data, int idx) +{ + ImGuiGetNameFromIndexOldToNewCallbackData* data = (ImGuiGetNameFromIndexOldToNewCallbackData*)user_data; + const char* s = NULL; + data->OldCallback(data->UserData, idx, &s); + return s; +} + +bool ImGui::ListBox(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return ListBox(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, height_in_items); +} +bool ImGui::Combo(const char* label, int* current_item, bool (*old_getter)(void*, int, const char**), void* user_data, int items_count, int popup_max_height_in_items) +{ + ImGuiGetNameFromIndexOldToNewCallbackData old_to_new_data = { user_data, old_getter }; + return Combo(label, current_item, ImGuiGetNameFromIndexOldToNewCallback, &old_to_new_data, items_count, popup_max_height_in_items); +} + +#endif + //------------------------------------------------------------------------- // [SECTION] Data Type and Data Formatting Helpers [Internal] //------------------------------------------------------------------------- -// - PatchFormatStringFloatToInt() // - DataTypeGetInfo() // - DataTypeFormatString() // - DataTypeApplyOp() // - DataTypeApplyOpFromText() +// - DataTypeCompare() // - DataTypeClamp() // - GetMinimumStepAtDecimalPrecision // - RoundScalarWithFormat<>() @@ -1887,30 +2019,6 @@ static const ImGuiDataTypeInfo GDataTypeInfo[] = }; IM_STATIC_ASSERT(IM_ARRAYSIZE(GDataTypeInfo) == ImGuiDataType_COUNT); -// FIXME-LEGACY: Prior to 1.61 our DragInt() function internally used floats and because of this the compile-time default value for format was "%.0f". -// Even though we changed the compile-time default, we expect users to have carried %f around, which would break the display of DragInt() calls. -// To honor backward compatibility we are rewriting the format string, unless IMGUI_DISABLE_OBSOLETE_FUNCTIONS is enabled. What could possibly go wrong?! -static const char* PatchFormatStringFloatToInt(const char* fmt) -{ - if (fmt[0] == '%' && fmt[1] == '.' && fmt[2] == '0' && fmt[3] == 'f' && fmt[4] == 0) // Fast legacy path for "%.0f" which is expected to be the most common case. - return "%d"; - const char* fmt_start = ImParseFormatFindStart(fmt); // Find % (if any, and ignore %%) - const char* fmt_end = ImParseFormatFindEnd(fmt_start); // Find end of format specifier, which itself is an exercise of confidence/recklessness (because snprintf is dependent on libc or user). - if (fmt_end > fmt_start && fmt_end[-1] == 'f') - { -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - if (fmt_start == fmt && fmt_end[0] == 0) - return "%d"; - ImGuiContext& g = *GImGui; - ImFormatString(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), "%.*s%%d%s", (int)(fmt_start - fmt), fmt, fmt_end); // Honor leading and trailing decorations, but lose alignment/precision. - return g.TempBuffer; -#else - IM_ASSERT(0 && "DragInt(): Invalid format string!"); // Old versions used a default parameter of "%.0f", please replace with e.g. "%d" -#endif - } - return fmt; -} - const ImGuiDataTypeInfo* ImGui::DataTypeGetInfo(ImGuiDataType data_type) { IM_ASSERT(data_type >= 0 && data_type < ImGuiDataType_COUNT); @@ -1992,24 +2100,10 @@ void ImGui::DataTypeApplyOp(ImGuiDataType data_type, int op, void* output, const // User can input math operators (e.g. +100) to edit a numerical values. // NB: This is _not_ a full expression evaluator. We should probably add one and replace this dumb mess.. -bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_buf, ImGuiDataType data_type, void* p_data, const char* format) +bool ImGui::DataTypeApplyFromText(const char* buf, ImGuiDataType data_type, void* p_data, const char* format) { while (ImCharIsBlankA(*buf)) buf++; - - // We don't support '-' op because it would conflict with inputing negative value. - // Instead you can use +-100 to subtract from an existing value - char op = buf[0]; - if (op == '+' || op == '*' || op == '/') - { - buf++; - while (ImCharIsBlankA(*buf)) - buf++; - } - else - { - op = 0; - } if (!buf[0]) return false; @@ -2018,66 +2112,21 @@ bool ImGui::DataTypeApplyOpFromText(const char* buf, const char* initial_value_b ImGuiDataTypeTempStorage data_backup; memcpy(&data_backup, p_data, type_info->Size); - if (format == NULL) + // Sanitize format + // - For float/double we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in, so force them into %f and %lf + // - In theory could treat empty format as using default, but this would only cover rare/bizarre case of using InputScalar() + integer + format string without %. + char format_sanitized[32]; + if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) format = type_info->ScanFmt; - - // FIXME-LEGACY: The aim is to remove those operators and write a proper expression evaluator at some point.. - int arg1i = 0; - if (data_type == ImGuiDataType_S32) - { - int* v = (int*)p_data; - int arg0i = *v; - float arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0i) < 1) - return false; - // Store operand in a float so we can use fractional value for multipliers (*1.1), but constant always parsed as integer so we can fit big integers (e.g. 2000000003) past float precision - if (op == '+') { if (sscanf(buf, "%d", &arg1i)) *v = (int)(arg0i + arg1i); } // Add (use "+-" to subtract) - else if (op == '*') { if (sscanf(buf, "%f", &arg1f)) *v = (int)(arg0i * arg1f); } // Multiply - else if (op == '/') { if (sscanf(buf, "%f", &arg1f) && arg1f != 0.0f) *v = (int)(arg0i / arg1f); } // Divide - else { if (sscanf(buf, format, &arg1i) == 1) *v = arg1i; } // Assign constant - } - else if (data_type == ImGuiDataType_Float) - { - // For floats we have to ignore format with precision (e.g. "%.2f") because sscanf doesn't take them in - format = "%f"; - float* v = (float*)p_data; - float arg0f = *v, arg1f = 0.0f; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) - else if (op == '*') { *v = arg0f * arg1f; } // Multiply - else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide - else { *v = arg1f; } // Assign constant - } - else if (data_type == ImGuiDataType_Double) - { - format = "%lf"; // scanf differentiate float/double unlike printf which forces everything to double because of ellipsis - double* v = (double*)p_data; - double arg0f = *v, arg1f = 0.0; - if (op && sscanf(initial_value_buf, format, &arg0f) < 1) - return false; - if (sscanf(buf, format, &arg1f) < 1) - return false; - if (op == '+') { *v = arg0f + arg1f; } // Add (use "+-" to subtract) - else if (op == '*') { *v = arg0f * arg1f; } // Multiply - else if (op == '/') { if (arg1f != 0.0f) *v = arg0f / arg1f; } // Divide - else { *v = arg1f; } // Assign constant - } - else if (data_type == ImGuiDataType_U32 || data_type == ImGuiDataType_S64 || data_type == ImGuiDataType_U64) - { - // All other types assign constant - // We don't bother handling support for legacy operators since they are a little too crappy. Instead we will later implement a proper expression evaluator in the future. - if (sscanf(buf, format, p_data) < 1) - return false; - } else + format = ImParseFormatSanitizeForScanning(format, format_sanitized, IM_ARRAYSIZE(format_sanitized)); + + // Small types need a 32-bit buffer to receive the result from scanf() + int v32 = 0; + if (sscanf(buf, format, type_info->Size >= 4 ? p_data : &v32) < 1) + return false; + if (type_info->Size < 4) { - // Small types need a 32-bit buffer to receive the result from scanf() - int v32; - if (sscanf(buf, format, &v32) < 1) - return false; if (data_type == ImGuiDataType_S8) *(ImS8*)p_data = (ImS8)ImClamp(v32, (int)IM_S8_MIN, (int)IM_S8_MAX); else if (data_type == ImGuiDataType_U8) @@ -2159,45 +2208,17 @@ static float GetMinimumStepAtDecimalPrecision(int decimal_precision) } template -static const char* ImAtoi(const char* src, TYPE* output) -{ - int negative = 0; - if (*src == '-') { negative = 1; src++; } - if (*src == '+') { src++; } - TYPE v = 0; - while (*src >= '0' && *src <= '9') - v = (v * 10) + (*src++ - '0'); - *output = negative ? -v : v; - return src; -} - -// Sanitize format -// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi -// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. -static void SanitizeFormatString(const char* fmt, char* fmt_out, size_t fmt_out_size) -{ - IM_UNUSED(fmt_out_size); - const char* fmt_end = ImParseFormatFindEnd(fmt); - IM_ASSERT((size_t)(fmt_end - fmt + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! - while (fmt < fmt_end) - { - char c = *(fmt++); - if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. - *(fmt_out++) = c; - } - *fmt_out = 0; // Zero-terminate -} - -template TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, TYPE v) { + IM_UNUSED(data_type); + IM_ASSERT(data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double); const char* fmt_start = ImParseFormatFindStart(format); if (fmt_start[0] != '%' || fmt_start[1] == '%') // Don't apply if the value is not visible in the format string return v; // Sanitize format char fmt_sanitized[32]; - SanitizeFormatString(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); + ImParseFormatSanitizeForPrinting(fmt_start, fmt_sanitized, IM_ARRAYSIZE(fmt_sanitized)); fmt_start = fmt_sanitized; // Format value with our rounding, and read back @@ -2206,10 +2227,8 @@ TYPE ImGui::RoundScalarWithFormatT(const char* format, ImGuiDataType data_type, const char* p = v_str; while (*p == ' ') p++; - if (data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) - v = (TYPE)ImAtof(p); - else - ImAtoi(p, (SIGNEDTYPE*)&v); + v = (TYPE)ImAtof(p); + return v; } @@ -2256,10 +2275,13 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const if (g.IO.KeyShift) adjust_delta *= 10.0f; } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; - adjust_delta = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 1.0f / 10.0f, 10.0f)[axis]; + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); + const float tweak_factor = tweak_slow ? 1.0f / 1.0f : tweak_fast ? 10.0f : 1.0f; + adjust_delta = GetNavTweakPressedAmount(axis) * tweak_factor; v_speed = ImMax(v_speed, GetMinimumStepAtDecimalPrecision(decimal_precision)); } adjust_delta *= v_speed; @@ -2313,8 +2335,8 @@ bool ImGui::DragBehaviorT(ImGuiDataType data_type, TYPE* v, float v_speed, const } // Round to user desired precision based on format string - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_cur = RoundScalarWithFormatT(format, data_type, v_cur); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_cur = RoundScalarWithFormatT(format, data_type, v_cur); // Preserve remainder after rounding has been applied. This also allow slow tweaking of values. g.DragCurrentAccumDirty = false; @@ -2357,9 +2379,10 @@ bool ImGui::DragBehavior(ImGuiID id, ImGuiDataType data_type, void* p_v, float v ImGuiContext& g = *GImGui; if (g.ActiveId == id) { + // Those are the things we can do easily outside the DragBehaviorT<> template, saves code generation. if (g.ActiveIdSource == ImGuiInputSource_Mouse && !g.IO.MouseDown[0]) ClearActiveID(); - else if (g.ActiveIdSource == ImGuiInputSource_Nav && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) + else if ((g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) && g.NavActivatePressedId == id && !g.ActiveIdIsJustActivated) ClearActiveID(); } if (g.ActiveId != id) @@ -2410,36 +2433,37 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); - // Tabbing or CTRL-clicking on Drag turns it into an InputText - const bool hovered = ItemHoverable(frame_bb, id); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool clicked = (hovered && g.IO.MouseClicked[0]); - const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2); - if (input_requested_by_tabbing || clicked || double_clicked || g.NavActivateId == id || g.NavActivateInputId == id) + // Tabbing or CTRL-clicking on Drag turns it into an InputText + const bool clicked = hovered && IsMouseClicked(0, id); + const bool double_clicked = (hovered && g.IO.MouseClickedCount[0] == 2 && TestKeyOwner(ImGuiKey_MouseLeft, id)); + const bool make_active = (clicked || double_clicked || g.NavActivateId == id); + if (make_active && (clicked || double_clicked)) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || double_clicked || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + // (Optional) simple click (without moving) turns Drag into an InputText + if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) + if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) + { + g.NavActivateId = id; + g.NavActivateFlags = ImGuiActivateFlags_PreferInput; + temp_input_is_active = true; + } + + if (make_active && !temp_input_is_active) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed) - if (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || double_clicked || g.NavActivateInputId == id) - temp_input_is_active = true; } - - // Experimental: simple click (without moving) turns Drag into an InputText - if (g.IO.ConfigDragClickToInputText && temp_input_allowed && !temp_input_is_active) - if (g.ActiveId == id && hovered && g.IO.MouseReleased[0] && !IsMouseDragPastThreshold(0, g.IO.MouseDragThreshold * DRAG_MOUSE_THRESHOLD_FACTOR)) - { - g.NavActivateId = g.NavActivateInputId = id; - g.NavActivateFlags = ImGuiActivateFlags_PreferInput; - temp_input_is_active = true; - } } if (temp_input_is_active) @@ -2469,7 +2493,7 @@ bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); return value_changed; } @@ -2615,35 +2639,6 @@ bool ImGui::DragIntRange2(const char* label, int* v_current_min, int* v_current_ return value_changed; } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - -// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. -bool ImGui::DragScalar(const char* label, ImGuiDataType data_type, void* p_data, float v_speed, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds - drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return DragScalar(label, data_type, p_data, v_speed, p_min, p_max, format, drag_flags); -} - -bool ImGui::DragScalarN(const char* label, ImGuiDataType data_type, void* p_data, int components, float v_speed, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags drag_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - IM_ASSERT(p_min != NULL && p_max != NULL); // When using a power curve the drag needs to have known bounds - drag_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return DragScalarN(label, data_type, p_data, components, v_speed, p_min, p_max, format, drag_flags); -} - -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //------------------------------------------------------------------------- // [SECTION] Widgets: SliderScalar, SliderFloat, SliderInt, etc. //------------------------------------------------------------------------- @@ -2694,7 +2689,6 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T v_max_fudged = -logarithmic_zero_epsilon; float result; - if (v_clamped <= v_min_fudged) result = 0.0f; // Workaround for values that are in-range but below our fudge else if (v_clamped >= v_max_fudged) @@ -2718,91 +2712,81 @@ float ImGui::ScaleRatioFromValueT(ImGuiDataType data_type, TYPE v, TYPE v_min, T return flipped ? (1.0f - result) : result; } - - // Linear slider - return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + else + { + // Linear slider + return (float)((FLOATTYPE)(SIGNEDTYPE)(v_clamped - v_min) / (FLOATTYPE)(SIGNEDTYPE)(v_max - v_min)); + } } // Convert a parametric position on a slider into a value v in the output space (the logical opposite of ScaleRatioFromValueT) template TYPE ImGui::ScaleValueFromRatioT(ImGuiDataType data_type, float t, TYPE v_min, TYPE v_max, bool is_logarithmic, float logarithmic_zero_epsilon, float zero_deadzone_halfsize) { - if (v_min == v_max) + // We special-case the extents because otherwise our logarithmic fudging can lead to "mathematically correct" + // but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value. Also generally simpler. + if (t <= 0.0f || v_min == v_max) return v_min; - const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + if (t >= 1.0f) + return v_max; - TYPE result; + TYPE result = (TYPE)0; if (is_logarithmic) { - // We special-case the extents because otherwise our fudging can lead to "mathematically correct" but non-intuitive behaviors like a fully-left slider not actually reaching the minimum value - if (t <= 0.0f) - result = v_min; - else if (t >= 1.0f) - result = v_max; - else + // Fudge min/max to avoid getting silly results close to zero + FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; + FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; + + const bool flipped = v_max < v_min; // Check if range is "backwards" + if (flipped) + ImSwap(v_min_fudged, v_max_fudged); + + // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) + if ((v_max == 0.0f) && (v_min < 0.0f)) + v_max_fudged = -logarithmic_zero_epsilon; + + float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range + + if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts { - bool flipped = v_max < v_min; // Check if range is "backwards" - - // Fudge min/max to avoid getting silly results close to zero - FLOATTYPE v_min_fudged = (ImAbs((FLOATTYPE)v_min) < logarithmic_zero_epsilon) ? ((v_min < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_min; - FLOATTYPE v_max_fudged = (ImAbs((FLOATTYPE)v_max) < logarithmic_zero_epsilon) ? ((v_max < 0.0f) ? -logarithmic_zero_epsilon : logarithmic_zero_epsilon) : (FLOATTYPE)v_max; - - if (flipped) - ImSwap(v_min_fudged, v_max_fudged); - - // Awkward special case - we need ranges of the form (-100 .. 0) to convert to (-100 .. -epsilon), not (-100 .. epsilon) - if ((v_max == 0.0f) && (v_min < 0.0f)) - v_max_fudged = -logarithmic_zero_epsilon; - - float t_with_flip = flipped ? (1.0f - t) : t; // t, but flipped if necessary to account for us flipping the range - - if ((v_min * v_max) < 0.0f) // Range crosses zero, so we have to do this in two parts - { - float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space - float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; - float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; - if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) - result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) - else if (t_with_flip < zero_point_center) - result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); - else - result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); - } - else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider - result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + float zero_point_center = (-(float)ImMin(v_min, v_max)) / ImAbs((float)v_max - (float)v_min); // The zero point in parametric space + float zero_point_snap_L = zero_point_center - zero_deadzone_halfsize; + float zero_point_snap_R = zero_point_center + zero_deadzone_halfsize; + if (t_with_flip >= zero_point_snap_L && t_with_flip <= zero_point_snap_R) + result = (TYPE)0.0f; // Special case to make getting exactly zero possible (the epsilon prevents it otherwise) + else if (t_with_flip < zero_point_center) + result = (TYPE)-(logarithmic_zero_epsilon * ImPow(-v_min_fudged / logarithmic_zero_epsilon, (FLOATTYPE)(1.0f - (t_with_flip / zero_point_snap_L)))); else - result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); + result = (TYPE)(logarithmic_zero_epsilon * ImPow(v_max_fudged / logarithmic_zero_epsilon, (FLOATTYPE)((t_with_flip - zero_point_snap_R) / (1.0f - zero_point_snap_R)))); } + else if ((v_min < 0.0f) || (v_max < 0.0f)) // Entirely negative slider + result = (TYPE)-(-v_max_fudged * ImPow(-v_min_fudged / -v_max_fudged, (FLOATTYPE)(1.0f - t_with_flip))); + else + result = (TYPE)(v_min_fudged * ImPow(v_max_fudged / v_min_fudged, (FLOATTYPE)t_with_flip)); } else { // Linear slider + const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); if (is_floating_point) { result = ImLerp(v_min, v_max, t); } - else + else if (t < 1.0) { // - For integer values we want the clicking position to match the grab box so we round above // This code is carefully tuned to work with large values (e.g. high ranges of U64) while preserving this property.. // - Not doing a *1.0 multiply at the end of a range as it tends to be lossy. While absolute aiming at a large s64/u64 // range is going to be imprecise anyway, with this check we at least make the edge values matches expected limits. - if (t < 1.0) - { - FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; - result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); - } - else - { - result = v_max; - } + FLOATTYPE v_new_off_f = (SIGNEDTYPE)(v_max - v_min) * t; + result = (TYPE)((SIGNEDTYPE)v_min + (SIGNEDTYPE)(v_new_off_f + (FLOATTYPE)(v_min > v_max ? -0.5 : 0.5))); } } return result; } -// FIXME: Move more of the code into SliderBehavior() +// FIXME: Try to move more of the code into shared SliderBehavior() template bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_type, TYPE* v, const TYPE v_min, const TYPE v_max, const char* format, ImGuiSliderFlags flags, ImRect* out_grab_bb) { @@ -2812,13 +2796,14 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ const ImGuiAxis axis = (flags & ImGuiSliderFlags_Vertical) ? ImGuiAxis_Y : ImGuiAxis_X; const bool is_logarithmic = (flags & ImGuiSliderFlags_Logarithmic) != 0; const bool is_floating_point = (data_type == ImGuiDataType_Float) || (data_type == ImGuiDataType_Double); + const float v_range_f = (float)(v_min < v_max ? v_max - v_min : v_min - v_max); // We don't need high precision for what we do with it. - const float grab_padding = 2.0f; + // Calculate bounds + const float grab_padding = 2.0f; // FIXME: Should be part of style. const float slider_sz = (bb.Max[axis] - bb.Min[axis]) - grab_padding * 2.0f; float grab_sz = style.GrabMinSize; - SIGNEDTYPE v_range = (v_min < v_max ? v_max - v_min : v_min - v_max); - if (!is_floating_point && v_range >= 0) // v_range < 0 may happen on integer overflows - grab_sz = ImMax((float)(slider_sz / (v_range + 1)), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit + if (!is_floating_point && v_range_f >= 0.0f) // v_range_f < 0 may happen on integer overflows + grab_sz = ImMax(slider_sz / (v_range_f + 1), style.GrabMinSize); // For integer sliders: if possible have the grab size represent 1 unit grab_sz = ImMin(grab_sz, slider_sz); const float slider_usable_sz = slider_sz - grab_sz; const float slider_usable_pos_min = bb.Min[axis] + grab_padding + grab_sz * 0.5f; @@ -2849,13 +2834,23 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ else { const float mouse_abs_pos = g.IO.MousePos[axis]; - clicked_t = (slider_usable_sz > 0.0f) ? ImClamp((mouse_abs_pos - slider_usable_pos_min) / slider_usable_sz, 0.0f, 1.0f) : 0.0f; + if (g.ActiveIdIsJustActivated) + { + float grab_t = ScaleRatioFromValueT(data_type, *v, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); + if (axis == ImGuiAxis_Y) + grab_t = 1.0f - grab_t; + const float grab_pos = ImLerp(slider_usable_pos_min, slider_usable_pos_max, grab_t); + const bool clicked_around_grab = (mouse_abs_pos >= grab_pos - grab_sz * 0.5f - 1.0f) && (mouse_abs_pos <= grab_pos + grab_sz * 0.5f + 1.0f); // No harm being extra generous here. + g.SliderGrabClickOffset = (clicked_around_grab && is_floating_point) ? mouse_abs_pos - grab_pos : 0.0f; + } + if (slider_usable_sz > 0.0f) + clicked_t = ImSaturate((mouse_abs_pos - g.SliderGrabClickOffset - slider_usable_pos_min) / slider_usable_sz); if (axis == ImGuiAxis_Y) clicked_t = 1.0f - clicked_t; set_new_value = true; } } - else if (g.ActiveIdSource == ImGuiInputSource_Nav) + else if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad) { if (g.ActiveIdIsJustActivated) { @@ -2863,25 +2858,26 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ g.SliderCurrentAccumDirty = false; } - const ImVec2 input_delta2 = GetNavInputAmount2d(ImGuiNavDirSourceFlags_Keyboard | ImGuiNavDirSourceFlags_PadDPad, ImGuiInputReadMode_RepeatFast, 0.0f, 0.0f); - float input_delta = (axis == ImGuiAxis_X) ? input_delta2.x : -input_delta2.y; + float input_delta = (axis == ImGuiAxis_X) ? GetNavTweakPressedAmount(axis) : -GetNavTweakPressedAmount(axis); if (input_delta != 0.0f) { + const bool tweak_slow = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakSlow : ImGuiKey_NavKeyboardTweakSlow); + const bool tweak_fast = IsKeyDown((g.NavInputSource == ImGuiInputSource_Gamepad) ? ImGuiKey_NavGamepadTweakFast : ImGuiKey_NavKeyboardTweakFast); const int decimal_precision = is_floating_point ? ImParseFormatPrecision(format, 3) : 0; if (decimal_precision > 0) { input_delta /= 100.0f; // Gamepad/keyboard tweak speeds in % of slider bounds - if (IsNavInputDown(ImGuiNavInput_TweakSlow)) + if (tweak_slow) input_delta /= 10.0f; } else { - if ((v_range >= -100.0f && v_range <= 100.0f) || IsNavInputDown(ImGuiNavInput_TweakSlow)) - input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / (float)v_range; // Gamepad/keyboard tweak speeds in integer steps + if ((v_range_f >= -100.0f && v_range_f <= 100.0f && v_range_f != 0.0f) || tweak_slow) + input_delta = ((input_delta < 0.0f) ? -1.0f : +1.0f) / v_range_f; // Gamepad/keyboard tweak speeds in integer steps else input_delta /= 100.0f; } - if (IsNavInputDown(ImGuiNavInput_TweakFast)) + if (tweak_fast) input_delta *= 10.0f; g.SliderCurrentAccum += input_delta; @@ -2910,8 +2906,8 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ // Calculate what our "new" clicked_t will be, and thus how far we actually moved the slider, and subtract this from the accumulator TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_new = RoundScalarWithFormatT(format, data_type, v_new); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); float new_clicked_t = ScaleRatioFromValueT(data_type, v_new, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); if (delta > 0) @@ -2924,13 +2920,17 @@ bool ImGui::SliderBehaviorT(const ImRect& bb, ImGuiID id, ImGuiDataType data_typ } } + if (set_new_value) + if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) + set_new_value = false; + if (set_new_value) { TYPE v_new = ScaleValueFromRatioT(data_type, clicked_t, v_min, v_max, is_logarithmic, logarithmic_zero_epsilon, zero_deadzone_halfsize); // Round to user desired precision based on format string - if (!(flags & ImGuiSliderFlags_NoRoundToFormat)) - v_new = RoundScalarWithFormatT(format, data_type, v_new); + if (is_floating_point && !(flags & ImGuiSliderFlags_NoRoundToFormat)) + v_new = RoundScalarWithFormatT(format, data_type, v_new); // Apply result if (*v != v_new) @@ -2969,10 +2969,6 @@ bool ImGui::SliderBehavior(const ImRect& bb, ImGuiID id, ImGuiDataType data_type // Read imgui.cpp "API BREAKING CHANGES" section for 1.78 if you hit this assert. IM_ASSERT((flags == 1 || (flags & ImGuiSliderFlags_InvalidMask_) == 0) && "Invalid ImGuiSliderFlags flag! Has the 'float power' argument been mistakenly cast to flags? Call function with ImGuiSliderFlags_Logarithmic flags instead."); - ImGuiContext& g = *GImGui; - if ((g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) || (flags & ImGuiSliderFlags_ReadOnly)) - return false; - switch (data_type) { case ImGuiDataType_S8: { ImS32 v32 = (ImS32)*(ImS8*)p_v; bool r = SliderBehaviorT(bb, id, ImGuiDataType_S32, &v32, *(const ImS8*)p_min, *(const ImS8*)p_max, format, flags, out_grab_bb); if (r) *(ImS8*)p_v = (ImS8)v32; return r; } @@ -3028,24 +3024,26 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); - // Tabbing or CTRL-clicking on Slider turns it into an input box - const bool hovered = ItemHoverable(frame_bb, id); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); bool temp_input_is_active = temp_input_allowed && TempInputIsActive(id); if (!temp_input_is_active) { - const bool input_requested_by_tabbing = temp_input_allowed && (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool clicked = (hovered && g.IO.MouseClicked[0]); - if (input_requested_by_tabbing || clicked || g.NavActivateId == id || g.NavActivateInputId == id) + // Tabbing or CTRL-clicking on Slider turns it into an input box + const bool clicked = hovered && IsMouseClicked(0, id); + const bool make_active = (clicked || g.NavActivateId == id); + if (make_active && clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); + if (make_active && temp_input_allowed) + if ((clicked && g.IO.KeyCtrl) || (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_PreferInput))) + temp_input_is_active = true; + + if (make_active && !temp_input_is_active) { SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); - if (temp_input_allowed && (input_requested_by_tabbing || (clicked && g.IO.KeyCtrl) || g.NavActivateInputId == id)) - temp_input_is_active = true; } } @@ -3081,7 +3079,7 @@ bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_dat if (label_size.x > 0.0f) RenderText(ImVec2(frame_bb.Max.x + style.ItemInnerSpacing.x, frame_bb.Min.y + style.FramePadding.y), label); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (temp_input_allowed ? ImGuiItemStatusFlags_Inputable : 0)); return value_changed; } @@ -3192,12 +3190,13 @@ bool ImGui::VSliderScalar(const char* label, const ImVec2& size, ImGuiDataType d // Default format string when passing NULL if (format == NULL) format = DataTypeGetInfo(data_type)->PrintFmt; - else if (data_type == ImGuiDataType_S32 && strcmp(format, "%d") != 0) // (FIXME-LEGACY: Patch old "%.0f" format string to use "%d", read function more details.) - format = PatchFormatStringFloatToInt(format); - const bool hovered = ItemHoverable(frame_bb, id); - if ((hovered && g.IO.MouseClicked[0]) || g.NavActivateId == id || g.NavActivateInputId == id) + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); + const bool clicked = hovered && IsMouseClicked(0, id); + if (clicked || g.NavActivateId == id) { + if (clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); @@ -3240,39 +3239,14 @@ bool ImGui::VSliderInt(const char* label, const ImVec2& size, int* v, int v_min, return VSliderScalar(label, size, ImGuiDataType_S32, v, &v_min, &v_max, format, flags); } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - -// Obsolete versions with power parameter. See https://github.com/ocornut/imgui/issues/3361 for details. -bool ImGui::SliderScalar(const char* label, ImGuiDataType data_type, void* p_data, const void* p_min, const void* p_max, const char* format, float power) -{ - ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return SliderScalar(label, data_type, p_data, p_min, p_max, format, slider_flags); -} - -bool ImGui::SliderScalarN(const char* label, ImGuiDataType data_type, void* v, int components, const void* v_min, const void* v_max, const char* format, float power) -{ - ImGuiSliderFlags slider_flags = ImGuiSliderFlags_None; - if (power != 1.0f) - { - IM_ASSERT(power == 1.0f && "Call function with ImGuiSliderFlags_Logarithmic flags instead of using the old 'float power' function!"); - slider_flags |= ImGuiSliderFlags_Logarithmic; // Fallback for non-asserting paths - } - return SliderScalarN(label, data_type, v, components, v_min, v_max, format, slider_flags); -} - -#endif // IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //------------------------------------------------------------------------- // [SECTION] Widgets: InputScalar, InputFloat, InputInt, etc. //------------------------------------------------------------------------- // - ImParseFormatFindStart() [Internal] // - ImParseFormatFindEnd() [Internal] // - ImParseFormatTrimDecorations() [Internal] +// - ImParseFormatSanitizeForPrinting() [Internal] +// - ImParseFormatSanitizeForScanning() [Internal] // - ImParseFormatPrecision() [Internal] // - TempInputTextScalar() [Internal] // - InputScalar() @@ -3320,7 +3294,7 @@ const char* ImParseFormatFindEnd(const char* fmt) } // Extract the format out of a format string with leading or trailing decorations -// fmt = "blah blah" -> return fmt +// fmt = "blah blah" -> return "" // fmt = "%.3f" -> return fmt // fmt = "hello %.3f" -> return fmt + 6 // fmt = "%.3f hello" -> return buf written with "%.3f" @@ -3328,7 +3302,7 @@ const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_ { const char* fmt_start = ImParseFormatFindStart(fmt); if (fmt_start[0] != '%') - return fmt; + return ""; 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; @@ -3336,6 +3310,57 @@ const char* ImParseFormatTrimDecorations(const char* fmt, char* buf, size_t buf_ return buf; } +// Sanitize format +// - Zero terminate so extra characters after format (e.g. "%f123") don't confuse atof/atoi +// - stb_sprintf.h supports several new modifiers which format numbers in a way that also makes them incompatible atof/atoi. +void ImParseFormatSanitizeForPrinting(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate +} + +// - For scanning we need to remove all width and precision fields and flags "%+3.7f" -> "%f". BUT don't strip types like "%I64d" which includes digits. ! "%07I64d" -> "%I64d" +const char* ImParseFormatSanitizeForScanning(const char* fmt_in, char* fmt_out, size_t fmt_out_size) +{ + const char* fmt_end = ImParseFormatFindEnd(fmt_in); + const char* fmt_out_begin = fmt_out; + IM_UNUSED(fmt_out_size); + IM_ASSERT((size_t)(fmt_end - fmt_in + 1) < fmt_out_size); // Format is too long, let us know if this happens to you! + bool has_type = false; + while (fmt_in < fmt_end) + { + char c = *fmt_in++; + if (!has_type && ((c >= '0' && c <= '9') || c == '.' || c == '+' || c == '#')) + continue; + has_type |= ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z')); // Stop skipping digits + if (c != '\'' && c != '$' && c != '_') // Custom flags provided by stb_sprintf.h. POSIX 2008 also supports '. + *(fmt_out++) = c; + } + *fmt_out = 0; // Zero-terminate + return fmt_out_begin; +} + +template +static const char* ImAtoi(const char* src, TYPE* output) +{ + int negative = 0; + if (*src == '-') { negative = 1; src++; } + if (*src == '+') { src++; } + TYPE v = 0; + while (*src >= '0' && *src <= '9') + v = (v * 10) + (*src++ - '0'); + *output = negative ? -v : v; + return src; +} + // Parse display precision back from the display format string // FIXME: This is still used by some navigation code path to infer a minimum tweak step, but we should aim to rework widgets so it isn't needed. int ImParseFormatPrecision(const char* fmt, int default_precision) @@ -3387,26 +3412,29 @@ bool ImGui::TempInputText(const ImRect& bb, ImGuiID id, const char* label, char* // However this may not be ideal for all uses, as some user code may break on out of bound values. bool ImGui::TempInputScalar(const ImRect& bb, ImGuiID id, const char* label, ImGuiDataType data_type, void* p_data, const char* format, const void* p_clamp_min, const void* p_clamp_max) { - ImGuiContext& g = *GImGui; - + // FIXME: May need to clarify display behavior if format doesn't contain %. + // "%d" -> "%d" / "There are %d items" -> "%d" / "items" -> "%d" (fallback). Also see #6405 + const ImGuiDataTypeInfo* type_info = DataTypeGetInfo(data_type); char fmt_buf[32]; char data_buf[32]; format = ImParseFormatTrimDecorations(format, fmt_buf, IM_ARRAYSIZE(fmt_buf)); + if (format[0] == 0) + format = type_info->PrintFmt; DataTypeFormatString(data_buf, IM_ARRAYSIZE(data_buf), data_type, p_data, format); ImStrTrimBlanks(data_buf); - ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | ImGuiInputTextFlags_NoMarkEdited; - flags |= ((data_type == ImGuiDataType_Float || data_type == ImGuiDataType_Double) ? ImGuiInputTextFlags_CharsScientific : ImGuiInputTextFlags_CharsDecimal); + ImGuiInputTextFlags flags = ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; + bool value_changed = false; if (TempInputText(bb, id, label, data_buf, IM_ARRAYSIZE(data_buf), flags)) { // Backup old value - size_t data_type_size = DataTypeGetInfo(data_type)->Size; + size_t data_type_size = type_info->Size; ImGuiDataTypeTempStorage data_backup; memcpy(&data_backup, p_data, data_type_size); // Apply new value (or operations) then clamp - DataTypeApplyOpFromText(data_buf, g.InputTextState.InitialTextA.Data, data_type, p_data, NULL); + DataTypeApplyFromText(data_buf, data_type, p_data, format); if (p_clamp_min || p_clamp_max) { if (p_clamp_min && p_clamp_max && DataTypeCompare(data_type, p_clamp_min, p_clamp_max) > 0) @@ -3439,13 +3467,15 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data char buf[64]; DataTypeFormatString(buf, IM_ARRAYSIZE(buf), data_type, p_data, format); - bool value_changed = false; - if ((flags & (ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsScientific)) == 0) - flags |= ImGuiInputTextFlags_CharsDecimal; - flags |= ImGuiInputTextFlags_AutoSelectAll; - flags |= ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. + flags |= ImGuiInputTextFlags_AutoSelectAll | (ImGuiInputTextFlags)ImGuiInputTextFlags_NoMarkEdited; // We call MarkItemEdited() ourselves by comparing the actual data rather than the string. - if (p_step != NULL) + bool value_changed = false; + if (p_step == NULL) + { + if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + } + else { const float button_size = GetFrameHeight(); @@ -3453,7 +3483,8 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data PushID(label); SetNextItemWidth(ImMax(1.0f, CalcItemWidth() - (button_size + style.ItemInnerSpacing.x) * 2)); if (InputText("", buf, IM_ARRAYSIZE(buf), flags)) // PushId(label) + "" gives us the expected ID from outside point of view - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); + value_changed = DataTypeApplyFromText(buf, data_type, p_data, format); + IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); // Step buttons const ImVec2 backup_frame_padding = style.FramePadding; @@ -3487,11 +3518,6 @@ bool ImGui::InputScalar(const char* label, ImGuiDataType data_type, void* p_data PopID(); EndGroup(); } - else - { - if (InputText(label, buf, IM_ARRAYSIZE(buf), flags)) - value_changed = DataTypeApplyOpFromText(buf, g.InputTextState.InitialTextA.Data, data_type, p_data, format); - } if (value_changed) MarkItemEdited(g.LastItemData.ID); @@ -3535,7 +3561,6 @@ bool ImGui::InputScalarN(const char* label, ImGuiDataType data_type, void* p_dat bool ImGui::InputFloat(const char* label, float* v, float step, float step_fast, const char* format, ImGuiInputTextFlags flags) { - flags |= ImGuiInputTextFlags_CharsScientific; return InputScalar(label, ImGuiDataType_Float, (void*)v, (void*)(step > 0.0f ? &step : NULL), (void*)(step_fast > 0.0f ? &step_fast : NULL), format, flags); } @@ -3578,7 +3603,6 @@ bool ImGui::InputInt4(const char* label, int v[4], ImGuiInputTextFlags flags) bool ImGui::InputDouble(const char* label, double* v, double step, double step_fast, const char* format, ImGuiInputTextFlags flags) { - flags |= ImGuiInputTextFlags_CharsScientific; return InputScalar(label, ImGuiDataType_Double, (void*)v, (void*)(step > 0.0 ? &step : NULL), (void*)(step_fast > 0.0 ? &step_fast : NULL), format, flags); } @@ -3588,7 +3612,11 @@ bool ImGui::InputDouble(const char* label, double* v, double step, double step_f // - InputText() // - InputTextWithHint() // - InputTextMultiline() +// - InputTextGetCharInfo() [Internal] +// - InputTextReindexLines() [Internal] +// - InputTextReindexLinesRange() [Internal] // - InputTextEx() [Internal] +// - DebugNodeInputTextState() [Internal] //------------------------------------------------------------------------- bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) @@ -3604,7 +3632,7 @@ bool ImGui::InputTextMultiline(const char* label, char* buf, size_t buf_size, co bool ImGui::InputTextWithHint(const char* label, const char* hint, char* buf, size_t buf_size, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data) { - IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() + IM_ASSERT(!(flags & ImGuiInputTextFlags_Multiline)); // call InputTextMultiline() or InputTextEx() manually if you need multi-line + hint. return InputTextEx(label, hint, buf, (int)buf_size, ImVec2(0, 0), flags, callback, user_data); } @@ -3622,9 +3650,9 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** return line_count; } -static ImVec2 InputTextCalcTextSizeW(const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) +static ImVec2 InputTextCalcTextSizeW(ImGuiContext* ctx, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining, ImVec2* out_offset, bool stop_on_new_line) { - ImGuiContext& g = *GImGui; + ImGuiContext& g = *ctx; ImFont* font = g.Font; const float line_height = g.FontSize; const float scale = line_height / font->FontSize; @@ -3672,15 +3700,15 @@ namespace ImStb { static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->CurLenW; } -static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { return obj->TextW[idx]; } -static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return STB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *GImGui; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } +static ImWchar STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->CurLenW); return obj->TextW[idx]; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { ImWchar c = obj->TextW[line_start_idx + char_idx]; if (c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance(c) * (g.FontSize / g.Font->FontSize); } static int STB_TEXTEDIT_KEYTOTEXT(int key) { return key >= 0x200000 ? 0 : key; } static ImWchar STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { const ImWchar* text = obj->TextW.Data; const ImWchar* text_remaining = NULL; - const ImVec2 size = InputTextCalcTextSizeW(text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); + const ImVec2 size = InputTextCalcTextSizeW(obj->Ctx, text + line_start_idx, text + obj->CurLenW, &text_remaining, NULL, true); r->x0 = 0.0f; r->x1 = size.x; r->baseline_y_delta = size.y; @@ -3689,19 +3717,40 @@ static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* ob r->num_chars = (int)(text_remaining - (text + line_start_idx)); } -// When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. -static bool is_separator(unsigned int c) { return ImCharIsBlankW(c) || c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r'; } -static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (is_separator(obj->TextW[idx - 1]) && !is_separator(obj->TextW[idx]) ) : 1; } -static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) { if (obj->Flags & ImGuiInputTextFlags_Password) return 0; return idx > 0 ? (!is_separator(obj->TextW[idx - 1]) && is_separator(obj->TextW[idx])) : 1; } +static bool is_separator(unsigned int c) +{ + return c==',' || c==';' || c=='(' || c==')' || c=='{' || c=='}' || c=='[' || c==']' || c=='|' || c=='\n' || c=='\r' || c=='.' || c=='!'; +} + +static int is_word_boundary_from_right(ImGuiInputTextState* obj, int idx) +{ + // When ImGuiInputTextFlags_Password is set, we don't want actions such as CTRL+Arrow to leak the fact that underlying data are blanks or separators. + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + bool prev_white = ImCharIsBlankW(obj->TextW[idx - 1]); + bool prev_separ = is_separator(obj->TextW[idx - 1]); + bool curr_white = ImCharIsBlankW(obj->TextW[idx]); + bool curr_separ = is_separator(obj->TextW[idx]); + return ((prev_white || prev_separ) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} +static int is_word_boundary_from_left(ImGuiInputTextState* obj, int idx) +{ + if ((obj->Flags & ImGuiInputTextFlags_Password) || idx <= 0) + return 0; + + bool prev_white = ImCharIsBlankW(obj->TextW[idx]); + bool prev_separ = is_separator(obj->TextW[idx]); + bool curr_white = ImCharIsBlankW(obj->TextW[idx - 1]); + bool curr_separ = is_separator(obj->TextW[idx - 1]); + return ((prev_white) && !(curr_separ || curr_white)) || (curr_separ && !prev_separ); +} static int STB_TEXTEDIT_MOVEWORDLEFT_IMPL(ImGuiInputTextState* obj, int idx) { idx--; while (idx >= 0 && !is_word_boundary_from_right(obj, idx)) idx--; return idx < 0 ? 0 : idx; } static int STB_TEXTEDIT_MOVEWORDRIGHT_MAC(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_left(obj, idx)) idx++; return idx > len ? len : idx; } -#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h -#ifdef __APPLE__ // FIXME: Move setting to IO structure -#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_MAC -#else static int STB_TEXTEDIT_MOVEWORDRIGHT_WIN(ImGuiInputTextState* obj, int idx) { idx++; int len = obj->CurLenW; while (idx < len && !is_word_boundary_from_right(obj, idx)) idx++; return idx > len ? len : idx; } -#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_WIN -#endif +static int STB_TEXTEDIT_MOVEWORDRIGHT_IMPL(ImGuiInputTextState* obj, int idx) { ImGuiContext& g = *obj->Ctx; if (g.IO.ConfigMacOSXBehaviors) return STB_TEXTEDIT_MOVEWORDRIGHT_MAC(obj, idx); else return STB_TEXTEDIT_MOVEWORDRIGHT_WIN(obj, idx); } +#define STB_TEXTEDIT_MOVEWORDLEFT STB_TEXTEDIT_MOVEWORDLEFT_IMPL // They need to be #define for stb_textedit.h +#define STB_TEXTEDIT_MOVEWORDRIGHT STB_TEXTEDIT_MOVEWORDRIGHT_IMPL static void STB_TEXTEDIT_DELETECHARS(ImGuiInputTextState* obj, int pos, int n) { @@ -3770,20 +3819,22 @@ static bool STB_TEXTEDIT_INSERTCHARS(ImGuiInputTextState* obj, int pos, const Im #define STB_TEXTEDIT_K_PGDOWN 0x20000F // keyboard input to move cursor down a page #define STB_TEXTEDIT_K_SHIFT 0x400000 -#define STB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_IMPLEMENTATION +#define IMSTB_TEXTEDIT_memmove memmove #include "imstb_textedit.h" // stb_textedit internally allows for a single undo record to do addition and deletion, but somehow, calling // the stb_textedit_paste() function creates two separate records, so we perform it manually. (FIXME: Report to nothings/stb?) -static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const STB_TEXTEDIT_CHARTYPE* text, int text_len) +static void stb_textedit_replace(ImGuiInputTextState* str, STB_TexteditState* state, const IMSTB_TEXTEDIT_CHARTYPE* text, int text_len) { stb_text_makeundo_replace(str, state, 0, str->CurLenW, text_len); ImStb::STB_TEXTEDIT_DELETECHARS(str, 0, str->CurLenW); + state->cursor = state->select_start = state->select_end = 0; if (text_len <= 0) return; if (ImStb::STB_TEXTEDIT_INSERTCHARS(str, 0, text, text_len)) { - state->cursor = text_len; + state->cursor = state->select_start = state->select_end = text_len; state->has_preferred_x = 0; return; } @@ -3827,6 +3878,10 @@ void ImGuiInputTextCallbackData::DeleteChars(int pos, int bytes_count) void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, const char* new_text_end) { + // Accept null ranges + if (new_text == new_text_end) + return; + const bool is_resizable = (Flags & ImGuiInputTextFlags_CallbackResize) != 0; const int new_text_len = new_text_end ? (int)(new_text_end - new_text) : (int)strlen(new_text); if (new_text_len + BufTextLen >= BufSize) @@ -3835,7 +3890,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons return; // Contrary to STB_TEXTEDIT_INSERTCHARS() this is working in the UTF8 buffer, hence the mildly similar code (until we remove the U16 buffer altogether!) - ImGuiContext& g = *GImGui; + ImGuiContext& g = *Ctx; ImGuiInputTextState* edit_state = &g.InputTextState; IM_ASSERT(edit_state->ID != 0 && g.ActiveId == edit_state->ID); IM_ASSERT(Buf == edit_state->TextA.Data); @@ -3858,7 +3913,7 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons } // Return false to discard a character. -static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) +static bool InputTextFilterCharacter(ImGuiContext* ctx, unsigned int* p_char, ImGuiInputTextFlags flags, ImGuiInputTextCallback callback, void* user_data, ImGuiInputSource input_source) { IM_ASSERT(input_source == ImGuiInputSource_Keyboard || input_source == ImGuiInputSource_Clipboard); unsigned int c = *p_char; @@ -3868,8 +3923,8 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f if (c < 0x20) { bool pass = false; - pass |= (c == '\n' && (flags & ImGuiInputTextFlags_Multiline)); - pass |= (c == '\t' && (flags & ImGuiInputTextFlags_AllowTabInput)); + pass |= (c == '\n') && (flags & ImGuiInputTextFlags_Multiline) != 0; // Note that an Enter KEY will emit \r and be ignored (we poll for KEY in InputText() code) + pass |= (c == '\t') && (flags & ImGuiInputTextFlags_AllowTabInput) != 0; if (!pass) return false; apply_named_filters = false; // Override named filters below so newline and tabs can still be inserted. @@ -3897,10 +3952,20 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // The standard mandate that programs starts in the "C" locale where the decimal point is '.'. // We don't really intend to provide widespread support for it, but out of empathy for people stuck with using odd API, we support the bare minimum aka overriding the decimal point. // Change the default decimal_point with: - // ImGui::GetCurrentContext()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; + // ImGui::GetIO()->PlatformLocaleDecimalPoint = *localeconv()->decimal_point; // Users of non-default decimal point (in particular ',') may be affected by word-selection logic (is_word_boundary_from_right/is_word_boundary_from_left) functions. - ImGuiContext& g = *GImGui; - const unsigned c_decimal_point = (unsigned int)g.PlatformLocaleDecimalPoint; + ImGuiContext& g = *ctx; + const unsigned c_decimal_point = (unsigned int)g.IO.PlatformLocaleDecimalPoint; + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific)) + if (c == '.' || c == ',') + c = c_decimal_point; + + // Full-width -> half-width conversion for numeric fields (https://en.wikipedia.org/wiki/Halfwidth_and_Fullwidth_Forms_(Unicode_block) + // While this is mostly convenient, this has the side-effect for uninformed users accidentally inputting full-width characters that they may + // scratch their head as to why it works in numerical fields vs in generic text fields it would require support in the font. + if (flags & (ImGuiInputTextFlags_CharsDecimal | ImGuiInputTextFlags_CharsScientific | ImGuiInputTextFlags_CharsHexadecimal)) + if (c >= 0xFF01 && c <= 0xFF5E) + c = c - 0xFF01 + 0x21; // Allow 0-9 . - + * / if (flags & ImGuiInputTextFlags_CharsDecimal) @@ -3920,18 +3985,21 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f // Turn a-z into A-Z if (flags & ImGuiInputTextFlags_CharsUppercase) if (c >= 'a' && c <= 'z') - *p_char = (c += (unsigned int)('A' - 'a')); + c += (unsigned int)('A' - 'a'); if (flags & ImGuiInputTextFlags_CharsNoBlank) if (ImCharIsBlankW(c)) return false; + + *p_char = c; } // Custom callback filter if (flags & ImGuiInputTextFlags_CallbackCharFilter) { + ImGuiContext& g = *GImGui; ImGuiInputTextCallbackData callback_data; - memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.Ctx = &g; callback_data.EventFlag = ImGuiInputTextFlags_CallbackCharFilter; callback_data.EventChar = (ImWchar)c; callback_data.Flags = flags; @@ -3946,6 +4014,64 @@ static bool InputTextFilterCharacter(unsigned int* p_char, ImGuiInputTextFlags f return true; } +// Find the shortest single replacement we can make to get the new text from the old text. +// Important: needs to be run before TextW is rewritten with the new characters because calling STB_TEXTEDIT_GETCHAR() at the end. +// FIXME: Ideally we should transition toward (1) making InsertChars()/DeleteChars() update undo-stack (2) discourage (and keep reconcile) or obsolete (and remove reconcile) accessing buffer directly. +static void InputTextReconcileUndoStateAfterUserCallback(ImGuiInputTextState* state, const char* new_buf_a, int new_length_a) +{ + ImGuiContext& g = *GImGui; + const ImWchar* old_buf = state->TextW.Data; + const int old_length = state->CurLenW; + const int new_length = ImTextCountCharsFromUtf8(new_buf_a, new_buf_a + new_length_a); + g.TempBuffer.reserve_discard((new_length + 1) * sizeof(ImWchar)); + ImWchar* new_buf = (ImWchar*)(void*)g.TempBuffer.Data; + ImTextStrFromUtf8(new_buf, new_length + 1, new_buf_a, new_buf_a + new_length_a); + + const int shorter_length = ImMin(old_length, new_length); + int first_diff; + for (first_diff = 0; first_diff < shorter_length; first_diff++) + if (old_buf[first_diff] != new_buf[first_diff]) + break; + if (first_diff == old_length && first_diff == new_length) + return; + + int old_last_diff = old_length - 1; + int new_last_diff = new_length - 1; + for (; old_last_diff >= first_diff && new_last_diff >= first_diff; old_last_diff--, new_last_diff--) + if (old_buf[old_last_diff] != new_buf[new_last_diff]) + break; + + const int insert_len = new_last_diff - first_diff + 1; + const int delete_len = old_last_diff - first_diff + 1; + if (insert_len > 0 || delete_len > 0) + if (IMSTB_TEXTEDIT_CHARTYPE* p = stb_text_createundo(&state->Stb.undostate, first_diff, delete_len, insert_len)) + for (int i = 0; i < delete_len; i++) + p[i] = ImStb::STB_TEXTEDIT_GETCHAR(state, first_diff + i); +} + +// As InputText() retain textual data and we currently provide a path for user to not retain it (via local variables) +// we need some form of hook to reapply data back to user buffer on deactivation frame. (#4714) +// It would be more desirable that we discourage users from taking advantage of the "user not retaining data" trick, +// but that more likely be attractive when we do have _NoLiveEdit flag available. +void ImGui::InputTextDeactivateHook(ImGuiID id) +{ + ImGuiContext& g = *GImGui; + ImGuiInputTextState* state = &g.InputTextState; + if (id == 0 || state->ID != id) + return; + g.InputTextDeactivatedState.ID = state->ID; + if (state->Flags & ImGuiInputTextFlags_ReadOnly) + { + g.InputTextDeactivatedState.TextA.resize(0); // In theory this data won't be used, but clear to be neat. + } + else + { + IM_ASSERT(state->TextA.Data != 0); + g.InputTextDeactivatedState.TextA.resize(state->CurLenA + 1); + memcpy(g.InputTextDeactivatedState.TextA.Data, state->TextA.Data, state->CurLenA + 1); + } +} + // Edit a string of text // - buf_size account for the zero-terminator, so a buf_size of 6 can hold "Hello" but not "Hello!". // This is so we can easily call InputText() on static arrays using ARRAYSIZE() and to match @@ -3970,12 +4096,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const bool RENDER_SELECTION_WHEN_INACTIVE = false; const bool is_multiline = (flags & ImGuiInputTextFlags_Multiline) != 0; - const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; - const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; - const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; - const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; - if (is_resizable) - IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! if (is_multiline) // Open group before calling GetID() because groups tracks id created within their scope (including the scrollbar) BeginGroup(); @@ -3989,7 +4109,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ ImGuiWindow* draw_window = window; ImVec2 inner_size = frame_size; - ImGuiItemStatusFlags item_status_flags = 0; ImGuiLastItemData item_data_backup; if (is_multiline) { @@ -4000,17 +4119,25 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ EndGroup(); return false; } - item_status_flags = g.LastItemData.StatusFlags; item_data_backup = g.LastItemData; window->DC.CursorPos = backup_pos; + // Prevent NavActivation from Tabbing when our widget accepts Tab inputs: this allows cycling through widgets without stopping. + if (g.NavActivateId == id && (g.NavActivateFlags & ImGuiActivateFlags_FromTabbing) && (flags & ImGuiInputTextFlags_AllowTabInput)) + g.NavActivateId = 0; + + // Prevent NavActivate reactivating in BeginChild() when we are already active. + const ImGuiID backup_activate_id = g.NavActivateId; + if (g.ActiveId == id) // Prevent reactivation + g.NavActivateId = 0; + // We reproduce the contents of BeginChildFrame() in order to provide 'label' so our window internal data are easier to read/debug. - // FIXME-NAV: Pressing NavActivate will trigger general child activation right before triggering our own below. Harmless but bizarre. PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]); PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding); PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize); PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); // Ensure no clip rect so mouse hover can reach FramePadding edges bool child_visible = BeginChildEx(label, id, frame_bb.GetSize(), true, ImGuiWindowFlags_NoMove); + g.NavActivateId = backup_activate_id; PopStyleVar(3); PopStyleColor(); if (!child_visible) @@ -4031,17 +4158,24 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (!(flags & ImGuiInputTextFlags_MergedItem)) if (!ItemAdd(total_bb, id, &frame_bb, ImGuiItemFlags_Inputable)) return false; - item_status_flags = g.LastItemData.StatusFlags; } - const bool hovered = ItemHoverable(frame_bb, id); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); if (hovered) g.MouseCursor = ImGuiMouseCursor_TextInput; // We are only allowed to access the state if we are already the active widget. ImGuiInputTextState* state = GetInputTextState(id); - const bool input_requested_by_tabbing = (item_status_flags & ImGuiItemStatusFlags_FocusedByTabbing) != 0; - const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateInputId == id) || (g.NavActivateId == id && g.NavInputSource == ImGuiInputSource_Keyboard)); + if (g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) + flags |= ImGuiInputTextFlags_ReadOnly; + const bool is_readonly = (flags & ImGuiInputTextFlags_ReadOnly) != 0; + const bool is_password = (flags & ImGuiInputTextFlags_Password) != 0; + const bool is_undoable = (flags & ImGuiInputTextFlags_NoUndoRedo) == 0; + const bool is_resizable = (flags & ImGuiInputTextFlags_CallbackResize) != 0; + if (is_resizable) + IM_ASSERT(callback != NULL); // Must provide a callback if you set the ImGuiInputTextFlags_CallbackResize flag! + + const bool input_requested_by_nav = (g.ActiveId != id) && ((g.NavActivateId == id) && ((g.NavActivateFlags & ImGuiActivateFlags_PreferInput) || (g.NavInputSource == ImGuiInputSource_Keyboard))); const bool user_clicked = hovered && io.MouseClicked[0]; const bool user_scroll_finish = is_multiline && state != NULL && g.ActiveId == 0 && g.ActiveIdPreviousFrame == GetWindowScrollbarID(draw_window, ImGuiAxis_Y); @@ -4051,8 +4185,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ float scroll_y = is_multiline ? draw_window->Scroll.y : FLT_MAX; - const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); - const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav || input_requested_by_tabbing); + const bool init_changed_specs = (state != NULL && state->Stb.single_line != !is_multiline); // state != NULL means its our state. + const bool init_make_active = (user_clicked || user_scroll_finish || input_requested_by_nav); const bool init_state = (init_make_active || user_scroll_active); if ((init_state && g.ActiveId != id) || init_changed_specs) { @@ -4060,23 +4194,30 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state = &g.InputTextState; state->CursorAnimReset(); + // Backup state of deactivating item so they'll have a chance to do a write to output buffer on the same frame they report IsItemDeactivatedAfterEdit (#4714) + InputTextDeactivateHook(state->ID); + // Take a copy of the initial buffer value (both in original UTF-8 format and converted to wchar) // From the moment we focused we are ignoring the content of 'buf' (unless we are in read-only mode) const int buf_len = (int)strlen(buf); state->InitialTextA.resize(buf_len + 1); // UTF-8. we use +1 to make sure that .Data is always pointing to at least an empty string. memcpy(state->InitialTextA.Data, buf, buf_len + 1); + // Preserve cursor position and undo/redo stack if we come back to same widget + // FIXME: Since we reworked this on 2022/06, may want to differenciate recycle_cursor vs recycle_undostate? + bool recycle_state = (state->ID == id && !init_changed_specs); + if (recycle_state && (state->CurLenA != buf_len || (state->TextAIsValid && strncmp(state->TextA.Data, buf, buf_len) != 0))) + recycle_state = false; + // Start edition const char* buf_end = NULL; + state->ID = id; state->TextW.resize(buf_size + 1); // wchar count <= UTF-8 count. we use +1 to make sure that .Data is always pointing to at least an empty string. state->TextA.resize(0); state->TextAIsValid = false; // TextA is not valid yet (we will display buf until then) state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, buf_size, buf, NULL, &buf_end); state->CurLenA = (int)(buf_end - buf); // We can't get the result from ImStrncpy() above because it is not UTF-8 aware. Here we'll cut off malformed UTF-8. - // Preserve cursor position and undo/redo stack if we come back to same widget - // FIXME: For non-readonly widgets we might be able to require that TextAIsValid && TextA == buf ? (untested) and discard undo stack if user buffer has changed. - const bool recycle_state = (state->ID == id && !init_changed_specs); if (recycle_state) { // Recycle existing cursor/selection/undo stack but clamp position @@ -4085,7 +4226,6 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else { - state->ID = id; state->ScrollX = 0.0f; stb_textedit_initialize_state(&state->Stb, !is_multiline); } @@ -4096,7 +4236,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ select_all = true; if (input_requested_by_nav && (!recycle_state || !(g.NavActivateFlags & ImGuiActivateFlags_TryToPreserveState))) select_all = true; - if (input_requested_by_tabbing || (user_clicked && io.KeyCtrl)) + if (user_clicked && io.KeyCtrl) select_all = true; } @@ -4104,24 +4244,33 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ state->Stb.insert_mode = 1; // stb field name is indeed incorrect (see #2863) } + const bool is_osx = io.ConfigMacOSXBehaviors; if (g.ActiveId != id && init_make_active) { IM_ASSERT(state && state->ID == id); SetActiveID(id, window); SetFocusID(id, window); FocusWindow(window); - - // Declare our inputs - IM_ASSERT(ImGuiNavInput_COUNT < 32); + } + if (g.ActiveId == id) + { + // Declare some inputs, the other are registered and polled via Shortcut() routing system. + if (user_clicked) + SetKeyOwner(ImGuiKey_MouseLeft, id); g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Left) | (1 << ImGuiDir_Right); if (is_multiline || (flags & ImGuiInputTextFlags_CallbackHistory)) g.ActiveIdUsingNavDirMask |= (1 << ImGuiDir_Up) | (1 << ImGuiDir_Down); - g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Home) | ((ImU64)1 << ImGuiKey_End); + SetKeyOwner(ImGuiKey_Enter, id); + SetKeyOwner(ImGuiKey_KeypadEnter, id); + SetKeyOwner(ImGuiKey_Home, id); + SetKeyOwner(ImGuiKey_End, id); if (is_multiline) - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_PageUp) | ((ImU64)1 << ImGuiKey_PageDown); - if (flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_AllowTabInput)) // Disable keyboard tabbing out as we will use the \t character. - g.ActiveIdUsingKeyInputMask |= ((ImU64)1 << ImGuiKey_Tab); + { + SetKeyOwner(ImGuiKey_PageUp, id); + SetKeyOwner(ImGuiKey_PageDown, id); + } + if (is_osx) + SetKeyOwner(ImGuiMod_Alt, id); } // We have an edge case if ActiveId was set through another widget (e.g. widget being swapped), clear id immediately (don't wait until the end of the function) @@ -4133,10 +4282,10 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ clear_active_id = true; // Lock the decision of whether we are going to take the path displaying the cursor or selection - const bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); + bool render_cursor = (g.ActiveId == id) || (state && user_scroll_active); bool render_selection = state && (state->HasSelection() || select_all) && (RENDER_SELECTION_WHEN_INACTIVE || render_cursor); bool value_changed = false; - bool enter_pressed = false; + bool validated = false; // When read-only we always use the live data passed to the function // FIXME-OPT: Because our selection/cursor code currently needs the wide text we need to convert it when active, which is not ideal :( @@ -4183,13 +4332,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // 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) + state->ScrollX; const float mouse_y = (is_multiline ? (io.MousePos.y - draw_window->DC.CursorPos.y) : (g.FontSize * 0.5f)); - const bool is_osx = io.ConfigMacOSXBehaviors; if (select_all) { state->SelectAll(); @@ -4232,10 +4379,12 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else if (io.MouseClicked[0] && !state->SelectedAllMouseLock) { - // FIXME: unselect on late click could be done release? if (hovered) { - stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); + if (io.KeyShift) + stb_textedit_drag(state, &state->Stb, mouse_x, mouse_y); + else + stb_textedit_click(state, &state->Stb, mouse_x, mouse_y); state->CursorAnimReset(); } } @@ -4248,19 +4397,27 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (state->SelectedAllMouseLock && !io.MouseDown[0]) state->SelectedAllMouseLock = false; - // It is ill-defined whether the backend needs to send a \t character when pressing the TAB keys. - // Win32 and GLFW naturally do it but not SDL. - const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); - if ((flags & ImGuiInputTextFlags_AllowTabInput) && IsKeyPressedMap(ImGuiKey_Tab) && !ignore_char_inputs && !io.KeyShift && !is_readonly) - if (!io.InputQueueCharacters.contains('\t')) + // We expect backends to emit a Tab key but some also emit a Tab character which we ignore (#2467, #1336) + // (For Tab and Enter: Win32/SFML/Allegro are sending both keys and chars, GLFW and SDL are only sending keys. For Space they all send all threes) + if ((flags & ImGuiInputTextFlags_AllowTabInput) && !is_readonly) + { + if (Shortcut(ImGuiKey_Tab, id, ImGuiInputFlags_Repeat)) { unsigned int c = '\t'; // Insert TAB - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } + // FIXME: Implement Shift+Tab + /* + if (Shortcut(ImGuiKey_Tab | ImGuiMod_Shift, id, ImGuiInputFlags_Repeat)) + { + } + */ + } // Process regular text input (before we check for Return because using some IME will effectively send a Return?) // We ignore CTRL inputs, but need to allow ALT+CTRL as some keyboards (e.g. German) use AltGR (which _is_ Alt+Ctrl) to input certain characters. + const bool ignore_char_inputs = (io.KeyCtrl && !io.KeyAlt) || (is_osx && io.KeySuper); if (io.InputQueueCharacters.Size > 0) { if (!ignore_char_inputs && !is_readonly && !input_requested_by_nav) @@ -4268,9 +4425,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // Insert character if they pass filtering unsigned int c = (unsigned int)io.InputQueueCharacters[n]; - if (c == '\t' && io.KeyShift) + if (c == '\t') // Skip Tab, see above. continue; - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } @@ -4280,45 +4437,54 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } // Process other shortcuts/key-presses - bool cancel_edit = false; + bool revert_edit = false; if (g.ActiveId == id && !g.ActiveIdIsJustActivated && !clear_active_id) { IM_ASSERT(state != NULL); - IM_ASSERT(io.KeyMods == GetMergedKeyModFlags() && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"); // We rarely do this check, but if anything let's do it here. const int row_count_per_page = ImMax((int)((inner_size.y - style.FramePadding.y) / g.FontSize), 1); state->Stb.row_count_per_page = row_count_per_page; const int k_mask = (io.KeyShift ? STB_TEXTEDIT_K_SHIFT : 0); - const bool is_osx = io.ConfigMacOSXBehaviors; - const bool is_osx_shift_shortcut = is_osx && (io.KeyMods == (ImGuiKeyModFlags_Super | ImGuiKeyModFlags_Shift)); const bool is_wordmove_key_down = is_osx ? io.KeyAlt : io.KeyCtrl; // OS X style: Text editing cursor movement using Alt instead of Ctrl const bool is_startend_key_down = is_osx && io.KeySuper && !io.KeyCtrl && !io.KeyAlt; // OS X style: Line/Text Start and End using Cmd+Arrows instead of Home/End - const bool is_ctrl_key_only = (io.KeyMods == ImGuiKeyModFlags_Ctrl); - const bool is_shift_key_only = (io.KeyMods == ImGuiKeyModFlags_Shift); - const bool is_shortcut_key = g.IO.ConfigMacOSXBehaviors ? (io.KeyMods == ImGuiKeyModFlags_Super) : (io.KeyMods == ImGuiKeyModFlags_Ctrl); - const bool is_cut = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_X)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Delete))) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); - const bool is_copy = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_C)) || (is_ctrl_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_password && (!is_multiline || state->HasSelection()); - const bool is_paste = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_V)) || (is_shift_key_only && IsKeyPressedMap(ImGuiKey_Insert))) && !is_readonly; - const bool is_undo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Z)) && !is_readonly && is_undoable); - const bool is_redo = ((is_shortcut_key && IsKeyPressedMap(ImGuiKey_Y)) || (is_osx_shift_shortcut && IsKeyPressedMap(ImGuiKey_Z))) && !is_readonly && is_undoable; + // Using Shortcut() with ImGuiInputFlags_RouteFocused (default policy) to allow routing operations for other code (e.g. calling window trying to use CTRL+A and CTRL+B: formet would be handled by InputText) + // Otherwise we could simply assume that we own the keys as we are active. + const ImGuiInputFlags f_repeat = ImGuiInputFlags_Repeat; + const bool is_cut = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_X, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Delete, id, f_repeat)) && !is_readonly && !is_password && (!is_multiline || state->HasSelection()); + const bool is_copy = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_C, id) || Shortcut(ImGuiMod_Ctrl | ImGuiKey_Insert, id)) && !is_password && (!is_multiline || state->HasSelection()); + const bool is_paste = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_V, id, f_repeat) || Shortcut(ImGuiMod_Shift | ImGuiKey_Insert, id, f_repeat)) && !is_readonly; + const bool is_undo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Z, id, f_repeat)) && !is_readonly && is_undoable; + const bool is_redo = (Shortcut(ImGuiMod_Shortcut | ImGuiKey_Y, id, f_repeat) || (is_osx && Shortcut(ImGuiMod_Shortcut | ImGuiMod_Shift | ImGuiKey_Z, id, f_repeat))) && !is_readonly && is_undoable; + const bool is_select_all = Shortcut(ImGuiMod_Shortcut | ImGuiKey_A, id); // We allow validate/cancel with Nav source (gamepad) to makes it easier to undo an accidental NavInput press with no keyboard wired, but otherwise it isn't very useful. - const bool is_validate_enter = IsKeyPressedMap(ImGuiKey_Enter) || IsKeyPressedMap(ImGuiKey_KeyPadEnter); - const bool is_validate_nav = (IsNavInputTest(ImGuiNavInput_Activate, ImGuiInputReadMode_Pressed) && !IsKeyPressedMap(ImGuiKey_Space)) || IsNavInputTest(ImGuiNavInput_Input, ImGuiInputReadMode_Pressed); - const bool is_cancel = IsKeyPressedMap(ImGuiKey_Escape) || IsNavInputTest(ImGuiNavInput_Cancel, ImGuiInputReadMode_Pressed); + const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0; + const bool is_enter_pressed = IsKeyPressed(ImGuiKey_Enter, true) || IsKeyPressed(ImGuiKey_KeypadEnter, true); + const bool is_gamepad_validate = nav_gamepad_active && (IsKeyPressed(ImGuiKey_NavGamepadActivate, false) || IsKeyPressed(ImGuiKey_NavGamepadInput, false)); + const bool is_cancel = Shortcut(ImGuiKey_Escape, id, f_repeat) || (nav_gamepad_active && Shortcut(ImGuiKey_NavGamepadCancel, id, f_repeat)); - if (IsKeyPressedMap(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } - else if (IsKeyPressedMap(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } - else if (IsKeyPressedMap(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Delete) && !is_readonly && !is_cut) { state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); } - else if (IsKeyPressedMap(ImGuiKey_Backspace) && !is_readonly) + // FIXME: Should use more Shortcut() and reduce IsKeyPressed()+SetKeyOwner(), but requires modifiers combination to be taken account of. + if (IsKeyPressed(ImGuiKey_LeftArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINESTART : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDLEFT : STB_TEXTEDIT_K_LEFT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_RightArrow)) { state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_LINEEND : is_wordmove_key_down ? STB_TEXTEDIT_K_WORDRIGHT : STB_TEXTEDIT_K_RIGHT) | k_mask); } + else if (IsKeyPressed(ImGuiKey_UpArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMax(draw_window->Scroll.y - g.FontSize, 0.0f)); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTSTART : STB_TEXTEDIT_K_UP) | k_mask); } + else if (IsKeyPressed(ImGuiKey_DownArrow) && is_multiline) { if (io.KeyCtrl) SetScrollY(draw_window, ImMin(draw_window->Scroll.y + g.FontSize, GetScrollMaxY())); else state->OnKeyPressed((is_startend_key_down ? STB_TEXTEDIT_K_TEXTEND : STB_TEXTEDIT_K_DOWN) | k_mask); } + else if (IsKeyPressed(ImGuiKey_PageUp) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGUP | k_mask); scroll_y -= row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_PageDown) && is_multiline) { state->OnKeyPressed(STB_TEXTEDIT_K_PGDOWN | k_mask); scroll_y += row_count_per_page * g.FontSize; } + else if (IsKeyPressed(ImGuiKey_Home)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTSTART | k_mask : STB_TEXTEDIT_K_LINESTART | k_mask); } + else if (IsKeyPressed(ImGuiKey_End)) { state->OnKeyPressed(io.KeyCtrl ? STB_TEXTEDIT_K_TEXTEND | k_mask : STB_TEXTEDIT_K_LINEEND | k_mask); } + else if (IsKeyPressed(ImGuiKey_Delete) && !is_readonly && !is_cut) + { + if (!state->HasSelection()) + { + // OSX doesn't seem to have Super+Delete to delete until end-of-line, so we don't emulate that (as opposed to Super+Backspace) + if (is_wordmove_key_down) + state->OnKeyPressed(STB_TEXTEDIT_K_WORDRIGHT | STB_TEXTEDIT_K_SHIFT); + } + state->OnKeyPressed(STB_TEXTEDIT_K_DELETE | k_mask); + } + else if (IsKeyPressed(ImGuiKey_Backspace) && !is_readonly) { if (!state->HasSelection()) { @@ -4329,35 +4495,51 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } state->OnKeyPressed(STB_TEXTEDIT_K_BACKSPACE | k_mask); } - else if (is_validate_enter) + else if (is_enter_pressed || is_gamepad_validate) { + // Determine if we turn Enter into a \n character bool ctrl_enter_for_new_line = (flags & ImGuiInputTextFlags_CtrlEnterForNewLine) != 0; - if (!is_multiline || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) + if (!is_multiline || is_gamepad_validate || (ctrl_enter_for_new_line && !io.KeyCtrl) || (!ctrl_enter_for_new_line && io.KeyCtrl)) { - enter_pressed = clear_active_id = true; + validated = true; + if (io.ConfigInputTextEnterKeepActive && !is_multiline) + state->SelectAll(); // No need to scroll + else + clear_active_id = true; } else if (!is_readonly) { unsigned int c = '\n'; // Insert new line - if (InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) + if (InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Keyboard)) state->OnKeyPressed((int)c); } } - else if (is_validate_nav) - { - IM_ASSERT(!is_validate_enter); - enter_pressed = clear_active_id = true; - } else if (is_cancel) { - clear_active_id = cancel_edit = true; + if (flags & ImGuiInputTextFlags_EscapeClearsAll) + { + if (buf[0] != 0) + { + revert_edit = true; + } + else + { + render_cursor = render_selection = false; + clear_active_id = true; + } + } + else + { + clear_active_id = revert_edit = true; + render_cursor = render_selection = false; + } } else if (is_undo || is_redo) { state->OnKeyPressed(is_undo ? STB_TEXTEDIT_K_UNDO : STB_TEXTEDIT_K_REDO); state->ClearSelection(); } - else if (is_shortcut_key && IsKeyPressedMap(ImGuiKey_A)) + else if (is_select_all) { state->SelectAll(); state->CursorFollow = true; @@ -4391,13 +4573,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const int clipboard_len = (int)strlen(clipboard); ImWchar* clipboard_filtered = (ImWchar*)IM_ALLOC((clipboard_len + 1) * sizeof(ImWchar)); int clipboard_filtered_len = 0; - for (const char* s = clipboard; *s; ) + for (const char* s = clipboard; *s != 0; ) { unsigned int c; s += ImTextCharFromUtf8(&c, s, NULL); - if (c == 0) - break; - if (!InputTextFilterCharacter(&c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) + if (!InputTextFilterCharacter(&g, &c, flags, callback, callback_user_data, ImGuiInputSource_Clipboard)) continue; clipboard_filtered[clipboard_filtered_len++] = (ImWchar)c; } @@ -4421,14 +4601,25 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (g.ActiveId == id) { IM_ASSERT(state != NULL); - if (cancel_edit) + if (revert_edit && !is_readonly) { - // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. - if (!is_readonly && strcmp(buf, state->InitialTextA.Data) != 0) + if (flags & ImGuiInputTextFlags_EscapeClearsAll) { + // Clear input + IM_ASSERT(buf[0] != 0); + apply_new_text = ""; + apply_new_text_length = 0; + value_changed = true; + IMSTB_TEXTEDIT_CHARTYPE empty_string; + stb_textedit_replace(state, &state->Stb, &empty_string, 0); + } + else if (strcmp(buf, state->InitialTextA.Data) != 0) + { + // Restore initial value. Only return true if restoring to the initial value changes the current buffer contents. // Push records into the undo stack so we can CTRL+Z the revert operation itself apply_new_text = state->InitialTextA.Data; apply_new_text_length = state->InitialTextA.Size - 1; + value_changed = true; ImVector w_text; if (apply_new_text_length > 0) { @@ -4439,22 +4630,27 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } } - // 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. + // Apply ASCII value + if (!is_readonly) + { + state->TextAIsValid = true; + state->TextA.resize(state->TextW.Size * 4 + 1); + ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); + } + + // When using 'ImGuiInputTextFlags_EnterReturnsTrue' as a special case we reapply the live buffer back to the input buffer + // before clearing ActiveId, even though strictly speaking it wasn't modified on this frame. // If we didn't do that, code like InputInt() with ImGuiInputTextFlags_EnterReturnsTrue would fail. - // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). - bool apply_edit_back_to_user_buffer = !cancel_edit || (enter_pressed && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); + // This also allows the user to use InputText() with ImGuiInputTextFlags_EnterReturnsTrue without maintaining any user-side storage + // (please note that if you use this property along ImGuiInputTextFlags_CallbackResize you can end up with your temporary string object + // unnecessarily allocating once a frame, either store your string data, either if you don't then don't use ImGuiInputTextFlags_CallbackResize). + const bool apply_edit_back_to_user_buffer = !revert_edit || (validated && (flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0); if (apply_edit_back_to_user_buffer) { // Apply new value immediately - copy modified buffer back // Note that as soon as the input box is active, the in-widget value gets priority over any underlying modification of the input buffer // FIXME: We actually always render 'buf' when calling DrawList->AddText, making the comment above incorrect. // FIXME-OPT: CPU waste to do this every time the widget is active, should mark dirty state from the stb_textedit callbacks. - if (!is_readonly) - { - state->TextAIsValid = true; - state->TextA.resize(state->TextW.Size * 4 + 1); - ImTextStrToUtf8(state->TextA.Data, state->TextA.Size, state->TextW.Data, NULL); - } // User callback if ((flags & (ImGuiInputTextFlags_CallbackCompletion | ImGuiInputTextFlags_CallbackHistory | ImGuiInputTextFlags_CallbackEdit | ImGuiInputTextFlags_CallbackAlways)) != 0) @@ -4463,18 +4659,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ // The reason we specify the usage semantic (Completion/History) is that Completion needs to disable keyboard TABBING at the moment. ImGuiInputTextFlags event_flag = 0; - ImGuiKey event_key = ImGuiKey_COUNT; - if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && IsKeyPressedMap(ImGuiKey_Tab)) + ImGuiKey event_key = ImGuiKey_None; + if ((flags & ImGuiInputTextFlags_CallbackCompletion) != 0 && Shortcut(ImGuiKey_Tab, id)) { event_flag = ImGuiInputTextFlags_CallbackCompletion; event_key = ImGuiKey_Tab; } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_UpArrow)) + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_UpArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_UpArrow; } - else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressedMap(ImGuiKey_DownArrow)) + else if ((flags & ImGuiInputTextFlags_CallbackHistory) != 0 && IsKeyPressed(ImGuiKey_DownArrow)) { event_flag = ImGuiInputTextFlags_CallbackHistory; event_key = ImGuiKey_DownArrow; @@ -4491,7 +4687,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (event_flag) { ImGuiInputTextCallbackData callback_data; - memset(&callback_data, 0, sizeof(ImGuiInputTextCallbackData)); + callback_data.Ctx = &g; callback_data.EventFlag = event_flag; callback_data.Flags = flags; callback_data.UserData = callback_user_data; @@ -4523,9 +4719,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (callback_data.SelectionEnd != utf8_selection_end || buf_dirty) { state->Stb.select_end = (callback_data.SelectionEnd == callback_data.SelectionStart) ? state->Stb.select_start : ImTextCountCharsFromUtf8(callback_data.Buf, callback_data.Buf + callback_data.SelectionEnd); } if (buf_dirty) { + IM_ASSERT(!is_readonly); IM_ASSERT(callback_data.BufTextLen == (int)strlen(callback_data.Buf)); // You need to maintain BufTextLen if you change the text! + InputTextReconcileUndoStateAfterUserCallback(state, callback_data.Buf, callback_data.BufTextLen); // FIXME: Move the rest of this block inside function and rename to InputTextReconcileStateAfterUserCallback() ? if (callback_data.BufTextLen > backup_current_text_length && is_resizable) - state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); + state->TextW.resize(state->TextW.Size + (callback_data.BufTextLen - backup_current_text_length)); // Worse case scenario resize state->CurLenW = ImTextStrFromUtf8(state->TextW.Data, state->TextW.Size, callback_data.Buf, NULL); state->CurLenA = callback_data.BufTextLen; // Assume correct length and valid UTF-8 from user, saves us an extra strlen() state->CursorAnimReset(); @@ -4538,11 +4736,22 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { apply_new_text = state->TextA.Data; apply_new_text_length = state->CurLenA; + value_changed = true; } } + } - // Clear temporary user storage - state->Flags = ImGuiInputTextFlags_None; + // Handle reapplying final data on deactivation (see InputTextDeactivateHook() for details) + if (g.InputTextDeactivatedState.ID == id) + { + if (g.ActiveId != id && IsItemDeactivatedAfterEdit() && !is_readonly && strcmp(g.InputTextDeactivatedState.TextA.Data, buf) != 0) + { + apply_new_text = g.InputTextDeactivatedState.TextA.Data; + apply_new_text_length = g.InputTextDeactivatedState.TextA.Size - 1; + value_changed = true; + //IMGUI_DEBUG_LOG("InputText(): apply Deactivated data for 0x%08X: \"%.*s\".\n", id, apply_new_text_length, apply_new_text); + } + g.InputTextDeactivatedState.ID = 0; } // Copy result to user buffer. This can currently only happen when (g.ActiveId == id) @@ -4555,6 +4764,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (is_resizable) { ImGuiInputTextCallbackData callback_data; + callback_data.Ctx = &g; callback_data.EventFlag = ImGuiInputTextFlags_CallbackResize; callback_data.Flags = flags; callback_data.Buf = buf; @@ -4567,16 +4777,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ apply_new_text_length = ImMin(callback_data.BufTextLen, buf_size - 1); IM_ASSERT(apply_new_text_length <= buf_size); } - //IMGUI_DEBUG_LOG("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); + //IMGUI_DEBUG_PRINT("InputText(\"%s\"): apply_new_text length %d\n", label, apply_new_text_length); // If the underlying buffer resize was denied or not carried to the next frame, apply_new_text_length+1 may be >= buf_size. ImStrncpy(buf, apply_new_text, ImMin(apply_new_text_length + 1, buf_size)); - value_changed = true; } // Release active ID at the end of the function (so e.g. pressing Return still does a final application of the value) - if (clear_active_id && g.ActiveId == id) + // Otherwise request text input ahead for next frame. + if (g.ActiveId == id && clear_active_id) ClearActiveID(); + else if (g.ActiveId == id) + g.WantTextInputNextFrame = 1; // Render frame if (!is_multiline) @@ -4656,11 +4868,11 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ searches_result_line_no[1] = line_count; // Calculate 2d position by finding the beginning of the line and measuring distance - cursor_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; + cursor_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[0], text_begin), searches_input_ptr[0]).x; cursor_offset.y = searches_result_line_no[0] * g.FontSize; if (searches_result_line_no[1] >= 0) { - select_start_offset.x = InputTextCalcTextSizeW(ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; + select_start_offset.x = InputTextCalcTextSizeW(&g, ImStrbolW(searches_input_ptr[1], text_begin), searches_input_ptr[1]).x; select_start_offset.y = searches_result_line_no[1] * g.FontSize; } @@ -4678,9 +4890,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ const float scroll_increment_x = inner_size.x * 0.25f; const float visible_width = inner_size.x - style.FramePadding.x; if (cursor_offset.x < state->ScrollX) - state->ScrollX = IM_FLOOR(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); + state->ScrollX = IM_TRUNC(ImMax(0.0f, cursor_offset.x - scroll_increment_x)); else if (cursor_offset.x - visible_width >= state->ScrollX) - state->ScrollX = IM_FLOOR(cursor_offset.x - visible_width + scroll_increment_x); + state->ScrollX = IM_TRUNC(cursor_offset.x - visible_width + scroll_increment_x); } else { @@ -4729,8 +4941,8 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } else { - ImVec2 rect_size = InputTextCalcTextSizeW(p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = IM_FLOOR(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + ImVec2 rect_size = InputTextCalcTextSizeW(&g, p, text_selected_end, &p, NULL, true); + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) @@ -4753,14 +4965,18 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { state->CursorAnim += io.DeltaTime; bool cursor_is_visible = (!g.IO.ConfigInputTextCursorBlink) || (state->CursorAnim <= 0.0f) || ImFmod(state->CursorAnim, 1.20f) <= 0.80f; - ImVec2 cursor_screen_pos = ImFloor(draw_pos + cursor_offset - draw_scroll); + ImVec2 cursor_screen_pos = ImTrunc(draw_pos + cursor_offset - draw_scroll); ImRect cursor_screen_rect(cursor_screen_pos.x, cursor_screen_pos.y - g.FontSize + 0.5f, cursor_screen_pos.x + 1.0f, cursor_screen_pos.y - 1.5f); if (cursor_is_visible && cursor_screen_rect.Overlaps(clip_rect)) draw_window->DrawList->AddLine(cursor_screen_rect.Min, cursor_screen_rect.GetBL(), GetColorU32(ImGuiCol_Text)); // Notify OS of text input position for advanced IME (-1 x offset so that Windows IME can cover our cursor. Bit of an extra nicety.) if (!is_readonly) - g.PlatformImePos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + { + g.PlatformImeData.WantVisible = true; + g.PlatformImeData.InputPos = ImVec2(cursor_screen_pos.x - 1.0f, cursor_screen_pos.y - g.FontSize); + g.PlatformImeData.InputLineHeight = g.FontSize; + } } } else @@ -4787,11 +5003,9 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ { // For focus requests to work on our multiline we need to ensure our child ItemAdd() call specifies the ImGuiItemFlags_Inputable (ref issue #4761)... Dummy(ImVec2(text_size.x, text_size.y + style.FramePadding.y)); - ImGuiItemFlags backup_item_flags = g.CurrentItemFlags; - g.CurrentItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; + g.NextItemData.ItemFlags |= ImGuiItemFlags_Inputable | ImGuiItemFlags_NoTabStop; EndChild(); item_data_backup.StatusFlags |= (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredWindow); - g.CurrentItemFlags = backup_item_flags; // ...and then we need to undo the group overriding last item data, which gets a bit messy as EndGroup() tries to forward scrollbar being active... // FIXME: This quite messy/tricky, should attempt to get rid of the child window. @@ -4817,13 +5031,49 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (value_changed && !(flags & ImGuiInputTextFlags_NoMarkEdited)) MarkItemEdited(id); - IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); + IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Inputable); if ((flags & ImGuiInputTextFlags_EnterReturnsTrue) != 0) - return enter_pressed; + return validated; else return value_changed; } +void ImGui::DebugNodeInputTextState(ImGuiInputTextState* state) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + ImGuiContext& g = *GImGui; + ImStb::STB_TexteditState* stb_state = &state->Stb; + ImStb::StbUndoState* undo_state = &stb_state->undostate; + Text("ID: 0x%08X, ActiveID: 0x%08X", state->ID, g.ActiveId); + DebugLocateItemOnHover(state->ID); + Text("CurLenW: %d, CurLenA: %d, Cursor: %d, Selection: %d..%d", state->CurLenW, state->CurLenA, stb_state->cursor, stb_state->select_start, stb_state->select_end); + Text("has_preferred_x: %d (%.2f)", stb_state->has_preferred_x, stb_state->preferred_x); + Text("undo_point: %d, redo_point: %d, undo_char_point: %d, redo_char_point: %d", undo_state->undo_point, undo_state->redo_point, undo_state->undo_char_point, undo_state->redo_char_point); + if (BeginChild("undopoints", ImVec2(0.0f, GetTextLineHeight() * 10), ImGuiChildFlags_Border | ImGuiChildFlags_ResizeY)) // Visualize undo state + { + PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0)); + for (int n = 0; n < IMSTB_TEXTEDIT_UNDOSTATECOUNT; n++) + { + ImStb::StbUndoRecord* undo_rec = &undo_state->undo_rec[n]; + const char undo_rec_type = (n < undo_state->undo_point) ? 'u' : (n >= undo_state->redo_point) ? 'r' : ' '; + if (undo_rec_type == ' ') + BeginDisabled(); + char buf[64] = ""; + if (undo_rec_type != ' ' && undo_rec->char_storage != -1) + ImTextStrToUtf8(buf, IM_ARRAYSIZE(buf), undo_state->undo_char + undo_rec->char_storage, undo_state->undo_char + undo_rec->char_storage + undo_rec->insert_length); + Text("%c [%02d] where %03d, insert %03d, delete %03d, char_storage %03d \"%s\"", + undo_rec_type, n, undo_rec->where, undo_rec->insert_length, undo_rec->delete_length, undo_rec->char_storage, buf); + if (undo_rec_type == ' ') + EndDisabled(); + } + PopStyleVar(); + } + EndChild(); +#else + IM_UNUSED(state); +#endif +} + //------------------------------------------------------------------------- // [SECTION] Widgets: ColorEdit, ColorPicker, ColorButton, etc. //------------------------------------------------------------------------- @@ -4844,28 +5094,32 @@ bool ImGui::ColorEdit3(const char* label, float col[3], ImGuiColorEditFlags flag return ColorEdit4(label, col, flags | ImGuiColorEditFlags_NoAlpha); } +static void ColorEditRestoreH(const float* col, float* H) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + return; + *H = g.ColorEditSavedHue; +} + // ColorEdit supports RGB and HSV inputs. In case of RGB input resulting color may have undefined hue and/or saturation. // Since widget displays both RGB and HSV values we must preserve hue and saturation to prevent these values resetting. static void ColorEditRestoreHS(const float* col, float* H, float* S, float* V) { - // This check is optional. Suppose we have two color widgets side by side, both widgets display different colors, but both colors have hue and/or saturation undefined. - // With color check: hue/saturation is preserved in one widget. Editing color in one widget would reset hue/saturation in another one. - // Without color check: common hue/saturation would be displayed in all widgets that have hue/saturation undefined. - // g.ColorEditLastColor is stored as ImU32 RGB value: this essentially gives us color equality check with reduced precision. - // Tiny external color changes would not be detected and this check would still pass. This is OK, since we only restore hue/saturation _only_ if they are undefined, - // therefore this change flipping hue/saturation from undefined to a very tiny value would still be represented in color picker. ImGuiContext& g = *GImGui; - if (g.ColorEditLastColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) + IM_ASSERT(g.ColorEditCurrentID != 0); + if (g.ColorEditSavedID != g.ColorEditCurrentID || g.ColorEditSavedColor != ImGui::ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) return; // When S == 0, H is undefined. // When H == 1 it wraps around to 0. - if (*S == 0.0f || (*H == 0.0f && g.ColorEditLastHue == 1)) - *H = g.ColorEditLastHue; + if (*S == 0.0f || (*H == 0.0f && g.ColorEditSavedHue == 1)) + *H = g.ColorEditSavedHue; // When V == 0, S is undefined. if (*V == 0.0f) - *S = g.ColorEditLastSat; + *S = g.ColorEditSavedSat; } // Edit colors components (each component in 0.0f..1.0f range). @@ -4880,14 +5134,15 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ImGuiContext& g = *GImGui; const ImGuiStyle& style = g.Style; const float square_sz = GetFrameHeight(); - const float w_full = CalcItemWidth(); - const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); - const float w_inputs = w_full - w_button; const char* label_display_end = FindRenderedTextEnd(label); + float w_full = CalcItemWidth(); g.NextItemData.ClearFlags(); BeginGroup(); PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); // If we're not showing any slider there's no point in doing any HSV conversions const ImGuiColorEditFlags flags_untouched = flags; @@ -4914,6 +5169,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag const bool alpha = (flags & ImGuiColorEditFlags_NoAlpha) == 0; const bool hdr = (flags & ImGuiColorEditFlags_HDR) != 0; const int components = alpha ? 4 : 3; + const float w_button = (flags & ImGuiColorEditFlags_NoSmallPreview) ? 0.0f : (square_sz + style.ItemInnerSpacing.x); + const float w_inputs = ImMax(w_full - w_button, 1.0f); + w_full = w_inputs + w_button; // Convert to the formats we need float f[4] = { col[0], col[1], col[2], alpha ? col[3] : 1.0f }; @@ -4921,7 +5179,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); else if ((flags & ImGuiColorEditFlags_InputRGB) && (flags & ImGuiColorEditFlags_DisplayHSV)) { - // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); ColorEditRestoreHS(col, &f[0], &f[1], &f[2]); } @@ -4937,10 +5195,9 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if ((flags & (ImGuiColorEditFlags_DisplayRGB | ImGuiColorEditFlags_DisplayHSV)) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) { // RGB/HSV 0..255 Sliders - const float w_item_one = ImMax(1.0f, IM_FLOOR((w_inputs - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components)); - const float w_item_last = ImMax(1.0f, IM_FLOOR(w_inputs - (w_item_one + style.ItemInnerSpacing.x) * (components - 1))); + const float w_items = w_inputs - style.ItemInnerSpacing.x * (components - 1); - const bool hide_prefix = (w_item_one <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); + const bool hide_prefix = (IM_TRUNC(w_items / components) <= CalcTextSize((flags & ImGuiColorEditFlags_Float) ? "M:0.000" : "M:000").x); static const char* ids[4] = { "##X", "##Y", "##Z", "##W" }; static const char* fmt_table_int[3][4] = { @@ -4956,11 +5213,14 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag }; const int fmt_idx = hide_prefix ? 0 : (flags & ImGuiColorEditFlags_DisplayHSV) ? 2 : 1; + float prev_split = 0.0f; for (int n = 0; n < components; n++) { if (n > 0) SameLine(0, style.ItemInnerSpacing.x); - SetNextItemWidth((n + 1 < components) ? w_item_one : w_item_last); + float next_split = IM_TRUNC(w_items * (n + 1) / components); + SetNextItemWidth(ImMax(next_split - prev_split, 1.0f)); + prev_split = next_split; // FIXME: When ImGuiColorEditFlags_HDR flag is passed HS values snap in weird ways when SV values go below 0. if (flags & ImGuiColorEditFlags_Float) @@ -4973,7 +5233,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag value_changed |= DragInt(ids[n], &i[n], 1.0f, 0, hdr ? 0 : 255, fmt_table_int[fmt_idx][n]); } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } } else if ((flags & ImGuiColorEditFlags_DisplayHex) != 0 && (flags & ImGuiColorEditFlags_NoInputs) == 0) @@ -4985,7 +5245,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag else ImFormatString(buf, IM_ARRAYSIZE(buf), "#%02X%02X%02X", ImClamp(i[0], 0, 255), ImClamp(i[1], 0, 255), ImClamp(i[2], 0, 255)); SetNextItemWidth(w_inputs); - if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsHexadecimal | ImGuiInputTextFlags_CharsUppercase)) + if (InputText("##Text", buf, IM_ARRAYSIZE(buf), ImGuiInputTextFlags_CharsUppercase)) { value_changed = true; char* p = buf; @@ -5001,7 +5261,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag IM_UNUSED(r); // Fixes C6031: Return value ignored: 'sscanf'. } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } ImGuiWindow* picker_active_window = NULL; @@ -5018,32 +5278,37 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag // Store current color and open a picker g.ColorPickerRef = col_v4; OpenPopup("picker"); - SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(-1, style.ItemSpacing.y)); + SetNextWindowPos(g.LastItemData.Rect.GetBL() + ImVec2(0.0f, style.ItemSpacing.y)); } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); if (BeginPopup("picker")) { - picker_active_window = g.CurrentWindow; - if (label != label_display_end) + if (g.CurrentWindow->BeginCount == 1) { - TextEx(label, label_display_end); - Spacing(); + picker_active_window = g.CurrentWindow; + if (label != label_display_end) + { + TextEx(label, label_display_end); + Spacing(); + } + ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; + ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; + SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? + value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); } - ImGuiColorEditFlags picker_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_PickerMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaBar; - ImGuiColorEditFlags picker_flags = (flags_untouched & picker_flags_to_forward) | ImGuiColorEditFlags_DisplayMask_ | ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_AlphaPreviewHalf; - SetNextItemWidth(square_sz * 12.0f); // Use 256 + bar sizes? - value_changed |= ColorPicker4("##picker", col, picker_flags, &g.ColorPickerRef.x); EndPopup(); } } if (label != label_display_end && !(flags & ImGuiColorEditFlags_NoLabel)) { - const float text_offset_x = (flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x; - window->DC.CursorPos = ImVec2(pos.x + text_offset_x, pos.y + style.FramePadding.y); + // Position not necessarily next to last submitted button (e.g. if style.ColorButtonPosition == ImGuiDir_Left), + // but we need to use SameLine() to setup baseline correctly. Might want to refactor SameLine() to simplify this. + SameLine(0.0f, style.ItemInnerSpacing.x); + window->DC.CursorPos.x = pos.x + ((flags & ImGuiColorEditFlags_NoInputs) ? w_button : w_full + style.ItemInnerSpacing.x); TextEx(label, label_display_end); } @@ -5055,10 +5320,11 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag f[n] = i[n] / 255.0f; if ((flags & ImGuiColorEditFlags_DisplayHSV) && (flags & ImGuiColorEditFlags_InputRGB)) { - g.ColorEditLastHue = f[0]; - g.ColorEditLastSat = f[1]; + g.ColorEditSavedHue = f[0]; + g.ColorEditSavedSat = f[1]; ColorConvertHSVtoRGB(f[0], f[1], f[2], f[0], f[1], f[2]); - g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(f[0], f[1], f[2], 0)); } if ((flags & ImGuiColorEditFlags_DisplayRGB) && (flags & ImGuiColorEditFlags_InputHSV)) ColorConvertRGBtoHSV(f[0], f[1], f[2], f[0], f[1], f[2]); @@ -5070,17 +5336,19 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag col[3] = f[3]; } + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; PopID(); EndGroup(); // Drag and Drop Target // NB: The flag test is merely an optional micro-optimization, BeginDragDropTarget() does the same test. - if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) + if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && !(g.LastItemData.InFlags & ImGuiItemFlags_ReadOnly) && !(flags & ImGuiColorEditFlags_NoDragDrop) && BeginDragDropTarget()) { bool accepted_drag_drop = false; if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_3F)) { - memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 + memcpy((float*)col, payload->Data, sizeof(float) * 3); // Preserve alpha if any //-V512 //-V1086 value_changed = accepted_drag_drop = true; } if (const ImGuiPayload* payload = AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_COLOR_4F)) @@ -5099,7 +5367,7 @@ bool ImGui::ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flag if (picker_active_window && g.ActiveId != 0 && g.ActiveIdWindow == picker_active_window) g.LastItemData.ID = g.ActiveId; - if (value_changed) + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId MarkItemEdited(g.LastItemData.ID); return value_changed; @@ -5140,9 +5408,13 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl ImGuiIO& io = g.IO; const float width = CalcItemWidth(); + const bool is_readonly = ((g.NextItemData.ItemFlags | g.CurrentItemFlags) & ImGuiItemFlags_ReadOnly) != 0; g.NextItemData.ClearFlags(); PushID(label); + const bool set_current_color_edit_id = (g.ColorEditCurrentID == 0); + if (set_current_color_edit_id) + g.ColorEditCurrentID = window->IDStack.back(); BeginGroup(); if (!(flags & ImGuiColorEditFlags_NoSidePreview)) @@ -5171,7 +5443,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float sv_picker_size = ImMax(bars_width * 1, width - (alpha_bar ? 2 : 1) * (bars_width + style.ItemInnerSpacing.x)); // Saturation/Value picking box float bar0_pos_x = picker_pos.x + sv_picker_size + style.ItemInnerSpacing.x; float bar1_pos_x = bar0_pos_x + bars_width + style.ItemInnerSpacing.x; - float bars_triangles_half_sz = IM_FLOOR(bars_width * 0.20f); + float bars_triangles_half_sz = IM_TRUNC(bars_width * 0.20f); float backup_initial_col[4]; memcpy(backup_initial_col, col, components * sizeof(float)); @@ -5191,7 +5463,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl float R = col[0], G = col[1], B = col[2]; if (flags & ImGuiColorEditFlags_InputRGB) { - // Hue is lost when converting from greyscale rgb (saturation=0). Restore it. + // Hue is lost when converting from grayscale rgb (saturation=0). Restore it. ColorConvertRGBtoHSV(R, G, B, H, S, V); ColorEditRestoreHS(col, &H, &S, &V); } @@ -5207,7 +5479,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl { // Hue wheel + SV triangle logic InvisibleButton("hsv", ImVec2(sv_picker_size + style.ItemInnerSpacing.x + bars_width, sv_picker_size)); - if (IsItemActive()) + if (IsItemActive() && !is_readonly) { ImVec2 initial_off = g.IO.MouseClickedPos[0] - wheel_center; ImVec2 current_off = g.IO.MousePos - wheel_center; @@ -5236,29 +5508,26 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); } else if (flags & ImGuiColorEditFlags_PickerHueBar) { // SV rectangle logic InvisibleButton("sv", ImVec2(sv_picker_size, sv_picker_size)); - if (IsItemActive()) + if (IsItemActive() && !is_readonly) { S = ImSaturate((io.MousePos.x - picker_pos.x) / (sv_picker_size - 1)); V = 1.0f - ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); - - // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. - if (g.ColorEditLastColor == ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0))) - H = g.ColorEditLastHue; + ColorEditRestoreH(col, &H); // Greatly reduces hue jitter and reset to 0 when hue == 255 and color is rapidly modified using SV square. value_changed = value_changed_sv = true; } if (!(flags & ImGuiColorEditFlags_NoOptions)) - OpenPopupOnItemClick("context"); + OpenPopupOnItemClick("context", ImGuiPopupFlags_MouseButtonRight); // Hue bar logic SetCursorScreenPos(ImVec2(bar0_pos_x, picker_pos.y)); InvisibleButton("hue", ImVec2(bars_width, sv_picker_size)); - if (IsItemActive()) + if (IsItemActive() && !is_readonly) { H = ImSaturate((io.MousePos.y - picker_pos.y) / (sv_picker_size - 1)); value_changed = value_changed_h = true; @@ -5324,9 +5593,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (flags & ImGuiColorEditFlags_InputRGB) { ColorConvertHSVtoRGB(H, S, V, col[0], col[1], col[2]); - g.ColorEditLastHue = H; - g.ColorEditLastSat = S; - g.ColorEditLastColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); + g.ColorEditSavedHue = H; + g.ColorEditSavedSat = S; + g.ColorEditSavedID = g.ColorEditCurrentID; + g.ColorEditSavedColor = ColorConvertFloat4ToU32(ImVec4(col[0], col[1], col[2], 0)); } else if (flags & ImGuiColorEditFlags_InputHSV) { @@ -5341,7 +5611,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if ((flags & ImGuiColorEditFlags_NoInputs) == 0) { PushItemWidth((alpha_bar ? bar1_pos_x : bar0_pos_x) + bars_width - picker_pos.x); - ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; + ImGuiColorEditFlags sub_flags_to_forward = ImGuiColorEditFlags_DataTypeMask_ | ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_HDR | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_NoOptions | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_NoSmallPreview | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf; ImGuiColorEditFlags sub_flags = (flags & sub_flags_to_forward) | ImGuiColorEditFlags_NoPicker; if (flags & ImGuiColorEditFlags_DisplayRGB || (flags & ImGuiColorEditFlags_DisplayMask_) == 0) if (ColorEdit4("##rgb", col, sub_flags | ImGuiColorEditFlags_DisplayRGB)) @@ -5428,7 +5698,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl 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); + int hue_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(hue_cursor_rad); // Lock segment count so the +1 one matches others. draw_list->AddCircleFilled(hue_cursor_pos, hue_cursor_rad, hue_color32, hue_cursor_segments); draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad + 1, col_midgrey, hue_cursor_segments); draw_list->AddCircle(hue_cursor_pos, hue_cursor_rad, col_white, hue_cursor_segments); @@ -5438,13 +5708,10 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl 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->PrimReserve(3, 3); draw_list->PrimVtx(tra, uv_white, hue_color32); - draw_list->PrimVtx(trb, uv_white, hue_color32); - draw_list->PrimVtx(trc, uv_white, col_white); - draw_list->PrimVtx(tra, uv_white, 0); draw_list->PrimVtx(trb, uv_white, col_black); - draw_list->PrimVtx(trc, uv_white, 0); + draw_list->PrimVtx(trc, uv_white, col_white); draw_list->AddTriangle(tra, trb, trc, col_midgrey, 1.5f); sv_cursor_pos = ImLerp(ImLerp(trc, tra, ImSaturate(S)), trb, ImSaturate(1 - V)); } @@ -5466,10 +5733,11 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl } // Render cursor/preview circle (clamp S/V within 0..1 range because floating points colors may lead HSV values to be out of range) - float sv_cursor_rad = value_changed_sv ? 10.0f : 6.0f; - draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, 12); - draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, 12); + float sv_cursor_rad = value_changed_sv ? wheel_thickness * 0.55f : wheel_thickness * 0.40f; + int sv_cursor_segments = draw_list->_CalcCircleAutoSegmentCount(sv_cursor_rad); // Lock segment count so the +1 one matches others. + draw_list->AddCircleFilled(sv_cursor_pos, sv_cursor_rad, user_col32_striped_of_alpha, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad + 1, col_midgrey, sv_cursor_segments); + draw_list->AddCircle(sv_cursor_pos, sv_cursor_rad, col_white, sv_cursor_segments); // Render alpha bar if (alpha_bar) @@ -5487,9 +5755,11 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl if (value_changed && memcmp(backup_initial_col, col, components * sizeof(float)) == 0) value_changed = false; - if (value_changed) + if (value_changed && g.LastItemData.ID != 0) // In case of ID collision, the second EndGroup() won't catch g.ActiveId MarkItemEdited(g.LastItemData.ID); + if (set_current_color_edit_id) + g.ColorEditCurrentID = 0; PopID(); return value_changed; @@ -5499,7 +5769,7 @@ bool ImGui::ColorPicker4(const char* label, float col[4], ImGuiColorEditFlags fl // FIXME: May want to display/ignore the alpha component in the color display? Yet show it in the tooltip. // 'desc_id' is not called 'label' because we don't display it next to the button, but only in the tooltip. // Note that 'col' may be encoded in HSV if ImGuiColorEditFlags_InputHSV is set. -bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, ImVec2 size) +bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFlags flags, const ImVec2& size_arg) { ImGuiWindow* window = GetCurrentWindow(); if (window->SkipItems) @@ -5507,11 +5777,8 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl ImGuiContext& g = *GImGui; const ImGuiID id = window->GetID(desc_id); - float default_size = GetFrameHeight(); - if (size.x == 0.0f) - size.x = default_size; - if (size.y == 0.0f) - size.y = default_size; + const float default_size = GetFrameHeight(); + const ImVec2 size(size_arg.x == 0.0f ? default_size : size_arg.x, size_arg.y == 0.0f ? default_size : size_arg.y); const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size); ItemSize(bb, (size.y >= default_size) ? g.Style.FramePadding.y : 0.0f); if (!ItemAdd(bb, id)) @@ -5576,7 +5843,7 @@ bool ImGui::ColorButton(const char* desc_id, const ImVec4& col, ImGuiColorEditFl } // Tooltip - if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered) + if (!(flags & ImGuiColorEditFlags_NoTooltip) && hovered && IsItemHovered(ImGuiHoveredFlags_ForTooltip)) ColorTooltip(desc_id, &col.x, flags & (ImGuiColorEditFlags_InputMask_ | ImGuiColorEditFlags_NoAlpha | ImGuiColorEditFlags_AlphaPreview | ImGuiColorEditFlags_AlphaPreviewHalf)); return pressed; @@ -5606,7 +5873,8 @@ void ImGui::ColorTooltip(const char* text, const float* col, ImGuiColorEditFlags { ImGuiContext& g = *GImGui; - BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None); + if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePrevious, ImGuiWindowFlags_None)) + return; const char* text_end = text ? FindRenderedTextEnd(text, NULL) : text; if (text_end > text) { @@ -5643,6 +5911,7 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) if ((!allow_opt_inputs && !allow_opt_datatype) || !BeginPopup("context")) return; ImGuiContext& g = *GImGui; + g.LockMarkEdited++; ImGuiColorEditFlags opts = g.ColorEditOptions; if (allow_opt_inputs) { @@ -5685,6 +5954,7 @@ void ImGui::ColorEditOptionsPopup(const float* col, ImGuiColorEditFlags flags) g.ColorEditOptions = opts; EndPopup(); + g.LockMarkEdited--; } void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags flags) @@ -5694,6 +5964,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl if ((!allow_opt_picker && !allow_opt_alpha_bar) || !BeginPopup("context")) return; ImGuiContext& g = *GImGui; + g.LockMarkEdited++; if (allow_opt_picker) { ImVec2 picker_size(g.FontSize * 8, ImMax(g.FontSize * 8 - (GetFrameHeight() + g.Style.ItemInnerSpacing.x), 1.0f)); // FIXME: Picker size copied from main picker function @@ -5723,6 +5994,7 @@ void ImGui::ColorPickerOptionsPopup(const float* ref_col, ImGuiColorEditFlags fl CheckboxFlags("Alpha Bar", &g.ColorEditOptions, ImGuiColorEditFlags_AlphaBar); } EndPopup(); + g.LockMarkEdited--; } //------------------------------------------------------------------------- @@ -5809,9 +6081,9 @@ bool ImGui::TreeNodeExV(const char* str_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(str_id), flags, g.TempBuffer, label_end); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(str_id), flags, label, label_end); } bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char* fmt, va_list args) @@ -5820,12 +6092,19 @@ bool ImGui::TreeNodeExV(const void* ptr_id, ImGuiTreeNodeFlags flags, const char if (window->SkipItems) return false; - ImGuiContext& g = *GImGui; - const char* label_end = g.TempBuffer + ImFormatStringV(g.TempBuffer, IM_ARRAYSIZE(g.TempBuffer), fmt, args); - return TreeNodeBehavior(window->GetID(ptr_id), flags, g.TempBuffer, label_end); + const char* label, *label_end; + ImFormatStringToTempBufferV(&label, &label_end, fmt, args); + return TreeNodeBehavior(window->GetID(ptr_id), flags, label, label_end); } -bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) +void ImGui::TreeNodeSetOpen(ImGuiID id, bool open) +{ + ImGuiContext& g = *GImGui; + ImGuiStorage* storage = g.CurrentWindow->DC.StateStorage; + storage->SetInt(id, open ? 1 : 0); +} + +bool ImGui::TreeNodeUpdateNextOpen(ImGuiID id, ImGuiTreeNodeFlags flags) { if (flags & ImGuiTreeNodeFlags_Leaf) return true; @@ -5841,7 +6120,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (g.NextItemData.OpenCond & ImGuiCond_Always) { is_open = g.NextItemData.OpenVal; - storage->SetInt(id, is_open); + TreeNodeSetOpen(id, is_open); } else { @@ -5850,7 +6129,7 @@ bool ImGui::TreeNodeBehaviorIsOpen(ImGuiID id, ImGuiTreeNodeFlags flags) if (stored_value == -1) { is_open = g.NextItemData.OpenVal; - storage->SetInt(id, is_open); + TreeNodeSetOpen(id, is_open); } else { @@ -5888,42 +6167,69 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l // We vertically grow up to current line height up the typical widget height. const float frame_height = ImMax(ImMin(window->DC.CurrLineSize.y, g.FontSize + style.FramePadding.y * 2), label_size.y + padding.y * 2); + const bool span_all_columns = (flags & ImGuiTreeNodeFlags_SpanAllColumns) != 0 && (g.CurrentTable != NULL); ImRect frame_bb; - frame_bb.Min.x = (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; + frame_bb.Min.x = span_all_columns ? window->ParentWorkRect.Min.x : (flags & ImGuiTreeNodeFlags_SpanFullWidth) ? window->WorkRect.Min.x : window->DC.CursorPos.x; frame_bb.Min.y = window->DC.CursorPos.y; - frame_bb.Max.x = window->WorkRect.Max.x; + frame_bb.Max.x = span_all_columns ? window->ParentWorkRect.Max.x : window->WorkRect.Max.x; frame_bb.Max.y = window->DC.CursorPos.y + frame_height; if (display_frame) { // Framed header expand a little outside the default padding, to the edge of InnerClipRect // (FIXME: May remove this at some point and make InnerClipRect align with WindowPadding.x instead of WindowPadding.x*0.5f) - frame_bb.Min.x -= IM_FLOOR(window->WindowPadding.x * 0.5f - 1.0f); - frame_bb.Max.x += IM_FLOOR(window->WindowPadding.x * 0.5f); + frame_bb.Min.x -= IM_TRUNC(window->WindowPadding.x * 0.5f - 1.0f); + frame_bb.Max.x += IM_TRUNC(window->WindowPadding.x * 0.5f); } - const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapser arrow width + Spacing + const float text_offset_x = g.FontSize + (display_frame ? padding.x * 3 : padding.x * 2); // Collapsing arrow width + Spacing const float text_offset_y = ImMax(padding.y, window->DC.CurrLineTextBaseOffset); // Latch before ItemSize changes it - const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapser + const float text_width = g.FontSize + (label_size.x > 0.0f ? label_size.x + padding.x * 2 : 0.0f); // Include collapsing ImVec2 text_pos(window->DC.CursorPos.x + text_offset_x, window->DC.CursorPos.y + text_offset_y); ItemSize(ImVec2(text_width, frame_height), padding.y); // For regular tree nodes, we arbitrary allow to click past 2 worth of ItemSpacing ImRect interact_bb = frame_bb; - if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth)) == 0) + if (!display_frame && (flags & (ImGuiTreeNodeFlags_SpanAvailWidth | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_SpanAllColumns)) == 0) interact_bb.Max.x = frame_bb.Min.x + text_width + style.ItemSpacing.x * 2.0f; - // 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. - const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; - bool is_open = TreeNodeBehaviorIsOpen(id, flags); - if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) - window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. + const float backup_clip_rect_min_x = window->ClipRect.Min.x; + const float backup_clip_rect_max_x = window->ClipRect.Max.x; + if (span_all_columns) + { + window->ClipRect.Min.x = window->ParentWorkRect.Min.x; + window->ClipRect.Max.x = window->ParentWorkRect.Max.x; + } + // Compute open and multi-select states before ItemAdd() as it clear NextItem data. + bool is_open = TreeNodeUpdateNextOpen(id, flags); bool item_add = ItemAdd(interact_bb, id); g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDisplayRect; g.LastItemData.DisplayRect = frame_bb; + if (span_all_columns) + { + window->ClipRect.Min.x = backup_clip_rect_min_x; + window->ClipRect.Max.x = backup_clip_rect_max_x; + } + + // If a NavLeft request is happening and ImGuiTreeNodeFlags_NavLeftJumpsBackHere enabled: + // Store data for the current depth to allow returning to this node from any child item. + // For this purpose we essentially compare if g.NavIdIsAlive went from 0 to 1 between TreeNode() and TreePop(). + // It will become tempting to enable ImGuiTreeNodeFlags_NavLeftJumpsBackHere by default or move it to ImGuiStyle. + // Currently only supports 32 level deep and we are fine with (1 << Depth) overflowing into a zero, easy to increase. + if (is_open && !g.NavIdIsAlive && (flags & ImGuiTreeNodeFlags_NavLeftJumpsBackHere) && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) + if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + { + g.NavTreeNodeStack.resize(g.NavTreeNodeStack.Size + 1); + ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); + nav_tree_node_data->ID = id; + nav_tree_node_data->InFlags = g.LastItemData.InFlags; + nav_tree_node_data->NavRect = g.LastItemData.NavRect; + window->DC.TreeJumpToParentOnPopMask |= (1 << window->DC.TreeDepth); + } + + const bool is_leaf = (flags & ImGuiTreeNodeFlags_Leaf) != 0; if (!item_add) { if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) @@ -5932,9 +6238,16 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l return is_open; } + if (span_all_columns) + { + TablePushBackgroundChannel(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } + ImGuiButtonFlags button_flags = ImGuiTreeNodeFlags_None; - if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) - button_flags |= ImGuiButtonFlags_AllowItemOverlap; + if ((flags & ImGuiTreeNodeFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) + button_flags |= ImGuiButtonFlags_AllowOverlap; if (!is_leaf) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; @@ -5990,11 +6303,13 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (g.NavId == id && g.NavMoveDir == ImGuiDir_Left && is_open) { toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); NavMoveRequestCancel(); } if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right && !is_open) // If there's something upcoming on the line we may want to give it the priority? { toggled = true; + NavClearPreferredPosForAxis(ImGuiAxis_X); NavMoveRequestCancel(); } @@ -6005,8 +6320,6 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledOpen; } } - if (flags & ImGuiTreeNodeFlags_AllowItemOverlap) - SetItemAllowOverlap(); // In this branch, TreeNodeBehavior() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 @@ -6024,15 +6337,14 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (flags & ImGuiTreeNodeFlags_Bullet) RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.60f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 1.0f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 1.0f); else // Leaf without bullet, left-adjusted text - text_pos.x -= text_offset_x; + text_pos.x -= text_offset_x -padding.x; if (flags & ImGuiTreeNodeFlags_ClipLabelForTrailingButton) frame_bb.Max.x -= g.FontSize + style.FramePadding.x; if (g.LogEnabled) LogSetNextTextDecoration("###", "###"); - RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); } else { @@ -6046,12 +6358,20 @@ bool ImGui::TreeNodeBehavior(ImGuiID id, ImGuiTreeNodeFlags flags, const char* l if (flags & ImGuiTreeNodeFlags_Bullet) RenderBullet(window->DrawList, ImVec2(text_pos.x - text_offset_x * 0.5f, text_pos.y + g.FontSize * 0.5f), text_col); else if (!is_leaf) - RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ImGuiDir_Down : ImGuiDir_Right, 0.70f); + RenderArrow(window->DrawList, ImVec2(text_pos.x - text_offset_x + padding.x, text_pos.y + g.FontSize * 0.15f), text_col, is_open ? ((flags & ImGuiTreeNodeFlags_UpsideDownArrow) ? ImGuiDir_Up : ImGuiDir_Down) : ImGuiDir_Right, 0.70f); if (g.LogEnabled) LogSetNextTextDecoration(">", NULL); - RenderText(text_pos, label, label_end, false); } + if (span_all_columns) + TablePopBackgroundChannel(); + + // Label + if (display_frame) + RenderTextClipped(text_pos, frame_bb.Max, label, label_end, &label_size); + else + RenderText(text_pos, label, label_end, false); + if (is_open && !(flags & ImGuiTreeNodeFlags_NoTreePushOnOpen)) TreePushOverrideID(id); IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | (is_leaf ? 0 : ImGuiItemStatusFlags_Openable) | (is_open ? ImGuiItemStatusFlags_Opened : 0)); @@ -6093,12 +6413,14 @@ void ImGui::TreePop() ImU32 tree_depth_mask = (1 << window->DC.TreeDepth); // Handle Left arrow to move to parent tree node (when ImGuiTreeNodeFlags_NavLeftJumpsBackHere is enabled) - if (g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) - if (g.NavIdIsAlive && (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask)) - { - SetNavID(window->IDStack.back(), g.NavLayer, 0, ImRect()); - NavMoveRequestCancel(); - } + if (window->DC.TreeJumpToParentOnPopMask & tree_depth_mask) // Only set during request + { + ImGuiNavTreeNodeData* nav_tree_node_data = &g.NavTreeNodeStack.back(); + IM_ASSERT(nav_tree_node_data->ID == window->IDStack.back()); + if (g.NavIdIsAlive && g.NavMoveDir == ImGuiDir_Left && g.NavWindow == window && NavMoveRequestButNoResultYet()) + NavMoveRequestResolveWithPastTreeNode(&g.NavMoveResultLocal, nav_tree_node_data); + g.NavTreeNodeStack.pop_back(); + } window->DC.TreeJumpToParentOnPopMask &= tree_depth_mask - 1; IM_ASSERT(window->IDStack.Size > 1); // There should always be 1 element in the IDStack (pushed during window creation). If this triggers you called TreePop/PopID too much. @@ -6150,7 +6472,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl ImGuiID id = window->GetID(label); flags |= ImGuiTreeNodeFlags_CollapsingHeader; if (p_visible) - flags |= ImGuiTreeNodeFlags_AllowItemOverlap | ImGuiTreeNodeFlags_ClipLabelForTrailingButton; + flags |= ImGuiTreeNodeFlags_AllowOverlap | (ImGuiTreeNodeFlags)ImGuiTreeNodeFlags_ClipLabelForTrailingButton; bool is_open = TreeNodeBehavior(id, flags, label); if (p_visible != NULL) { @@ -6160,8 +6482,8 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl ImGuiContext& g = *GImGui; ImGuiLastItemData last_item_backup = g.LastItemData; float button_size = g.FontSize; - float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x * 2.0f - button_size); - float button_y = g.LastItemData.Rect.Min.y; + float button_x = ImMax(g.LastItemData.Rect.Min.x, g.LastItemData.Rect.Max.x - g.Style.FramePadding.x - button_size); + float button_y = g.LastItemData.Rect.Min.y + g.Style.FramePadding.y; ImGuiID close_button_id = GetIDWithSeed("#CLOSE", NULL, id); if (CloseButton(close_button_id, ImVec2(button_x, button_y))) *p_visible = false; @@ -6179,7 +6501,7 @@ bool ImGui::CollapsingHeader(const char* label, bool* p_visible, ImGuiTreeNodeFl // Tip: pass a non-visible label (e.g. "##hello") then you can use the space to draw other text or image. // But you need to make sure the ID is unique, e.g. enclose calls in PushID/PopID or use ##unique_id. -// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowItemOverlap are also frequently used flags. +// With this scheme, ImGuiSelectableFlags_SpanAllColumns and ImGuiSelectableFlags_AllowOverlap are also frequently used flags. // FIXME: Selectable() with (size.x == 0.0f) and (SelectableTextAlign.x > 0.0f) followed by SameLine() is currently not supported. bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags flags, const ImVec2& size_arg) { @@ -6216,8 +6538,8 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { const float spacing_x = span_all_columns ? 0.0f : style.ItemSpacing.x; const float spacing_y = style.ItemSpacing.y; - const float spacing_L = IM_FLOOR(spacing_x * 0.50f); - const float spacing_U = IM_FLOOR(spacing_y * 0.50f); + const float spacing_L = IM_TRUNC(spacing_x * 0.50f); + const float spacing_U = IM_TRUNC(spacing_y * 0.50f); bb.Min.x -= spacing_L; bb.Min.y -= spacing_U; bb.Max.x += (spacing_x - spacing_L); @@ -6225,7 +6547,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl } //if (g.IO.KeyCtrl) { GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(0, 255, 0, 255)); } - // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackground for every Selectable.. + // Modify ClipRect for the ItemAdd(), faster than doing a PushColumnsBackground/PushTableBackgroundChannel for every Selectable.. const float backup_clip_rect_min_x = window->ClipRect.Min.x; const float backup_clip_rect_max_x = window->ClipRect.Max.x; if (span_all_columns) @@ -6251,18 +6573,24 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // FIXME: We can standardize the behavior of those two, we could also keep the fast path of override ClipRect + full push on render only, // which would be advantageous since most selectable are not selected. - if (span_all_columns && window->DC.CurrentColumns) - PushColumnsBackground(); - else if (span_all_columns && g.CurrentTable) - TablePushBackgroundChannel(); + if (span_all_columns) + { + if (g.CurrentTable) + TablePushBackgroundChannel(); + else if (window->DC.CurrentColumns) + PushColumnsBackground(); + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasClipRect; + g.LastItemData.ClipRect = window->ClipRect; + } // We use NoHoldingActiveID on menus so user can click and _hold_ on a menu then drag to browse child entries ImGuiButtonFlags button_flags = 0; if (flags & ImGuiSelectableFlags_NoHoldingActiveID) { button_flags |= ImGuiButtonFlags_NoHoldingActiveId; } + if (flags & ImGuiSelectableFlags_NoSetKeyOwner) { button_flags |= ImGuiButtonFlags_NoSetKeyOwner; } if (flags & ImGuiSelectableFlags_SelectOnClick) { button_flags |= ImGuiButtonFlags_PressedOnClick; } if (flags & ImGuiSelectableFlags_SelectOnRelease) { button_flags |= ImGuiButtonFlags_PressedOnRelease; } if (flags & ImGuiSelectableFlags_AllowDoubleClick) { button_flags |= ImGuiButtonFlags_PressedOnClickRelease | ImGuiButtonFlags_PressedOnDoubleClick; } - if (flags & ImGuiSelectableFlags_AllowItemOverlap) { button_flags |= ImGuiButtonFlags_AllowItemOverlap; } + if ((flags & ImGuiSelectableFlags_AllowOverlap) || (g.LastItemData.InFlags & ImGuiItemFlags_AllowOverlap)) { button_flags |= ImGuiButtonFlags_AllowOverlap; } const bool was_selected = selected; bool hovered, held; @@ -6275,7 +6603,7 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl // - (1) it would require focus scope to be set, need exposing PushFocusScope() or equivalent (e.g. BeginSelection() calling PushFocusScope()) // - (2) usage will fail with clipped items // The multi-select API aim to fix those issues, e.g. may be replaced with a BeginSelection() API. - if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == window->DC.NavFocusScopeIdCurrent) + if ((flags & ImGuiSelectableFlags_SelectOnNav) && g.NavJustMovedToId != 0 && g.NavJustMovedToFocusScopeId == g.CurrentFocusScopeId) if (g.NavJustMovedToId == id) selected = pressed = true; @@ -6284,34 +6612,33 @@ bool ImGui::Selectable(const char* label, bool selected, ImGuiSelectableFlags fl { if (!g.NavDisableMouseHover && g.NavWindow == window && g.NavLayer == window->DC.NavLayerCurrent) { - SetNavID(id, window->DC.NavLayerCurrent, window->DC.NavFocusScopeIdCurrent, WindowRectAbsToRel(window, bb)); // (bb == NavRect) + SetNavID(id, window->DC.NavLayerCurrent, g.CurrentFocusScopeId, WindowRectAbsToRel(window, bb)); // (bb == NavRect) g.NavDisableHighlight = true; } } if (pressed) MarkItemEdited(id); - if (flags & ImGuiSelectableFlags_AllowItemOverlap) - SetItemAllowOverlap(); - // In this branch, Selectable() cannot toggle the selection so this will never trigger. if (selected != was_selected) //-V547 g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_ToggledSelection; // Render - if (held && (flags & ImGuiSelectableFlags_DrawHoveredWhenHeld)) - hovered = true; if (hovered || selected) { const ImU32 col = GetColorU32((held && hovered) ? ImGuiCol_HeaderActive : hovered ? ImGuiCol_HeaderHovered : ImGuiCol_Header); RenderFrame(bb.Min, bb.Max, col, false, 0.0f); } - RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); + if (g.NavId == id) + RenderNavHighlight(bb, id, ImGuiNavHighlightFlags_TypeThin | ImGuiNavHighlightFlags_NoRounding); - if (span_all_columns && window->DC.CurrentColumns) - PopColumnsBackground(); - else if (span_all_columns && g.CurrentTable) - TablePopBackgroundChannel(); + if (span_all_columns) + { + if (g.CurrentTable) + TablePopBackgroundChannel(); + else if (window->DC.CurrentColumns) + PopColumnsBackground(); + } RenderTextClipped(text_min, text_max, label, NULL, &label_size, style.SelectableTextAlign, &bb); @@ -6336,6 +6663,212 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags return false; } + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Typing-Select support +//------------------------------------------------------------------------- + +// [Experimental] Currently not exposed in public API. +// Consume character inputs and return search request, if any. +// This would typically only be called on the focused window or location you want to grab inputs for, e.g. +// if (ImGui::IsWindowFocused(...)) +// if (ImGuiTypingSelectRequest* req = ImGui::GetTypingSelectRequest()) +// focus_idx = ImGui::TypingSelectFindMatch(req, my_items.size(), [](void*, int n) { return my_items[n]->Name; }, &my_items, -1); +// However the code is written in a way where calling it from multiple locations is safe (e.g. to obtain buffer). +ImGuiTypingSelectRequest* ImGui::GetTypingSelectRequest(ImGuiTypingSelectFlags flags) +{ + ImGuiContext& g = *GImGui; + ImGuiTypingSelectState* data = &g.TypingSelectState; + ImGuiTypingSelectRequest* out_request = &data->Request; + + // Clear buffer + const float TYPING_SELECT_RESET_TIMER = 1.80f; // FIXME: Potentially move to IO config. + const int TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK = 4; // Lock single char matching when repeating same char 4 times + if (data->SearchBuffer[0] != 0) + { + bool clear_buffer = false; + clear_buffer |= (g.NavFocusScopeId != data->FocusScope); + clear_buffer |= (data->LastRequestTime + TYPING_SELECT_RESET_TIMER < g.Time); + clear_buffer |= g.NavAnyRequest; + clear_buffer |= g.ActiveId != 0 && g.NavActivateId == 0; // Allow temporary SPACE activation to not interfere + clear_buffer |= IsKeyPressed(ImGuiKey_Escape) || IsKeyPressed(ImGuiKey_Enter); + clear_buffer |= IsKeyPressed(ImGuiKey_Backspace) && (flags & ImGuiTypingSelectFlags_AllowBackspace) == 0; + //if (clear_buffer) { IMGUI_DEBUG_LOG("GetTypingSelectRequest(): Clear SearchBuffer.\n"); } + if (clear_buffer) + data->Clear(); + } + + // Append to buffer + const int buffer_max_len = IM_ARRAYSIZE(data->SearchBuffer) - 1; + int buffer_len = (int)strlen(data->SearchBuffer); + bool select_request = false; + for (ImWchar w : g.IO.InputQueueCharacters) + { + const int w_len = ImTextCountUtf8BytesFromStr(&w, &w + 1); + if (w < 32 || (buffer_len == 0 && ImCharIsBlankW(w)) || (buffer_len + w_len > buffer_max_len)) // Ignore leading blanks + continue; + char w_buf[5]; + ImTextCharToUtf8(w_buf, (unsigned int)w); + if (data->SingleCharModeLock && w_len == out_request->SingleCharSize && memcmp(w_buf, data->SearchBuffer, w_len) == 0) + { + select_request = true; // Same character: don't need to append to buffer. + continue; + } + if (data->SingleCharModeLock) + { + data->Clear(); // Different character: clear + buffer_len = 0; + } + memcpy(data->SearchBuffer + buffer_len, w_buf, w_len + 1); // Append + buffer_len += w_len; + select_request = true; + } + g.IO.InputQueueCharacters.resize(0); + + // Handle backspace + if ((flags & ImGuiTypingSelectFlags_AllowBackspace) && IsKeyPressed(ImGuiKey_Backspace, 0, ImGuiInputFlags_Repeat)) + { + char* p = (char*)(void*)ImTextFindPreviousUtf8Codepoint(data->SearchBuffer, data->SearchBuffer + buffer_len); + *p = 0; + buffer_len = (int)(p - data->SearchBuffer); + } + + // Return request if any + if (buffer_len == 0) + return NULL; + if (select_request) + { + data->FocusScope = g.NavFocusScopeId; + data->LastRequestFrame = g.FrameCount; + data->LastRequestTime = (float)g.Time; + } + out_request->Flags = flags; + out_request->SearchBufferLen = buffer_len; + out_request->SearchBuffer = data->SearchBuffer; + out_request->SelectRequest = (data->LastRequestFrame == g.FrameCount); + out_request->SingleCharMode = false; + out_request->SingleCharSize = 0; + + // Calculate if buffer contains the same character repeated. + // - This can be used to implement a special search mode on first character. + // - Performed on UTF-8 codepoint for correctness. + // - SingleCharMode is always set for first input character, because it usually leads to a "next". + if (flags & ImGuiTypingSelectFlags_AllowSingleCharMode) + { + const char* buf_begin = out_request->SearchBuffer; + const char* buf_end = out_request->SearchBuffer + out_request->SearchBufferLen; + const int c0_len = ImTextCountUtf8BytesFromChar(buf_begin, buf_end); + const char* p = buf_begin + c0_len; + for (; p < buf_end; p += c0_len) + if (memcmp(buf_begin, p, (size_t)c0_len) != 0) + break; + const int single_char_count = (p == buf_end) ? (out_request->SearchBufferLen / c0_len) : 0; + out_request->SingleCharMode = (single_char_count > 0 || data->SingleCharModeLock); + out_request->SingleCharSize = (ImS8)c0_len; + data->SingleCharModeLock |= (single_char_count >= TYPING_SELECT_SINGLE_CHAR_COUNT_FOR_LOCK); // From now on we stop search matching to lock to single char mode. + } + + return out_request; +} + +static int ImStrimatchlen(const char* s1, const char* s1_end, const char* s2) +{ + int match_len = 0; + while (s1 < s1_end && ImToUpper(*s1++) == ImToUpper(*s2++)) + match_len++; + return match_len; +} + +// Default handler for finding a result for typing-select. You may implement your own. +// You might want to display a tooltip to visualize the current request SearchBuffer +// When SingleCharMode is set: +// - it is better to NOT display a tooltip of other on-screen display indicator. +// - the index of the currently focused item is required. +// if your SetNextItemSelectionData() values are indices, you can obtain it from ImGuiMultiSelectIO::NavIdItem, otherwise from g.NavLastValidSelectionUserData. +int ImGui::TypingSelectFindMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + if (req == NULL || req->SelectRequest == false) // Support NULL parameter so both calls can be done from same spot. + return -1; + int idx = -1; + if (req->SingleCharMode && (req->Flags & ImGuiTypingSelectFlags_AllowSingleCharMode)) + idx = TypingSelectFindNextSingleCharMatch(req, items_count, get_item_name_func, user_data, nav_item_idx); + else + idx = TypingSelectFindBestLeadingMatch(req, items_count, get_item_name_func, user_data); + if (idx != -1) + NavRestoreHighlightAfterMove(); + return idx; +} + +// Special handling when a single character is repeated: perform search on a single letter and goes to next. +int ImGui::TypingSelectFindNextSingleCharMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data, int nav_item_idx) +{ + // FIXME: Assume selection user data is index. Would be extremely practical. + //if (nav_item_idx == -1) + // nav_item_idx = (int)g.NavLastValidSelectionUserData; + + int first_match_idx = -1; + bool return_next_match = false; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + if (ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SingleCharSize, item_name) < req->SingleCharSize) + continue; + if (return_next_match) // Return next matching item after current item. + return idx; + if (first_match_idx == -1 && nav_item_idx == -1) // Return first match immediately if we don't have a nav_item_idx value. + return idx; + if (first_match_idx == -1) // Record first match for wrapping. + first_match_idx = idx; + if (nav_item_idx == idx) // Record that we encountering nav_item so we can return next match. + return_next_match = true; + } + return first_match_idx; // First result +} + +int ImGui::TypingSelectFindBestLeadingMatch(ImGuiTypingSelectRequest* req, int items_count, const char* (*get_item_name_func)(void*, int), void* user_data) +{ + int longest_match_idx = -1; + int longest_match_len = 0; + for (int idx = 0; idx < items_count; idx++) + { + const char* item_name = get_item_name_func(user_data, idx); + const int match_len = ImStrimatchlen(req->SearchBuffer, req->SearchBuffer + req->SearchBufferLen, item_name); + if (match_len <= longest_match_len) + continue; + longest_match_idx = idx; + longest_match_len = match_len; + if (match_len == req->SearchBufferLen) + break; + } + return longest_match_idx; +} + +void ImGui::DebugNodeTypingSelectState(ImGuiTypingSelectState* data) +{ +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + Text("SearchBuffer = \"%s\"", data->SearchBuffer); + Text("SingleCharMode = %d, Size = %d, Lock = %d", data->Request.SingleCharMode, data->Request.SingleCharSize, data->SingleCharModeLock); + Text("LastRequest = time: %.2f, frame: %d", data->LastRequestTime, data->LastRequestFrame); +#else + IM_UNUSED(data); +#endif +} + + +//------------------------------------------------------------------------- +// [SECTION] Widgets: Multi-Select support +//------------------------------------------------------------------------- + +void ImGui::SetNextItemSelectionUserData(ImGuiSelectionUserData selection_user_data) +{ + // Note that flags will be cleared by ItemAdd(), so it's only useful for Navigation code! + // This designed so widgets can also cheaply set this before calling ItemAdd(), so we are not tied to MultiSelect api. + ImGuiContext& g = *GImGui; + g.NextItemData.ItemFlags |= ImGuiItemFlags_HasSelectionUserData; + g.NextItemData.SelectionUserData = selection_user_data; +} + + //------------------------------------------------------------------------- // [SECTION] Widgets: ListBox //------------------------------------------------------------------------- @@ -6344,6 +6877,7 @@ bool ImGui::Selectable(const char* label, bool* p_selected, ImGuiSelectableFlags // - ListBox() //------------------------------------------------------------------------- +// This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. // Tip: To have a list filling the entire window width, use size.x = -FLT_MIN and pass an non-visible label e.g. "##empty" // Tip: If your vertical size is calculated from an item count (e.g. 10 * item_height) consider adding a fractional part to facilitate seeing scrolling boundaries (e.g. 10.25 * item_height). bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) @@ -6359,7 +6893,7 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) // Size default to hold ~7.25 items. // Fractional number of items helps seeing that we can scroll down/up without looking at scrollbar. - ImVec2 size = ImFloor(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); + ImVec2 size = ImTrunc(CalcItemSize(size_arg, CalcItemWidth(), GetTextLineHeightWithSpacing() * 7.25f + style.FramePadding.y * 2.0f)); ImVec2 frame_size = ImVec2(size.x, ImMax(size.y, label_size.y)); ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); ImRect bb(frame_bb.Min, frame_bb.Max + ImVec2(label_size.x > 0.0f ? style.ItemInnerSpacing.x + label_size.x : 0.0f, 0.0f)); @@ -6369,10 +6903,11 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) { ItemSize(bb.GetSize(), style.FramePadding.y); ItemAdd(bb, 0, &frame_bb); + g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values return false; } - // FIXME-OPT: We could omit the BeginGroup() if label_size.x but would need to omit the EndGroup() as well. + // FIXME-OPT: We could omit the BeginGroup() if label_size.x == 0.0f but would need to omit the EndGroup() as well. BeginGroup(); if (label_size.x > 0.0f) { @@ -6381,24 +6916,10 @@ bool ImGui::BeginListBox(const char* label, const ImVec2& size_arg) window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, label_pos + label_size); } - BeginChildFrame(id, frame_bb.GetSize()); + BeginChild(id, frame_bb.GetSize(), ImGuiChildFlags_FrameStyle); return true; } -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -// OBSOLETED in 1.81 (from February 2021) -bool ImGui::ListBoxHeader(const char* label, int items_count, int height_in_items) -{ - // If height_in_items == -1, default height is maximum 7. - ImGuiContext& g = *GImGui; - float height_in_items_f = (height_in_items < 0 ? ImMin(items_count, 7) : height_in_items) + 0.25f; - ImVec2 size; - size.x = 0.0f; - size.y = GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f; - return BeginListBox(label, size); -} -#endif - void ImGui::EndListBox() { ImGuiContext& g = *GImGui; @@ -6406,7 +6927,7 @@ void ImGui::EndListBox() IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) && "Mismatched BeginListBox/EndListBox calls. Did you test the return value of BeginListBox?"); IM_UNUSED(window); - EndChildFrame(); + EndChild(); EndGroup(); // This is only required to be able to do IsItemXXX query on the whole ListBox including label } @@ -6418,7 +6939,7 @@ bool ImGui::ListBox(const char* label, int* current_item, const char* const item // This is merely a helper around BeginListBox(), EndListBox(). // Considering using those directly to submit custom data or store selection differently. -bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(void*, int, const char**), void* data, int items_count, int height_in_items) +bool ImGui::ListBox(const char* label, int* current_item, const char* (*getter)(void* user_data, int idx), void* user_data, int items_count, int height_in_items) { ImGuiContext& g = *GImGui; @@ -6426,7 +6947,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v if (height_in_items < 0) height_in_items = ImMin(items_count, 7); float height_in_items_f = height_in_items + 0.25f; - ImVec2 size(0.0f, ImFloor(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); + ImVec2 size(0.0f, ImTrunc(GetTextLineHeightWithSpacing() * height_in_items_f + g.Style.FramePadding.y * 2.0f)); if (!BeginListBox(label, size)) return false; @@ -6439,8 +6960,8 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v while (clipper.Step()) for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) { - const char* item_text; - if (!items_getter(data, i, &item_text)) + const char* item_text = getter(user_data, i); + if (item_text == NULL) item_text = "*Unknown item*"; PushID(i); @@ -6475,7 +6996,7 @@ bool ImGui::ListBox(const char* label, int* current_item, bool (*items_getter)(v // - others https://github.com/ocornut/imgui/wiki/Useful-Extensions //------------------------------------------------------------------------- -int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, ImVec2 frame_size) +int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_getter)(void* data, int idx), void* data, int values_count, int values_offset, const char* overlay_text, float scale_min, float scale_max, const ImVec2& size_arg) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -6486,10 +7007,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get const ImGuiID id = window->GetID(label); const ImVec2 label_size = CalcTextSize(label, NULL, true); - if (frame_size.x == 0.0f) - frame_size.x = CalcItemWidth(); - if (frame_size.y == 0.0f) - frame_size.y = label_size.y + (style.FramePadding.y * 2); + const ImVec2 frame_size = CalcItemSize(size_arg, CalcItemWidth(), label_size.y + style.FramePadding.y * 2.0f); const ImRect frame_bb(window->DC.CursorPos, window->DC.CursorPos + frame_size); const ImRect inner_bb(frame_bb.Min + style.FramePadding, frame_bb.Max - style.FramePadding); @@ -6497,7 +7015,7 @@ int ImGui::PlotEx(ImGuiPlotType plot_type, const char* label, float (*values_get ItemSize(total_bb, style.FramePadding.y); if (!ItemAdd(total_bb, 0, &frame_bb)) return -1; - const bool hovered = ItemHoverable(frame_bb, id); + const bool hovered = ItemHoverable(frame_bb, id, g.LastItemData.InFlags); // Determine scale from values if not specified if (scale_min == FLT_MAX || scale_max == FLT_MAX) @@ -6749,6 +7267,7 @@ bool ImGui::BeginMenuBar() // We overwrite CursorMaxPos because BeginGroup sets it to CursorPos (essentially the .EmitItem hack in EndMenuBar() would need something analogous here, maybe a BeginGroupEx() with flags). window->DC.CursorPos = window->DC.CursorMaxPos = ImVec2(bar_rect.Min.x + window->DC.MenuBarOffset.x, bar_rect.Min.y + window->DC.MenuBarOffset.y); window->DC.LayoutType = ImGuiLayoutType_Horizontal; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Menu; window->DC.MenuBarAppending = true; AlignTextToFramePadding(); @@ -6774,7 +7293,7 @@ void ImGui::EndMenuBar() // 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 bothering) const ImGuiNavLayer layer = ImGuiNavLayer_Menu; - IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check + IM_ASSERT(window->DC.NavLayersActiveMaskNext & (1 << layer)); // Sanity check (FIXME: Seems unnecessary) FocusWindow(window); SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]); g.NavDisableHighlight = true; // Hide highlight for the current frame so we don't see the intermediary selection. @@ -6789,11 +7308,18 @@ void ImGui::EndMenuBar() PopClipRect(); PopID(); window->DC.MenuBarOffset.x = window->DC.CursorPos.x - window->Pos.x; // Save horizontal position so next append can reuse it. This is kinda equivalent to a per-layer CursorPos. - g.GroupStack.back().EmitItem = false; - EndGroup(); // Restore position on layer 0 + + // FIXME: Extremely confusing, cleanup by (a) working on WorkRect stack system (b) not using a Group confusingly here. + ImGuiGroupData& group_data = g.GroupStack.back(); + group_data.EmitItem = false; + ImVec2 restore_cursor_max_pos = group_data.BackupCursorMaxPos; + window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, window->DC.CursorMaxPos.x - window->Scroll.x); // Convert ideal extents for scrolling layer equivalent. + EndGroup(); // Restore position on layer 0 // FIXME: Misleading to use a group for that backup/restore window->DC.LayoutType = ImGuiLayoutType_Vertical; + window->DC.IsSameLine = false; window->DC.NavLayerCurrent = ImGuiNavLayer_Main; window->DC.MenuBarAppending = false; + window->DC.CursorMaxPos = restore_cursor_max_pos; } // Important: calling order matters! @@ -6863,7 +7389,7 @@ void ImGui::EndMainMenuBar() // FIXME: With this strategy we won't be able to restore a NULL focus. ImGuiContext& g = *GImGui; if (g.CurrentWindow == g.NavWindow && g.NavLayer == ImGuiNavLayer_Main && !g.NavAnyRequest) - FocusTopMostWindowUnderOne(g.NavWindow, NULL); + FocusTopMostWindowUnderOne(g.NavWindow, NULL, NULL, ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild); End(); } @@ -6875,14 +7401,21 @@ static bool IsRootOfOpenMenuSet() if ((g.OpenPopupStack.Size <= g.BeginPopupStack.Size) || (window->Flags & ImGuiWindowFlags_ChildMenu)) return false; - // Initially we used 'OpenParentId' to differentiate multiple menu sets from each others (e.g. inside menu bar vs loose menu items) based on parent ID. - // This would however prevent the use of e.g. PuhsID() user code submitting menus. + // Initially we used 'upper_popup->OpenParentId == window->IDStack.back()' to differentiate multiple menu sets from each others + // (e.g. inside menu bar vs loose menu items) based on parent ID. + // This would however prevent the use of e.g. PushID() user code submitting menus. // Previously this worked between popup and a first child menu because the first child menu always had the _ChildWindow flag, - // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. + // making hovering on parent popup possible while first child menu was focused - but this was generally a bug with other side effects. // Instead we don't treat Popup specifically (in order to consistently support menu features in them), maybe the first child menu of a Popup - // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first chilld menu. + // doesn't have the _ChildWindow flag, and we rely on this IsRootOfOpenMenuSet() check to allow hovering between root window/popup and first child menu. + // In the end, lack of ID check made it so we could no longer differentiate between separate menu sets. To compensate for that, we at least check parent window nav layer. + // This fixes the most common case of menu opening on hover when moving between window content and menu bar. Multiple different menu sets in same nav layer would still + // open on hover, but that should be a lesser problem, because if such menus are close in proximity in window content then it won't feel weird and if they are far apart + // it likely won't be a problem anyone runs into. const ImGuiPopupData* upper_popup = &g.OpenPopupStack[g.BeginPopupStack.Size]; - return (/*upper_popup->OpenParentId == window->IDStack.back() &&*/ upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu)); + if (window->DC.NavLayerCurrent != upper_popup->ParentNavLayer) + return false; + return upper_popup->Window && (upper_popup->Window->Flags & ImGuiWindowFlags_ChildMenu) && ImGui::IsWindowChildOf(upper_popup->Window, window, true); } bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) @@ -6897,10 +7430,10 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) bool menu_is_open = IsPopupOpen(id, ImGuiPopupFlags_None); // Sub-menus are ChildWindow so that mouse can be hovering across them (otherwise top-most popup menu would steal focus and not allow hovering on parent menu) - // The first menu in a hierarchy isn't so hovering doesn't get accross (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. - ImGuiWindowFlags flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; + // The first menu in a hierarchy isn't so hovering doesn't get across (otherwise e.g. resizing borders with ImGuiButtonFlags_FlattenChildren would react), but top-most BeginMenu() will bypass that limitation. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus; if (window->Flags & ImGuiWindowFlags_ChildMenu) - flags |= ImGuiWindowFlags_ChildWindow; + window_flags |= ImGuiWindowFlags_ChildWindow; // If a menu with same the ID was already submitted, we will append to it, matching the behavior of Begin(). // We are relying on a O(N) search - so O(N log N) over the frame - which seems like the most efficient for the expected small amount of BeginMenu() calls per frame. @@ -6908,7 +7441,7 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (g.MenusIdSubmittedThisFrame.contains(id)) { if (menu_is_open) - menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) else g.NextWindowData.ClearFlags(); // we behave like Begin() and need to consume those values return menu_is_open; @@ -6920,10 +7453,10 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) ImVec2 label_size = CalcTextSize(label, NULL, true); // Odd hack to allow hovering across menus of a same menu-set (otherwise we wouldn't be able to hover parent without always being a Child window) + // This is only done for items for the menu set and not the full parent window. const bool menuset_is_open = IsRootOfOpenMenuSet(); - ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) - g.NavWindow = window; + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); // The reference position stored in popup_pos will be used by Begin() to find a suitable position for the child menu, // However the final position is going to be different! It is chosen by FindBestWindowPosForPopup(). @@ -6934,20 +7467,23 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) BeginDisabled(); const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; bool pressed; + + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Menu inside an horizontal menu bar // Selectable extend their highlight by half ItemSpacing in each direction. // For ChildMenu, the popup position will be overwritten by the call to FindBestWindowPosForPopup() in Begin() - popup_pos = ImVec2(pos.x - 1.0f - IM_FLOOR(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + popup_pos = ImVec2(pos.x - 1.0f - IM_TRUNC(style.ItemSpacing.x * 0.5f), pos.y - style.FramePadding.y + window->MenuBarHeight()); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); float w = label_size.x; ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups, ImVec2(w, 0.0f)); + pressed = Selectable("", menu_is_open, selectable_flags, ImVec2(w, label_size.y)); RenderText(text_pos, label); PopStyleVar(); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { @@ -6956,11 +7492,11 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. popup_pos = ImVec2(pos.x, pos.y - style.WindowPadding.y); float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; - float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, 0.0f, checkmark_w); // Feedback to next frame float extra_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); - pressed = Selectable("", menu_is_open, ImGuiSelectableFlags_NoHoldingActiveID | ImGuiSelectableFlags_SelectOnClick | ImGuiSelectableFlags_DontClosePopups | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); + pressed = Selectable("", menu_is_open, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); RenderText(text_pos, label); if (icon_w > 0.0f) RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); @@ -6969,9 +7505,9 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) if (!enabled) EndDisabled(); - const bool hovered = (g.HoveredId == id) && enabled; + const bool hovered = (g.HoveredId == id) && enabled && !g.NavDisableMouseHover; if (menuset_is_open) - g.NavWindow = backed_nav_window; + PopItemFlag(); bool want_open = false; bool want_close = false; @@ -6979,29 +7515,40 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) { // Close menu when not hovering it anymore unless we are moving roughly in the direction of the menu // Implement http://bjk5.com/post/44698559168/breaking-down-amazons-mega-dropdown to avoid using timers, so menus feels more reactive. - bool moving_toward_other_child_menu = false; - ImGuiWindow* child_menu_window = (g.BeginPopupStack.Size < g.OpenPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].SourceWindow == window) ? g.OpenPopupStack[g.BeginPopupStack.Size].Window : NULL; - if (g.HoveredWindow == window && child_menu_window != NULL && !(window->Flags & ImGuiWindowFlags_MenuBar)) + bool moving_toward_child_menu = false; + ImGuiPopupData* child_popup = (g.BeginPopupStack.Size < g.OpenPopupStack.Size) ? &g.OpenPopupStack[g.BeginPopupStack.Size] : NULL; // Popup candidate (testing below) + ImGuiWindow* child_menu_window = (child_popup && child_popup->Window && child_popup->Window->ParentWindow == window) ? child_popup->Window : NULL; + if (g.HoveredWindow == window && child_menu_window != NULL) { - float ref_unit = g.FontSize; // FIXME-DPI - ImRect next_window_rect = child_menu_window->Rect(); + const float ref_unit = g.FontSize; // FIXME-DPI + const float child_dir = (window->Pos.x < child_menu_window->Pos.x) ? 1.0f : -1.0f; + const ImRect next_window_rect = child_menu_window->Rect(); ImVec2 ta = (g.IO.MousePos - g.IO.MouseDelta); - ImVec2 tb = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetTL() : next_window_rect.GetTR(); - ImVec2 tc = (window->Pos.x < child_menu_window->Pos.x) ? next_window_rect.GetBL() : next_window_rect.GetBR(); - float extra = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // add a bit of extra slack. - ta.x += (window->Pos.x < child_menu_window->Pos.x) ? -0.5f : +0.5f; // to avoid numerical issues (FIXME: ??) - tb.y = ta.y + ImMax((tb.y - extra) - ta.y, -ref_unit * 8.0f); // triangle is maximum 200 high to limit the slope and the bias toward large sub-menus // FIXME: Multiply by fb_scale? - tc.y = ta.y + ImMin((tc.y + extra) - ta.y, +ref_unit * 8.0f); - moving_toward_other_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); - //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_other_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] + ImVec2 tb = (child_dir > 0.0f) ? next_window_rect.GetTL() : next_window_rect.GetTR(); + ImVec2 tc = (child_dir > 0.0f) ? next_window_rect.GetBL() : next_window_rect.GetBR(); + const float pad_farmost_h = ImClamp(ImFabs(ta.x - tb.x) * 0.30f, ref_unit * 0.5f, ref_unit * 2.5f); // Add a bit of extra slack. + ta.x += child_dir * -0.5f; + tb.x += child_dir * ref_unit; + tc.x += child_dir * ref_unit; + tb.y = ta.y + ImMax((tb.y - pad_farmost_h) - ta.y, -ref_unit * 8.0f); // Triangle has maximum height to limit the slope and the bias toward large sub-menus + tc.y = ta.y + ImMin((tc.y + pad_farmost_h) - ta.y, +ref_unit * 8.0f); + moving_toward_child_menu = ImTriangleContainsPoint(ta, tb, tc, g.IO.MousePos); + //GetForegroundDrawList()->AddTriangleFilled(ta, tb, tc, moving_toward_child_menu ? IM_COL32(0,128,0,128) : IM_COL32(128,0,0,128)); // [DEBUG] } - if (menu_is_open && !hovered && g.HoveredWindow == window && g.HoveredIdPreviousFrame != 0 && g.HoveredIdPreviousFrame != id && !moving_toward_other_child_menu) + + // The 'HovereWindow == window' check creates an inconsistency (e.g. moving away from menu slowly tends to hit same window, whereas moving away fast does not) + // But we also need to not close the top-menu menu when moving over void. Perhaps we should extend the triangle check to a larger polygon. + // (Remember to test this on BeginPopup("A")->BeginMenu("B") sequence which behaves slightly differently as B isn't a Child of A and hovering isn't shared.) + if (menu_is_open && !hovered && g.HoveredWindow == window && !moving_toward_child_menu && !g.NavDisableMouseHover && g.ActiveId == 0) want_close = true; // Open + // (note: at this point 'hovered' actually includes the NavDisableMouseHover == false test) if (!menu_is_open && pressed) // Click/activate to open want_open = true; - else if (!menu_is_open && hovered && !moving_toward_other_child_menu) // Hover to open + else if (!menu_is_open && hovered && !moving_toward_child_menu) // Hover to open + want_open = true; + else if (!menu_is_open && hovered && g.HoveredIdTimer >= 0.30f && g.MouseStationaryTimer >= 0.30f) // Hover to open (timer fallback) want_open = true; if (g.NavId == id && g.NavMoveDir == ImGuiDir_Right) // Nav-Right to open { @@ -7036,23 +7583,32 @@ bool ImGui::BeginMenuEx(const char* label, const char* icon, bool enabled) IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Openable | (menu_is_open ? ImGuiItemStatusFlags_Opened : 0)); PopID(); - if (!menu_is_open && want_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) + if (want_open && !menu_is_open && g.OpenPopupStack.Size > g.BeginPopupStack.Size) { - // Don't recycle same menu level in the same frame, first close the other menu and yield for a frame. + // Don't reopen/recycle same menu level in the same frame, first close the other menu and yield for a frame. OpenPopup(label); - return false; } - - menu_is_open |= want_open; - if (want_open) + else if (want_open) + { + menu_is_open = true; OpenPopup(label); + } if (menu_is_open) { - SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: this is super misleading! The value will serve as reference for FindBestWindowPosForPopup(), not actual pos. + ImGuiLastItemData last_item_in_parent = g.LastItemData; + SetNextWindowPos(popup_pos, ImGuiCond_Always); // Note: misleading: the value will serve as reference for FindBestWindowPosForPopup(), not actual pos. PushStyleVar(ImGuiStyleVar_ChildRounding, style.PopupRounding); // First level will use _PopupRounding, subsequent will use _ChildRounding - menu_is_open = BeginPopupEx(id, flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) + menu_is_open = BeginPopupEx(id, window_flags); // menu_is_open can be 'false' when the popup is completely clipped (e.g. zero size display) PopStyleVar(); + if (menu_is_open) + { + // Restore LastItemData so IsItemXXXX functions can work after BeginMenu()/EndMenu() + // (This fixes using IsItemClicked() and IsItemHovered(), but IsItemHovered() also relies on its support for ImGuiItemFlags_NoWindowHoverableCheck) + g.LastItemData = last_item_in_parent; + if (g.HoveredWindow == window) + g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow; + } } else { @@ -7069,17 +7625,18 @@ bool ImGui::BeginMenu(const char* label, bool enabled) void ImGui::EndMenu() { - // Nav: When a left move request _within our child menu_ failed, close ourselves (the _parent_ menu). - // A menu doesn't close itself because EndMenuBar() wants the catch the last Left<>Right inputs. - // However, it means that with the current code, a BeginMenu() from outside another menu or a menu-bar won't be closable with the Left direction. + // Nav: When a left move request our menu failed, close ourselves. ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; - if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet() && window->DC.LayoutType == ImGuiLayoutType_Vertical) - if (g.NavWindow && (g.NavWindow->RootWindowForNav->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->RootWindowForNav->ParentWindow == window) - { - ClosePopupToLevel(g.BeginPopupStack.Size, true); - NavMoveRequestCancel(); - } + IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup); // Mismatched BeginMenu()/EndMenu() calls + ImGuiWindow* parent_window = window->ParentWindow; // Should always be != NULL is we passed assert. + if (window->BeginCount == window->BeginCountPreviousFrame) + if (g.NavMoveDir == ImGuiDir_Left && NavMoveRequestButNoResultYet()) + if (g.NavWindow && (g.NavWindow->RootWindowForNav == window) && parent_window->DC.LayoutType == ImGuiLayoutType_Vertical) + { + ClosePopupToLevel(g.BeginPopupStack.Size - 1, true); + NavMoveRequestCancel(); + } EndPopup(); } @@ -7095,10 +7652,10 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut ImVec2 pos = window->DC.CursorPos; ImVec2 label_size = CalcTextSize(label, NULL, true); + // See BeginMenuEx() for comments about this. const bool menuset_is_open = IsRootOfOpenMenuSet(); - ImGuiWindow* backed_nav_window = g.NavWindow; if (menuset_is_open) - g.NavWindow = window; + PushItemFlag(ImGuiItemFlags_NoWindowHoverableCheck, true); // We've been using the equivalent of ImGuiSelectableFlags_SetNavIdOnHover on all Selectable() since early Nav system days (commit 43ee5d73), // but I am unsure whether this should be kept at all. For now moved it to be an opt-in feature used by menus only. @@ -7107,20 +7664,22 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut if (!enabled) BeginDisabled(); - const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_SetNavIdOnHover; + // We use ImGuiSelectableFlags_NoSetKeyOwner to allow down on one menu item, move, up on another. + const ImGuiSelectableFlags selectable_flags = ImGuiSelectableFlags_SelectOnRelease | ImGuiSelectableFlags_NoSetKeyOwner | ImGuiSelectableFlags_SetNavIdOnHover; const ImGuiMenuColumns* offsets = &window->DC.MenuColumns; if (window->DC.LayoutType == ImGuiLayoutType_Horizontal) { // Mimic the exact layout spacing of BeginMenu() to allow MenuItem() inside a menu bar, which is a little misleading but may be useful // Note that in this situation: we don't render the shortcut, we render a highlight instead of the selected tick mark. float w = label_size.x; - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * 0.5f); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * 0.5f); ImVec2 text_pos(window->DC.CursorPos.x + offsets->OffsetLabel, window->DC.CursorPos.y + window->DC.CurrLineTextBaseOffset); PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(style.ItemSpacing.x * 2.0f, style.ItemSpacing.y)); pressed = Selectable("", selected, selectable_flags, ImVec2(w, 0.0f)); PopStyleVar(); - RenderText(text_pos, label); - window->DC.CursorPos.x += IM_FLOOR(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) + RenderText(text_pos, label); + window->DC.CursorPos.x += IM_TRUNC(style.ItemSpacing.x * (-1.0f + 0.5f)); // -1 spacing to compensate the spacing added when Selectable() did a SameLine(). It would also work to call SameLine() ourselves after the PopStyleVar(). } else { @@ -7129,28 +7688,31 @@ bool ImGui::MenuItemEx(const char* label, const char* icon, const char* shortcut // Only when they are other items sticking out we're going to add spacing, yet only register minimum width into the layout system. float icon_w = (icon && icon[0]) ? CalcTextSize(icon, NULL).x : 0.0f; float shortcut_w = (shortcut && shortcut[0]) ? CalcTextSize(shortcut, NULL).x : 0.0f; - float checkmark_w = IM_FLOOR(g.FontSize * 1.20f); + float checkmark_w = IM_TRUNC(g.FontSize * 1.20f); float min_w = window->DC.MenuColumns.DeclColumns(icon_w, label_size.x, shortcut_w, checkmark_w); // Feedback for next frame float stretch_w = ImMax(0.0f, GetContentRegionAvail().x - min_w); - pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, 0.0f)); - RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); - if (icon_w > 0.0f) - RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); - if (shortcut_w > 0.0f) + pressed = Selectable("", false, selectable_flags | ImGuiSelectableFlags_SpanAvailWidth, ImVec2(min_w, label_size.y)); + if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) { - PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); - RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); - PopStyleColor(); + RenderText(pos + ImVec2(offsets->OffsetLabel, 0.0f), label); + if (icon_w > 0.0f) + RenderText(pos + ImVec2(offsets->OffsetIcon, 0.0f), icon); + if (shortcut_w > 0.0f) + { + PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_TextDisabled]); + RenderText(pos + ImVec2(offsets->OffsetShortcut + stretch_w, 0.0f), shortcut, NULL, false); + PopStyleColor(); + } + if (selected) + RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } - if (selected) - RenderCheckMark(window->DrawList, pos + ImVec2(offsets->OffsetMark + stretch_w + g.FontSize * 0.40f, g.FontSize * 0.134f * 0.5f), GetColorU32(ImGuiCol_Text), g.FontSize * 0.866f); } IMGUI_TEST_ENGINE_ITEM_INFO(g.LastItemData.ID, label, g.LastItemData.StatusFlags | ImGuiItemStatusFlags_Checkable | (selected ? ImGuiItemStatusFlags_Checked : 0)); if (!enabled) EndDisabled(); PopID(); if (menuset_is_open) - g.NavWindow = backed_nav_window; + PopItemFlag(); return pressed; } @@ -7181,11 +7743,17 @@ bool ImGui::MenuItem(const char* label, const char* shortcut, bool* p_selected, // - TabBarCalcTabID() [Internal] // - TabBarCalcMaxTabWidth() [Internal] // - TabBarFindTabById() [Internal] +// - TabBarFindTabByOrder() [Internal] +// - TabBarGetCurrentTab() [Internal] +// - TabBarGetTabName() [Internal] // - TabBarRemoveTab() [Internal] // - TabBarCloseTab() [Internal] // - TabBarScrollClamp() [Internal] // - TabBarScrollToTab() [Internal] -// - TabBarQueueChangeTabOrder() [Internal] +// - TabBarQueueFocus() [Internal] +// - TabBarQueueReorder() [Internal] +// - TabBarProcessReorderFromMousePos() [Internal] +// - TabBarProcessReorder() [Internal] // - TabBarScrollingButtons() [Internal] // - TabBarTabListPopupButton() [Internal] //------------------------------------------------------------------------- @@ -7202,7 +7770,7 @@ struct ImGuiTabBarSection namespace ImGui { static void TabBarLayout(ImGuiTabBar* tab_bar); - static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label); + static ImU32 TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window); static float TabBarCalcMaxTabWidth(); static float TabBarScrollClamp(ImGuiTabBar* tab_bar, float scrolling); static void TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGuiTabBarSection* sections); @@ -7265,6 +7833,8 @@ bool ImGui::BeginTabBar(const char* str_id, ImGuiTabBarFlags flags) ImGuiTabBar* tab_bar = g.TabBars.GetOrAddByKey(id); ImRect tab_bar_bb = ImRect(window->DC.CursorPos.x, window->DC.CursorPos.y, window->WorkRect.Max.x, window->DC.CursorPos.y + g.FontSize + g.Style.FramePadding.y * 2); tab_bar->ID = id; + tab_bar->SeparatorMinX = tab_bar->BarRect.Min.x - IM_TRUNC(window->WindowPadding.x * 0.5f); + tab_bar->SeparatorMaxX = tab_bar->BarRect.Max.x + IM_TRUNC(window->WindowPadding.x * 0.5f); return BeginTabBarEx(tab_bar, tab_bar_bb, flags | ImGuiTabBarFlags_IsFocused); } @@ -7275,6 +7845,7 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG if (window->SkipItems) return false; + IM_ASSERT(tab_bar->ID != 0); if ((flags & ImGuiTabBarFlags_DockNode) == 0) PushOverrideID(tab_bar->ID); @@ -7310,18 +7881,19 @@ bool ImGui::BeginTabBarEx(ImGuiTabBar* tab_bar, const ImRect& tab_bar_bb, ImG tab_bar->ItemSpacingY = g.Style.ItemSpacing.y; tab_bar->FramePadding = g.Style.FramePadding; tab_bar->TabsActiveCount = 0; + tab_bar->LastTabItemIdx = -1; tab_bar->BeginCount = 1; // Set cursor pos in a way which only be used in the off-chance the user erroneously submits item before BeginTabItem(): items will overlap window->DC.CursorPos = ImVec2(tab_bar->BarRect.Min.x, tab_bar->BarRect.Max.y + tab_bar->ItemSpacingY); // Draw separator + // (it would be misleading to draw this in EndTabBar() suggesting that it may be drawn over tabs, as tab bar are appendable) const ImU32 col = GetColorU32((flags & ImGuiTabBarFlags_IsFocused) ? ImGuiCol_TabActive : ImGuiCol_TabUnfocusedActive); - const float y = tab_bar->BarRect.Max.y - 1.0f; + if (g.Style.TabBarBorderSize > 0.0f) { - const float separator_min_x = tab_bar->BarRect.Min.x - IM_FLOOR(window->WindowPadding.x * 0.5f); - const float separator_max_x = tab_bar->BarRect.Max.x + IM_FLOOR(window->WindowPadding.x * 0.5f); - window->DrawList->AddLine(ImVec2(separator_min_x, y), ImVec2(separator_max_x, y), col, 1.0f); + const float y = tab_bar->BarRect.Max.y; + window->DrawList->AddRectFilled(ImVec2(tab_bar->SeparatorMinX, y - g.Style.TabBarBorderSize), ImVec2(tab_bar->SeparatorMaxX, y), col); } return true; } @@ -7358,6 +7930,7 @@ void ImGui::EndTabBar() if (tab_bar->BeginCount > 1) window->DC.CursorPos = tab_bar->BackupCursorPos; + tab_bar->LastTabItemIdx = -1; if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) PopID(); @@ -7365,6 +7938,12 @@ void ImGui::EndTabBar() g.CurrentTabBar = g.CurrentTabBarStack.empty() ? NULL : GetTabBarFromTabBarRef(g.CurrentTabBarStack.back()); } +// Scrolling happens only in the central section (leading/trailing sections are not scrolling) +static float TabBarCalcScrollableWidth(ImGuiTabBar* tab_bar, ImGuiTabBarSection* sections) +{ + return tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; +} + // This is called only once a frame before by the first call to ItemTab() // The reason we're not calling it in BeginTabBar() is to leave a chance to the user to call the SetTabItemClosed() functions. static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) @@ -7467,9 +8046,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Refresh tab width immediately, otherwise changes of style e.g. style.FramePadding.x would noticeably lag in the tab bar. // Additionally, when using TabBarAddTab() to manipulate tab bar order we occasionally insert new tabs that don't have a width yet, // and we cannot wait for the next BeginTabItem() call. We cannot compute this width within TabBarAddTab() because font size depends on the active window. - const char* tab_name = tab_bar->GetTabName(tab); - const bool has_close_button = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) ? false : true; - tab->ContentWidth = TabItemCalcSize(tab_name, has_close_button).x; + const char* tab_name = TabBarGetTabName(tab_bar, tab); + const bool has_close_button_or_unsaved_marker = (tab->Flags & ImGuiTabItemFlags_NoCloseButton) == 0 || (tab->Flags & ImGuiTabItemFlags_UnsavedDocument); + tab->ContentWidth = (tab->RequestedWidth >= 0.0f) ? tab->RequestedWidth : TabItemCalcSize(tab_name, has_close_button_or_unsaved_marker).x; int section_n = TabItemGetSectionIdx(tab); ImGuiTabBarSection* section = §ions[section_n]; @@ -7478,12 +8057,10 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) // Store data so we can build an array sorted by width if we need to shrink tabs down IM_MSVC_WARNING_SUPPRESS(6385); - int shrink_buffer_index = shrink_buffer_indexes[section_n]++; - g.ShrinkWidthBuffer[shrink_buffer_index].Index = tab_n; - g.ShrinkWidthBuffer[shrink_buffer_index].Width = tab->ContentWidth; - - IM_ASSERT(tab->ContentWidth > 0.0f); - tab->Width = tab->ContentWidth; + ImGuiShrinkWidthItem* shrink_width_item = &g.ShrinkWidthBuffer[shrink_buffer_indexes[section_n]++]; + shrink_width_item->Index = tab_n; + shrink_width_item->Width = shrink_width_item->InitialWidth = tab->ContentWidth; + tab->Width = ImMax(tab->ContentWidth, 1.0f); } // Compute total ideal width (used for e.g. auto-resizing a window) @@ -7513,7 +8090,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) width_excess = (section_0_w + section_2_w) - tab_bar->BarRect.GetWidth(); // Excess used to shrink leading/trailing section // With ImGuiTabBarFlags_FittingPolicyScroll policy, we will only shrink leading/trailing if the central section is not visible anymore - if (width_excess > 0.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) + if (width_excess >= 1.0f && ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyResizeDown) || !central_section_is_visible)) { int shrink_data_count = (central_section_is_visible ? sections[1].TabCount : sections[0].TabCount + sections[2].TabCount); int shrink_data_offset = (central_section_is_visible ? sections[0].TabCount + sections[2].TabCount : 0); @@ -7523,10 +8100,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) for (int tab_n = shrink_data_offset; tab_n < shrink_data_offset + shrink_data_count; tab_n++) { ImGuiTabItem* tab = &tab_bar->Tabs[g.ShrinkWidthBuffer[tab_n].Index]; - float shrinked_width = IM_FLOOR(g.ShrinkWidthBuffer[tab_n].Width); + float shrinked_width = IM_TRUNC(g.ShrinkWidthBuffer[tab_n].Width); if (shrinked_width < 0.0f) continue; + shrinked_width = ImMax(1.0f, shrinked_width); int section_n = TabItemGetSectionIdx(tab); sections[section_n].Width -= (tab->Width - shrinked_width); tab->Width = shrinked_width; @@ -7547,6 +8125,7 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) { ImGuiTabItem* tab = &tab_bar->Tabs[section_tab_index + tab_n]; tab->Offset = tab_offset; + tab->NameOffset = -1; tab_offset += tab->Width + (tab_n < section->TabCount - 1 ? g.Style.ItemInnerSpacing.x : 0.0f); } tab_bar->WidthAllTabs += ImMax(section->Width + section->Spacing, 0.0f); @@ -7554,6 +8133,9 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) section_tab_index += section->TabCount; } + // Clear name buffers + tab_bar->TabsNames.Buf.resize(0); + // If we have lost the selected tab, select the next most recently active one if (found_selected_tab_id == false) tab_bar->SelectedTabId = 0; @@ -7564,9 +8146,23 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->VisibleTabId = tab_bar->SelectedTabId; tab_bar->VisibleTabWasSubmitted = false; - // Update scrolling + // Apply request requests if (scroll_to_tab_id != 0) TabBarScrollToTab(tab_bar, scroll_to_tab_id, sections); + else if ((tab_bar->Flags & ImGuiTabBarFlags_FittingPolicyScroll) && IsMouseHoveringRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, true) && IsWindowContentHoverable(g.CurrentWindow)) + { + const float wheel = g.IO.MouseWheelRequestAxisSwap ? g.IO.MouseWheel : g.IO.MouseWheelH; + const ImGuiKey wheel_key = g.IO.MouseWheelRequestAxisSwap ? ImGuiKey_MouseWheelY : ImGuiKey_MouseWheelX; + if (TestKeyOwner(wheel_key, tab_bar->ID) && wheel != 0.0f) + { + const float scroll_step = wheel * TabBarCalcScrollableWidth(tab_bar, sections) / 3.0f; + tab_bar->ScrollingTargetDistToVisibility = 0.0f; + tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget - scroll_step); + } + SetKeyOwner(wheel_key, tab_bar->ID); + } + + // Update scrolling tab_bar->ScrollingAnim = TabBarScrollClamp(tab_bar, tab_bar->ScrollingAnim); tab_bar->ScrollingTarget = TabBarScrollClamp(tab_bar, tab_bar->ScrollingTarget); if (tab_bar->ScrollingAnim != tab_bar->ScrollingTarget) @@ -7585,10 +8181,6 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) tab_bar->ScrollingRectMinX = tab_bar->BarRect.Min.x + sections[0].Width + sections[0].Spacing; tab_bar->ScrollingRectMaxX = tab_bar->BarRect.Max.x - sections[2].Width - sections[1].Spacing; - // Clear name buffers - if ((tab_bar->Flags & ImGuiTabBarFlags_DockNode) == 0) - tab_bar->TabsNames.Buf.resize(0); - // Actual layout in host window (we don't do it in BeginTabBar() so as not to waste an extra frame) ImGuiWindow* window = g.CurrentWindow; window->DC.CursorPos = tab_bar->BarRect.Min; @@ -7596,9 +8188,11 @@ static void ImGui::TabBarLayout(ImGuiTabBar* tab_bar) window->DC.IdealMaxPos.x = ImMax(window->DC.IdealMaxPos.x, tab_bar->BarRect.Min.x + tab_bar->WidthAllTabsIdeal); } -// Dockables uses Name/ID in the global namespace. Non-dockable items use the ID stack. -static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label) +// Dockable windows uses Name/ID in the global namespace. Non-dockable items use the ID stack. +static ImU32 ImGui::TabBarCalcTabID(ImGuiTabBar* tab_bar, const char* label, ImGuiWindow* docked_window) { + IM_ASSERT(docked_window == NULL); // master branch only + IM_UNUSED(docked_window); if (tab_bar->Flags & ImGuiTabBarFlags_DockNode) { ImGuiID id = ImHashStr(label); @@ -7627,7 +8221,30 @@ ImGuiTabItem* ImGui::TabBarFindTabByID(ImGuiTabBar* tab_bar, ImGuiID tab_id) return NULL; } -// The *TabId fields be already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. +// Order = visible order, not submission order! (which is tab->BeginOrder) +ImGuiTabItem* ImGui::TabBarFindTabByOrder(ImGuiTabBar* tab_bar, int order) +{ + if (order < 0 || order >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[order]; +} + +ImGuiTabItem* ImGui::TabBarGetCurrentTab(ImGuiTabBar* tab_bar) +{ + if (tab_bar->LastTabItemIdx <= 0 || tab_bar->LastTabItemIdx >= tab_bar->Tabs.Size) + return NULL; + return &tab_bar->Tabs[tab_bar->LastTabItemIdx]; +} + +const char* ImGui::TabBarGetTabName(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + if (tab->NameOffset == -1) + return "N/A"; + IM_ASSERT(tab->NameOffset < tab_bar->TabsNames.Buf.Size); + return tab_bar->TabsNames.Buf.Data + tab->NameOffset; +} + +// The *TabId fields are already set by the docking system _before_ the actual TabItem was created, so we clear them regardless. void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) { if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) @@ -7640,8 +8257,10 @@ void ImGui::TabBarRemoveTab(ImGuiTabBar* tab_bar, ImGuiID tab_id) // Called on manual closure attempt void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { - IM_ASSERT(!(tab->Flags & ImGuiTabItemFlags_Button)); - if (!(tab->Flags & ImGuiTabItemFlags_UnsavedDocument)) + if (tab->Flags & ImGuiTabItemFlags_Button) + return; // A button appended with TabItemButton(). + + if ((tab->Flags & (ImGuiTabItemFlags_UnsavedDocument | ImGuiTabItemFlags_NoAssumedClosure)) == 0) { // This will remove a frame of lag for selecting another tab on closure. // However we don't run it in the case where the 'Unsaved' flag is set, so user gets a chance to fully undo the closure @@ -7656,7 +8275,7 @@ void ImGui::TabBarCloseTab(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) { // Actually select before expecting closure attempt (on an UnsavedDocument tab user is expect to e.g. show a popup) if (tab_bar->VisibleTabId != tab->ID) - tab_bar->NextSelectedTabId = tab->ID; + TabBarQueueFocus(tab_bar, tab); } } @@ -7677,11 +8296,10 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGui ImGuiContext& g = *GImGui; float margin = g.FontSize * 1.0f; // When to scroll to make Tab N+1 visible always make a bit of N visible to suggest more scrolling area (since we don't have a scrollbar) - int order = tab_bar->GetTabOrder(tab); + int order = TabBarGetTabOrder(tab_bar, tab); // Scrolling happens only in the central section (leading/trailing sections are not scrolling) - // FIXME: This is all confusing. - float scrollable_width = tab_bar->BarRect.GetWidth() - sections[0].Width - sections[2].Width - sections[1].Spacing; + float scrollable_width = TabBarCalcScrollableWidth(tab_bar, sections); // We make all tabs positions all relative Sections[0].Width to make code simpler float tab_x1 = tab->Offset - sections[0].Width + (order > sections[0].TabCount - 1 ? -margin : 0.0f); @@ -7701,7 +8319,12 @@ static void ImGui::TabBarScrollToTab(ImGuiTabBar* tab_bar, ImGuiID tab_id, ImGui } } -void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, int offset) +void ImGui::TabBarQueueFocus(ImGuiTabBar* tab_bar, ImGuiTabItem* tab) +{ + tab_bar->NextSelectedTabId = tab->ID; +} + +void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, ImGuiTabItem* tab, int offset) { IM_ASSERT(offset != 0); IM_ASSERT(tab_bar->ReorderRequestTabId == 0); @@ -7709,7 +8332,7 @@ void ImGui::TabBarQueueReorder(ImGuiTabBar* tab_bar, const ImGuiTabItem* tab, in tab_bar->ReorderRequestOffset = (ImS16)offset; } -void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, const ImGuiTabItem* src_tab, ImVec2 mouse_pos) +void ImGui::TabBarQueueReorderFromMousePos(ImGuiTabBar* tab_bar, ImGuiTabItem* src_tab, ImVec2 mouse_pos) { ImGuiContext& g = *GImGui; IM_ASSERT(tab_bar->ReorderRequestTabId == 0); @@ -7752,7 +8375,7 @@ bool ImGui::TabBarProcessReorder(ImGuiTabBar* tab_bar) return false; //IM_ASSERT(tab_bar->Flags & ImGuiTabBarFlags_Reorderable); // <- this may happen when using debug tools - int tab2_order = tab_bar->GetTabOrder(tab1) + tab_bar->ReorderRequestOffset; + int tab2_order = TabBarGetTabOrder(tab_bar, tab1) + tab_bar->ReorderRequestOffset; if (tab2_order < 0 || tab2_order >= tab_bar->Tabs.Size) return false; @@ -7812,7 +8435,7 @@ static ImGuiTabItem* ImGui::TabBarScrollingButtons(ImGuiTabBar* tab_bar) if (select_dir != 0) if (ImGuiTabItem* tab_item = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId)) { - int selected_order = tab_bar->GetTabOrder(tab_item); + int selected_order = TabBarGetTabOrder(tab_bar, tab_item); int target_order = selected_order + select_dir; // Skip tab item buttons until another tab item is found or end is reached @@ -7864,7 +8487,7 @@ static ImGuiTabItem* ImGui::TabBarTabListPopupButton(ImGuiTabBar* tab_bar) if (tab->Flags & ImGuiTabItemFlags_Button) continue; - const char* tab_name = tab_bar->GetTabName(tab); + const char* tab_name = TabBarGetTabName(tab_bar, tab); if (Selectable(tab_name, tab_bar->SelectedTabId == tab->ID)) tab_to_select = tab; } @@ -7903,7 +8526,7 @@ bool ImGui::BeginTabItem(const char* label, bool* p_open, ImGuiTabItemFlags f } IM_ASSERT(!(flags & ImGuiTabItemFlags_Button)); // BeginTabItem() Can't be used with button flags, use TabItemButton() instead! - bool ret = TabItemEx(tab_bar, label, p_open, flags); + bool ret = TabItemEx(tab_bar, label, p_open, flags, NULL); if (ret && !(flags & ImGuiTabItemFlags_NoPushId)) { ImGuiTabItem* tab = &tab_bar->Tabs[tab_bar->LastTabItemIdx]; @@ -7944,29 +8567,32 @@ bool ImGui::TabItemButton(const char* label, ImGuiTabItemFlags flags) IM_ASSERT_USER_ERROR(tab_bar != NULL, "Needs to be called between BeginTabBar() and EndTabBar()!"); return false; } - return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder); + return TabItemEx(tab_bar, label, NULL, flags | ImGuiTabItemFlags_Button | ImGuiTabItemFlags_NoReorder, NULL); } -bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags) +bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, ImGuiTabItemFlags flags, ImGuiWindow* docked_window) { // Layout whole tab bar if not already done - if (tab_bar->WantLayout) - TabBarLayout(tab_bar); - ImGuiContext& g = *GImGui; + if (tab_bar->WantLayout) + { + ImGuiNextItemData backup_next_item_data = g.NextItemData; + TabBarLayout(tab_bar); + g.NextItemData = backup_next_item_data; + } ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; const ImGuiStyle& style = g.Style; - const ImGuiID id = TabBarCalcTabID(tab_bar, label); + const ImGuiID id = TabBarCalcTabID(tab_bar, label, docked_window); // If the user called us with *p_open == false, we early out and don't render. // We make a call to ItemAdd() so that attempts to use a contextual popup menu with an implicit ID won't use an older ID. IMGUI_TEST_ENGINE_ITEM_INFO(id, label, g.LastItemData.StatusFlags); if (p_open && !*p_open) { - ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); return false; } @@ -7979,9 +8605,6 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, else if (p_open == NULL) flags |= ImGuiTabItemFlags_NoCloseButton; - // Calculate tab contents size - ImVec2 size = TabItemCalcSize(label, p_open != NULL); - // Acquire tab data ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, id); bool tab_is_new = false; @@ -7990,33 +8613,48 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, tab_bar->Tabs.push_back(ImGuiTabItem()); tab = &tab_bar->Tabs.back(); tab->ID = id; - tab->Width = size.x; - tab_bar->TabsAddedNew = true; - tab_is_new = true; + tab_bar->TabsAddedNew = tab_is_new = true; } tab_bar->LastTabItemIdx = (ImS16)tab_bar->Tabs.index_from_ptr(tab); + + // Calculate tab contents size + ImVec2 size = TabItemCalcSize(label, (p_open != NULL) || (flags & ImGuiTabItemFlags_UnsavedDocument)); + tab->RequestedWidth = -1.0f; + if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth) + size.x = tab->RequestedWidth = g.NextItemData.Width; + if (tab_is_new) + tab->Width = ImMax(1.0f, size.x); tab->ContentWidth = size.x; tab->BeginOrder = tab_bar->TabsActiveCount++; const bool tab_bar_appearing = (tab_bar->PrevFrameVisible + 1 < g.FrameCount); const bool tab_bar_focused = (tab_bar->Flags & ImGuiTabBarFlags_IsFocused) != 0; const bool tab_appearing = (tab->LastFrameVisible + 1 < g.FrameCount); + const bool tab_just_unsaved = (flags & ImGuiTabItemFlags_UnsavedDocument) && !(tab->Flags & ImGuiTabItemFlags_UnsavedDocument); const bool is_tab_button = (flags & ImGuiTabItemFlags_Button) != 0; tab->LastFrameVisible = g.FrameCount; tab->Flags = flags; - // Append name with zero-terminator - tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); - tab_bar->TabsNames.append(label, label + strlen(label) + 1); + // Append name _WITH_ the zero-terminator + if (docked_window != NULL) + { + IM_ASSERT(docked_window == NULL); // master branch only + } + else + { + tab->NameOffset = (ImS32)tab_bar->TabsNames.size(); + tab_bar->TabsNames.append(label, label + strlen(label) + 1); + } // Update selected tab - if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) - if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) - if (!is_tab_button) - tab_bar->NextSelectedTabId = id; // New tabs gets activated - if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // SetSelected can only be passed on explicit tab bar - if (!is_tab_button) - tab_bar->NextSelectedTabId = id; + if (!is_tab_button) + { + if (tab_appearing && (tab_bar->Flags & ImGuiTabBarFlags_AutoSelectNewTabs) && tab_bar->NextSelectedTabId == 0) + if (!tab_bar_appearing || tab_bar->SelectedTabId == 0) + TabBarQueueFocus(tab_bar, tab); // New tabs gets activated + if ((flags & ImGuiTabItemFlags_SetSelected) && (tab_bar->SelectedTabId != id)) // _SetSelected can only be passed on explicit tab bar + TabBarQueueFocus(tab_bar, tab); + } // Lock visibility // (Note: tab_contents_visible != tab_selected... because CTRL+TAB operations may preview some tabs without selecting them!) @@ -8033,7 +8671,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // and then gets submitted again, the tabs will have 'tab_appearing=true' but 'tab_is_new=false'. if (tab_appearing && (!tab_bar_appearing || tab_is_new)) { - ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav | ImGuiItemFlags_NoNavDefaultFocus); + ItemAdd(ImRect(), id, NULL, ImGuiItemFlags_NoNav); if (is_tab_button) return false; return tab_contents_visible; @@ -8049,7 +8687,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const bool is_central_section = (tab->Flags & ImGuiTabItemFlags_SectionMask_) == 0; size.x = tab->Width; if (is_central_section) - window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_FLOOR(tab->Offset - tab_bar->ScrollingAnim), 0.0f); + window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(IM_TRUNC(tab->Offset - tab_bar->ScrollingAnim), 0.0f); else window->DC.CursorPos = tab_bar->BarRect.Min + ImVec2(tab->Offset, 0.0f); ImVec2 pos = window->DC.CursorPos; @@ -8073,17 +8711,14 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, } // Click to Select a tab - ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowItemOverlap); + // Allow the close button to overlap + ImGuiButtonFlags button_flags = ((is_tab_button ? ImGuiButtonFlags_PressedOnClickRelease : ImGuiButtonFlags_PressedOnClick) | ImGuiButtonFlags_AllowOverlap); if (g.DragDropActive) button_flags |= ImGuiButtonFlags_PressedOnDragDropHold; bool hovered, held; bool pressed = ButtonBehavior(bb, id, &hovered, &held, button_flags); if (pressed && !is_tab_button) - tab_bar->NextSelectedTabId = id; - - // Allow the close button to overlap unless we are dragging (in which case we don't want any overlapping tabs to be hovered) - if (g.ActiveId != id) - SetItemAllowOverlap(); + TabBarQueueFocus(tab_bar, tab); // Drag and drop: re-order tabs if (held && !tab_appearing && IsMouseDragging(0)) @@ -8106,7 +8741,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, if (hovered && g.HoveredIdNotActiveTimer > TOOLTIP_DELAY && bb.GetWidth() < tab->ContentWidth) { // Enlarge tab display when hovering - bb.Max.x = bb.Min.x + IM_FLOOR(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); + bb.Max.x = bb.Min.x + IM_TRUNC(ImLerp(bb.GetWidth(), tab->ContentWidth, ImSaturate((g.HoveredIdNotActiveTimer - 0.40f) * 6.0f))); display_draw_list = GetForegroundDrawList(window); TabItemBackground(display_draw_list, bb, flags, GetColorU32(ImGuiCol_TitleBgActive)); } @@ -8120,9 +8755,8 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // Select with right mouse button. This is so the common idiom for context menu automatically highlight the current widget. const bool hovered_unblocked = IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup); - if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1))) - if (!is_tab_button) - tab_bar->NextSelectedTabId = id; + if (hovered_unblocked && (IsMouseClicked(1) || IsMouseReleased(1)) && !is_tab_button) + TabBarQueueFocus(tab_bar, tab); if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton) flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton; @@ -8131,7 +8765,7 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, const ImGuiID close_button_id = p_open ? GetIDWithSeed("#CLOSE", NULL, id) : 0; bool just_closed; bool text_clipped; - TabItemLabelAndCloseButton(display_draw_list, bb, flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); + TabItemLabelAndCloseButton(display_draw_list, bb, tab_just_unsaved ? (flags & ~ImGuiTabItemFlags_UnsavedDocument) : flags, tab_bar->FramePadding, label, id, close_button_id, tab_contents_visible, &just_closed, &text_clipped); if (just_closed && p_open != NULL) { *p_open = false; @@ -8148,9 +8782,9 @@ bool ImGui::TabItemEx(ImGuiTabBar* tab_bar, const char* label, bool* p_open, // (We test IsItemHovered() to discard e.g. when another item is active or drag and drop over the tab bar, which g.HoveredId ignores) // FIXME: This is a mess. // FIXME: We may want disabled tab to still display the tooltip? - if (text_clipped && g.HoveredId == id && !held && g.HoveredIdNotActiveTimer > g.TooltipSlowDelay && IsItemHovered()) + if (text_clipped && g.HoveredId == id && !held) if (!(tab_bar->Flags & ImGuiTabBarFlags_NoTooltip) && !(tab->Flags & ImGuiTabItemFlags_NoTooltip)) - SetTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); + SetItemTooltip("%.*s", (int)(FindRenderedTextEnd(label) - label), label); IM_ASSERT(!is_tab_button || !(tab_bar->SelectedTabId == tab->ID && is_tab_button)); // TabItemButton should not be selected if (is_tab_button) @@ -8168,24 +8802,30 @@ void ImGui::SetTabItemClosed(const char* label) if (is_within_manual_tab_bar) { ImGuiTabBar* tab_bar = g.CurrentTabBar; - ImGuiID tab_id = TabBarCalcTabID(tab_bar, label); + ImGuiID tab_id = TabBarCalcTabID(tab_bar, label, NULL); if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_id)) tab->WantClose = true; // Will be processed by next call to TabBarLayout() } } -ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button) +ImVec2 ImGui::TabItemCalcSize(const char* label, bool has_close_button_or_unsaved_marker) { ImGuiContext& g = *GImGui; ImVec2 label_size = CalcTextSize(label, NULL, true); ImVec2 size = ImVec2(label_size.x + g.Style.FramePadding.x, label_size.y + g.Style.FramePadding.y * 2.0f); - if (has_close_button) + if (has_close_button_or_unsaved_marker) size.x += g.Style.FramePadding.x + (g.Style.ItemInnerSpacing.x + g.FontSize); // We use Y intentionally to fit the close button circle. else size.x += g.Style.FramePadding.x + 1.0f; return ImVec2(ImMin(size.x, TabBarCalcMaxTabWidth()), size.y); } +ImVec2 ImGui::TabItemCalcSize(ImGuiWindow*) +{ + IM_ASSERT(0); // This function exists to facilitate merge with 'docking' branch. + return ImVec2(0.0f, 0.0f); +} + void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabItemFlags flags, ImU32 col) { // While rendering tabs, we trim 1 pixel off the top of our bounding box so they can fit within a regular frame height while looking "detached" from it. @@ -8195,7 +8835,7 @@ void ImGui::TabItemBackground(ImDrawList* draw_list, const ImRect& bb, ImGuiTabI IM_ASSERT(width > 0.0f); const float rounding = ImMax(0.0f, ImMin((flags & ImGuiTabItemFlags_Button) ? g.Style.FrameRounding : g.Style.TabRounding, width * 0.5f - 1.0f)); const float y1 = bb.Min.y + 1.0f; - const float y2 = bb.Max.y - 1.0f; + const float y2 = bb.Max.y - g.Style.TabBarBorderSize; draw_list->PathLineTo(ImVec2(bb.Min.x, y2)); draw_list->PathArcToFast(ImVec2(bb.Min.x + rounding, y1 + rounding), rounding, 6, 9); draw_list->PathArcToFast(ImVec2(bb.Max.x - rounding, y1 + rounding), rounding, 9, 12); @@ -8246,7 +8886,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, } const float button_sz = g.FontSize; - const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x * 2.0f - button_sz), bb.Min.y); + const ImVec2 button_pos(ImMax(bb.Min.x, bb.Max.x - frame_padding.x - button_sz), bb.Min.y + frame_padding.y); // Close Button & Unsaved Marker // We are relying on a subtle and confusing distinction between 'hovered' and 'g.HoveredId' which happens because we are using ImGuiButtonFlags_AllowOverlapMode + SetItemAllowOverlap() @@ -8264,10 +8904,8 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, if (close_button_visible) { ImGuiLastItemData last_item_backup = g.LastItemData; - PushStyleVar(ImGuiStyleVar_FramePadding, frame_padding); if (CloseButton(close_button_id, button_pos)) close_button_pressed = true; - PopStyleVar(); g.LastItemData = last_item_backup; // Close with middle mouse button @@ -8276,7 +8914,7 @@ void ImGui::TabItemLabelAndCloseButton(ImDrawList* draw_list, const ImRect& bb, } else if (unsaved_marker_visible) { - const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz) + g.Style.FramePadding * 2.0f); + const ImRect bullet_bb(button_pos, button_pos + ImVec2(button_sz, button_sz)); RenderBullet(draw_list, bullet_bb.GetCenter(), GetColorU32(ImGuiCol_Text)); }